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📄 problems.txt

📁 著名SFC模拟器Snes9x的源代码。
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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 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 FIXED: Sunset riders has repeated background problems(?) - could be sub-screen  addition/subtraction. Colour palette changes during game.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 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 FIXED: Ogre Battle has fixed colour subtract problems on the main screen.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 pixelo 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 FIXED: Ranman1/2 Part 1 (ranma121.smc) crashes SPC700 at start up - looks like a  65c816 addressing mode/instruction bug! - corrupt ROM image.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 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 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 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 FIXED: XOR window clip code is producing bands that overlap.o FIXED: TOKIMEKI MEMORIAL (tokmemor.smc) displays corrupted sprites - every other  group of four pixels is missing.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 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 FIXED: Firemen locks at start waiting for SPC700. Human game, needs -ratio 3.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: Empire Strikes Back needs -ratio 5 to work.o FIXED: llusion of Gaia menu on the first screen should be on a dark background.  ZSNES gets it correct.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 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 FIXED: Itchy & Scratchy has sprite corruption on the one of the title screens.  Problem appeared between v0.4 and v0.41.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 when 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 FIXED: Sparkster has lots of sound repeat problems.o FIXED:Adventures of Batman & Robin (bat.smc) has really slow music on title  screen with SPC700 shutdown enabled.o FIXED: Return of the Jedi has lots of sound problems.o FIXED: Mighty Max and Addams Family 2 are very slow with sound enabled.o FIXED: Yoshi's Island might show there's an 'off-by-one' bug in the clip window code  when it pops up a message box.  - bug with clip window 2 'outside area' setup code - window 1 code was correct.o FIXED: YS 5 - text boxes should contain a smooth colour change; they don't.  - Colour addition/subtraction code and halve the result shouldn't halve the    result if its only the fixed colour.o FIXED: Modes 2 & 4 are broken - horizontal offset per tile rendering is incorrect.  Multiple tiles have to rendered in the same tile box.o FIXED: Yoshi's Island PAL - ZSNES freeze state. Level 6 boss. Mode 2 offset per  tile problem.  - tile offset data has to take into account horizontal offset of background    layer.o FIXED: Taekwon-Do locks up at start.  - Human game - needs special SPC700 timing.o FIXED: Lots of missing sound effects in Home Alone 2.  - Just needs ENVX and sync-sound emulation turned on.o Missing sound effects in Earth Worm Jim 2.  - Spools sound data using H-DMA in real-time.o Toy Story has garbled sound output just before game starts. DOS port only.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 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 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 NHL STANLEY CUP locks at start waiting for the SPC700 - works with sound  disabled.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 Bugs Bunny has junk snow characters on bg #1.  - initialisation problem/timing problem. If you wait until the joypad screen    is displayed, then start the game, it works!o DOS port can't load some ROMs from CD. NLKE has same problem. Allegro?  ZSNES loads most of them fine.o RPM Racing doesn't display correctly when interpolation and 16-bit screen  mode. X11 port. Works when full-screen X.o Airwolf hacker intro is very corrupt - corrupt ROM?o Super Bases Loaded uses Mode 5 and the background offset mode.o Look into passing mask into StartHDMA so the routine only resets DMA  channels with the bit set in the bit mask.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 Priority on snestest.smc Character Test is incorrect.o Shien The Blade Chase tests bit 0 of $4200 until it goes 0 - reading  $4200 must reflect joypad reading status.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 Gun force uses background #2 to display horizontal bullets fired from  player, but they are displayed offset from the main firing them.o Wile E's Revenge has missing music, and very quite sound. Also displays   rotated mode 7 character picture during titles.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 Eye of the Beholder has strange mouse pointer movement problems when SNES  mouse emulation is enabled.o Mode 5 graphics on snestest.smc Controller Test are corrupt - offset per  tile not implemented. NO - H-512 mode not implemented!o Robocop v Terminator: screen flashes like Alien vs Predator.o RPM racing (hi-res. interlace) displays blank screen with 8-bit renderer.o Secret of the Evermore: strange sprite animation problem during end  sequence. See freeze file 1.o Return of the Jedi - watch intro. Flight through Death Star is badly corrupt.  (mode 7).o WORMS has vertical offset problems on BG1 when displaying life bar at top  of screen.  - check on real SNES.o Theme Park world map screen has text offset problems - mode 2.  - check Jap copy and/or on real SNES.o Chrono Trigger, snapshot chrono.012, locks up waiting for sound CPU.   - Fix by increasing %'age cycles per line ~105.o Super Play Action Football has corrupt title pages - uses mode 5 hi-res.o Secret of the Evermore: lock up problem during dialog. See freeze file 2 & 3.  - Fix by increasing %'age of cycles per line ~101.o Sound clicking during music of Metal Morph.o FIXED: Final Fantasy: Mystic Quest crashes with a STP instruction.  - Requires that IRQ triggeres immediately after a WAI instruction.o Dirt Trax FX has multiple polygon fill bugs when using the ZSNES Super FX  code and sprite bugs when using the C code version.o Secret Of the Mana displays on graphics and locks up on 1.34+; OK  on 1.33a. - Could be scanline timing changes...o Live a Live locks up.o Flashback - 3 Lanugage version keys off then on all 8 sound channels   repeatedly while the menu is being displayed (select button) during gameplay.o Alien 3 - junk line displayed after intro has played - bg #3 is showing  junk tiles but is being mostly clipped by graphics window.o All Japan Pro Wrestling performs an extra long DMA (20480 bytes) at scanline  223 and relies on the real SNES to terminate the DMA when video refresh DMA  starts at scanline 1. This doesn't happen on Snes9x and V-RAM gets junked.o FIXED: All Japan Pro Wrestling doesn't highlight menu options - similar problem  to Battletoads.o FIXED: Super Formation Soccer 94 - as above.o Jikkyo Power Pro Wresling sprites glitches on the second demo wrestling  match. Settings %'age cycles per scanline to 103 fixes problem.o Shijou Saikyou no Quiz Ou Kettei Sen Super glitches on the mode 7 intro  screen.o SHOUGI MARJONG intro theme music sound slighty off key.o Ogre Battle (US) - Junk line/graphics displayed on first few screens.o Terranigma - during intro mode 7 swoop across landscape - graphics 'bleed'  outside colour window.

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