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115 lines
4.6 KiB
Plaintext
115 lines
4.6 KiB
Plaintext
Bugs and Known Problems
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-----------------------
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* Cosmic Balance (game) hangs before the intro screen. This is probably
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due to inaccurate emulation of POKEY interrupts (see below). The program
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uses a hardware SIO loader as part of a presumed protection scheme.
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There is a bug in the code which activates the POKEY timers at an
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absurdly high frequency. This causes repeated interrupts which hangs the
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program.
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Probably there is some interaction with SIO which prevents this on
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a real Atari.
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A workaround is to invoke the monitor and type "c 10 40" and "cont".
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* new Pokey engine doesn't switch to mono output in STEREO_SOUND config
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* new Pokey engine doesn't support VOL_ONLY_SOUND on the second Pokey
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* a few keyboard-related bugs: e.g. pressing SHIFT+1 and then
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releasing SHIFT should still give '!' characters
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* The cycle-exact ANTIC/GTIA/CPU timing is not 100%.
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This causes display bugs in following programs:
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- Surf's up (game) (the horizon)
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- Satan's Hollow (game) (horizon) (confirmed sta WSYNC at WSYNC_C bug)
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- Dimension X (game) (alignment problem)
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- Te.mod (demo) (small glitched pixel in the final credits on the bottom left)
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- Our 5oft Unity Part (demo) (cycle-alignment, probably WSYNC)
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- Isolation (demo) (vector animations)
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- 80 Random Moving Rectangles (demo) (top left of rectangles, screen data
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is modified while drawing a scanline)
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- Sirius games: Scores and Text in Worm War I, Final Orbit, Spider City,
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Turmoil, Fantastic Voyage. These games store screen data in page 0
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and modify it each scan line. They reuse the same data for each
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scan line with an LMS on every line. This makes the code look
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like 2600 code. Emulating this requires trapping writes to
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page 0 and doing partial ANTIC loads.
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- Spider City has another bug in the map which is caused by player graphics
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and HPOS being changed before the player is finished being drawn. This
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is only possible for wide players.
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- Extract (demo) (face)
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* Non-bugs:
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- Ergo Bibamus (demo) (one pixel of the flower above the perspective scroll)
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- Mail Order Monsters (game)
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(some colour changes do not align with text, occurs on a real Atari)
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- The Break (demo) (bugs on the left side of photo)
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- Star Raiders (disk image) (game) (doesn't work on XL/XE, select OS/B)
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- Many other disk images of cartridges that work on XL/XE require OS B
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because a once-popular cart dumping program for the Atari 800 generates
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an OS B-specific loader. IIRC it loads the image and jumps into the OS B
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RESET vector location, which is changed on the XL.
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- Strip Poker (game) (Atari Basic must be enabled)
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- Joust (Atari 5200 game) (the game sets all colors to black on PAL systems,
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you need to switch the emulator to NTSC mode)
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* The following programs are improved by using the new cycle-exact code:
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- 8 Players Demo (demo)
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- Bewesoft's Demo (demo)
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- Bitter Reality (demo)
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- Demonic Laughter (music collection)
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- Extract (graphics collection)
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- GED (graphics editor)
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- Joyride (demo)
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- Mail Order Monsters (game)
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- Master of the Lamps (game)
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- Orneta '95 invitro (demo)
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- Our 5oft Unity Part (demo)
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- Studio Dream (demo)
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- Sweet Illusion (demo)
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- Te.mod (demo)
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- The Break (demo)
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- Miner 2049'er (game) (rotating 5's)
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- Dimension X (game) (title screen upper and lower bars)
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- Graphics impossible (demo) (Antic magazine)
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- Power Graph (graphics editor)
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- Darkness Warrior (picture)
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* POKEY interrupts are scanline-, not cycle-exact.
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This causes display or sound bugs in following programs:
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- Joyride (demo) (white lines on title picture)
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- Mirax Force (game) (speech)
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- Saturday Demo (demo) (music)
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- The Last Guardian (game) (speech)
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- Digital Trash (demo) (music)
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* VOL_ONLY_SOUND causes sound bugs in following programs:
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- Ghostbusters (game)
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- Overmind (demo)
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* intensive 130xe-banks switching slows down emulation much.
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This causes performance problems in following programs:
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- Impossible but Real (demo)
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- Sheol (demo)
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- Total Daze (demo)
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- Ultra (demo)
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* The following VAPI images are known to not work:
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(This list may not be complete, as full VAPI documentation
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has never been released by the author)
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- Alternate Reality: The City
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- Ankh
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- Attack at EP CYG 4
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- Ballblazer Activision (UK)
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- Jenny of the Prairie
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- Mercenary - Escape from Targ _ Novagen Software
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- Mr. Do!
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- Music Studio (The)
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- Promoteur
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- Rescue on Fractalus! _ Activision (UK)
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- Spy vs Spy
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- Targets - A Number Game
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* SDL port uses call back system for filling sound buffer.
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This causes wrong sound effects (noise) in some games.
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