From 5e450063fbe25926ae50d569c285db428055318a Mon Sep 17 00:00:00 2001 From: João Silva Date: Mon, 14 Aug 2017 06:03:05 +0100 Subject: Deleted several unused variables, code and files. --- source/problems.txt | 459 ---------------------------------------------------- 1 file changed, 459 deletions(-) delete mode 100644 source/problems.txt (limited to 'source/problems.txt') diff --git a/source/problems.txt b/source/problems.txt deleted file mode 100644 index 293df59..0000000 --- a/source/problems.txt +++ /dev/null @@ -1,459 +0,0 @@ -o FIXED: Aladdin: Mode 7 tile 0 corruption. bug in my delay-by-one-word read - V-RAM code. -o FIXED: Missing sprites on Captain Commando (all negative x coords) - only - on asm version, but now... -o FIXED: Flashing screen on Captain Commando. -o FIXED: Super Street Fighter 2 won't respond to joy-pad controls. -o FIXED: Final Fantasy V - text windows are partially hidden - background - priority-per tile problem. - needed dual-windowing AND/OR logic mode. -o FIXED: Tinytoons uses Mode 7 priority per pixel. -o FIXED: Formation Soccer seems to need transparent mode 7 graphics and sprites - behind background. -o FIXED: Super Aleste has corrupted sprites on title screen. -o FIXED: Junk on backgrounds of Battle Clash. sub-screen subtract. -o FIXED: Total Carnage scrolling text is off by a couple of lines, h-dma problem. -o FIXED: Puzzle Bobble says "this ROM is not designed for you snes". -o FIXED: Sensible Soccer Mode 0 problems (colours). -o FIXED: Cannon Fodder shows signs of H-DMA problems when showing mission - title screen. -o FIXED: Alien vs Predator: sprites messed up and screen flashing (screen - flashing done on purpose). -o FIXED: ffmq might require MVN/MVP to always use a 16-bit accumulator. -o FIXED: Battle Toads crashes after player selection. -o Mode 5 graphics on snestest.smc Controller Test are corrupt - offset per - tile not implemented. NO - H-512 mode not implemented! -o FIXED: snestest.smc locked up on Electronics test - IRQ never cleared. -o FIXED: Formation Soccer is doing DMA from a bad area of RAM to V-RAM - - needed SPC700 emulation. -o FIXED: Pacman crashes and problems with sprites on title screen - v-ram - reading problem. -o FIXED: New FF5 graphics problems on title screen. -o FIXED: MS-DOS machine with single joystick doesn't work. -o FIXED: Seiken 3 locks up - first in a IRQ loop (its never cleared) then waiting - for sound CPU. -o FIXED: Metriod 3 has a corrupted screen and locks up. -o FIXED: Mechawarrior 3050 has major problems - corrupt screen, extreamly slow frame - time, etc., etc. - needs SetByte and GetByte CPU push code. - So does - Weapon Lord! -o FIXED: **Weapon Lord uses PCALL and TCALL in SPC-700 code ** -o FIXED: Another World is transfering a lot of data using DAM to VRAM and $2180. -o FIXED: Soulblazer has minor h-dma glitches on vertical background scrolling. -o FIXED: Secret of the Stars no go - Sound cpu wait problem. -o FIXED: With reseting IRQ in place in v-line != h-irq-line Battle Toads: Double - Dragon works, but Spawn doesn't. -o FIXED: Memory map problem with Donald Duck (corrupt ROM image). -o FIXED: Comsmo Puzzle and Yuu Yuu all show "V-RAM increment" type - problems (problem was with reading V-RAM). -o FIXED: Some games rewrite the sprite registers during a frame. -o FIXED: ILLUSION has horrible sound... (sample decode routine had a bug). -o FIXED: Find out why graphics are all squashed up on sensi soccer/ bman with old - old tile drawing code... -o FIXED: IRQ wobble on Aladdin at top of screen - causes occational palette flash. -o FIXED: 7th Saga, Actraiser2 and Addams Family causes a core dump on exit. -o FIXED: aleste.smc has sprite display problems on title screen on tile-based redraw - code. -o INFO: DKC3 crashes itself if V-RAM isn't filled with zeros! -o FIXED:Tazmania has stopped working - missing IRQ. Adding a field to - Settings moved a variable being used in asm code. -o FIXED: Castleviana 5 and Sparkster use DMA address decrement to update sprites. -o FIXED: X-Men has some sprite glitches - but only on tile based redraw code - - it blanks