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Aminet 32
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Aminet 32 (1999)(Schatztruhe)[!][Aug 1999].iso
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PROBLEMS
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1998-10-14
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19KB
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325 lines
o FIXED: Aladdin: Mode 7 tile 0 corruption. bug in my delay-by-one-word read
V-RAM code.
o FIXED: Missing sprites on Captain Commando (all negative x coords) - only
on asm version, but now...
o FIXED: Flashing screen on Captain Commando.
o FIXED: Super Street Fighter 2 won't respond to joy-pad controls.
o FIXED: Final Fantasy V - text windows are partially hidden - background
priority-per tile problem. - needed dual-windowing AND/OR logic mode.
o FIXED: Tinytoons uses Mode 7 priority per pixel.
o FIXED: Formation Soccer seems to need transparent mode 7 graphics and sprites
behind background.
o FIXED: Super Aleste has corrupted sprites on title screen.
o FIXED: Junk on backgrounds of Battle Clash. sub-screen subtract.
o FIXED: Total Carnage scrolling text is off by a couple of lines, h-dma problem.
o FIXED: Puzzle Bobble says "this ROM is not designed for you snes".
o FIXED: Sensible Soccer Mode 0 problems (colours).
o FIXED: Cannon Fodder shows signs of H-DMA problems when showing mission
title screen.
o FIXED: Alien vs Predator: sprites messed up and screen flashing (screen
flashing done on purpose).
o FIXED: ffmq might require MVN/MVP to always use a 16-bit accumulator.
o FIXED: Battle Toads crashes after player selection.
o Mode 5 graphics on snestest.smc Controller Test are corrupt - offset per
tile not implemented. NO - H-512 mode not implemented!
o FIXED: snestest.smc locked up on Electronics test - IRQ never cleared.
o FIXED: Formation Soccer is doing DMA from a bad area of RAM to V-RAM -
needed SPC700 emulation.
o FIXED: Pacman crashes and problems with sprites on title screen - v-ram
reading problem.
o FIXED: New FF5 graphics problems on title screen.
o FIXED: MS-DOS machine with single joystick doesn't work.
o FIXED: Seiken 3 locks up - first in a IRQ loop (its never cleared) then waiting
for sound CPU.
o FIXED: Metriod 3 has a corrupted screen and locks up.
o FIXED: Mechawarrior 3050 has major problems - corrupt screen, extreamly slow frame
time, etc., etc. - needs SetByte and GetByte CPU push code. - So does
Weapon Lord!
o FIXED: **Weapon Lord uses PCALL and TCALL in SPC-700 code **
o FIXED: Another World is transfering a lot of data using DAM to VRAM and $2180.
o FIXED: Soulblazer has minor h-dma glitches on vertical background scrolling.
o FIXED: Secret of the Stars no go - Sound cpu wait problem.
o FIXED: With reseting IRQ in place in v-line != h-irq-line Battle Toads: Double
Dragon works, but Spawn doesn't.
o FIXED: Memory map problem with Donald Duck (corrupt ROM image).
o FIXED: Comsmo Puzzle and Yuu Yuu all show "V-RAM increment" type
problems (problem was with reading V-RAM).
o FIXED: Some games rewrite the sprite registers during a frame.
o FIXED: ILLUSION has horrible sound... (sample decode routine had a bug).
o FIXED: Find out why graphics are all squashed up on sensi soccer/ bman with old
old tile drawing code...
o FIXED: IRQ wobble on Aladdin at top of screen - causes occational palette flash.
o FIXED: 7th Saga, Actraiser2 and Addams Family causes a core dump on exit.
o FIXED: aleste.smc has sprite display problems on title screen on tile-based redraw
code.
o INFO: DKC3 crashes itself if V-RAM isn't filled with zeros!
o FIXED:Tazmania has stopped working - missing IRQ. Adding a field to
Settings moved a variable being used in asm code.
o FIXED: Castleviana 5 and Sparkster use DMA address decrement to update sprites.
o FIXED: X-Men has some sprite glitches - but only on tile based redraw code -
it blanks the screen early and then DMAs new spite tile data before the
usual end of frame.
o FIXED: Super Punchout shows corrupt knockout timer when H-DMA is enabled.
