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📄 problems.txt

📁 著名SFC模拟器Snes9x的源代码。
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o INFO: 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 INFO: Alien vs Predator uses colour subtraction on sprites but only on palettes 6-7?  (Collect cloaking device, second object).o INFO: pacman and Jim Power intro seem to rely on maximum number of sprites on a  scanline at once to hide unwanted sprites.o INFO: PilotWings uses a DSP.o INFO: Actraiser2 uses mode 7 fixed colour palette mode - "32K" mode.o INFO:Battle Toads: Double Dragon needs the -h parameter set to 100.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 INFO: DKC3 crashes itself if V-RAM isn't filled with zeros!o INFO: TOKIMEKI MEMORIAL (tokmemor.smc) uses hi-res., mosasic effect and fixed  colour addition.o INFO: Tetris Attack uses screen screen height of 64 on offset-per-tile mode 2.o INFO: Mario Kart has odd graphic windows settings when first started.o INFO: Kirby Superstar - SA-1 game? YEP!o INFO: Clay Fighter 2 writes to $3007-8 and reads from $3211-4.o INFO: 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 INFO: Speedy Gonzales starts a long DMA to $2180 at v-line 1 with the screen not   blanked.o DONE: Jap version of Tetris Attack might have a scrolling bug on the title screen.  - doesn't seem to.o FIXED: Mighty Max uses colour window on main screen to clip background colour  palette changes - except its not working on Snes9x.o FIXED: Batman - revenge of the joker locks at start - waiting for SPC700 which  has hit a stop instruction.  - has its ROM header information in the wrong memory location, fooling Snes9x    into thinking its a HiROM; it isn't.o DONE: T2: Arcade Game displays multi-coloured blocks of tiles when a mode 3  screen is being displayed. Screen shown when game-over.  - Corrupt ROM.o DONE: 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.  - not a problem.o DONE: 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?  - Corrupt ROM.o DONE: The Great Circus Mystery (circusmystery.smc) doesn't work.  - Corrupt ROM.o DONE: Theme Park starts a rather crummy tune then crashes. Hacker intro?  - Corrupt ROMo DONE: WWF-Super Wrestlemania crashes just before the game starts. Memory map bug?  - Corrupt ROM.o DONE: Lost Vikings locks or resets on all versions.  - check for newer ROM image and/or zsnes.  - Corrupt ROM.o FIXED: Jim Power has a one pixel wide bright line down one side of screen on the  level map screen.o DONE: NMI might need to be delayed to end of line.  - no, but it did need delaying for a few microseconds.o FIXED: 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 FIXED: Jim Power (jimp.smc) has scrolling/H-DMA problems on the intro.  - missing mode 2, offset-per-emulation and then offset data for first tile    was being ignored.o FIXED: Captain America has single pixel high line corruption through some of its  tiles.o FIXED: 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: Bugs Bunny has sound repeat problems when Bugs kicks a dog. - not a problem,  just needs -envx.o FIXED: WWF-Arcade crashes - calls a subroutine at address $EE758D which only   contains zeros at that address. Memory map bug?  - Corrupt ROMo FIXED: -frametime option is broken.o FIXED: Start screen on Chase HQ is corrupt. v0.24 has same problem.  - needs CentreX & 1023 on mode 7 when screen repeat is on.o FIXED: 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?  - fixed colour should be added.o FIXED: Killer Instinct has a one-pixel wide bright line part way down screen  on orcid practice level - colour window invert bug?o FIXED: Killer Instinct bg #1 is hidding some transparency effects and the  fighter's sprite shadows on some levels.o FIXED: Mario All stars - Super Mario 2 uses mode 2 (offset per tile) but with  height 64 on bg #2. Black screen.  - real problem was that horizontal offset per tile wasn't implemented.o FIXED: James Pond 2 gets stuck waiting for SPC700 to respond after first title  screen. works on v0.24.o FIXED: Multiple colour add/sub and clip window bugs with Killer Instinct.o INFO: Williams Arcade Classics plays sound samples by varying the volume level  using the gain control...o FIXED: Bomberman 5 flickers on title screen when H-DMA is enabled.o DONE: Exhaust Heat might require scanline drawing just before H-DMA rather than  at end of h-blank.  - looks like the game just needs -h 110. Cycles per scanline count might be    too small for all games.o FIXED: The Magical Quest (smmouse.smc) has an intro with bad raster glitches - uses  exact CPU timing!o FIXED: Big Sky Trooper's music is very slow.  - must have been a CPU shutdown problem.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 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 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 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 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 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 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 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 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 FIXED: Super Bases Loaded 2 has an odd memory map: writes to $E00000 and reads from  $E04000! (DSP1 chip)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 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 FIXED:Zoop: Sound works initially but then stops during game.o FIXED:Lion King locks up with sound enabled...o FIXED: Killer Instinct shows corruption at top of screen during the actual fight.  Seems to need sub-screen emulation turned on.o FIXED: NBAJam (not Tournament Edition) has an odd memory map - accesses   code at $3Dxxxx. (corrupt ROM image).

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