the screen early and then DMAs new spite tile data before the - usual end of frame. -o FIXED: Super Punchout shows corrupt knockout timer when H-DMA is enabled. - (was triggering H-DMA during a frame) - only trigger H-DMA during v-blank or - h-blank, otherwise write to register is ignored. -o SOUND: Clayfighter, Tazmania, Madden 94-97, NHL 96-97, and WeaponLord - all spool sound samples into APU RAM using H-DMA! -o FIXED: ASM version bug: SOUND: Super Punchout has lots of sound repeat problems. -o FIXED: DMA? problems on background 3 in SMW. -o FIXED: Weapon Lord hangs on player selection screen (waiting for SPC700?). -o FIXED: Killer Instinct shows BG3 on title screen when it shouldn't. -o FIXED: Blank screen on Rock 'n' Roll Racing - DMA problem. -o FIXED: SFC Bastard has offset problems on Mode 7 graphics on title screen. -o FIXED: SOUND: SFC Bastard (bastardy.smc) locks with sound enabled. -o FIXED: GANBARE GOEMON 2 (sf16232a.078) requires SavedOAMAddr to be set in - OAMAddr after end of frame (at max v_counter?). -o FIXED: SuperOffroad: The Baj has screen flash/timing problems during game - - skipping IRQs ? - It was reseting the H-IRQ position so another IRQ would - occur on the scanline it was already on. -o FIXED: R-TYPE 3 has missing scrolling "space" background during game. - (location $54 contains $10, needs to contain $11) - not a bug, when run on a - real SNES the background is missing as well. -o FIXED: Toy Story plays sample that walks off end of memory - was causing - emulator crashes. -o FIXED: Bubsy has corrupt graphics - it required register $4210 bit 7 to - trigger at the end of h-blank of line 224, not at the start. -o FIXED: Jurrassic Park locks with sound enabled. (Corrupt ROM image). -o FIXED: Q*Bert 3 has major graphics problems after 3rd level or locks. With -h 120 - and VAR_CYCLES game has corrupt graphics, otherwise it crashes. - ROM image - is corrupt as same thing happens on a real SNES. -o FIXED: Evo - Chapter 1 title page shown on two backgrounds at same time - - not bug just sub-screen addition being used. -o FIXED: Ghosts and Ghouls needs H-DMA to be enabled if register is written after - start of frame - Super Punchout needs the opposite... - - only start H-DMA if enable register written to during v-blank or h-blank. -o Exhaust Heat might require scanline drawing just before H-DMA rather than - at end of h-blank. -o FIXED: Exhaust Heat has mode 7 offset problems. v0.24 accidentally fixed the problem - but now its back again. -o FIXED: Goal locks at start with sound enabled. - The SPC700 seems to need to - start executing instructions before the 65c816 so it has initialised $2140 - to $BBAA before the '816 checks for that value. -o FIXED: Final Fight 3 crashes with BRK instruction. - corrupt ROM. -o FIXED: T2 - has problems with clip windows. -o Robocop v Terminator: screen flashes like Alien vs Predator. -o FIXED:Nhl97 crashes - sound APU problem ? -o FIXED: Nhl97 now doesn't crash, instead the game won't start after the teams have - been chosen. -o FIXED: Shadow Run shows sprite-sprite priority problems. -o Alien vs Predator uses colour subtraction on sprites but only on palettes 6-7? - (Collect cloaking device, second object). -o NMI might need to be delayed to end of line. -o JanjYu Gakuen 2 looks at bit 6 of $4211 - might need to show source of - IRQ - $40 for V-IRQ and $20 for H-IRQ? -o FIXED: Sunset riders has repeated background problems(?) - could be sub-screen - addition/subtraction. Colour palette changes during game. -o Priority on snestest.smc Character Test are incorrect. -o Clay Fighter 2 writes to $3007-8 and reads from $3211-4. -o FIXED: Shien The Blade Chase tests bit 0 of $4200 until it goes 0 - reading - $4200 must reflect joypad reading status. No, actually $4200 is open bus. -o FIXED: NBAJam (not Tournament Edition) has an odd memory map - accesses - code at $3Dxxxx. (corrupt ROM image). -o Super Bases Loaded uses Mode 5 and the background offset mode. -o FIXED: Super Bases Loaded 2 has an odd memory map: writes to $E00000 and reads from - $E04000! (DSP1 chip) -o PilotWings