Updated Difficult to Emulate Games (markdown)
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- DMA transfer timing or FMVs lock up
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- Commands spanning multiple blocks
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***
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### Hot Wheels Turbo Racing
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- DMA timing or hangs on startup/ingame
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***
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### Syphon Filter (series)
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- Infinite DMA linked list/chains
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***
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### Valkyrie Profile
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- Requires DMA timing otherwise battles time out/lock up
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***
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### Red Asphalt
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### Dukes of Hazzard, The - Racing for Home
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### Little Princess - Marl Oukoku no Ningyou-hime 2
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- Hangs in various locations if DMA timing is off
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- Locks up if DMA timing is off/CPU does not run
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***
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### Suikoden (version 1.0, not 1.1)
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- Two releases, the old version corrupts palettes if you don't emulate fetch timing from the BIOS ROM
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- It executes a bunch of memmoves (running from uncached ROM), which can't complete too quickly, racing the DMA
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- Interestingly, version 1.1 spams printf during the same screen transition with a bunch of a's and a number suffix
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***
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### Deadheat Road
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- Kicks off a DMA chain involving a VRAM fill, which takes a while to complete,
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- then does a memcpy out of uncached ROM
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- then zeroes out some of the headers in the DMA chain before it finishes
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- 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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***
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### Alice in Cyberland
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- HUD/UI will flicker during battles if draw and DMA timing is instant
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***
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### Battle Arena Toshinden
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- Runs too fast if CPU/GPU timing is off
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***
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### Bust A Groove Series
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- Audio will drift slowly over time with game if GPU frame rate is incorrect
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***
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### Championship Motocross 2001 featuring Ricky Carmichael
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- Sensitive to DMA timing - rider will be missing from bike if incorrect
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***
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### Evil Dead - Hail to the King (USA)
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- Needs timer0 clocked from dot clock emulated
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***
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### NASCAR 2001
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- Main menu music will drop in and out if SPU interrupts are not re-triggered after enabling
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***
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### Skullmonkeys
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- Requires GPU coordinate truncation/sign-extension otherwise objects will be missing
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***
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### Formula One 99
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- Requires CPU icache emulation
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***
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### Spyro 2 PAL
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### Spyro 3 PAL
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- Libcrypt protection is really nasty - the cop0 instructions to grab are xor-obfuscated, and written immediately before execution
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- Naive icache implementations will break - you need to handle partial line fetches from non-16-byte-aligned addresses
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***
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### Parasite Eve 2
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### Disney's Treasure Planet
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- Sensitive to MDEC timing
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***
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### Pro Pinball Series, True Pinball
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- Requires interlaced rendering (line skipping) otherwise hangs on startup
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***
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### Dead or Alive
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### Mr Driller G
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- Requires interlaced rendering, otherwise artifacts on screen in various locations
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Vamp### ire Hunter D
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***
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### Vampire Hunter D
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- Screws with GPU packets after enabling DMA, requires CPU to run in parallel otherwise menu will be black
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***
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### Jackie Chan Stuntmaster
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- Triggers interrupts by setting cop0 bits in software, can be tricky for recompilers
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***
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### Remote Control Dandy
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- Requires VRAM transfers to be masked to 9 bits
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***
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### Shadow Master
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### Threads of Fate
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- Branches in branch delay slots, fun times for recompilers
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***
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### Tales of Phantasia
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- Battle transitions will finish too quickly if GPU draw timings are not emulated
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***
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### Silent Hill
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### Ghost In The Shell
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### TwinBee RPG
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@ -91,11 +139,15 @@ Vamp### ire Hunter D
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### Ultraman - Fighting Evolution
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- Various graphical errors if mask bit is not emulated correctly
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***
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### Megatudo 2096
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### NBA Jam Extreme
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### Zero Divide
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- Requires semi-accurate CPU timings (icache/fetch) and GPU draw timings, otherwise games run too fast
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***
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### Moto Racer
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### Frogger
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### Pandemonium!
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@ -103,3 +155,5 @@ Vamp### ire Hunter D
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### Armored Core
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### Auto Destruct
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- Sensitive to DMA timing (and CPU/DMA slices), otherwise controller input is dropped
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***
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