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.
Starfield is not 100% accurate.
Video emulation (Taito F3) isn't perfect yet.
casanova - Some GFX glitches. Are palette / tilemaps buffered?
40love and clone - Possible bad ROM. Sprite memory needs to be buffered? Pixel layer needs priority?
GFX and color decode routines need to be fixed.
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.
sidewndr -
spellbnd -
Starfield emulation is guessed and likely incorrect.
kickball - Imperfect priorities.
agat7 - Some video effects and some hw variants aren't emulated.
GFX ROMs in black 'blobs'.
Color decoding might be ímperfect. Some unknown sprite attributes.
doncdoon, hipai, hipai2, kurufev, mayjin3, mtetrisc, srmvs, starsldr, twrshaft, vivdolls - N64 video emulation is lacking some features.
Probably only missing laserdisc dumps.
CRT9007 emulation is lacking some features.
Graphics are decoded but only 2 bitplanes are hooked up. Colour decoding routines need figuring out.
The palette is totally wrong.
Blitter is completely unemulated, so nothing is shown on screen.
Driver has accurate description of the video emulation's inaccuracies.
gunnrose - The color PROM needs to be dumped.
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".
spaceint - Wrong colors.
spaceintj - Color PROM is marked as bad dump (same PROM as spaceint).
hacher - One of the sprite ROMs has stuck bits.
Video implementation is not complete yet and some ROMs aren't present.
sbagmani - Different PROMs, need correct decoding.
GFX emulation should be double checked for glitches once the games are fully playable.
Whack-a-mole type game with no screen. Needs photographic artwork.
Real character ROM needs to be dumped and video emulation isn't complete.
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.
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).
GFX emulation isn't accurate yet.
ctainv - The game is supposedly colour, but what it puts in RAM seems to be black and white only.
Blitter emulation is incomplete.
K056832 chip emulation lacks per-tile priority.
Blitter emulation is missing some features.
Paddle / ball sprite drawing is guessed.
grasspin - Some minor GFX glitches.
Scroll isn't implemented and some gfx elements don't appear on screen.
See ms32.
The color PROM is dumped, but colors are slightly off.
ACE chip aren't fully emulated, causing some GFX bugs.
tisland - Needs decryption.
Long list of video emulation flaws on top of driver file.
edu64, pet64 ' -
GFX glitches, possibly due to CPU bugs.
can09 - Needs Vram and screen and LCD emulation.
Colors look wrong, maybe address bitswap?
Cherry-type subgames appear to have wrong graphics alignment.
ppsatan - Background scrolling of the right monitor is a bit off (2nd stage, single player only).
One of the graphics ROMs isn't dumped.
Color PROMs aren't dumped.
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.
Sprite communication / banking problems.
bullsdrt - Wrong colors.
Opponent cars have wrong RNG colors compared to references. Needs proper shadow/highlight factor values for sprites and tilemap.
draco - Colors aren't perfect yet.
qb3 - Some graphics problems.
crasha - The playfield should be cyan. The entire centre box (and contents) should be pale green.
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).
Preliminary driver. Missing GFX modes.
Preliminary driver.
firebatl - Transparency for the text layer is not correctly emulated.
cninjabl2 - Bootleg on different hardware. Tilemap offsets need adjusting.
Needs correct roz rotation.
Missing features / effects.
Driver is still in preliminary status.
combascb - Colors are imperfect.
Uhrg graphics are drawn wrong (upd7220 bugs?).
legrandc, re800v3 - Color PROM needs redump.
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.
Gfx/colors aren't correctly emulated (ROMs redump needed).
AGA emulation is missing some features.
Sprite zooming and sprite shadows need improving.
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.
Blending effects aren't fully emulated.
There's a bogus "Hole" in main screen display; is the background pen really black?; video / irq timings need work.
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.
Graphics system emulation is lacking some features.
The driver currently hacks a handgenerated color tables, which matches the screenshot. Needs correct emulation.
Priorities aren't perfect.
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).
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.
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.
The display controller isn't identified and the character ROM isn't dumped. Once done, then needs emulating the graphics with genuine artwork display.
TC0091LVC emulation lacks some features, resulting in gfx glitches.
pestplce - Colors and origin unknown.
There are some remaining graphics issues and colors are imperfect.
mastfury - Minor GFX problems (i.e. scroll offsets aren't 100% right yet).
Suffers from incomplete 8275 CRT emulation.
quarterh and clones - Laserdisc isn't dumped yet.