uses a DSP. -o FIXED: Return Of Double Dragon needs -FL -ss 1 -o. -o FIXED: Tazmania is rewriting the colour palette just before the end of the frame. - Shows up a a flashing screen. Uses software not DMA. -o FIXED: Actraiser2 has screen flash/timing problems. Was rewriting H-DMA - start addresses during a frame - real SNES seems to ignore these. -o Actraiser2 uses mode 7 fixed colour palette mode - "32K" mode. -o FIXED: Agmawo locks at start. corrupt ROM - looks to be only first part of a - multi-part ROM on the CD. -o FIXED: Alfred Chicken needs -FL. -o Mighty Max and Addams Family 2 are very slow with sound enabled. -o Williams Arcade Classics plays sound samples by varying the volume level - using the gain control... -o FIXED:Zoop: Sound works initially but then stops during game. -o FIXED:Lion King locks up with sound enabled... -o Sparkster has lots of sound repeat problems. -o FIXED: Killer Instinct shows corruption at top of screen during the actual fight. - Seems to need sub-screen emulation turned on. -o Look into passing mask into StartHDMA so the routine only resets DMA - channels with the bit set in the bit mask. -o FIXED: RPM racing uses mode 5 512x512. -o FIXED: Biker Mice From Mars (sfbiker) needs -N and flipped layering '8'. -o FIXED: Mario and Wario (sfmarwar.smc) needs a mouse. -o Battle Toads: Double Dragon needs the -h parameter set to 100. -o FIXED: SF8752.smc has sprites problems when using tile-redraw code. -o FIXED: NHL '97 does a JMP $4320 in bank $87 - $4320 is a register area in that - bank. -o FIXED: Chuck Rock has corrupted sprites on the title screen. -o FIXED: War of the Gems crashes with a STP instruction - bug in asm version of - CPU core - appears when status register spliting was added. Snap6. - If IRQ pending after returning from an NMI then incorrect status pushed - onto stack. -o Adventures of Batman & Robin (bat.smc) has really slow music on title - screen with SPC700 shutdown enabled. -o Return of the Jedi has lots of sound problems. -o WORMS has vertical offset problems on BG1 when displaying life bar at top - of screen. -o FIXED: Street Racer has corrupt sprites on the player select screen. -o FIXED: Super Bases Loaded 1 uses Mode 5 (512x224) on intro. -o INFO: Batman Forever uses sub-screen addition with bg's being on both the main - screen and sub-screen. -o INFO: Intro of Beavis and Butthead uses sub-screen addition with bg's being on - both the main screen and sub-screen. -o INFO: ebreaker.smc bg's on both main and sub-screen. -o Big Sky Trooper's music is very slow. -o FIXED: Bomberman 4 needs -FH. -o FIXED: Captain Commando is interleaved. -o FIXED: Crystal Bean locks at start and is interleaved. - corrupt ROM image. -o Jim Power (jimp.smc) has scrolling/H-DMA problems on the intro. -o FIXED: Ogre Battle has fixed colour subtract problems on the main screen. -o pacman and Jim Power intro seem to rely on maximum number of sprites on a - scanline at once to hide unwanted sprites. -o FIXED: Pacman 2 has scrolling/H-DMA problems during the game. -o FIXED: Power Drive (snk_powd.smc) uses 512x448 on intro. -o FIXED: SKI PARADISE (skiparad.fig) uses mode 7 priority per pixel -o The Magical Quest (smmouse.smc) has an intro with bad raster glitches - uses - exact CPU timing! -o FIXED: Madden 96 needs -FH and has new Antherox intro. -o FIXED: College Slam (collslam.1 on CD) thinks non-standard controllers are - connected. It writes $12 and $02 to $4016. -o The sound on Speedy Gonzales sounds out of tune - seems to vary the - frequency a lot - first low byte then the high byte. -o Stargate has sound clicks on channels 5 and 6 on title page. -o FIXED: Ranman1/2 Part 1 (ranma121.smc) crashes SPC700 at start up - looks like a - 65c816 addressing mode/instruction bug! - corrupt ROM image. -o Speedy Gonzales starts a long DMA to $2180 at v-line 1 with the screen not - blanked. -o FIXED: acc-elf.smc works on v0.1 but crashes with a STP instruction in v0.24. -o FIXED: FLYING HERO BUGYURU flyhero.smc does not work and image is odd size so code - doesn't detect header and remove it. -o FIXED: Yaiba (lmk_yaib.smc) locks waiting for an interrupt to occur to no interrupts - are enabled. -o CORRUPT ROM: Rise of the Robots does a long DMA to V-RAM during in the NMI handler - - it might require the DMA to automatically stop when H-DMA starts if the - screen is not blanked. -o FIXED: Andrew Agassi Tennis has missing sprites - only writes to low byte - of sprite write address register. Writing to low byte must clear hi-byte as - well. -o FIXED: Bonkers locks sound enabled. SPC700 code expected KOFF DSP register - to return value just written. -o Mario Kart has odd graphic windows settings when first started. -o FIXED: Street Racer has odd size sprites and has missing tiles when displayed. -o FIXED: ASM 65c816, Aladdin keeps warping to other side of screen on first level. -o The Great Circus Mystery (circusmystery.smc) doesn't work. -o James Pond 2 gets stuck waiting for SPC700 to respond after first title - screen. works on v0.24. -o Mario All stars - Super Mario 2 uses mode 2 (offset per tile) but with - height 64 on bg #2. Black screen. -o FIXED: Chrono Trigger uses mode 2 with width 64 for wavey 'Trigger' text. Text - should scroll onto screen, it doesn't. It does if width 64 is disabled, - but it starts on the screen first. - bug with not wrapping Quot variable - with mode 2 width 64. -o Tetris Attack uses screen screen height of 64 on offset-per-tile mode 2. -o Batman forever might show that if OBJs are on both the main and sub-screens - and colour addition is enabled, then only OBjs with palette numbers - 4 or greater take part in colour addition and are not displayed on the - sub-screen. -o FIXED: CPUShutdown causes problems for ROMs that wait for h-blank using $4212 - during the v-blank period - Reschedule doesn't enable HBLANK_START_EVENT - during the v-blank period so the cycle skipping code doesn't wake up the - CPU until h-blank end. -o FIXED: Putty Squad seems to use wrong palette for each tile when mosaic effect - is being used - could be only the ROM so far with 16x16 pixels tiles and - mosaic effect. -o FIXED: Mortal Kombat 1 restarts level when once the 'fight' message has disappeared. - - 0.31 has problems. - - 13-03-98 problems. - - 1-4-98 problems. - Problem with asm code only and intermittent. -o FIXED: Clay fighter has problems with colour window when the game starts and the - game locks up anyway. ... but still sound repeat problems. -o FIXED: VAMPIRES KISS has corrupt, flashing OBJs and some v-ram problems, - no problems in 0.41. Problem not dma, ppu, or cpuexec. - - Problem was H-DMA was being started inside v-blank period. -o FIXED: VAMPIRES KISS has tile glitches on bg#2 during game - not present in - 0.41. H-DMA? -o FIXED: Contra 3 has clip window problems resulting in black screen, only - OBJs can be seen when game first starts. -o FIXED: YUUYUU TOKUBETUHEN (yuyut.smc) has missing OBJs when screen is split - - it enables both clip windows on OBJ and sets the combination mode to - AND but both clip windows only overlap a few pixels so the OBJs are not - displayed. - bug in window code, needed to flip the logic window - combination mode because the window area add already been flipped. -o Multiple colour add/sub and clip window bugs with Killer Instinct. -o T2: Arcade Game displays multi-coloured blocks of tiles when a mode 3 - screen is being displayed. Screen shown when game-over. -o Bomberman 5 flickers on title screen when H-DMA is enabled. -o FIXED: XOR window clip code is producing bands that overlap. -o TOKIMEKI MEMORIAL (tokmemor.smc) uses hi-res., mosasic effect and fixed - colour addition. -o FIXED: TOKIMEKI MEMORIAL (tokmemor.smc) displays corrupted sprites - every other - group of four pixels is missing. -o RPM racing (hi-res. interlace) displays blank screen with 8-bit renderer. -o FIXED: Lufia I locks is shutdown is enabled. Asm only. -o FIXED: The SPC700 in Universal Solider locks if shutdown is enabled. Asm only. -o FIXED: Disabling the Multi Player 5 switches controller 1 to a mouse ! -o FIXED: Top Gear 3000 - DSP1? game, though ROM header doesn't mention it. - Bug in ROM header detection