GunBlaze-S: Game does an excessively-large SCU DMA that runs off the end of VDP1 VRAM and into the VDP1 register area, causing the registers to be overwritten with (what looks like) garbage. Pocket Fighter - Interrupt handler interrupting other interrupt handler in the middle of a read,modify,write sequence of instructions. Same sort of issue as Street Fighter Alpha 2. 16-bits var at 0x60443E2 INT42-> 0x600D7C4 0x600D7D0 INT41-> 0x600D738 (writes 0) Independence Day Batman Forever - Corrupt batmobile graphic during intro(timing issue maybe?). Ultimate Mortal Kombat 3 - Major issues and no sound after defeating first opponent. Panzer Dragon II - Quasi-illegal window settings. Panzer Dragon Saga - Quasi-illegal window settings. All-Star Baseball 97 - VDP1 glitchy issues Space Jam Langrisser V - Really sensitive about SMPC timing during startup apparently... Street Fighter Alpha 2 - Line counter @ 0x6050C2E 0 written to 0x6050C2E in VB Out irq handler @ PC=0x600F374 VB Out IRQ sometimes happens between PC 0x600F40E and 0x600F414... Christmas Nights - Precision-related VDP1 bug, leading to horribly stretched something or another. Magical Drop III - Missing intro graphics. Golden Axe The Duel - Flickering title screen Routine at PC=0x6093DA8, checks byte at 0x607D55C, and if != 0x1, skips writing... @0x607423C = 0x8001 PC = 0x6093DC4 @0x607411C = 0x0001 @0x607D55C written at PC=0x60910DC X-Men vs. Street Fighter - Sometimes locks up if skipping Capcom intro movie. Thunderhawk II - Hangs reading from 25D00010, waiting for bit1 to be 1 Cyberbots - VDP1 timing issue. Hangs during startup. Lunar - FMV issues(timing-related; DMA is a bit too fast), @PC=0x60D7C24 Nissan Presents Over Drivin' GT-R - SMPC problems Break Point - Fails to boot. Time Bokan - Freezes a few minutes into gameplay. [M68K] Exception 9(vec=26) @PC=0x00001ae0 SR=0x2008 ---> PC=0x0000177a, SR=0x2208 [M68K] Exception 9(vec=26) @PC=0x00001ae4 SR=0x2000 ---> PC=0x0000177a, SR=0x2200 [M68K] Exception 9(vec=26) @PC=0x00001ae4 SR=0x2000 ---> PC=0x0000177a, SR=0x2200 [M68K] Exception 9(vec=26) @PC=0x00001af6 SR=0x2008 ---> PC=0x0000177a, SR=0x2208 Falcom Classics II - Ys 2 sometimes freezes during startup. Virtua Fighter Kids - Wonky FMV. data @ 0x60435B8 0x60435C0 -- 0x6043318 0x060CAAA2 0x060CAAE4 code @ 0x60CA1C6 PC=0x60BA1D2 x inc 0x060FFD38 (312,gbr) Writes to 0x25F80000: PC=0x20000572 (clock change?) PC=0x06030AB6 Virtua Cop - Flickery 3D Image Fight - uses RBG0 and RBG1 simultaneously during gameplay Shienryu - VDP1 output rotation probably. Taito Chase HQ - Indexes Zero Divide: Bad DMAs? ---------------------------------------------------------- 0x060FFC13 (@19,GBR) - SynchCount? 0x060FFCB0 (@176, GBR) - Resolution/screen mode? Tilk Aoi Umi kara Kita Shoujo Zero4 Champ Yuukyuu Gensoukyoku (Japan) Yuukyuu no Kobako Official Collection (Japan) SD Gundam Century S - similar issue to Super Tempo? Real Sound Kaze no Regret - similar issue to Super Tempo? Super Tempo - mov.b @(19,gbr), r0 ... 0x060FFC13 Function pointer of some sort @ 0x60FFFCC PC=0x0602C228: 0x0100 -> 0x060FFC12 PC=0x06020D0A: 0x5 -> 0x060FFC13 PC=0x06021CB8: 0x0 -> 0x060FFC13 (@0x060FFC12 - 1) INT41: PC=0x0602C174: 0x1 -> 0x060FFC13 (((@0x60FFCB0) & 0x10) >> 4) + 1) PC=0x0602C184: 0x0 -> 0x060FFC13 (@0x060FFC13 - 1) Break out of cmp/pz loop manually: PC=0x06021DAE: 0x1 -> 0x060FFC13 What we want...(maybe)...or maybe we need INT4A PC=0x0602C132 (branch taken) PC=0x0602C17C @0x06021CB8 mov.b r0,@(19,gbr) Entry point: 0x6021CAC Slave: @PC=0x0602AB00: first read from 0xFFFFFE11 FTI by master @PC=0x0602C6A4 FTI by master @PC=0x06020CF0 FTI by master @PC=0x06021CDE @PC=0x0602BB7A: read from 0xFFFFFE11 PC=0x06000600: slave entry -------------------------------------------------------- Virtua Fighter spams SCU DMAs... TODO: check SCU write throughput for sparse writes. Resident Evil - Probably IM related. Fighting Vipers too ----------------------- Alone in the Dark Mr. Bones - PC= 25788C - other: 256D8C ... jumps to 0xC0000064? Sega Saturn Choice Cuts - hangs on skipping video, hangs on playing video later. Marvel Super Heroes vs. Street Fighter - Goes back to CD screen after winning battle? ------------------- ------------------------------------- Probably vblank signal issue for a lot of these... Arcade's Greatest Hits - Locks up near Digital Eclipse video. Baku Baku - 600091A, Timer0 triggers an IRQ when the software isn't ready? Father Christmas - icache or CPU timing related probably Doom - Sound effect positioning seems off. NBA Jam Extreme - [M68K] Exception 3 @PC=0x0000088e SR=0x2700 ---> PC=0x0000029e, SR=0x2700 Whizz - CDB? Tenchi Muyou! Ryououki Gokuraku - CDB issues? Layer Section - Gets confused and misprograms the CDB? Tomb Raider: Pastel Muses - Tries illegal DMA transfer in indirect mode. Resident Evil - Almost same: [SCU] DMA level 1 reading indirect table entries @ 0x060c8000 [SCU] Starting DMA level 1 transfer; ra=0x00000000 wa=0x05c00060 bc=0x0000001e - read_inc=1, write_inc=0x01 -- indirect=1 7 [SCU] Attempted DMA from illegal address 0x00000000 ---------------------------------------------------------------------------------------------- Funky Fantasy: [SCU] DMA level 1 reading indirect table entries @ 0x060c0000 [SCU] Starting DMA level 1 transfer; ra=0x00000000 wa=0x05c00060 bc=0x0000001e - read_inc=1, write_inc=0x01 -- indirect=1 7 [SCU] Attempted DMA from illegal address 0x00000000