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This page is designed to allow for a quick look over all the drivers with a MACHINE_IMPERFECT_TIMING flag by giving, as much as possible, an idea on the amount of effort needed to fix them.
This page is designed to allow for a quick look over all the drivers with a MACHINE_IMPERFECT_TIMING flag by giving, as much as possible, an idea on the amount of effort needed to fix them.


== [http://github.com/mamedev/mame/blob/master/src/mame/alpha/alpha68k.cpp alpha68k] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/acorn/aristmk5.cpp acorn/aristmk5] ==
Games are running at double speed.
 
== [http://github.com/mamedev/mame/blob/master/src/mame/alpha/alpha68k.cpp alpha/alpha68k] ==
''' goldmedl, goldmedla, goldmedlb ''' - Dash events timers relies on MCU irq timings, which can't be accurate til the MCU is decapped and emulated.
''' goldmedl, goldmedla, goldmedlb ''' - Dash events timers relies on MCU irq timings, which can't be accurate til the MCU is decapped and emulated.


== [http://github.com/mamedev/mame/blob/master/src/mame/alpha/alpha68k_n.cpp alpha68k_n] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/alpha/alpha68k_n.cpp alpha/alpha68k_n] ==
''' sstingry ''' - Super Stingray MCU irq controls timer speed. The MCU has been hooked up but the clock is almost certainly wrong.
''' sstingry ''' - Super Stingray MCU irq controls timer speed. The MCU has been hooked up but the clock is almost certainly wrong.


== [http://github.com/mamedev/mame/blob/master/src/mame/acorn/aristmk5.cpp aristmk5] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/bmc/popobear.cpp bmc/popobear] ==
Games are running at double speed.
Timer chip isn't emulated (controls auto-animation on title screen + something else during gameplay?).
 
== [http://github.com/mamedev/mame/blob/master/src/mame/cave/cv1k.cpp cave/cv1k] ==
Games are running faster than on real hardware.
 
== [http://github.com/mamedev/mame/blob/master/src/mame/chess/tasc.cpp chess/tasc] ==
More accurate dynamic cpu clock divider is needed.


== [http://github.com/mamedev/mame/blob/master/src/mame/fidel/as12.cpp as12] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/dataeast/progolf.cpp dataeast/progolf] ==
Seems a little bit slower than the real machine. Currently, a dummy timer workaround is needed, or it's much worse. Is the problem here is due to timing of CPU addressbus changes?
MC6845 timings are wrong.


== [http://github.com/mamedev/mame/blob/master/src/mame/nichibutsu/clshroad.cpp clshroad] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/fidelity/eag68k.cpp fidelity/eag68k] ==
''' clshroad and clones ''' - Main and sound CPUs synching isn't perfect.
''' feagv10 ''' - V10 CPU emulation is too slow, MAME 68040 opcode timing is same as 68030 but in reality it is much faster, same goes for V11 of course (see below).


== [http://github.com/mamedev/mame/blob/master/src/mame/konami/cobra.cpp cobra] ==
''' feagv11 ''' - V11 CPU should be M68EC060, not yet emulated. Now using M68EC040 in its place at twice the frequency due to lack of superscalar.


== [http://github.com/mamedev/mame/blob/master/src/mame/misc/cv1k.cpp cv1k] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/gaelco/blmbycar.cpp gaelco/blmbycar] ==
Games are running faster than on real hardware.
''' watrball ''' - Game speed should be checked against real hardware. It depends on a bit the emulation toggles.


== [http://github.com/mamedev/mame/blob/master/src/mame/fidel/eag68k.cpp eag68k] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/handheld/hh_ht11xx.cpp handheld/hh_ht11xx] ==
''' feagv10 ''' - V10 CPU emulation is too slow, MAME 68040 opcode timing is same as 68030 but in reality it is much faster, same goes for V11 of course (see below).
MCU frequency guessed.


''' feagv11 ''' - V11 CPU should be M68EC060, not yet emulated. Now using M68EC040 in its place  at twice the frequency due to lack of superscalar.
== [http://github.com/mamedev/mame/blob/master/src/mame/hegenerglaser/modular.cpp hegenerglaser/modular] ==
Waitstates emulation is preliminary.


