This page is designed to allow for a quick look over all the drivers with a MACHINE_IMPERFECT_GRAPHICS, MACHINE_IMPERFECT_COLORS or MACHINE_WRONG_COLORS flag by giving, as much as possible, an idea on the amount of effort needed to fix them.
GFX emulation isn't accurate yet.
Graphics seem to be wrong for several games.
poizone - Video timings are off, causing various glitches.
Contrast isn't correctly emulated.
agat7 - Some video effects and some hw variants aren't emulated.
gekisou - Various small graphics glitches. More infos on top of the driver.
The interpretation of the scaling PROMs might be wrong. The sprite x scaling is not used at all because it couldn't be figured out. Sprite y scaling is slightly wrong and leaves gaps in tall objects. Note that sprites are 30x30 instead of 32x32.
CRT9007 emulation is lacking some features.
Probably only missing laserdisc dumps.
AGA emulation is missing some features.
Marked as imperfect graphics. No further note in the driver.
gunnrose - The color PROM needs to be dumped.
Cherry-type subgames appear to have wrong graphics alignment.
Video implementation is not complete yet and some ROMs aren't present.
One of the graphics ROMs isn't dumped.
bullsdrt - Wrong colors.
Cursor is missing. LCD board isn't emulated.
Color decoding isn't fully understood.
Supposedly is color instead of b/w, but there isn't any color PROM.
connect4 - Uses incandescent lamps to make a display grid, need better timing to make this work
Blitter emulation is incomplete.
Scroll isn't implemented and some gfx elements don't appear on screen.
Game marked as imperfect graphics. No further note in the driver.
Auto-animation speed is erratic (way too fast).
gulunpa - One bad gfx ROM.
knightsb2 - Bootleg with different gfx hardware. Some glitches and character selection screen is completely black.
sf2re - Title screen is glitched.
varthb2 - Bootleg with different gfx hardware. GFX mask ROMs weren't dumped for this set.
varthb3 - Bootleg with different gfx hardware.
sf2b, sf2b2, sf2ceb and clones, sf2mdt and clones - Bootlegs with different gfx hardware.
punipic, punipic2, punipic3, slampic, wofpic - Bootlegs with different gfx hardware.
gigaman2 - A bootleg with a different layer offset.
fcrash, ffightbl, ffightbla - GFX glitches during the second cycle of attract mode.
kodb - This bootleg has various graphical issues, mainly with old info not being cleared away. Also, when you are hit, you should flash, but you go invisible instead.
ffightblb, sf2m1, sf2m9, sgyxz, wofabl, wofr1bl - Bootlegs on different hardware suffer from GFX glitches.
mstworld - Bootleg with different video RAM banking.
mstworld2 - GFX garbage at title screen with clean NVRAM. Might be a BTANB.
sidearms and clones - Starfield emulation is preliminary.
galgame4 - There are some garbled graphics in two games (Star Tiger and Battle Checkers).
qb3 - Some graphics problems.
tripool, tripoola - Palette problems during attract mode. The tripool driver used to have a hack making the vblank interrupt go off twice per frame, this made the game run way too fast, but no palette bug.
Preliminary driver. Missing GFX modes.
edu64, pet64 ' -
Colors aren't right(there's no color prom?!). Stars background should be multi color. Bullets need to be improved and astrowar needs accurate sprite/bg sync.
Marked as imperfect graphics with no further note.
Priorities aren't 100 correct. Only necessary features of the PC-Engine video hardware are implemented: not all PC-Engine video features are used by games in this driver.
ACE chip aren't fully emulated, causing some GFX bugs.
tisland - Needs decryption.
cninjabl2 - Bootleg on different hardware. Tilemap offsets need adjusting.
Needs correct roz rotation.
Blending effects aren't fully emulated.
automat, ffantasybl, mastbond, secretab - Bootleg on different hardware.
dragngun and clones, tattass and clones - Tattoo Assassins & Dragongun use an unemulated chip (Ace/Jack) for special blending effects. It's exact effect is unclear.
lockload and clones - Marked as imperfect graphics.
nslasher and clones - Marked as imperfect graphics.
cmanhat -
Blending, raster effect features aren't fully emulated currently.
The display controller isn't identified and the character ROM isn't dumped. Once done, then needs emulating the graphics with genuine artwork display.
prosport, prosporta - Marked as imperfect graphics. No further note in the driver.
pktgaldxb - There are GFX glitches in background of girls after each level.
Wrong/unemulated alpha/priority functions.
rockduck - Color PROMs are mismatched.
bcstry, bcstrya - Some gfx offsets problems.
chokchok - There's corruption during attract mode (tmap disable?).
dquizgo - Layer offsets need checking.
funkyjetb - Wrong palette.
semibase - Some sprite offsets problems.
jtces40 - Hi-res GFX and colours need fixing.
