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 FIXED: 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 FIXED: Agmawo locks at start. corrupt ROM - looks to be only first part of a multi-part ROM on the CD. 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 FIXED: RPM racing uses mode 5 512x512. o FIXED: Biker Mice From Mars (sfbiker) needs -N and flipped layering '8'. o FIXED: Mario and Wario (sfmarwar.smc) needs a mouse. o Battle Toads: Double Dragon needs the -h parameter set to 100. o FIXED: SF8752.smc has sprites problems when using tile-redraw code. o FIXED: NHL '97 does a JMP $4320 in bank $87 - $4320 is a register area in that bank. o FIXED: 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 FIXED: Street Racer has corrupt sprites on the player select screen. o FIXED: Super Bases Loaded 1 uses Mode 5 (512x224) on intro. o INFO: Batman Forever uses sub-screen addition with bg's being on both the main screen and sub-screen. o INFO: Intro of Beavis and Butthead uses sub-screen addition with bg's being on both the main screen and sub-screen. o INFO: ebreaker.smc bg's on both main and sub-screen. o Big Sky Trooper's music is very slow. o FIXED: Bomberman 4 needs -FH. o FIXED: 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 FIXED: 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 FIXED: Power Drive (snk_powd.smc) uses 512x448 on intro. o FIXED: 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 FIXED: Madden 96 needs -FH and has new Antherox intro. o FIXED: 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 FIXED: acc-elf.smc works on v0.1 but crashes with a STP instruction in v0.24. o FIXED: FLYING HERO BUGYURU flyhero.smc does not work and image is odd size so code doesn't detect header and remove it. o FIXED: Yaiba (lmk_yaib.smc) locks waiting for an interrupt to occur to no interrupts are enabled. o CORRUPT ROM: 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 FIXED: 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. -h 102 fixes. 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. o FIXED: Commodore 64 emulator doesn't work with asm CPU core - works fine with C code. o FIXED: Chrono Trigger: crash bug in clipping code - use snapshot F6 and press 's'. Corrupts stack causing crash. o FIXED: Toy Story only updates screen every-other frame and woody flashes continuously. (Woody flashing is due to hacked ROM) Toy Story requires NMI to happen immediately after a WAI instruction. o Toy Story has garbled sound output just before game starts. DOS port only. o FIXED: Tales of Phantasia executes across a 0x8000 boundary and either side of the boundary are at different offsets into the ROM. Causes a crash. o RPM Racing doesn't display correctly when interpolation and 16-bit screen mode. X11 port. Works when full-screen X. o Itchy & Scratchy has sprite corruption on the one of the title screens. Problem appeared between v0.4 and v0.41. o Start screen on Chase HQ is corrupt. v0.24 has same problem. o FIXED: King of the Rally has missing music on the car-feature selection screen. Works in v1.00. Requires DP+X addresses to wrap in zero page. o FIXED: (again) Lufia I locks is shutdown is enabled waiting for SPC700. made the SPC700 wake up if the 65c816 reads from the one of the 4 comm ports. The SPC700 used to only wake up when the 65c816 wrote to the ports. o WWF-Arcade crashes - calls a subroutine at address $EE758D which only contains zeros at that address. Memory map bug? o WWF-Super Wrestlemania and WWF-Raw both seem to display junk background layers - the ROM enables the layers but does not set up any background data. o WWF-Super Wrestlemania crashes just before the game starts. Memory map bug? o FIXED: Ninja Warriors has missing graphics on the title screen - V-IRQ problem? Problem appears after v1.16. Didn't like H-IRQ triggering on the same line if the H-IRQ position register was updated. o Yoshi's Island might show there's an 'off-by-one' bug in the clip window code when it pops up a message box. o Tazmania has ticking on the sound during the initial title music. o SuperScope 6 has a repeating gun-fire sound on the initial aim screen. Channel volume is set to gain mode. o Stargate sometimes has a slight click sound at the end of each rapid soft beep when the start button is pressed on the title page. Channel 6 is the problem, has attack rate of 10ms, decay 1200ms, infinate sustain and a sustain level of 5. o Kirby Superstar - SA-1 game? o The Lion King: under sound test, continue long song contains some odd sounding notes. Is a particular type of sample not being decoded correctly? o Clicks on the title music of Madden 98. o Bugs Bunny has sound repeat problems when Bugs kicks a dog. - not a problem, just needs -envx. o Bugs Bunny has junk snow characters on bg #1. o Airwolf hacker intro is very corrupt - corrupt ROM? o FIXED:Pac-in-time title music sounds a lot worse with new envelope sound code in 1.17. The game requires samples to be keyed on without being keyed off first. o DOREMI Fantasy milon uses decay exponential volume envelope on the notes at the end of the title music - they seem to take too long to decay. o Winter Gold causes ZSNES Super FX code to overwrite the static data after its allocation - was causing the X library to crash since that was the .o after linked after zsnes.o. o Micromachines 2 has continuing engine noise problem when race is over - sound channel 7 is in sustain mode with time period set to infinite. o Check Micromachines on real SNES - does the Ocean logo shear at the start? If it doesn't it could be a bug in the mode 7 code - the same problem that affects battle racers. o FIXED: LAMBORGHINI AMERICAN has lots of missing music notes - uses bent-line inc with attack rate of infinite? - S9xSetEnvRate thought that the channel was silent and hence the number of volume steps was 0 so erate was always being set to 0. o Slight clicking on the sound of Wild Snake - not sound sync or interpolation bug.