From 79b5360cf02c2b89ee277b3e6ef1b97e0052dae6 Mon Sep 17 00:00:00 2001 From: Connor McLaughlin Date: Tue, 5 Jan 2021 02:10:33 +1000 Subject: [PATCH] Updated Difficult to Emulate Games (markdown) --- Difficult-to-Emulate-Games.md | 58 +++++++++++++++++++++++++++++++++-- 1 file changed, 56 insertions(+), 2 deletions(-) diff --git a/Difficult-to-Emulate-Games.md b/Difficult-to-Emulate-Games.md index 3f32e7a..167fc4c 100644 --- a/Difficult-to-Emulate-Games.md +++ b/Difficult-to-Emulate-Games.md @@ -2,88 +2,136 @@ - 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 ### Mr Driller G - Requires interlaced rendering, otherwise artifacts on screen in various locations -Vamp### ire Hunter D +*** + +### 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 +*** + ### Remote Control Dandy - Requires VRAM transfers to be masked to 9 bits +*** + ### Shadow Master ### Threads of Fate - Branches in branch delay slots, fun times for recompilers +*** + ### Tales of Phantasia - Battle transitions will finish too quickly if GPU draw timings are not emulated +*** + ### 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 +*** + ### 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 \ No newline at end of file + - Sensitive to DMA timing (and CPU/DMA slices), otherwise controller input is dropped + +*** \ No newline at end of file