📄 problems.txt
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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 pixelo 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.
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