(was triggering H-DMA during a frame) - only trigger H-DMA during v-blank or
h-blank, otherwise write to register is ignored.
o SOUND: Clayfighter, Tazmania, Madden 94-97, NHL 96-97, and WeaponLord
all spool sound samples into APU RAM using H-DMA!
o FIXED: ASM version bug: SOUND: Super Punchout has lots of sound repeat problems.
o FIXED: DMA? problems on background 3 in SMW.
o FIXED: Weapon Lord hangs on player selection screen (waiting for SPC700?).
o FIXED: Killer Instinct shows BG3 on title screen when it shouldn't.
o FIXED: Blank screen on Rock 'n' Roll Racing - DMA problem.
o FIXED: SFC Bastard has offset problems on Mode 7 graphics on title screen.
o FIXED: SOUND: SFC Bastard (bastardy.smc) locks with sound enabled.
o FIXED: GANBARE GOEMON 2 (sf16232a.078) requires SavedOAMAddr to be set in
OAMAddr after end of frame (at max v_counter?).
o FIXED: SuperOffroad: The Baj has screen flash/timing problems during game -
skipping IRQs ? - It was reseting the H-IRQ position so another IRQ would
occur on the scanline it was already on.
o FIXED: R-TYPE 3 has missing scrolling "space" background during game.
(location $54 contains $10, needs to contain $11) - not a bug, when run on a
real SNES the background is missing as well.
o FIXED: Toy Story plays sample that walks off end of memory - was causing
emulator crashes.
o FIXED: Bubsy has corrupt graphics - it required register $4210 bit 7 to
trigger at the end of h-blank of line 224, not at the start.
o FIXED: Jurrassic Park locks with sound enabled. (Corrupt ROM image).
o FIXED: Q*Bert 3 has major graphics problems after 3rd level or locks. With -h 120
and VAR_CYCLES game has corrupt graphics, otherwise it crashes. - ROM image
is corrupt as same thing happens on a real SNES.
o FIXED: Evo - Chapter 1 title page shown on two backgrounds at same time -
not bug just sub-screen addition being used.
o FIXED: Ghosts and Ghouls needs H-DMA to be enabled if register is written after
start of frame - Super Punchout needs the opposite... -
only start H-DMA if enable register written to during v-blank or h-blank.
o Exhaust Heat might require scanline drawing just before H-DMA rather than
at end of h-blank.
o FIXED: Exhaust Heat has mode 7 offset problems. v0.24 accidentally fixed the problem
but now its back again.
o FIXED: Goal locks at start with sound enabled. - The SPC700 seems to need to
start executing instructions before the 65c816 so it has initialised $2140
to $BBAA before the '816 checks for that value.
o FIXED: Final Fight 3 crashes with BRK instruction. - corrupt ROM.
o T2 - has problems with clip windows.
o Robocop v Terminator: screen flashes like Alien vs Predator.
o FIXED:Nhl97 crashes - sound APU problem ?
o FIXED: Nhl97 now doesn't crash, instead the game won't start after the teams have
been chosen.
o Shadow Run shows sprite-sprite priority problems.
o Alien vs Predator uses colour subtraction on sprites but only on palettes 6-7?
(Collect cloaking device, second object).
o NMI might need to be delayed to end of line.
o JanjYu Gakuen 2 looks at bit 6 of $4211 - might need to show source of
IRQ - $40 for V-IRQ and $20 for H-IRQ?
o FIXED: Sunset riders has repeated background problems(?) - could be sub-screen
addition/subtraction. Colour palette changes during game.
o Priority on snestest.smc Character Test are incorrect.
o Clay Fighter 2 writes to $3007-8 and reads from $3211-4.
o Shien The Blade Chase tests bit 0 of $4200 until it goes 0 - reading
$4200 must reflect joypad reading status.
o FIXED: NBAJam (not Tournament Edition) has an odd memory map - accesses
code at $3Dxxxx. (corrupt ROM image).
o Super Bases Loaded uses Mode 5 and the background offset mode.
o FIXED: Super Bases Loaded 2 has an odd memory map: writes to $E00000 and reads from
$E04000! (DSP1 chip)
o PilotWings uses a DSP.
o Return Of Double Dragon needs -FL -ss 1 -o.
o Tazmania is rewriting the colour palette just before the end of the frame.