Some video attributes are not fully supported yet.
funkyfig and clones - Scrolling and priorities problems.
momotaro - Protection + different blitter commands shuffling.
mjflove - Transparency problems in title screen, staff roll and gal display (the background is not visible).
nettoqc, ultrchmp and clone - Marked as imperfect colors.
quiz365 and clone, seljan2 - Marked as imperfect graphics.
quizchq and clone - Some palette issues.
rongrong and clones - Marked as imperfect colors.
sryudens - Transparency problems (Test->Option->Gal, Bonus Game during Demo mode).
7jigen, majxtal7, neruton and clone - Priority problems (more details in the driver).
shpeng - Color PROMs dumps are bad.
Need priority handling (e.g during the intro, there are two black bands in the background that should obscure sprites). Sometimes sprites are shrinked to end up overlapping the background image in the tilemaps, but they are a few pixels off.
chalgirl - Missing PROM dump.
ichiban - Bad banking causes GFX issues.
mjsenka, mjyarou and clone, rkjanoh2 - They never seem to set the palette base.
mjsiyoub - Colors need verifying.
pongboo2 - Palette handling is wrong (games don't work anyway).
spider and clone - Blitter / clear logic may be improved.
Sprite communication / banking problems.
draco - Colors aren't perfect yet.
candy VRAM erasing doesn't work properly in this game with the logic used in eolith_vram_w. There are various screens, such as the how to play screen and high score screen where you can see graphics which should have been erased. It has been verified that these get erased correctly on the real hardware.
There's a bogus "Hole" in main screen display; is the background pen really black?; video / irq timings need work.
Missing row scroll (column scroll?).
crasha - The playfield should be cyan. The entire centre box (and contents) should be pale green.
HD46505SP row updated function isn't fully understood yet.
Some scrolling issues (GNU nano for example).
GFX and color decode routines need to be fixed.
bigdeal and clone, bonuscrd and clone - Each game needs its own bipolar PROM dump.
clubcard - Wrong background color.
multiwina - Different tilemap / screen parameters.
Raster effects are imperfect: bad frames when lots of new sprites.
Graphics rendering isn't perfect yet.
Incorrect priorities.
Bootleg hardware. Emulation still preliminary.
Title screen priority bug.
aracnis - Marked as imperfect graphics.
aracnisa - Needs reference for colors.
bagmanmc, bagmanm2, kong, luctoday, mandinka, porter, superbon and clone, supergx, timefgtr - Missing color PROM dump.
bmxstunts - Needs 1l GFX ROM redump. Colors could be wrong, reference material is needed.
catacomb - Color PROM might be mismatched.
galaxianbl3 - Bad PROM or decode.
galkamika - One GFX ROM is bad.
guttangt - At least one GFX ROM is bad, color PROM wasn't dumped so using the standard one, which might not be correct for this set.
jungsub - One GFX ROM is bad. Some unknown writes, probably GFX related.
ckongmc2, all mandinga sets, pacmanblc, scobrag, scobraggi, takeoff - PROM is dumped but isn't correctly hooked up yet.
olibug - One of the GFX ROMs is bad. Uses the Galaxian PROM, which gives bad colors(?).
portera - Might actually be correct, but no video reference to check.
spactrai -
streakng and clone - Marked as imperfect colors. PROM is dumped.
bullsdrtg - One of the GFX ROMs is bad.
dkongjrm - Probably mismatched color PROM.
dkongjrmc - Sprites leave artifacts. Also colors aren't 100%.
spcwarp - Missing color PROM dump.
tazmaniet - PROMs are dumped but not correctly hooked up.
troopy - Bad GFX ROMs.
Palette should be normalized to actual TFT color space.
sbugger, sbuggera - Wrong colors: it looks like there's direct color mapping. Bits from attribute RAM connected to r/g/b outputs without use of color prom or color table.
vidvince - Sprite wrapping issues.
minspace - Possibly missing a graphics overlay mask.
skywriter - It's a toy wand that the user waves around to display a message in the air, relying on human persistence of vision. This is simulated in MAME with a screen.
PAL emulation is missing.
franticf and clone - Flickers when inserting a coin.
carb2002, carb2003 - Color PROMs dumps are bad.
crazybon and clones, nfb96sea, nfb96seb, nfb96sec - Color PROMS might be mismatched.
fl7_50 and clones - Tiles decode isn't correct yet.
kkojnoli - Colors aren't perfect. There are some unused PROMs.
lucky8l - Uses a strange mix of PROMs and PLDs which isn't decoded yet.
eldoraddoa, luckylad, magodds and clones, star100, wcat3 - Colors aren't perfect.
moonlghtb, moonlghtc - Odd palette value at 0xc780, should be black.
nd8lines - PROMs aren't correctly decoded, so very wrong colors.
mgdh - Wrong colors in betting screen.
igs_ncs2 - Incomplete dump.
kungfu - Wrong colors on the 'reel' layers.
lordgun - In the 3rd leg of the ship stage, sometimes part of a far jetboat is drawn above a nearer sub (both sprites). But this is correct considering both priorities and sprite list positions. Original game bug? Wrong colors for tilemap 0 in the 2nd leg of the last stage (where some sprite priority bugs happen too). In the jungle level, final enemy, tilemap 0 does not scroll. It may have wrong priority, or may need to be disabled, even though it is used by enemies to hide, so it's probably just odd but right after all.