code. -o FIXED: Lost Vikings II locks after title screen - works in 0.24. -o Lost Vikings locks or resets on all versions. -o Uniracers enables sub-screen addition on bg # 2 but with nothing on the - the sub-screen. Should it be either the fixed colour or back-drop - colour get added instead? -o Wile E's Revenge has missing music, and very quite sound. Also displays - rotated mode 7 character picture during titles. -o Pilot Wings tries to set up a V-IRQ to happen on the line its already on, - uses IRQ to switch to mode 7. -h 120 fixes problem. Cycle timing must be - off. -o Top Gear 3000 sits in a loop waiting for the H-DMA line count register - to reach a particular value - it never does because its not emulated yet! -o Theme Park starts a rather crummy tune then crashes. Hacker intro? -o Killer Instinct has a one-pixel wide bright line part way down screen - on orcid practice level - colour window invert bug? -o Killer Instinct bg #1 is hidding some transparency effects and the - fighter's sprite shadows on some levels. -o Batman - revenge of the joker locks at start - waiting for SPC700 which - has hit a stop instruction. -o Eye of the Beholder has strange mouse pointer movement problems when SNES - mouse emulation is enabled. -o FIXED: Daffy duck has lots of scrolling glitches on background parallax effects - - timing problems? Missing NMI - ROM kept turning NMI enable flag on and off. -o Aero the AcroBat 2 might wait until a bit in $420B (h-dma enable) clears - - does reading that register indicate H-DMA channels in progress? -o Ardy Lightfoot and Oblix both flash the sprite of the main character - on and off every other frame, should they do this or is it a bug? -o FIXED: Firemen locks at start waiting for SPC700. Human game, needs -ratio 3. -o Jim Power has a one pixel wide bright line down one side of screen on the - level map screen. -o Lots of missing sound effects in Home Alone 2. -o Missing sound effects in Earth Worm Jim 2. -o Captain America has single pixel high line corruption through some of its - tiles. -o NHL STANLEY CUP locks at start waiting for the SPC700 - works with sound - disabled. -o Sailor Moon has colour window problems during intro of game. -o Sailor Moon R screen flashes black during game. -h 102 fixes. -o Tile corruption on Super Pang on 3rd level+ - only on DOS port. -o Mighty Max uses colour window on main screen to clip background colour - palette changes - except its not working on Snes9x. -o FIXED: Battle Toads: Battlemanics crashes during intro - ROM's NMI handler does not - switch index registers to 16-bit before pushing them onto the stack, but - always switches them to 16-bit mode when restoring them. - NMI timing problem. -o FIXED: Contra 3 has missing fire effects when bomber plane drops bombs - use - freeze-game to see. - Colour window is fully clipping the sub-screen and - the fire effects are only on the sub-screen. - - colour window invert bug. -o FIXED: Illusion of Gaia uses sub-screen subtraction with half flag during game - select. Also, uses colour window to cut a hole in the main-screen, - should the sub-screen be visible at this point? Only two backgrounds are - being displayed, one on the main-screen and one on the sub-screen and - the sub-screen is not being added to the background only the background on - the main-screen. -o FIXED: Gun force uses background #2 to display horizontal bullets fired from - player, but they are displayed offset from the main firing them. H-DMA transfer - size array was not set for the mirrored channels. -o FIXED: Empire Strikes Back needs -ratio 5 to work. -o Empire Strikes Back: The Hoth battle stage uses mode 7, priority per pixel - and part of the graphics are missing. -o FIXED: llusion of Gaia menu on the first screen should be on a dark background. - ZSNES gets it correct. -o DOS port can't load some ROMs from CD. NLKE has same problem. Allegro? - ZSNES loads most of them fine. -o -frametime option is broken. -o Jap version of Tetris Attack might have a scrolling bug on the title screen. -o FIXED: Commodore 64 emulator doesn't work with asm