From 96ca792772a03715b3ed7e4d3ce7759adb591bbc Mon Sep 17 00:00:00 2001 From: Connor McLaughlin Date: Tue, 5 Jan 2021 02:08:48 +1000 Subject: [PATCH] Updated Difficult to Emulate Games (markdown) --- Difficult-to-Emulate-Games.md | 88 +++++++++++++++++------------------ 1 file changed, 44 insertions(+), 44 deletions(-) diff --git a/Difficult-to-Emulate-Games.md b/Difficult-to-Emulate-Games.md index 213a937..3f32e7a 100644 --- a/Difficult-to-Emulate-Games.md +++ b/Difficult-to-Emulate-Games.md @@ -1,105 +1,105 @@ -Monkey Hero +### Monkey Hero - DMA transfer timing or FMVs lock up - Commands spanning multiple blocks -Hot Wheels Turbo Racing +### Hot Wheels Turbo Racing - DMA timing or hangs on startup/ingame -Syphon Filter (series) +### Syphon Filter (series) - Infinite DMA linked list/chains -Valkyrie Profile +### 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 +### 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) +### 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 +### 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 +### Alice in Cyberland - HUD/UI will flicker during battles if draw and DMA timing is instant -Battle Arena Toshinden +### Battle Arena Toshinden - Runs too fast if CPU/GPU timing is off -Bust A Groove Series +### Bust A Groove Series - Audio will drift slowly over time with game if GPU frame rate is incorrect -Championship Motocross 2001 featuring Ricky Carmichael +### 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) +### Evil Dead - Hail to the King (USA) - Needs timer0 clocked from dot clock emulated -NASCAR 2001 +### NASCAR 2001 - Main menu music will drop in and out if SPU interrupts are not re-triggered after enabling -Skullmonkeys +### Skullmonkeys - Requires GPU coordinate truncation/sign-extension otherwise objects will be missing -Formula One 99 +### Formula One 99 - Requires CPU icache emulation -Spyro 2 PAL -Spyro 3 PAL +### 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 +### Parasite Eve 2 +### Disney's Treasure Planet - Sensitive to MDEC timing -Pro Pinball Series, True Pinball +### Pro Pinball Series, True Pinball - Requires interlaced rendering (line skipping) otherwise hangs on startup -Dead or Alive -Mr Driller G +### Dead or Alive +### Mr Driller G - Requires interlaced rendering, otherwise artifacts on screen in various locations -Vampire Hunter D +Vamp### ire Hunter D - Screws with GPU packets after enabling DMA, requires CPU to run in parallel otherwise menu will be black -Jackie Chan Stuntmaster +### Jackie Chan Stuntmaster - Triggers interrupts by setting cop0 bits in software, can be tricky for recompilers -Remote Control Dandy +### Remote Control Dandy - Requires VRAM transfers to be masked to 9 bits -Shadow Master -Threads of Fate +### Shadow Master +### Threads of Fate - Branches in branch delay slots, fun times for recompilers -Tales of Phantasia +### Tales of Phantasia - Battle transitions will finish too quickly if GPU draw timings are not emulated -Silent Hill -Ghost In The Shell -TwinBee RPG -Duke Nukem - Land of the Babes -Ultraman - Fighting Evolution +### 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 +### 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 +### 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