3super8 - ROMs are badly dumped.
all Imperial games, pebe0014a, pemg0213, pepp0045b, pepp0045c, pepp0130, pepp0733, pepp0775, pepp0777, pepp0816, peps0086, peps0267, peps0271, peps0615, peps0628, pex0057pb, pex0057pd, pex0827s, pex0846s, pex1087s, pex2172pa, pexm009p - Wrong CG graphics and/or CAP ROMs.
Colors are close to screenshots for IPM Invader. The other games have not been verified.
wpksoc and clone - Graphics glitches due to some unimplemented features.
Blitter data is encrypted and MCU is undumped.
dynablstb4 - This bootleg has offset sprites.
leaguemn, nbbatman, nbbatmanu - Raster effects don't work properly.
ppan - Bootleg on different hardware.
demoneye - Missing the 3rd GFX layer.
drivedge - Uses modified video hardware. It's emulation is quite complete, but still not 100%.
Starfield emulation is guessed and likely incorrect.
Driver has accurate description of the video emulation's inaccuracies.
grasspin - Some minor GFX glitches.
See ms32.
bigrun is the only set which seems to have correct GFX emulation. For the other sets, some ROMs aren't used (priorities?). Screen control register hasn't been found yet (priorities, layers enabling etc.) In f1gpstar, it's unsure whether they are correct in a few places (e.g. in the attract mode, where cars move horizontally, the wheels don't follow for this reason, probably).
Priorities aren't perfect.
irion - Priorities aren't correct.
Needs better emulation of gfx bank switching.
Back layer pens look ugly in some circumstances (i.e. suchipi when you win, mjzoomin when coined up).
hayaosi1 - Game marked as imperfect graphics. No further note.
tshingen and clone - Unemulated mosaic effect.
Video system is only partially understood. Extensive TODO on top of the driver.
f1superb - Has an additional unemulated DSP for road GFX.
Palette decoding isn't perfect.
rocknms -
cluedo and clones - During the attract mode, just after the camera flash, the camera colours go screwy and proceeding text is printed behind the camera. A TMS34010 emulation flaw or original game code bug.
fantasia and clones - GFX glitches.
pgalvip - Select screen seems wrong, though it might just be an unfinished version of the game.
zipzap - Bad dump.
Video hardware isn't completely understood: the priority mixing is non-obvious and there are probably some blending effects as found on suprnova.
There are some priority issues.
packbang and clone - Priorities between stages could be wrong.
Video emulation is missing many features. Detailed list in the driver.
Colors are wrong, possibly due to wrong video RAM banking.
Colors are incorrect (color(?) prom outputs are connected to one of pals). It might help to have a screenshot of the original thing.
Problems with the Konami logo: in the original the outline is drawn, then there's a slight delay of 1 or 2 seconds, then it fills from the top to the bottom with the colour, including the word "Konami".
K056832 chip emulation lacks per-tile priority.
Opponent cars have wrong RNG colors compared to references. Needs proper shadow/highlight factor values for sprites and tilemap.
Missing features / effects.
combascb - Colors are imperfect.
The Banpresto logo in DBZ has bad colors after 1 run of the attract mode because
it's associated to the wrong logical tilemap and the same happens in DBZ2
test mode. It should be a bug in K056832 emulation.
gberetb - Needs correct PROM decoding.
Not all features of the Konami 3D hardware have been implemented.
Q2SD GPU emulation is preliminary and only implements the features needed by the only game dumped.
All games have minor graphics glitches.
ggreats2, opengolf, opengolf2, racinfrc, racinfrcu - Need ROZ layer emulation.
vsnetscr and clones - Need adding of 'Roz Doubling' support to the Type-4 roz rendering when width > 512 and fixing of the issues with FG Tilemaps (the hack used for Soccer Superstars clearly doesn't work here causing most of the left screen tilemaps to vanish).
winspike and clones - Bad sprite colours (might be more protection).
btltryst - Unemulated GFX modes make the game too glitchy to be playable.
heatof11 -
buttobi, ddboy and clone - Priorities not understood and wrong in places, apparently controlled by PROM.
Some small gfx glitches remain.
'External' rowscroll not hooked up correctly (1st attract level, highscores). There possibly are some priority issues / sprite placement issues.
bucky and clones - GFX glitches.
moomesa and clones - Needs 54338 color blender support(intro gfx missing and fog blocking view). Enemies coming out of the jail cells in the last stage have wrong priority. Could be tile priority or the typical "small Z, big pri" sprite masking trick currently not supported by K053247_sprites_draw().
All games are marked as imperfect graphics. No further note in the driver.
metamrph and clones - Intro needs alpha blended sprites.
Complex Konami 3D hardware. Some features aren't correctly implemented yet.
Lots of problems: Missing road (two K053250). Visible area and relative placement of sprites and tiles are most likely wrong. Some flickering sprites, this might be an interrupt/timing issue. The screen is cluttered with sprites which aren't supposed to be visible, increasing the coordinate mask in K053247_sprites_draw() from 0x3ff to 0xfff fixes this but breaks other games (e.g. Vendetta). The "Continue?" sprites are not visible until you press start. Priorities need figuring out.
cashquiz - Incomplete dump.