CPU core - works fine with - C code. -o FIXED: Chrono Trigger: crash bug in clipping code - use snapshot F6 and press 's'. - Corrupts stack causing crash. -o FIXED: Toy Story only updates screen every-other frame and woody flashes - continuously. (Woody flashing is due to hacked ROM) - Toy Story requires NMI to happen immediately after a WAI instruction. -o Toy Story has garbled sound output just before game starts. DOS port only. -o FIXED: Tales of Phantasia executes across a 0x8000 boundary and either side of - the boundary are at different offsets into the ROM. Causes a crash. -o RPM Racing doesn't display correctly when interpolation and 16-bit screen - mode. X11 port. Works when full-screen X. -o FIXED: Itchy & Scratchy has sprite corruption on the one of the title screens. - Problem appeared between v0.4 and v0.41. -o Start screen on Chase HQ is corrupt. v0.24 has same problem. -o FIXED: King of the Rally has missing music on the car-feature selection screen. - Works in v1.00. Requires DP+X addresses to wrap in zero page. -o FIXED: (again) Lufia I locks is shutdown is enabled waiting for SPC700. - made the SPC700 wake up if the 65c816 reads from the one of the 4 comm ports. - The SPC700 used to only wake up when the 65c816 wrote to the ports. -o WWF-Arcade crashes - calls a subroutine at address $EE758D which only - contains zeros at that address. Memory map bug? -o WWF-Super Wrestlemania and WWF-Raw both seem to display junk background - layers - the ROM enables the layers but does not set up any background data. -o WWF-Super Wrestlemania crashes just before the game starts. Memory map bug? -o FIXED: Ninja Warriors has missing graphics on the title screen - V-IRQ problem? - Problem appears after v1.16. Didn't like H-IRQ triggering on the same line - if the H-IRQ position register was updated. -o Yoshi's Island might show there's an 'off-by-one' bug in the clip window code - when it pops up a message box. -o Tazmania has ticking on the sound during the initial title music. -o SuperScope 6 has a repeating gun-fire sound on the initial aim screen. - Channel volume is set to gain mode. -o Stargate sometimes has a slight click sound at the end of each rapid soft - beep when the start button is pressed on the title page. Channel 6 is the - problem, has attack rate of 10ms, decay 1200ms, infinate sustain and a - sustain level of 5. -o Kirby Superstar - SA-1 game? YEP! -o The Lion King: under sound test, continue long song contains some odd - sounding notes. Is a particular type of sample not being decoded correctly? -o Clicks on the title music of Madden 98. -o Bugs Bunny has sound repeat problems when Bugs kicks a dog. - not a problem, - just needs -envx. -o Bugs Bunny has junk snow characters on bg #1. -o Airwolf hacker intro is very corrupt - corrupt ROM? -o FIXED:Pac-in-time title music sounds a lot worse with new envelope sound code in - 1.17. The game requires samples to be keyed on without being keyed off first. -o DOREMI Fantasy milon uses decay exponential volume envelope on the notes at - the end of the title music - they seem to take too long to decay. -o Winter Gold causes ZSNES Super FX code to overwrite the static data after its - allocation - was causing the X library to crash since that was the .o after - linked after zsnes.o. -o FIXED: Micromachines 2 has continuing engine noise problem when race is over - - sound channel 7 is in sustain mode with time period set to infinite. - - must have updated ADSR parameters as the it was in progress. -o DONE: Check Micromachines on real SNES - does the Ocean logo shear at the start? - If it doesn't it could be a bug in the mode 7 code - the same problem that - affects battle racers. - Does the same thing on a real SNES. -o FIXED: LAMBORGHINI AMERICAN has lots of missing music notes - - uses bent-line inc with attack rate of infinite? - - S9xSetEnvRate thought that the channel was silent and hence the number of - volume steps was 0 so erate was always being set to 0. -o Slight clicking on the sound of Wild Snake - not sound sync or interpolation - bug. -o FIXED: Zoop locks