7jigen, majxtal7, neruton and clone - Priority problems (more details in the driver).
shpeng - Color PROMs dumps are bad.
Missing starfield and possibly missing background gradient.
The GFX capabilities of the SoC aren't fully emulated yet.
rad_sinv - Various glitches. See top of the driver.
Graphics seem to be wrong for several games.
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.
gekisou - Various small graphics glitches. More infos on top of the driver.
poizone - Video timings are off, causing various glitches.
strvmstr - Color PROMs dumps are bad.
irion - Priorities aren't correct.
fantasia and clones - GFX glitches.
pgalvip - Select screen seems wrong, though it might just be an unfinished version of the game.
zipzap - Bad dump.
HD46505SP row updated function isn't fully understood yet.
Some scrolling issues (GNU nano for example).
Screen modulation (before time out) is not emulated.
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.
Scrolling and sprite color problems.
Various gfx/color problems remaining.
Priorities aren't correct yet.
Light/dark background and soft scroll aren't emulated yet.
nekkyoku - The CRT Controller needs to be identified to fix layer misalignment due to dynamic changes.
Preliminary driver. Pc based hardware.
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.
raiga, stratof - It's unclear how lower priority sprites are affected by blended sprites.
FLIPX support in taitoic.cpp is not quite correct.
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.
aracnis - Marked as imperfect graphics.
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.
galgame4 - There are some garbled graphics in two games (Star Tiger and Battle Checkers).
Video hardware isn't completely understood: the priority mixing is non-obvious and there are probably some blending effects as found on suprnova.
The starfield is wrong.
gberetb - Needs correct PROM decoding.
Missing row scroll (column scroll?).
All games in the driver have wrong colors.
Extensive list at the top of the driver.
Incorrect priorities.
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.
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.
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.
Some sprites flicker on attract mode.
vidvince - Sprite wrapping issues.
Palette should be normalized to actual TFT color space.
"Radar" is probably wrong.
x2222o - The available GFX ROMs aren't correct for the older prototype program ROMs.
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).
josvolly - Video hardware isn't completely understood.
Not all features of the Konami 3D hardware have been implemented.
mspuzzleb - Bad dumps.
All games suffer from the many missing features of the blitter emulation.
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.
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.
Needs better emulation of gfx bank switching.
mgdh - Wrong colors in betting screen.
igs_ncs2 - Incomplete dump.
Current color implementation is incorrect.
indy_4610, indy_4613, indy_5015 -
3on3dunk - Tilemap priority is wrong in places (basketball before explosion in attract, highscores).
drivedge - Uses modified video hardware. It's emulation is quite complete, but still not 100%.
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.
Back layer pens look ugly in some circumstances (i.e. suchipi when you win, mjzoomin when coined up).
There are some priority issues.
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.
Colors are wrong, possibly due to wrong video RAM banking.
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.
jtces40 - Hi-res GFX and colours need fixing.
packbang - Priorities between stages could be wrong.
Work needed on remaining video issues, priorities, sprites, etc. Tilemap color offsets aren't understood.
Game marked as imperfect graphics. No further note in the driver.
Colors are incorrect (color(?) prom outputs are connected to one of pals). It might help to have a screenshot of the original thing.
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.
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.
Colors aren't probably 100% correct yet. No reference available.
'External' rowscroll not hooked up correctly (1st attract level, highscores). There possibly are some priority issues / sprite placement issues.
franticf and clone - Flickers when inserting a coin.
PAL emulation is missing.
prosport, prosporta - Marked as imperfect graphics. No further note in the driver.
The VDP device isn't perfectly understood yet.
bygone - Title screen glitches, other glitches.
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.
Wrong sprite/tilemap priority. Scrollram not entirely understood.
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.
spetrix - Some text is misplaced in the Tetris game.
bchance - One of the GFX ROMs is a bad dump.
Playfield graphics may be banked.
Imperfect colors: unused bit 2 of color prom, guesswokred sea gradient, mg16 entirely unused. Also unused colors 0x10-0x1f (might be a flashing bank).
The games use a custom video controller which isn't fully understood. (See notes on top of driver)
Needs color/brightness levels emulation.
gypsyjug - Incomplete dump.
TMS34010 isn't correctly hooked up and / or has some bugs.