The KONAMI custom GFX chips' emulation isn't perfect yet.
Player's tank currently flickers on and off during the first in-game attract-mode segment.
quickp5 - Some small gfx glitches remain.
Missing dual monitor support. Sprite palettes are not entirely right. ROZ update causes music to stutter.
glfgreat and clones - They have some problems with the zooming sprites and playfield graphics.
ssriders and clones - Marked as imperfect graphics. No further note in the driver.
ssridersb - Bad dump.
mastkin - Color PROMs aren't dumped.
Missing starfield emulation.
Alpha blending issues.
xmen6p, xmen6pu - The way the double screen works in xmen6p is not fully understood.
xmenabl - Sprites don't work correctly.
Konami custom chips' features aren't fully implemented.
Light/dark background and soft scroll aren't emulated yet.
Whack-a-mole type game with no screen. Needs photographic artwork.
Needs color/brightness levels emulation.
gypsyjug - Incomplete dump.
Circles colors are probably not correct. Starfield is wrong. It is done with tilemap fixed in ROM, but ROM mapping is not correct. Starfield scrolling is missing too.
chkndraw and clones, couple and clones, mosdraw, pitboss and clones, riviera and clones - Games marked as imperfect graphics. No further note.
dodgectya, dodgectyb, dodgectyc, unkmerit - No text is drawn. These games have one less GFX ROM than most sets in the driver and the alphanumerics are stored in the remaining ROMs. They probably need correct ROM loading or a custom drawing function for the MC6845.
V9938 emulation is incomplete.
Color system (no bipolar PROMs in the system), needs a reference.
3kokushi, blzntrnd, daitorid, gakusai, karatour, ladykill, moegonta, msgogo, puzzli and clone, toride2 and clones - Various GFX glitches.
gstrik2 and clone - Priorities between rounds are wrong.
Missing raster effects (see left side of one of the levels). Needs clean up of the zoom code and a more accurate zoom effect.
In 16x16 tile mode, the offset into tileram doesn't necessarily align to 16x16 tiles! This makes using the tilemap system excessively difficult, as it expects predecoded tiles which simply isn't possible here. This is used for the girls in the intro at least, they specify 16x16 tiles on non 16x16 boundaries. (basically the physical tile ROM addressing doesn't change between modes even if the data type does).Video has a 'blitter' but it isn't used by these games, it is used by Rabbit. Sprites from one screen are overlapping on the other, probably there's a way to limit them to a single screen. Priorities are wrong.
tmpdoki - Possible bad dump.
sidampkr - Colors need verifying on real hardware.
sidampkra - Colors need verifying on real hardware, cards' graphics are wrong.
ballbomb - Missing clouds due to incomplete dump.
galxwars and clones, laser, spacerng, spcewarla, spclaser, spcwarl - Missing color PROMs dumps, using the wrong ones for the time being.
invadernc - Color PROM isn't correctly hooked up. It may be a bad dump.
rollingc - Colors don't match available references.
schaser, schasercv - Color PROM was hooked-up, but colors are still marked as imperfect.
sflush - Maybe missing a color PROM dump.
invasnab and clones, mk4 and clones - Zeus chip emulation is incomplete.
crusnexo and clones, thegrid and clones - Zeus 2 chip emulation is preliminary.
mysticm and clone - Palette decoding isn't fully understood.
sidewndr -
spellbnd -
Graphics are decoded but only 2 bitplanes are hooked up. Colour decoding routines need figuring out.
The palette is totally wrong.
Blitter emulation is lacking some features.
hacher - One of the sprite ROMs has stuck bits.
ctainv - The game is supposedly colour, but what it puts in RAM seems to be black and white only.
Blitter emulation is missing some features.
ppsatan - Background scrolling of the right monitor is a bit off (2nd stage, single player only).
re800v3 - Color PROM needs redump.
Sprite zooming and sprite shadows need improving.
TC0091LVC emulation lacks some features, resulting in gfx glitches.
Suffers from incomplete 8275 CRT emulation.
quarterh and clones - Laserdisc isn't dumped yet.
Missing starfield and possibly missing background gradient.
strvmstr - Color PROMs dumps are bad.
Various gfx/color problems remaining.
Priorities aren't correct yet.
All games in the driver have wrong colors.
magslot, sc2in1 - The first layer's GFX isn't decoded correctly.
ngoldb - Some GFX ROMs are badly dumped.
super21p - Palette decoding isn't perfect yet.
animpkr, wtchjackc, wtchjackd, wtchjacke, wtchjackf, wtchjackg, wtchjacki, wtchjackj - PROMs are badly dumped / missing.
mspuzzleb - Bad dumps.
battlcry and clones - Some tiny gfx glitches.
hourouki - In attract mode, it draws a horizontal black bar on the bottom right side of the display.
mrokumei - Wrong gfx at the beginning of a game. It is selecting the wrong gfx bank.
Current color implementation is incorrect.
