BizHawk/waterbox/ss/notes/games.txt

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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
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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?
-------------------
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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