Overlay isn't accurately emulated.
hayaosi1 - Game marked as imperfect graphics. No further note.
tshingen and clone - Unemulated mosaic effect.
chkndraw and clones, couple and clones, mosdraw, pitboss and clones, riviera and clones - Games marked as imperfect graphics. No further note.
dodgectya, dodgectyb, dodgectyc - No text is drawn.
V9938 emulation is incomplete.
mermaid, yachtsmn - Some GFX effects aren't emulated correctly.
rougien - Stars playfield colors and scrolling are wrong.
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.
Color system (no bipolar PROMs in the system), needs a reference.
invasnab and clones, mk4 and clones - Zeus chip emulation is incomplete.
crusnexo and clones, thegrid and clones - Zeus 2 chip emulation is preliminary.
mstworld - Bootleg with different video RAM banking.
mstworld2 - GFX garbage at title screen with clean NVRAM. Might be a BTANB.
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.
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.
Some unimplemented GFX features.
Incorrect colors and some GFX inaccuracies.
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().
connect4 - Uses incandescent lamps to make a display grid, need better timing to make this work
Marked as imperfect graphics. No further note in the driver.
Video system is only partially understood. Extensive TODO on top of the driver.
f1superb - Has an additional unemulated DSP for road GFX.
ax230 -
The palette system needs to be understood.
All games are marked as imperfect graphics. No further note in the driver.
metamrph and clones - Intro needs alpha blended sprites.
helifire, helifirea
Some GFX glitches.
xday2 -
Video emulation lacks some graphical effects (ROZ, ..).
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.
Graphics system emulation is lacking some features.
ohpaipee -
Needs implementation of the remaining video features. Needs simulation of the printer/camera devices, lamps.
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.
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.
spec2k - The ships sometimes scroll off the screen if you insert a coin during the attract demo.
Complex Konami 3D hardware. Some features aren't correctly implemented yet.
Driver needs real bg/sprite priority system.
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.
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.
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.
Sprite - sprite priorities are possibly wrong. Needs video reference.
paradlx, para2dx - Marked as imperfect graphics with no further note. Perhaps the flag wasn't removed after adding correctr gfx3 ROMs?
all Imperial games, pebe0014a, pemg0213, pepp0045b, pepp0045c, pepp0130, pepp0733, pepp0775, pepp0816, peps0086, peps0267, peps0271, peps0615, peps0628, pex0057pb, pex0057pd, pex0827s, pex0846s, pex1087s, pex2172pa, pexm009p - Wrong CG graphics and/or CAP ROMs.
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.
cashquiz - Incomplete dump.
Current blocker is the video emulation i/o ports, it looks somewhat exotic. Colors are wrong.
The KONAMI custom GFX chips' emulation isn't perfect yet.
pktgaldxb - There are GFX glitches in background of girls after each level.
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 -
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.
Player's tank currently flickers on and off during the first in-game attract-mode segment.
Cursor is missing. LCD board isn't emulated.
grally, polepos2bi, polepos2bs - Bootleg on different hardware. Colors aren't correctly decoded yet.
Auto-animation speed is erratic (way too fast).
Sprites, palette and priorities aren't fully understood.
atombjt - Game adapted to this hw, might still have some GFX glitches lurking.
Map display is (almost) correct but color pens aren't.
Palette decoding isn't perfect.
Marked as imperfect graphics with no further note.
quickp5 - Some small gfx glitches remain.
Missing raster effects (see left side of one of the levels). Needs clean up of the zoom code and a more accurate zoom effect.
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.
demoneye - Missing the 3rd GFX layer.
Various gfx glitches here and there, mostly related to wrong size of data.
Wrong/unemulated alpha/priority functions.
Palette PROMs not correctly hooked up.
Palette and blitter command 0x00 need verifying.
jongpute, vscompmj - Palette decoding is wrong.
chalgirl - Missing PROM dump.
ichiban, pongboo2 - Palette handling is wrong (games don't work anyway).
mjsenka, mjyarou and clone, rkjanoh2 - They never seem to set the palette base.
mjsiyoub - Colors need verifying.
Missing dual monitor support. Sprite palettes are not entirely right. ROZ update causes music to stutter.
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.
pzlestar - Title screen uses sprites with screen 12, has wrong colors due of it.
Missing row buffering DMA (DP8350, MM5035) and line-by-line rendering and proper character generator emulation (CRT8002).
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.
tazmaniet - PROMs are dumped but not correctly hooked up.
troopy - Bad GFX ROMs.
rockduck - Color PROMs are mismatched.