== [http://github.com/mamedev/mame/blob/master/src/mame/fidel/elite.cpp elite] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/konami/cobra.cpp konami/cobra] ==
fpres/feas irq active time needs verifying.


== [http://github.com/mamedev/mame/blob/master/src/mame/konami/konamigs.cpp konamigs] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/konami/konamigs.cpp konami/konamigs] ==
''' ddrkids ''' - Songs desync.
''' ddrkids ''' - Songs desync.


== [http://github.com/mamedev/mame/blob/master/src/mame/konami/konamim2.cpp konamim2] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/konami/konamim2.cpp konami/konamim2] ==
Games are running slower than they should.
Games are running slower than they should.


== [http://github.com/mamedev/mame/blob/master/src/mame/mephisto/mm2.cpp mm2] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/mephisto/mm2.cpp mephisto/mm2] ==
''' mm4tk, mm5p ''' - They need proper emulation of the TurboKit (it's not as simple as a CPU overclock plus ROM patch).
''' mm4tk, mm5p ''' - They need proper emulation of the TurboKit (it's not as simple as a CPU overclock plus ROM patch).


== [http://github.com/mamedev/mame/blob/master/src/mame/hegenerglaser\modular.cpp modular] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/misc/monon_color.cpp misc/monon_color] ==
Waitstates emulation is preliminary.
Clock divider unknown.
 
== [http://github.com/mamedev/mame/blob/master/src/mame/misc/sttechno.cpp misc/sttechno] ==
Needs real raw screen parameters and figuring out exactly how IRQ6 is supposed to actually work.


== [http://github.com/mamedev/mame/blob/master/src/mame/misc/monon_color.cpp monon_color] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/misc/xtom3d.cpp misc/xtom3d] ==
Clock divider unknown.
''' pumpit1 ''' - Flickers at start of any song without any feedback, abruptly throws steps with working playback, ends with silence and steps still going.


== [http://github.com/mamedev/mame/blob/master/src/mame/sony/news_r4k.cpp news_r4k.cpp] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/nichibutsu/clshroad.cpp nichibutsu/clshroad] ==
''' clshroad and clones ''' - Main and sound CPUs synching isn't perfect.


== [http://github.com/mamedev/mame/blob/master/src/mame/psikyo/psikyo.cpp psikyo] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/nintendo/cothello.cpp nintendo/cothello] ==
Excessive input lag.
CPU speed is wrong, it's likely running at 1.79MHz. But that's way too fast compared to videos of the game. 0.9MHz(XTAL/4) is also too fast. It's probably due to the M58741P HOLD pin halting the 8080, which is not emulated.


== [http://github.com/mamedev/mame/blob/master/src/mame/saitek/risc2500.cpp risc2500] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/saitek/risc2500.cpp saitek/risc2500] ==
More accurate dynamic cpu clock divider is needed.
More accurate dynamic cpu clock divider is needed.


== [http://github.com/mamedev/mame/blob/master/src/mame/fidel/sc12.cpp sc12] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/sega/sega_beena.cpp sega/sega_beena] ==
Seems a little bit slower than the real machine. Currently, a dummy timer workaround is needed, or it's much worse. Is the problem here is due to timing of CPU addressbus changes?
Misses storyware layout.


== [http://github.com/mamedev/mame/blob/master/src/mame/sony/news_r4k.cpp sony/news_r4k] ==


== [http://github.com/mamedev/mame/blob/master/src/mame/tvgames/spg2xx_shredmjr.cpp spg2xx_shredmjr] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/subsino/lastfght.cpp subsino/lastfght] ==
Bad music timings (too slow).
Blitter timings are guessed.


== [http://github.com/mamedev/mame/blob/master/src/mame/taito/taitojc.cpp taitojc] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/taito/taitojc.cpp taito/taitojc] ==
Games are running at wrong speed(unthrottled?) compared to PCB recordings, easily noticeable on sidebs/sidebs2, for example the selection screens are too fast, and the driving is almost twice as slow.
Games are running at wrong speed(unthrottled?) compared to PCB recordings, easily noticeable on sidebs/sidebs2, for example the selection screens are too fast, and the driving is almost twice as slow.


