BizHawk/BizHawk.Emulation/Consoles/PC Engine/Compat.txt

71 lines
3.8 KiB
Plaintext

******************************************************
* Turbo CD Issues *
******************************************************
- Download 2: 2nd level jacked up, like the level is garbage, and garbage is imba
- Similar in Dragon Slayer
- Dungeon Explorer II quite desperately need ADPCM audio
+ and a gross corruption issue at teh end of the intro. and then it freezes. :(
- Rayxanber 2 weird issues at the end of first level with cd audio player
- Rtype, end of level 4 dies with unrecognized scsi command ff, or maybe freezes before then
- Snatcher dies at startup while polling subcode, demonstrating the incorrectness of subcode polling code.. yeah that hangs together
- Startling Odyssey does the reset-at-new-game-screen thats rather odd :(
card angels does poll subcode...
======= TurboGrafx compatibility issues =======
General:
+ 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.
Eagan's Rendered Sprite Demo - demonstrates sprites that shouldnt be displayed (so does Turbo Engine!)
===================================
Games that need TV Emulation (to varying degrees)
===================================
Greater degrees:
Final Blaster - Intro does crazy shit with video modes; not sure what if anything to do about it
Griffon - Mid-frame res changes (hax to make playable)
Yo, Bro - Mid-frame res changes (hax to make playable) (IF YOU CAN CALL THIS GAME PLAYABLE)
Lesser degrees:
Aero Blaster - Bottom of Screen extends too many lines - like 3 extra or so
Alice - Screen too tall; glitches when scrolling up, but in mednafen in turboengine also,
but not Ootake; could be a timing artifact, or Ootake is cutting off the top
Dead Moon - Screen is too tall
Jack Nicholas Golf- Some screens are too tall and reveal bad gfx below the intended visible screen
Legend of Hero Ton- Slight gfx issue on top of screen
Madoo Granzort - Screen ~5 pixels too tall
Metal Stoker - Tearing when scrolling vertically at bottom of screen - screen too tall?
Side Arms - Screen is like 4 pixels too tall
Game Express card games don't work yet.
===================================
Stuff I Fixed That's Not In Other Docs:
===================================
+ Street Fighter II special mapper
+ Populous has special SaveRAM, 32k starting at page $40.
+ 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
+ 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.
+ This is in other docs, but Fighting Run requires full MWR register emulation including the various
4 color modes. It appears to be the only game that requires this, and it's a shitty game. :(
+ The ROM of Paranoia (J) that is commonly labeled as the authoritative dump - I assume its a bad
dump, because it dies during the 3rd stage on ALL EMULATORS. Alternative versions of the rom
work fine.
+ Puzzle Boy - requests frame height of 512... cap active display to 242 lines