BizHawk/BizHawk.Emulation/Consoles/Sega/Genesis/Compat.txt

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68000:
Timings:
- MULU/MULS/DIVU/DIVS have funky timings.
- How many cycles does TRAP take to execute?
- How many cycles does it take to accept an interrupt?
- AND has some funky timings when it comes to immediates?
GAMES:
Monster World 4 - Music is messed up now. Timing is all off. It used to work.
Quackshot doesn't boot.
Moonwalker doesn't boot.
Altered Beast: start with 0 health, 0 lives???
Contra Hard Corps: Scrolling is messed up in level 1... used to work.
After Burner 2: No music
MUSHA: Intro music starts too soon
MUSHA: uses unimplemented VRAM copy
MUSHA: Some sprites have messed up left/right symmetry
Landstalker: freezes during new game sequence, very early
Things that read from VRAM work like 50%-90%, but not 100%. It's frustrating. Kid Chameleon and Eternal Champions are examples.
Some games flicker in the rightmost columns. Is this caused by mid-frame mode shifting(32/40 col modes?) Alisia Dragoon is one example.
TODO: non-instant DMA emulation
TODO: Add 68000/VDP interrupt enable delay (one instruction, similar to After Burner/PCE)
TODO: freaking H-interrupts
TODO: Test DMA/ VDP command words.... I'm not at all convinced that VRAM is always correct