up at the end of each level playing random sound data on one - channel and the main SNES CPU seems to be waiting for the sound channel to - finish. - ENVX should return zero when channel is in gain mode. -o Battle Racers might have missing music during the race. -o Tactics Ogre has missing music and ROM locks up if you visit the sound menu. -o FIXED: Dragon Quest 5: the monsters disappear during fight sequences when the - fireball is used (freeze file 004). - - H-DMA needs to continue for one extra line, e.g. for screen height of - 239 H-DMA needs to run from line 0 to line 239, inclusive. -o Stargate sound click problem during some music - makes large changes to - channel volume levels while the sound is still playing, but other problems - seem to be causing the click. -o Super Air Diver 2, Pilotwings and SD Racing DSP all suffer from the same - shear DSP1 emulation bug. Bug in op 0x02/0x1a/0x0a to do with viewing angle - and rotation. -o Super Air Diver 1 locks at start waiting for sound CPU. -o FIXED: Ballz generates unknown DSP1 command 2f and 0f then locks up on title - screen. Implemented new Ops -o FIXED: Highway Battle 2 generates unknown DSP1 command 2f and lots of different - unknown DSP1 commands during play. The mode 7 screen is all messed up. Hacked game, - but the DSP routines were inaccurate. -o FIXED: Dungenon Master generates lots of unknown DSP1 commands errors. It's DSP-2. -o F1 Roc 2 isn't a DSP1 - uses some form of custom chip. -o F1 Roc 2 has graphic window clip problems with the clip code. -o Vertical mouse movement on Eye of the Beholder is very erratic. -o BT IN BATTLEMANIACS has slight sound click problems during the opening music. -o Bomberman 5 - sound test, music 22 doesn't sound correct. Sounds different on - three different versions 1.00, 1.16 and 1.18. -o FIXED: Sprite priority bug on title screen of ILLUSION OF GAIA. -o FIXED: James Pond 2 - random horizontal sprite movement between two places, seems - OK in 1.11 (only slight bug with battery level) but broken in 1.16. Sprite code relies - on funky behavior. -o Jigsaw Party objects to multi-player 5 emulation, game won't start with it - enabled. -o FIXED: The ROM load code thinks Eek The Cat is in interleave format, it isn't. -o FIXED: Primal Rage v1.20 - major graphics problem problems, not in v1.19. -o FIXED: Mario Kart - single player mode, pressing select to use rear view mirror - results in corrupt graphics. - inverse of an empty colour window should be - whole screen. -o FIXED:Missing logo from FF5 start up screen. - mode 7 was always using - main-screen z-buffer. -o FIXED: Something is zeroing the ZSNES SfxnRamBanks variable in Yoshi's Island, - allowing the code to set junk values in the ROMBR register which in turn - can cause an illegal memory access when the Super FX tries to access its RAM. - - ZSNES code bug. -o FIXED: Background scrolling glitches on Stargate. - - skipping NMIs. Stopped NMI retriggering in same screen. -o Metal Combat - in the title screen speech the '93 of the 1993 words get cut - off earily -o POWER RANGERS FIGHT during the game the score area breaks up and scrolls when - it shouldn't and there is corruption in the character graphics. -o FIXED: Maui Mallard doesn't show the water background layer correctly. - -o Seiken 3 3dfx type screen breakup bug in windows port with 'sal mode - enabled. -o FIXED: RexRonanExperimentalSurgeonUSA layering problem in title screens. - - wasn't wrapping V-RAM addresses for screen (bg) locations. -o PANIC BOMBER WORLD locks up on title screen -o Doom segfaults after splash screen if i386 core is used on Linux. -o Doom hangs when shooting a barrel if C++ core is used on Linux. -o Cu On Pa locks up at the player select screen - input not handled. Timing? -o Madara 2 menus should have a blue window clipped out - hi-res clipping behavior? -o Shin Megami Tensei fusion screen - corrupt graphics - $2105 seems to be getting set - to 0 instead of 9. -o Dragon Ball Z - Super Butoden 2 (J) 1.1 - flashing graphics at the start of - a fight and then later if the screen gets splitted. -- cgit v1.2.3