71 lines
3.8 KiB
Plaintext
71 lines
3.8 KiB
Plaintext
******************************************************
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* Turbo CD Issues *
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******************************************************
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- Download 2: 2nd level jacked up, like the level is garbage, and garbage is imba
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- Similar in Dragon Slayer
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- Dungeon Explorer II quite desperately need ADPCM audio
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+ and a gross corruption issue at teh end of the intro. and then it freezes. :(
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- Rayxanber 2 weird issues at the end of first level with cd audio player
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- Rtype, end of level 4 dies with unrecognized scsi command ff, or maybe freezes before then
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- Snatcher dies at startup while polling subcode, demonstrating the incorrectness of subcode polling code.. yeah that hangs together
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- Startling Odyssey does the reset-at-new-game-screen thats rather odd :(
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card angels does poll subcode...
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======= TurboGrafx compatibility issues =======
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General:
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+ LFO is not implemented, though I can't tell.
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+ Screen resolution is an ongoing issue. Some games appear to show garbage beyond what it supposed to be visible.
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Most emulators simply crop the screen at a certain vertical range. For now, I have chosen not to do this.
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Right now the emulator is simply displaying a framebuffer. Eventually, we will do an update that emulates NTSC.
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But for now we're letting this be. There's no intermediate step between emulating a framebuffer and emulating a TV.
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Eagan's Rendered Sprite Demo - demonstrates sprites that shouldnt be displayed (so does Turbo Engine!)
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===================================
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Games that need TV Emulation (to varying degrees)
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===================================
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Greater degrees:
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Final Blaster - Intro does crazy shit with video modes; not sure what if anything to do about it
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Griffon - Mid-frame res changes (hax to make playable)
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Yo, Bro - Mid-frame res changes (hax to make playable) (IF YOU CAN CALL THIS GAME PLAYABLE)
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Lesser degrees:
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Aero Blaster - Bottom of Screen extends too many lines - like 3 extra or so
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Alice - Screen too tall; glitches when scrolling up, but in mednafen in turboengine also,
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but not Ootake; could be a timing artifact, or Ootake is cutting off the top
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Dead Moon - Screen is too tall
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Jack Nicholas Golf- Some screens are too tall and reveal bad gfx below the intended visible screen
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Legend of Hero Ton- Slight gfx issue on top of screen
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Madoo Granzort - Screen ~5 pixels too tall
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Metal Stoker - Tearing when scrolling vertically at bottom of screen - screen too tall?
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Side Arms - Screen is like 4 pixels too tall
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Game Express card games don't work yet.
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===================================
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Stuff I Fixed That's Not In Other Docs:
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===================================
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+ Street Fighter II special mapper
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+ Populous has special SaveRAM, 32k starting at page $40.
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+ After Burner - There is a 1-instruction delay on changes to IRQ Control Byte taking effect
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+ There is a one-instruction delay on changes to the I flag taking effect
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- Affects (Not a complete list): Blodia, Body Conquest 2, Champions Forever Boxing,
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Cross Wiber, Jackie Chan, Jigoku Meguri, New Adventure Island, World Beach volley
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+ Writing to the SATB location register of the VDC requests a VRAM->SAT DMA even if the SAT DMA
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bit is disabled in the DCR.
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+ This is in other docs, but Fighting Run requires full MWR register emulation including the various
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4 color modes. It appears to be the only game that requires this, and it's a shitty game. :(
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+ The ROM of Paranoia (J) that is commonly labeled as the authoritative dump - I assume its a bad
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dump, because it dies during the 3rd stage on ALL EMULATORS. Alternative versions of the rom
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work fine.
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+ Puzzle Boy - requests frame height of 512... cap active display to 242 lines |