Created Difficult to Emulate Games (markdown)

Connor McLaughlin 2021-01-05 02:01:56 +10:00
parent 1287e33337
commit 457d0c866b
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Monkey Hero
- DMA transfer timing or FMVs lock up
- Commands spanning multiple blocks
Hot Wheels Turbo Racing
- DMA timing or hangs on startup/ingame
Syphon Filter (series)
- Infinite DMA linked list/chains
Valkyrie Profile
- Requires DMA timing otherwise battles time out/lock up
Red Asphalt
Dukes of Hazzard, The - Racing for Home
Little Princess - Marl Oukoku no Ningyou-hime 2
- Hangs in various locations if DMA timing is off
- Locks up if DMA timing is off/CPU does not run
Suikoden (version 1.0, not 1.1)
- Two releases, the old version corrupts palettes if you don't emulate fetch timing from the BIOS ROM
- It executes a bunch of memmoves (running from uncached ROM), which can't complete too quickly, racing the DMA
- Interestingly, version 1.1 spams printf during the same screen transition with a bunch of a's and a number suffix
Deadheat Road
- Kicks off a DMA chain involving a VRAM fill, which takes a while to complete,
- then does a memcpy out of uncached ROM
- then zeroes out some of the headers in the DMA chain before it finishes
- Will hang emulators (if they don't properly handle infinite LLs) or the game will time out and skip a bunch of texture uploads in the loading scren
Alice in Cyberland
- HUD/UI will flicker during battles if draw and DMA timing is instant
Battle Arena Toshinden
- Runs too fast if CPU/GPU timing is off
Bust A Groove Series
- Audio will drift slowly over time with game if GPU frame rate is incorrect
Championship Motocross 2001 featuring Ricky Carmichael
- Sensitive to DMA timing - rider will be missing from bike if incorrect
Evil Dead - Hail to the King (USA)
- Needs timer0 clocked from dot clock emulated
NASCAR 2001
- Main menu music will drop in and out if SPU interrupts are not re-triggered after enabling
Skullmonkeys
- Requires GPU coordinate truncation/sign-extension otherwise objects will be missing
Formula One 99
- Requires CPU icache emulation
Spyro 2 PAL
Spyro 3 PAL
- Libcrypt protection is really nasty - the cop0 instructions to grab are xor-obfuscated, and written immediately before execution
- Naive icache implementations will break - you need to handle partial line fetches from non-16-byte-aligned addresses
Parasite Eve 2
Disney's Treasure Planet
- Sensitive to MDEC timing
Pro Pinball Series, True Pinball
- Requires interlaced rendering (line skipping) otherwise hangs on startup
Dead or Alive
- Requires interlaced rendering, otherwise artifacts on screen in battles
Vampire Hunter D
- Screws with GPU packets after enabling DMA, requires CPU to run in parallel otherwise menu will be black
Jackie Chan Stuntmaster
- Triggers interrupts by setting cop0 bits in software, can be tricky for recompilers
Silent Hill
Ghost In The Shell
TwinBee RPG
Duke Nukem - Land of the Babes
Ultraman - Fighting Evolution
- Various graphical errors if mask bit is not emulated correctly
Megatudo 2096
NBA Jam Extreme
Zero Divide
- Requires semi-accurate CPU timings (icache/fetch) and GPU draw timings, otherwise games run too fast
Moto Racer
Frogger
Pandemonium!
Adidas Power Soccer 98
Armored Core
Auto Destruct
- Sensitive to DMA timing (and CPU/DMA slices), otherwise controller input is dropped