== [http://github.com/mamedev/mame/blob/master/src/mame/chess/tasc.cpp tasc] ==
== [http://github.com/mamedev/mame/blob/master/src/mame/taito/taitopjc.cpp taito/taitopjc] ==
More accurate dynamic cpu clock divider is needed.
Analog inputs update at a slower rate (about every 8-10 frames instead of every frame).
 
== [http://github.com/mamedev/mame/blob/master/src/mame/tch/rltennis.cpp tch/rltennis] ==
Needs proper timing and interrupts (currently has extra hacky blitter int generation @ vblank).
 
== [http://github.com/mamedev/mame/blob/master/src/mame/tiger/bingobear.cpp tiger/bingobear] ==
 
== [http://github.com/mamedev/mame/blob/master/src/mame/tvgames/spg2xx_shredmjr.cpp tvgames/spg2xx_shredmjr] ==
Bad music timings (too slow).
 
== [http://github.com/mamedev/mame/blob/master/src/mame/vectorgraphic/vector4.cpp vectorgraphic/vector4]==
CPU wait states, S-100 interrupts and ready aren't emulated.

Latest revision as of 06:56, 21 June 2024

This page is designed to allow for a quick look over all the drivers with a MACHINE_IMPERFECT_TIMING flag by giving, as much as possible, an idea on the amount of effort needed to fix them.

acorn/aristmk5

Games are running at double speed.

alpha/alpha68k

goldmedl, goldmedla, goldmedlb - Dash events timers relies on MCU irq timings, which can't be accurate til the MCU is decapped and emulated.

alpha/alpha68k_n

sstingry - Super Stingray MCU irq controls timer speed. The MCU has been hooked up but the clock is almost certainly wrong.

bmc/popobear

Timer chip isn't emulated (controls auto-animation on title screen + something else during gameplay?).

cave/cv1k

Games are running faster than on real hardware.

chess/tasc

More accurate dynamic cpu clock divider is needed.

dataeast/progolf

MC6845 timings are wrong.

fidelity/eag68k

feagv10 - V10 CPU emulation is too slow, MAME 68040 opcode timing is same as 68030 but in reality it is much faster, same goes for V11 of course (see below).

feagv11 - V11 CPU should be M68EC060, not yet emulated. Now using M68EC040 in its place at twice the frequency due to lack of superscalar.

gaelco/blmbycar

watrball - Game speed should be checked against real hardware. It depends on a bit the emulation toggles.

handheld/hh_ht11xx

MCU frequency guessed.

hegenerglaser/modular

Waitstates emulation is preliminary.

konami/cobra

konami/konamigs

ddrkids - Songs desync.

konami/konamim2

Games are running slower than they should.

mephisto/mm2

mm4tk, mm5p - They need proper emulation of the TurboKit (it's not as simple as a CPU overclock plus ROM patch).

misc/monon_color

Clock divider unknown.

misc/sttechno

Needs real raw screen parameters and figuring out exactly how IRQ6 is supposed to actually work.

misc/xtom3d

pumpit1 - Flickers at start of any song without any feedback, abruptly throws steps with working playback, ends with silence and steps still going.

nichibutsu/clshroad

clshroad and clones - Main and sound CPUs synching isn't perfect.

nintendo/cothello

CPU speed is wrong, it's likely running at 1.79MHz. But that's way too fast compared to videos of the game. 0.9MHz(XTAL/4) is also too fast. It's probably due to the M58741P HOLD pin halting the 8080, which is not emulated.

saitek/risc2500

More accurate dynamic cpu clock divider is needed.

sega/sega_beena

Misses storyware layout.

sony/news_r4k

subsino/lastfght

Blitter timings are guessed.

taito/taitojc

Games are running at wrong speed(unthrottled?) compared to PCB recordings, easily noticeable on sidebs/sidebs2, for example the selection screens are too fast, and the driving is almost twice as slow.

taito/taitopjc

Analog inputs update at a slower rate (about every 8-10 frames instead of every frame).

tch/rltennis

Needs proper timing and interrupts (currently has extra hacky blitter int generation @ vblank).

tiger/bingobear

tvgames/spg2xx_shredmjr

Bad music timings (too slow).

vectorgraphic/vector4

CPU wait states, S-100 interrupts and ready aren't emulated.