Shows up a a flashing screen. Uses software not DMA.
o FIXED: Actraiser2 has screen flash/timing problems. Was rewriting H-DMA
start addresses during a frame - real SNES seems to ignore these.
o Actraiser2 uses mode 7 fixed colour palette mode - "32K" mode.
o Agmawo locks at start.
o FIXED: Alfred Chicken needs -FL.
o Mighty Max and Addams Family 2 are very slow with sound enabled.
o Williams Arcade Classics plays sound samples by varying the volume level
using the gain control...
o FIXED:Zoop: Sound works initially but then stops during game.
o FIXED:Lion King locks up with sound enabled...
o Sparkster has lots of sound repeat problems.
o FIXED: Killer Instinct shows corruption at top of screen during the actual fight.
Seems to need sub-screen emulation turned on.
o Look into passing mask into StartHDMA so the routine only resets DMA
channels with the bit set in the bit mask.
o RPM racing uses mode 5 512x512.
o Biker Mice From Mars (sfbiker) needs -N and flipped layering '8'.
o Mario and Wario (sfmarwar.smc) needs a mouse.
o Battle Toads: Double Dragon needs the -h parameter set to 100.
o SF8752.smc has sprites problems when using tile-redraw code.
o NHL '97 does a JMP $4320 in bank $87 - $4320 is a register area in that
bank.
o Chuck Rock has corrupted sprites on the title screen.
o FIXED: War of the Gems crashes with a STP instruction - bug in asm version of
CPU core - appears when status register spliting was added. Snap6.
If IRQ pending after returning from an NMI then incorrect status pushed
onto stack.
o Adventures of Batman & Robin (bat.smc) has really slow music on title
screen with SPC700 shutdown enabled.
o Return of the Jedi has lots of sound problems.
o WORMS has vertical offset problems on BG1 when displaying life bar at top
of screen.
o Street Racer has corrupt sprites on the player select screen.
o Super Bases Loaded 1 uses Mode 5 (512x224) on intro.
o Batman Forever uses sub-screen addition with bg's being on both the main
screen and sub-screen.
o Intro of Beavis and Butthead uses sub-screen addition with bg's being on
both the main screen and sub-screen.
o ebreaker.smc bg's on both main and sub-screen.
o Big Sky Trooper's music is very slow.
o Bomberman 4 needs -FH.
o Captain Commando is interleaved.
o FIXED: Crystal Bean locks at start and is interleaved. - corrupt ROM image.
o Jim Power (jimp.smc) has scrolling/H-DMA problems on the intro.
o Ogre Battle has fixed colour subtract problems on the main screen.
o pacman and Jim Power intro seem to rely on maximum number of sprites on a
scanline at once to hide unwanted sprites.
o FIXED: Pacman 2 has scrolling/H-DMA problems during the game.
o Power Drive (snk_powd.smc) uses 512x448 on intro.
o SKI PARADISE (skiparad.fig) uses mode 7 priority per pixel
o The Magical Quest (smmouse.smc) has an intro with bad raster glitches - uses
exact CPU timing!
o Madden 96 needs -FH and has new Antherox infrom.
o College Slam (collslam.1 on CD) thinks non-standard controllers are
connected. It writes $12 and $02 to $4016.
o The sound on Speedy Gonzales sounds out of tune - seems to vary the
frequency a lot - first low byte then the high byte.
o Stargate has sound clicks on channels 5 and 6 on title page.
