📄 problems.txt
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- 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 Opso 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 earilyo 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 screeno 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.
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