2011-10-11 03:52:44 +00:00
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68000:
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Timings:
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- MULU/MULS/DIVU/DIVS have funky timings.
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- How many cycles does TRAP take to execute?
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- How many cycles does it take to accept an interrupt?
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2012-08-30 04:29:33 +00:00
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- AND has some funky timings when it comes to immediates?
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2012-09-01 05:02:27 +00:00
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GAMES:
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Monster World 4 - Music is messed up now. Timing is all off. It used to work.
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Quackshot doesn't boot.
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Moonwalker doesn't boot.
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Altered Beast: start with 0 health, 0 lives???
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Contra Hard Corps: Scrolling is messed up in level 1... used to work. Window seemed to mess things up.
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After Burner 2: No music
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MUSHA: Intro music starts too soon
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MUSHA: uses unimplemented VRAM copy
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MUSHA: Some sprites have messed up left/right symmetry
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Landstalker: freezes during new game sequence, very early
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Arcus Odyssey does UNHANDLED Z80 READs... is this a problem?
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ahhh! real monsters - no sound
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Alien Storm.... Controls all messed up. Same with Aero the Acrobat.
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Devilish/Bad Omen - uses VRAM copy (unimpl)
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Blood Shot - FPS game - some texture corruption
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Things that read from VRAM work like 50%-90%, but not 100%. It's frustrating. Kid Chameleon and Eternal Champions are examples.
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Some games flicker in the rightmost columns. Is this caused by mid-frame mode shifting(32/40 col modes?) Alisia Dragoon is one example.
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TODO: non-instant DMA emulation
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TODO: Add 68000/VDP interrupt enable delay (one instruction, similar to After Burner/PCE)
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TODO: freaking H-interrupts
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TODO: Test DMA/ VDP command words.... I'm not at all convinced that VRAM is always correct
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==============
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Notable games:
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==============
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Ghouls n Ghosts sets up the graphics planes backwards from normal, by setting the plane A to be low priority and Plane B to be high priority.
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If you have a bug in your priority code this may find it.
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Revenge of Shinobi will not play DAC sounds if YM2612 registers are not initialized to L/R channels enabled.
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Ballz doesnt really initialize hardly any VDP registers, relies on VDP registers powered-on to the correct values
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Contra appears to use VDP A0 set = byte-swap. Not sure if its important in anyway in that game, but the byte swap happens.
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