99lstwarb - BG tilemap is wrong in some levels. PROMs weren't dumped for this set, so a dump is needed.
There are weird palette changes and some video reference would be useful to verify GFX emulation in general.
spetrix - Some text is misplaced in the Tetris game.
bchance - One of the GFX ROMs is a bad dump.
Playfield graphics may be banked.
TMS34010 isn't correctly hooked up and / or has some bugs.
Preliminary sprites and scrolling.
Some unimplemented GFX features.
The palette system needs to be understood.
Needs implementation of the remaining video features. Needs simulation of the printer/camera devices, lamps.
oneshot - Priorities for some tiles are wrong. There might be a layer order register.
Correct colors need to be derived from the color DAC (24 resistors) on PCB.
Palette and blitter command 0x00 need verifying.
The player often disappears (when she's too slow?). Is this normal ?
bdream97, seadevil - GFX glitches.
olymp, score5, sonikfig, spcliner - Palette not understood. The games don't ever seem to get to using the ramdac, even though disassemblies show the routines are there.
Some transparency problems in some stages.
Colors are wrong (possibly missing PROMs).
Needs correct colour PROM decoding (resistor values?), correct FG colour handling (currently use a hardcoded white) and fixing remaining GFX / sprite issues (flicker sometimes, might need better vblank timing?).
Scrolling is wrong, missing graphics at top and right (pound values), palette (currently handmade).
Palette system isn't understood.
Palette system isn't understood.
Palette might be right but should be verified.
Score display is kludged and looks wrong and colors may not be 100% accurate.
Palette is approximated from photos / videos.
ladygum - Palette generation isn't understood.
Wrong colors (4bpp tiles and 3bpp palette?). Some problems with the ball sprite (maybe it's something else in real machine , not sprite).
Graphics aren't fully understood yet.
ax230 -
pzlestar - Title screen uses sprites with screen 12, has wrong colors due of it.
Starfield is not 100% accurate.
Gfx/colors aren't correctly emulated (ROMs redump needed).
The starfield is wrong.
Some GFX glitches.
xday2 -
Video emulation lacks some graphical effects (ROZ, ..).
toukon3 - Severe GFX problems.
finallap and clones - Sprite size bit is bogus during splash screen. Bad road colors.
finalap2 and clones, suzuka8h and clones - Bad road colors.
finalap3, finalap3j - Use unaligned 32x32 sprites, which aren't handled correctly in video/namcos2.cpp yet. Bad road colors.
fourtrax and clones -
Graphics system emulation is lacking some features and some aren't understood.
Graphics system emulation is lacking some features and some aren't understood.
Graphics system emulation is lacking some features and some aren't understood.
Graphics system emulation is lacking some features and some aren't understood.
Graphics system emulation is lacking some features and some aren't understood.
wndrmomo - Enemies coming out from the ground cut "holes" from the crowd in the foreground. This is because the crowd sprites have higher priority, but come earlier in the sprite list, so now that sprite/tilemap orthogonality is implemented, crowd is obscured by sprites following it, which are obscured by the tilemap. Reverting to the previous behaviour, removing orthogonality, would fix the problem, but It's almost sure it wouldn't be correct.
grally, polepos2bi, polepos2bs - Bootleg on different hardware. Colors aren't correctly decoded yet.
Resistor values on the color prom need to be corrected.
Some weird framebuffer vertical gaps with some object, namely the green and the
trees (zooming?).
cannonb - Dump is probably bad and/or ROMs are mismatched.
ccbootmm - Some of the GFX ROMs' dumps are corrupt.
ckongpt2b2 - One color PROM seems bad, but has been verified on 4 different PCBs.
yamato and clones - The bg gradient color decode & table selection isn't correctly implemented.
firebatl - Transparency for the text layer is not correctly emulated.
ohpaipee -
ngalsumr, ngtbunny, nightgal, royalngt, royalqn, sgaltrop - Blitter isn't fully implemented yet. Charles MacDonald wrote technical notes about it. There's also a protection device.
doncdoon, hipai, hipai2, kurufev, mayjin3, mtetrisc, srmvs, starsldr, twrshaft, vivdolls - N64 video emulation is lacking some features.
pestplce - Colors and origin unknown.
Screen modulation (before time out) is not emulated.
helifire, helifirea
PPU emulation needs to be brought up to par with current knowledge.
PPU emulation needs to be brought up to par with current knowledge.
PPU emulation needs to be brought up to par with current knowledge.
These NES clones have modified hardware. Differences aren't fully implemented yet, causing imperfect graphics and/or colors in these games.
These NES clones have modified hardware. Differences aren't fully implemented yet, causing imperfect graphics and/or colors in these games.
These NES clones have modified hardware. Differences aren't fully implemented yet, causing imperfect graphics and/or colors in these games.
These NES clones have modified hardware. Differences aren't fully implemented yet, causing imperfect graphics and/or colors in these games.
pc_bstar, pc_miket, pc_pinbt - GFX glitches due to mapper or PPU problems.
pc_cshwk - Severe GFX glitches on the second level.
pc_ebike - Scanline in middle of screen scrolls when it should not.
pc_ngai2 - Level 2 BG graphics are a total mess.
pc_radr2, pc_radrc, pc_sjetm -
Snes video emulation isn't perfect yet.
