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Aminet 28
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Aminet 28 (1998)(GTI - Schatztruhe)[!][Dec 1998].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: Soun