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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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.
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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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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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