PCE: New Adventure Island, Turrican, P-47, Silent Debuggers, Strip Fighter, R-Type fixed
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@ -19,7 +19,7 @@ Andre Panza Kickbx- Doesn't boot. Looks like semi pedigree as Battle Royal.
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Battle Ace - Some gfx glitches
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Battle Ace - Some gfx glitches
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Battle Royale - Doesnt boot
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Battle Royale - Doesnt boot
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Boxy Boy - Freezes when starting game; seems to remain broken even after rewinding (!!)
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Boxy Boy - Freezes when starting game; seems to remain broken even after rewinding (!!)
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Bravoman - Isn currently booting. But has been boot-problematic in the past.
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Bravoman - Is currently booting. But has been boot-problematic in the past.
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Cadash - Camera is all crazy. Very sensitive to interrupt timing and timing in general.
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Cadash - Camera is all crazy. Very sensitive to interrupt timing and timing in general.
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Chase HQ - Press start -"O" sprite gets left on screen. probably timing on SATB DMA
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Chase HQ - Press start -"O" sprite gets left on screen. probably timing on SATB DMA
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Chouzetsu Rinjin - Japanese version of Bravoman. Currently working.
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Chouzetsu Rinjin - Japanese version of Bravoman. Currently working.
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@ -48,11 +48,9 @@ Madoo Granzort - Graphics issues because VPC renderer is not using new frame
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Metal Stoker - Tearing when scrolling vertically at bottom of screen - timing
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Metal Stoker - Tearing when scrolling vertically at bottom of screen - timing
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MML Demo - Echo channels are too loud (equal volume!)
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MML Demo - Echo channels are too loud (equal volume!)
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Naxat Open - Crashes when you start new game
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Naxat Open - Crashes when you start new game
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New Adventure Island - Minor gfx issues- ON VERY FIRST SCREEN, == good target.
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NHK Taiga Drama Ta- Sprite flicker and corruption issues
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NHK Taiga Drama Ta- Sprite flicker and corruption issues
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Night Creatures - Some gfx glitches
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Night Creatures - Some gfx glitches
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Outrun - Raster issues, music slows when paused
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Outrun - Raster issues, music slows when paused
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P47 Freedom Fightr- Total gfx corruption upon new game
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Paranoia - MAYBE game freeze in like 5th level? not sure, didnt verify.
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Paranoia - MAYBE game freeze in like 5th level? not sure, didnt verify.
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Populous - Game freezes on starting new game - *** NEEDS BATTERY SAVERAM ***
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Populous - Game freezes on starting new game - *** NEEDS BATTERY SAVERAM ***
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Power Drift - Timing glitch... starting new game runs slower than it should
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Power Drift - Timing glitch... starting new game runs slower than it should
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@ -62,14 +60,11 @@ Raiden - Sprites and BG get out of sync with current timing
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Rastan Saga 2 - Doesn't boot - lots of invalid reads?
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Rastan Saga 2 - Doesn't boot - lots of invalid reads?
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Sekikehara - Gfx corruption, some palette problems?
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Sekikehara - Gfx corruption, some palette problems?
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Side Arms - Screen is like 4 pixels too tall
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Side Arms - Screen is like 4 pixels too tall
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Silent Debuggers - Gfx corruption
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Sinistron - Raster effect errors
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Sinistron - Raster effect errors
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Soldier Blade - Freezes about 5 minutes in. Always in the same spot, fortunately. I have a savestate.
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Soldier Blade - Freezes about 5 minutes in. Always in the same spot, fortunately. I have a savestate.
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Soukoban World - J version of Boxy Boy - Same bugs
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Soukoban World - J version of Boxy Boy - Same bugs
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Strip Fighter - Minor gfx glitches (status area)
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Thunder Blade - After beating the 1st 3d area, game semi-freezes
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Thunder Blade - After beating the 1st 3d area, game semi-freezes
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Tiger Road - On second level, sprites should be getting masked from the top status area somehow
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Tiger Road - On second level, sprites should be getting masked from the top status area somehow
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Turrican - Playable, issues with opening sequence - possibly palette issue?
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Valkyrie No Densetsu - Boots now, but with pretty severe issues
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Valkyrie No Densetsu - Boots now, but with pretty severe issues
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@ -120,9 +120,12 @@ namespace BizHawk.Emulation.Consoles.TurboGrafx
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ReadBuffer = VRAM[Registers[MARR] & 0x7FFF];
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ReadBuffer = VRAM[Registers[MARR] & 0x7FFF];
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break;
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break;
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case VWR: // VRAM Write Register
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case VWR: // VRAM Write Register
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if (Registers[MAWR] < 0x8000)
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{
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VRAM[Registers[MAWR] & 0x7FFF] = Registers[VWR];
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VRAM[Registers[MAWR] & 0x7FFF] = Registers[VWR];
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UpdatePatternData((ushort) (Registers[MAWR] & 0x7FFF));
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UpdatePatternData((ushort) (Registers[MAWR] & 0x7FFF));
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UpdateSpriteData((ushort) (Registers[MAWR] & 0x7FFF));
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UpdateSpriteData((ushort) (Registers[MAWR] & 0x7FFF));
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}
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Registers[MAWR] += IncrementWidth;
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Registers[MAWR] += IncrementWidth;
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break;
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break;
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case CR:
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case CR:
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