Snes video emulation isn't perfect yet.
Bullet colors are incorrect.
nvs_machrider and clone, vsslalom - GFX glitches due to mapper / PPU emulation problems.
vstennisb - Bad dump.
Some GFX modes aren't implemented yet.
Scrolling and sprite color problems.
spec2k - The ships sometimes scroll off the screen if you insert a coin during the attract demo.
The driver currently hacks a handgenerated color tables, which matches the screenshot. Needs correct emulation.
Colors aren't probably 100% correct yet. No reference available.
Incorrect colors and some GFX inaccuracies.
Sprites, palette and priorities aren't fully understood.
Needs implementation of the color mixer and scanline based rendering.
battlex - Missing starfield. Background tile colors are wrong.
dodgeman - BG tilemap palette bits (in most cases paltte 0 is used, only highlights ( battlex logo, hiscore table) uses different palettes(?). Current implementation gives different highlight colors than on real hardware (i.e. battlex logo should have yellow highights).
Colors look wrong, maybe address bitswap?
Various gfx glitches.
dogfightp - Bullet color needs to be verified.
dogfight, zodiack - Bullet color needs to be verified.
moguchan - Color decoding is wrong.
cannonbp - Color PROMs should be correct but give wrong ugly colors.
eggor - Color PROMs might be mismatched.
mspacmanbco - This PCB has swapped Blue and Green color lines (Ms.Pac-Man sprite should be pink).
painter - Sprite ROM dump is bad.
GFX glitches, possibly due to CPU bugs.
Preliminary driver. Pc based hardware.
Preliminary driver. Big TODO on top of file.
capitol, cityatta, pleiadbl, pleiadce, pleiads, pleiadsi, pleiadsn - Palette banking. Controlled by 3 custom chips marked T-X, T-Y and T-Z. These chips are responsible for the protection as well.
phoenixi - This bootleg uses 1 8-bit PROM instead of 2 4-bit ones like the vast majority of the other games on phoenix hardware. Needs correct decoding.
luckboomh - Lucky Boom has some minor colour issue with the background - see the title screen. The game selects the wrong colour for some tiles. The tiles should be colour 0x01 not 0x02. Affects the backgrounds in game however it's barely noticable.
atombjt - Game adapted to this hw, might still have some GFX glitches lurking.
croupierb, magictch - Wrong text layer hook up, some scroll offsets are wrong.
casanova - Some GFX glitches. Are palette / tilemaps buffered?
x2222o - The available GFX ROMs aren't correct for the older prototype program ROMs.
Colors are estimated from photos (black and white are obvious, but the green and cyan are not standard 0x00ff00 / 0x00ffff), video timing is unknown, sprite offsets are estimated from photos.
mermaid, yachtsmn - Some GFX effects aren't emulated correctly.
rougien - Stars playfield colors and scrolling are wrong.
mjkjidai - Several imperfections with sprites rendering:some sprites are misplaced by 1pixel vertically and during the tile distribution at the beginning of a match, there's something wrong with the stacks moved around, they are misaligned and something is missing.
Palette PROMs not correctly hooked up.
Graphics system emulation is lacking some features.
logicpro - Logic Pro has an unemulated graphical effect: when you insert a coin, the screen becomes very slightly darker until the next 'scene change'. This is not emulated yet.
Overlay isn't accurately emulated.
swa and clone - Ship models periodically disappear for a frame or two during attract mode and while in-game.
vformula - TGP coprocessor emulation is incomplete.
model 2, model 2A, model 2B games - 3D coprocessors emulation / hook-up are incomplete.
model 2c games - 3D coprocessor isn't emulated.
Video hardware emulation is lacking many features.
Graphics system emulation is lacking some features.
Misses storyware layout.
Preliminary driver. H8S/2373 based.
Preliminary driver.
fantzonepr - Bad / missing GFX ROMs.
There are glitches that need to be verified against hardware.
Missing linescroll in special modes (qgh title, mahmajn2/qrouka attract mode) and screen flipping (mix register 13 & 2).
crkdown and clones - Clipping / solid layer problems? (Radar display).
qsww - Wrong background color on title screen.
sgmastc and clones - Some gfx offset / color problems?
Some graphics effects aren't understood / implemented yet.
Graphics system emulation is lacking some features.
Video emulation is lacking some features / the video system isn't completely understood. Detailed list of problems in the driver.
gardiab, gardiaj - Some graphics glitches.
Bootlegs on different hardware. Most supported sets need proper video hardware implementation.
' alphaho - Missing color PROM.
invho2a - Bad colors (wrong for Invinco, all black for Head On 2). Multiple dump attempts of the color PROM have given the same result.
nsub -
spacetrk and clone - Star field and background gradient are missing.
GFX ROMs in black 'blobs'.
GFX emulation should be double checked for glitches once the games are fully playable.
Some sprites flicker on attract mode.
Sprite - sprite priorities are possibly wrong. Needs video reference.
