diff --git a/BizHawk.Emulation/Consoles/Sega/Genesis/Compat.txt b/BizHawk.Emulation/Consoles/Sega/Genesis/Compat.txt index e6322be6bd..2472610089 100644 --- a/BizHawk.Emulation/Consoles/Sega/Genesis/Compat.txt +++ b/BizHawk.Emulation/Consoles/Sega/Genesis/Compat.txt @@ -11,7 +11,7 @@ GAMES: Ahhh! Real monsters - no sound Adventures of Mighty Max - crashes memory mapper -Air Diver - palette issue - suffer from lack of 2cell vscroll +Air Diver - suffer from lack of 2cell vscroll Alien Storm.... gfx glitches. control glitches? Altered Beast: start with 0 health, 0 lives??? Another World .. broken.. (E) tho @@ -45,6 +45,7 @@ Final Blow - Music messed up Fire Shark - Messed up sound Flavio's Raster FX Test.. doesnt work Foreman for Real doent boot +Galaxy Force II - minor gfx corruption now... Garfield... immediate gfx corruption. debug target. Gargoyles... gameplay is nonfunctional Gauntlet 4 .. title screen messed. gfx corruption. immediately - debug target. @@ -56,6 +57,7 @@ Insector X .. title screen gfx issue James Pond 3 crash in intro Jim Power - gfx glitches Jurassic Park 2 - crashes in intro +Landstalker - Sprite masking on bottom is too high on the screen... Lemmings: Sound is royally effed... gfx glitches. Marvel Land .. holy shit thats psychadelic Mega Bomberman....gfx glitches title screen @@ -86,7 +88,6 @@ Truxton - Sound is jaaaacked. Verytex - gfx issues World of Illusion doesnt boot Zero Tolerance - gfx bugs that didnt used to happen :( - Zombies At My Neighbors: doesnt boot really Zoop doesnt boot diff --git a/BizHawk.Emulation/Consoles/Sega/Genesis/GenVDP.Render.cs b/BizHawk.Emulation/Consoles/Sega/Genesis/GenVDP.Render.cs index 0596a40836..652cfd4f89 100644 --- a/BizHawk.Emulation/Consoles/Sega/Genesis/GenVDP.Render.cs +++ b/BizHawk.Emulation/Consoles/Sega/Genesis/GenVDP.Render.cs @@ -244,11 +244,12 @@ namespace BizHawk.Emulation.Consoles.Sega { if (sprite.Y > ScanLine || sprite.Y+sprite.HeightPixels <= ScanLine) goto nextSprite; - if (sprite.X + sprite.WidthPixels <= 0) + + if (sprite.X == -127) // masking code is not super tested + break; // TODO does masking mode 2 really exist? + + if (sprite.X + sprite.WidthPixels <= 0) goto nextSprite; - if (sprite.X == -128) - throw new Exception("bleeeh"); // masking code is not really tested - //break; // TODO this satisfies masking mode 1 but not masking mode 2 if (sprite.HeightCells == 2) sprite.HeightCells = 2;