Updated Difficult to Emulate Games (markdown)

Connor McLaughlin 2021-01-05 02:10:33 +10:00
parent 96ca792772
commit 79b5360cf0
1 changed files with 56 additions and 2 deletions

@ -2,88 +2,136 @@
- DMA transfer timing or FMVs lock up
- Commands spanning multiple blocks
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### Hot Wheels Turbo Racing
- DMA timing or hangs on startup/ingame
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### Syphon Filter (series)
- Infinite DMA linked list/chains
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### Valkyrie Profile
- Requires DMA timing otherwise battles time out/lock up
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### 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
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### Alice in Cyberland
- HUD/UI will flicker during battles if draw and DMA timing is instant
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### Battle Arena Toshinden
- Runs too fast if CPU/GPU timing is off
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### Bust A Groove Series
- Audio will drift slowly over time with game if GPU frame rate is incorrect
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### Championship Motocross 2001 featuring Ricky Carmichael
- Sensitive to DMA timing - rider will be missing from bike if incorrect
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### Evil Dead - Hail to the King (USA)
- Needs timer0 clocked from dot clock emulated
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### NASCAR 2001
- Main menu music will drop in and out if SPU interrupts are not re-triggered after enabling
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### Skullmonkeys
- Requires GPU coordinate truncation/sign-extension otherwise objects will be missing
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### Formula One 99
- Requires CPU icache emulation
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### 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
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### Pro Pinball Series, True Pinball
- Requires interlaced rendering (line skipping) otherwise hangs on startup
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### Dead or Alive
### Mr Driller G
- Requires interlaced rendering, otherwise artifacts on screen in various locations
Vamp### ire Hunter D
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### Vampire Hunter D
- Screws with GPU packets after enabling DMA, requires CPU to run in parallel otherwise menu will be black
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### Jackie Chan Stuntmaster
- Triggers interrupts by setting cop0 bits in software, can be tricky for recompilers
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### Remote Control Dandy
- Requires VRAM transfers to be masked to 9 bits
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### Shadow Master
### Threads of Fate
- Branches in branch delay slots, fun times for recompilers
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### Tales of Phantasia
- Battle transitions will finish too quickly if GPU draw timings are not emulated
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### Silent Hill
### Ghost In The Shell
### TwinBee RPG
@ -91,15 +139,21 @@ Vamp### ire Hunter D
### Ultraman - Fighting Evolution
- Various graphical errors if mask bit is not emulated correctly
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### Megatudo 2096
### NBA Jam Extreme
### Zero Divide
- Requires semi-accurate CPU timings (icache/fetch) and GPU draw timings, otherwise games run too fast
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### 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
- Sensitive to DMA timing (and CPU/DMA slices), otherwise controller input is dropped
***