Missing alpha blending effect: screenshot on www.system16.com show that during attract mode in Viper Phase 1 the "Viper" part of the logo (the red part) should be partially transparent. Same thing with the blu "Viper" logo when on the "push 1 or 2 players button" screen. Note that the red logo is tiles, the blue logo is sprites. Same thing with the lights on the ground at the beginning of the game. They are opaque now, you should see the background tiles through.
Some video C.R.T. registers aren't understood. Some sprites bugs at the start of a play.
scion and clone, stinger and clones - Global palette is wrong in stinger/scion compared to PCB, or could it be due to gamma/hue?.
Color decoding might be ímperfect. Some unknown sprite attributes.
darkhors - Needs fixing of the disalignment between sprites and tilemap (gap in the fence) during play, without breaking the other screens, which are fine.
jclub2 and clones - Priorities need some work.
blandia and clones - There is at least a missing rowscroll effect.
crazyfgt - Graphics glitches.
extdwnhl - Has some wrong colored tiles in one of the attract mode images and in later tracks.
superbar, wiggie - There are a few gfx emulation bugs (flipping of some border tiles and sprites not leaving the screen correctly). It's possible the custom hardware doesn't behave *exactly* the same as the original seta hardware.
deerhunt and clones, wschamp and clones - Offset tilemap sprite during demo.
grdians and clones - The map screen after the character selection needs zooming. There is a global zoom register that should affect the background map and the level picture but not the frontmost frame. This latter should use color 7ff (the last one) and ignore the individual color codes in the tiles data. Zooming is also used briefly in pengbros.
myangel - Some gfx at the end of the game (rays just before fireworks, and the border during the wedding) have wrong colors. You can see the rays red, green and yellow because that's how the palette is preinitialized by MAME, but the game never sets up those palette entries. The game selects color depth "1", whose meaning is uncertain, and color code 0 so there doesn't seem to be a way to point to a different section of palette RAM. There are glitches in the bg horizontal scroll in the wedding sequence at the end of the game. It looks like "scrollx" should be delayed one frame wrt "xoffs".
myangel2 - Before each level, the background image is shown with completely wrong colors. It corrects itself when the level starts.
endrichs and clones, reelquak - Needs an x offset for tilemap sprites. There are one frame glitches in the reels scroll.
staraudi - Needs flipscreen hook up.
telpacfl - One of the GFX ROMs is a bad dump.
trophyh and clone - MAME hangs for around 15 seconds every now and then, at scene changes. This is probably due to a couple of frames with an odd or corrupt sprites list, taking a long time to render.
turkhunt -
koikois, mayjinsn - Marked as imperfect graphics, no further note.
Some GFX glitches.
Custom seta video chip emulation is incomplete.
Custom seta video chip emulation is incomplete.
All games are missing CRT controller emulation (resolution+visible area+flip screen?).
dynagear - Visible area may be incorrect.
eaglshot -
janjans1 -
janjans2 -
pastelis - Imperfect raster effects in ending credits and shadows.
stmblade and clones - There is a rogue "tilemap" sprite that pops up at level 2 and stays there till the end of the game (a piece of sky to the left of the screen). It seems that the x&y offsets in the sprite list should be applied to it (-$200,-$200) to move it off screen. But currently those offsets are ignored for "tilemap" sprites. This may be related to the kludge for srmp4 and to the kludge for keithlcy.
ultrax and clones - Backgrounds are offset by $10 pixels, so they're kludged to work.
indy_4610, indy_4613, indy_5015 -
Graphics features are only partially implemented / working.
Graphics features are only partially implemented / working.
Graphics features are only partially implemented / working.
Real character ROM needs to be dumped and video emulation isn't complete.
can09 - Needs Vram and screen and LCD emulation.
Missing row buffering DMA (DP8350, MM5035) and line-by-line rendering and proper character generator emulation (CRT8002).
Colors are imperfect.
spaceint - Wrong colors.
spaceintj - Color PROM is marked as bad dump (same PROM as spaceint).
The games use a custom video controller which isn't fully understood. (See notes on top of driver)
qbeebing, queenbee and clones, squeenb, treamary - Empty reels when bonus image should scroll in via L0 scroll. The image (crown/fruits) is at y > 0x100 in the tilemap.
ptrain - Missing scroll in race screens.
sranger and clones - Various imperfections (see fireball masking, lev. 5; masking/missing legs, lev. 10).
starfigh - Missing starfield effect.
Paddle / ball sprite drawing is guessed.
dai3wksi, runaways, warp1, warp1t - Colors generation isn't understood. On the PCB there are no PROMs, so it's hardcoded logic somehow? It's 3bpp colors, not b&w + color overlay.
jongpute, vscompmj - Palette decoding is wrong.
Zoom support isn't accurate, possibly other missing blitter features.
blocken - Incomplete zoom support, and missing rotation support. Setting the game in Game Mode B shows a decent test case for it by starting a play.
kothello - Small GFX glitches.
shanghai - The end of round animation in Shanghai is wrong.
Probably missing some text effects.
Video emulation (Taito F3) isn't perfect yet.
