======= TurboGrafx compatibility issues ======= General: + Don't have a complete list of instructions affected by T flag. Currently warns if SET precedes an unrecognized instruction. + Audio volumes are probably wrong. + LFO is not implemented, though I can't tell. + Screen resolution is an ongoing issue. Some games appear to show garbage beyond what it supposed to be visible. Most emulators simply crop the screen at a certain vertical range. For now, I have chosen not to do this. Right now the emulator is simply displaying a framebuffer. Eventually, we will do an update that emulates NTSC. But for now we're letting this be. There's no intermediate step between emulating a framebuffer and emulating a TV. Air Zonk - Fully playable, doesn't freeze, but some gfx/timing issues Battle Ace - Some gfx glitches Chase HQ - Press start -"O" sprite gets left on screen. probably timing on SATB DMA Cross Wiber - Minor; Raster on wrong line Davis Cup Tennis - Some timing issue, splash screen is too slow Dungeon Explorer - Freeze in 'intro' - gfx corruption in-game Fighting Run - Corruption issues Gunboat - Crash / CPU Break (Needs BRAM) Legend of Hero Ton- Slight gfx- check top of screen Lode Runner - Freezes in new game Madoo Granzort - Graphics issues because SGX VPC renderer is not using new frame timing MML Demo - Echo channels are too loud (equal volume!) Outrun - Raster issues, music slows when paused Paranoia - Game hits BREAK on 3rd level. need to investigate Populous - Game freezes on starting new game - *** NEEDS BATTERY SAVERAM *** Power Drift - Timing glitch... starting new game runs slower than it should Power Tennis - Elaborate intro screen doesnt display right Raiden - Sprites and BG get out of sync with current timing Sinistron - Much less bad raster effect errors now Tiger Road - On second level, sprites should be getting masked from the top status area somehow =================================== Games that need TV Emulation (to varying degrees) =================================== Final Blaster - Intro does crazy shit with video modes; not sure what if anything to do about it Griffon - Screen goes black because game changes video mode mid-frame =================================== Games with 'Frame Too Tall' issues: =================================== Aero Blaster - Bottom of Screen extends too many lines - like 3 extra or so Alice - Screen too tall; glitches when scrolling up, but in pcejin also, but not ootake; ergo probably a timing artifact Dead Moon - Screen is too tall Jack Nicholas Golf- Some screens are too tall and reveal bad gfx below the intended visible screen Metal Stoker - Tearing when scrolling vertically at bottom of screen - screen too tall? Side Arms - Screen is like 4 pixels too tall Stuff I Fixed That's Not In Other Docs: + Street Fighter II special mapper + Populous has special BRAM / saveRAM (I have not yet fixed this) - Gunboat appears to be the same + After Burner - There is a 1-instruction delay on changes to IRQ Control Byte taking effect + There is a one-instruction delay on changes to the I flag taking effect - Affects (Not a complete list): Blodia, Body Conquest 2, Champions Forever Boxing, Cross Wiber, Jackie Chan, Jigoku Meguri, New Adventure Island, World Beach volley - Actually, I'm not at all convinced there's always a 1-instruction delay on the I-flag. But this fixes several games; clearly there are delays in some scenarios. But it's not clear to me that this delay is ALWAYS present. + Writing to the SATB location register of the VDC requests a VRAM->SAT DMA even if the SAT DMA bit is disabled in the DCR.