Colors need to be verified.
croupierb, magictch - Wrong text layer hook up, some scroll offsets are wrong.
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.
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.
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.
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 -
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.
Preliminary driver. Big TODO on top of file.
sidearms and clones - Starfield emulation is preliminary.
koikois, mayjinsn - Marked as imperfect graphics, no further note.
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.
Color decoding isn't fully understood.
Some transparency problems in some stages.
Snes video emulation isn't perfect yet.
Snes video emulation isn't perfect yet.
Bullet colors are incorrect.
Various gfx glitches.
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.
Color decoding isn't fully understood.
The pens are borrowed from Specialist MX and probably wrong.
Some GFX glitches.
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.
Bootleg hardware. Emulation still preliminary.
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.
3super8 - ROMs are badly dumped.
Supposedly is color instead of b/w, but there isn't any color PROM.
Custom seta video chip emulation is incomplete.
Custom seta video chip emulation is incomplete.
Graphics aren't fully understood yet.
Colors are wrong (possibly missing PROMs).
Wrong colors (possibly missing PROMs). Video hardware isn't fully understood.
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.
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?).
Video emulation is lacking some features / the video system isn't completely understood. Detailed list of problems in the 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.
Scrolling is wrong, missing graphics at top and right (pound values), palette (currently handmade).
sranger and clones - Various imperfections (see fireball masking, lev. 5; masking/missing legs, lev. 10).
starfigh - Missing starfield effect.
Missing color PROM dump.
Some weird framebuffer vertical gaps with some object, namely the green and the
trees (zooming?).
Video emulation is missing many features. Detailed list in the driver.
Sprite offset control hasn't been found.
gardiab, gardiaj - Some graphics glitches.
Bootlegs on different hardware. Most supported sets need proper video hardware implementation.
Probably missing some text effects.
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.
Video hardware needs a lot of work. Detailed list of problems in the driver.
Resistor values on the color prom need to be corrected.
Video hardware is extremely complex. Detailed list of problems on top of driver.
Palette system isn't understood.
Palette system isn't understood.
Some graphic features (linescroll, mixing) aer not perfectly emulated.
rocknms -
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 -
Title screen priority bug.
nano -
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.
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.
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.
batsugunbl - GFX offsets aren't perfect yet.
mastkin - Color PROMs aren't dumped.
Palette might be right but should be verified.
Colors aren't understood. PROM dumps are suspected bad.
Score display is kludged and looks wrong and colors may not be 100% accurate.
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.
Missing starfield emulation.
Video emulation is lacking some features.
spider - Blitter / clear logic may be improved.
Sprites on some rounds had sprite/tile priority issues. Solved by upping sprite priority while TC0480SCP row zoom is enabled - kludge.
Color PROM isn't dumped.
dogfightp - Bullet color needs to be verified.
Needs implementation of the color mixer and scanline based rendering.
' 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.
Contrast isn't correctly emulated.
ladygum - Palette generation isn't understood.
hc120 -
Wrong colors (4bpp tiles and 3bpp palette?). Some problems with the ball sprite (maybe it's something else in real machine , not sprite).
Various glitches.
Various glitches.
nvs_machrider and clone, vsslalom - GFX glitches due to mapper / PPU emulation problems.
vstennisb - Bad dump.
Some video attributes are not fully supported yet.
Some GFX modes aren't implemented yet.
sidampkr - Colors need verifying on real hardware.
sidampkra - Colors need verifying on real hardware, cards' graphics are wrong.
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.
Video hardware emulation needs lot of work (see top of driver for detailed notes).
The blitter isn't understood / correctly emulated. Lots of glitches / missing effects, as listed at the top of the driver.
mysticm and clone - Palette decoding isn't fully understood.
scion and clone, stinger and clones - Global palette is wrong in stinger/scion compared to PCB, or could it be due to gamma/hue?.
Frequent screen glitches when writing to the display. No dimming of protected characters.
Line attributes aren't emulated.
Colors for some sprites are wrong.
Graphics hardware emulation is lacking some features.
SoC emulation is very preliminary.
SoC emulation is very preliminary.
Alpha blending issues.
xmen6p, xmen6pu - The way the double screen works in xmen6p is not fully understood.
xmenabl - Sprites don't work correctly.
redclash and clones - Some graphical problems (see list at the top of the driver).
dogfight, zodiack - Bullet color needs to be verified.
moguchan - Color decoding is wrong.
Konami custom chips' features aren't fully implemented.