o FIXED: Ranman1/2 Part 1 (ranma121.smc) crashes SPC700 at start up - looks like a
65c816 addressing mode/instruction bug! - corrupt ROM image.
o Speedy Gonzales starts a long DMA to $2180 at v-line 1 with the screen not
blanked.
o acc-elf.smc works on v0.1 but crashes with a STP instruction in v0.24.
o FLYING HERO BUGYURU flyhero.smc does not work and image is odd size so code
doesn't detect header and remove it.
o Yaiba (lmk_yaib.smc) locks waiting for an interrupt to occur to no interrupts
are enabled.
o Rise of the Robots does a long DMA to V-RAM during in the NMI handler -
it might require the DMA to automatically stop when H-DMA starts if the
screen is not blanked.
o Andrew Agassi Tennis has missing sprites.
o FiXED: Bonkers locks sound enabled. SPC700 code expected KOFF DSP register
to return value just written.
o Mario Kart has odd graphic windows settings when first started.
o FIXED: Street Racer has odd size sprites and has missing tiles when displayed.
o FIXED: ASM 65c816, Aladdin keeps warping to other side of screen on first level.
o The Great Circus Mystery (circusmystery.smc) doesn't work.
o James Pond 2 gets stuck waiting for SPC700 to respond after first title
screen. works on v0.24.
o Mario All stars - Super Mario 2 uses mode 2 (offset per tile) but with
height 64 on bg #2. Black screen.
o FIXED: Chrono Trigger uses mode 2 with width 64 for wavey 'Trigger' text. Text
should scroll onto screen, it doesn't. It does if width 64 is disabled,
but it starts on the screen first. - bug with not wrapping Quot variable
with mode 2 width 64.
o Tetris Attack uses screen screen height of 64 on offset-per-tile mode 2.
o Batman forever might show that if OBJs are on both the main and sub-screens
and colour addition is enabled, then only OBjs with palette numbers
4 or greater take part in colour addition and are not displayed on the
sub-screen.
o FIXED: CPUShutdown causes problems for ROMs that wait for h-blank using $4212
during the v-blank period - Reschedule doesn't enable HBLANK_START_EVENT
during the v-blank period so the cycle skipping code doesn't wake up the
CPU until h-blank end.
o Putty Squad seems to use wrong palette for each tile when mosaic effect
is being used - could be only the ROM so far with 16x16 pixels tiles and
mosaic effect.
o FIXED: Mortal Kombat 1 restarts level when once the 'fight' message has disappeared.
- 0.31 has problems.
- 13-03-98 problems.
- 1-4-98 problems.
Problem with asm code only and intermittent.
o Clay fighter has problems with colour window when the game starts and the
game locks up anyway.
o FIXED: VAMPIRES KISS has corrupt, flashing OBJs and some v-ram problems,
no problems in 0.41. Problem not dma, ppu, or cpuexec.
- Problem was H-DMA was being started inside v-blank period.
o FIXED: VAMPIRES KISS has tile glitches on bg#2 during game - not present in
0.41. H-DMA?
o FIXED: Contra 3 has clip window problems resulting in black screen, only
OBJs can be seen when game first starts.
o FIXED: YUUYUU TOKUBETUHEN (yuyut.smc) has missing OBJs when screen is split -
it enables both clip windows on OBJ and sets the combination mode to
AND but both clip windows only overlap a few pixels so the OBJs are not
displayed. - bug in window code, needed to flip the logic window
combination mode because the window area add already been flipped.
o Multiple colour add/sub and clip window bugs with Killer Instinct.
o T2: Arcade Game displays multi-coloured blocks of tiles when a mode 3
screen is being displayed. Screen shown when game-over.
o Bomberman 5 flickers on title screen when H-DMA is enabled.
o FIXED: XOR window clip code is producing bands that overlap.
o TOKIMEKI MEMORIAL (tokmemor.smc) uses hi-res., mosasic effect and fixed
colour addition.
o FIXED: TOKIMEKI MEMORIAL (tokmemor.smc) displays corrupted sprites - every other
group of four pixels is missing.
o RPM racing (hi-res. interlace) displays blank screen with 8-bit renderer.
o FIXED: Lufia I locks is shutdown is enabled. Asm only.
o FIXED: The SPC700 in Universal Solider locks if shutdown is enabled. Asm only.
o Disabling the Multi Player 5 switches controller 1 to a mouse !
o FIXED: Top Gear 3000 - DSP1? game, though ROM header doesn't mention it.