40love and clone - Possible bad ROM. Sprite memory needs to be buffered? Pixel layer needs priority?
Long list of video emulation flaws on top of driver file.
Color PROMs aren't dumped.
FLIPX support in taitoic.cpp is not quite correct.
"Radar" is probably wrong.
josvolly - Video hardware isn't completely understood.
All games suffer from the many missing features of the blitter emulation.
bygone - Title screen glitches, other glitches.
Wrong sprite/tilemap priority. Scrollram not entirely understood.
Imperfect colors: unused bit 2 of color prom, guesswokred sea gradient, mg16 entirely unused. Also unused colors 0x10-0x1f (might be a flashing bank).
Driver needs real bg/sprite priority system.
Colors need to be verified.
Wrong colors (possibly missing PROMs). Video hardware isn't fully understood.
topland and clones - Framebuffer DMA requires palette switch to be selected dynamically, see at first stage Course Select in Top Landing. Night stages might have wrong priority for stars-above-sea.
3D graphics system isn't fully implemented.
Some GFX glitches remain.
hitice and clones - Ice trails are incorrect. The pixel bitmap is not cleared on startup nor during attract mode. There's a kludge to fix it in the first case.
commandw - Some clipping and layer problems.
quizhuhu - Quiz text positioning, heavy sprite window usage.
plgirls2b - Scroll offset problems.
Various GFX glitches listed on top of the driver.
Video hardware needs a lot of work. Detailed list of problems in the driver.
jpoponics - Palette format (or gfx decode?) appears to be incorrect, some colours clearly don't match the screenshot. The bar behind the players flickers first during boot / first attract levels. Is might be a bug.
Colors aren't understood. PROM dumps are suspected bad.
Sprites on some rounds had sprite/tile priority issues. Solved by upping sprite priority while TC0480SCP row zoom is enabled - kludge.
Video hardware emulation needs lot of work (see top of driver for detailed notes).
Colors for some sprites are wrong.
Work needed on remaining video issues, priorities, sprites, etc. Tilemap color offsets aren't understood.
Video hardware is extremely complex. Detailed list of problems on top of driver.
The VDP device isn't perfectly understood yet.
Various gfx glitches here and there, mostly related to wrong size of data.
The blitter isn't understood / correctly emulated. Lots of glitches / missing effects, as listed at the top of the driver.
crzrally and clones - Missing high bit of sprite X coordinate? (see round 2 and 3 of attract mode).
holeland and clones - Missing tile/sprite priority.
The color PROM is dumped, but colors are slightly off.
raiga, stratof - It's unclear how lower priority sprites are affected by blended sprites.
Sprite / tile priority is sometimes wrong (see 1st table when ball in bumpers). Some of the code which is from the other drivers such as sprite drawing needs verifying, as priorities are questionable in places. Needs support for blended sprites.
Some graphic features (linescroll, mixing) aer not perfectly emulated.
Uhrg graphics are drawn wrong (upd7220 bugs?).
nano -
Video emulation is lacking some features.
dockmanc, rtriv - One ROM is badly dumped.
theportr - The PCB has the PROM for The Pit, colors confirmed the same on PCB and in emulation. Bootlegger or operator error in fitting the wrong PROM?
to9 -
batsugunbl, snowbro2b3 - GFX offsets aren't perfect yet.
The GFX capabilities of the SoC aren't fully emulated yet.
rad_sinv - Various glitches. See top of the driver.
Preliminary driver. Sunplus SPG110 based.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
GFX capabilities of the SPG2xx SoCs are partially emulated.
Graphics hardware emulation is lacking some features.
SoC emulation is very preliminary.
SoC emulation is very preliminary.
mastfury - Minor GFX problems (i.e. scroll offsets aren't 100% right yet).
Extensive list at the top of the driver.
redclash and clones - Some graphical problems (see list at the top of the driver).
The pens are borrowed from Specialist MX and probably wrong.
Color PROM isn't dumped.
sbagmani - Different PROMs, need correct decoding.
Color decoding isn't fully understood.
hc120 -
kickball - Imperfect priorities.
nekkyoku - The CRT Controller needs to be identified to fix layer misalignment due to dynamic changes.
All games in the driver need tilemap scrolling/rotation/zooming or whatever effect it uses. Priorities are wrong. Missing mixer registers (mainly layer enable/disable).
3on3dunk - Tilemap priority is wrong in places (basketball before explosion in attract, highscores).
Sprite offset control hasn't been found.
Preliminary driver.
Various glitches.
Various glitches.
Missing cursor display and attributes.
Current blocker is the video emulation i/o ports, it looks somewhat exotic. Colors are wrong.
Missing color PROM dump.
Frequent screen glitches when writing to the display. No dimming of protected characters.
Line attributes aren't emulated.
paradlx, para2dx - Marked as imperfect graphics with no further note. Perhaps the flag wasn't removed after adding correctr gfx3 ROMs?
Colors aren't correct(note: the flyer screenshots look faked; not a good reference). It's unknown if it should have a horizon/sky. Video timing and video offsets aren't correctly implemented.