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