Bug in ROM header detection code.
o Lost Vikings II locks after title screen - works in 0.24.
o Lost Vikings locks or resets on all versions.
o Uniracers enables sub-screen addition on bg # 2 but with nothing on the
the sub-screen. Should it be either the fixed colour or back-drop
colour get added instead?
o Wile E's Revenge has missing music, and very quite sound. Also displays
rotated mode 7 character picture during titles.
o Pilot Wings tries to set up a V-IRQ to happen on the line its already on,
uses IRQ to switch to mode 7. -h 120 fixes problem. Cycle timing must be
off.
o Top Gear 3000 sits in a loop waiting for the H-DMA line count register
to reach a particular value - it never does because its not emulated yet!
o Theme Park starts a rather crummy tune then crashes. Hacker intro?
o Killer Instinct has a one-pixel wide bright line part way down screen
on orcid practice level - colour window invert bug?
o Killer Instinct bg #1 is hidding some transparency effects and the
fighter's sprite shadows on some levels.
o Batman - revenge of the joker locks at start - waiting for SPC700 which
has hit a stop instruction.
o Eye of the Beholder has strange mouse pointer movement problems when SNES
mouse emulation is enabled.
o Daffy duck has lots of scrolling glitches on background parallax effects -
timing problems?
o Aero the AcroBat 2 might wait until a bit in $420B (h-dma enable) clears -
does reading that register indicate H-DMA channels in progress?
o Ardy Lightfoot and Oblix both flash the sprite of the main character
on and off every other frame, should they do this or is it a bug?
o FIXED: Firemen locks at start waiting for SPC700. Human game, needs -ratio 3.
o Jim Power has a one pixel wide bright line down one side of screen on the
level map screen.
o Lots of missing sound effects in Home Alone 2.
o Missing sound effects in Earth Worm Jim 2.
o Captain America has single pixel high line corruption through some of its
tiles.
o NHL STANLEY CUP locks at start waiting for the SPC700 - works with sound
disabled.
o Background scrolling glitches on Stargate.
o Sailor Moon has colour window problems during intro of game.
o Sailor Moon R screen flashes black during game.
o Tile corruption on Super Pang on 3rd level+ - only on DOS port.
o Mighty Max uses colour window on main screen to clip background colour
palette changes - except its not working on Snes9x.
o Battle Toads: Battlemanics crashes during intro - ROM's NMI handler does not
switch index registers to 16-bit before pushing them onto the stack, but
always switches them to 16-bit mode when restoring them.
o Contra 3 has missing fire effects when bomber plane drops bombs - use
freeze-game to see. - Colour window is fully clipping the sub-screen and
the fire effects are only on the sub-screen.
o Illusion of Gaia uses sub-screen subtraction with half flag during game
select. Also, uses colour window to cut a hole in the main-screen,
should the sub-screen be visible at this point? Only two backgrounds are
being displayed, one on the main-screen and one on the sub-screen and
the sub-screen is not being added to the background only the background on
the main-screen.
o Gun force uses background #2 to display horizontal bullets fired from
player, but they are displayed offset from the main firing them.
o Empire Strikes Back needs -ratio 5 to work.
o Empire Strikes Back: The Hoth battle stage uses mode 7, priority per pixel
and part of the graphics are missing.
o llusion of Gaia menu on the first screen should be on a dark background.
ZSNES gets it correct.
o DOS port can't load some ROMs from CD. NLKE has same problem. Allegro?
ZSNES loads most of them fine.
o -frametime option is broken.
o Jap version of Tetris Attack might have a scrolling bug on the title screen.