MIG
This page is designed to allow for a quick look over all the drivers with a GAME_IMPERFECT_GRAPHICS, GAME_IMPERFECT_COLORS or GAME_WRONG_COLORS flag by giving, as much as possible, an idea on the amount of effort needed to fix them.
20pacgal
Missing starfield.
2mindril
Video control registers (layer enable, scroll) need to be found.
40love
40love - Possible bad rom. Sprite memory needs to be buffered? Pixel layer needs priority?
4roses
GFX decode and fix color decode routines need to be fixed.
8080bw
ballbomb - Missing clouds due to incomplete dump.
schaser, schasercv - Color PROM was hooked-up, but colors are still marked as imperfect.
sflush - Maybe missing a color PROM dump.
ace
Colors are imperfect and there's a graphics ROM which is currently unused by the driver.
acefruit
sidewndr -
spellbnd -
aeroboto
Starfield emulation is guessed and likely incorrect.
albazc
Color decoding might be ímperfect. Some unknown sprite attributes.
aleck64
mtetrisc, starsldr, vivdolls - N64 video emulation is lacking some features.
alg
Probably only missing laserdisc dumps.
argus
Driver has accurate description of the video emulation's inaccuracies.
armedf
kodure, legion, legiono, terraf, terrafa, terrafu - Need decapping and emulation or simulation of the mcu / blitter.
asterix
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".
astinvad
spaceint - Wrong colors.
spaceintj - Color PROM is marked as bad dump (same PROM as spaceint).
atarisy1
indytempc - Sprite / playfield flipping issues.
roadblstc1, roadblstcg -
battlera
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.
bbusters
bbusters, bbustersu - Priority problems. Moreover, the emulation completely misses the huge zombie that jumps out during the attract demo right before the text story text comes in. When you hear the the high pitch "zing" sound, there should be a zombie nearly the entire size of the screen.
bestleag
bestleaw
bfcobra
Blitter emulation is incomplete.
bishi
K056832 chip emulation lacks per-tile priority.
bmcbowl
Scroll isn't implemented and some gfx elements don't appear on screen.
bogeyman
The color PROM is dumped, but colors are slightly off.
btime
tisland - Needs decryption.
buggychl
Long list of video emulation flaws on top of driver file.
carjmbre
carjmbre - Colours are wrong: sprites and characters are only using one of the proms.
carrera
Needs a reference for the colors.
caswin
Cherry-type subgames appear to have wrong graphics alignment.
cball
One of the graphics ROMs isn't dumped.
cchance
Color PROMs aren't dumped.
cclimber
cannonb - Dump is probably bad and/or ROMs are mismatched.
toprollr - Wrong colors (fg text layer). The game sometimes ("round" text , lives) updates only even columns of cell attribs.
yamato, yamato2 - The bg gradient color decode & table selection isn't correctly implemented.
centiped
bullsdrt - Wrong colors.
cidelsa
draco - Colors aren't perfect yet.
cinemat
qb3 - Some graphics problems.
cischeat
Some ROMs aren't used (priorities?). Screen control register hasn't been found yet (priorities, layers enabling etc.) In cischeat & bigrun, at the start of some levels, you can see the empty scrolling layers as they are filled. 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)
clshroad
firebatl - Marked as imperfect graphics, no other comment in the driver.
cntsteer
Needs correct roz rotation.
coinmvga
Driver is still in preliminary status.
combatsc
combascb - Colors are imperfect.
cowrace
Palette format might be wrong.
cps3
Various graphics problems. There's an exhaustive TODO on top of the driver.
cubocd32
AGA emulation is missing some features.
dacholer
dacholer, kickboy - Missing color PROMs dumps.
darkhors
darkhors - Needs fixing of the disalignment between sprites and tilemap (gap in the fence) during play, without breaking the other screens, which are fine.
darkmist
Needs fixing of sprite/background and sprite/sprite priorities (name entry screen, player on raft). There's one unknown sprite attrib bit.
dbz
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.
dday
The driver currently hacks a handgenerated color tables, which matches the screenshot. Needs correct emulation.
ddayjlc
Missing color PROMs dumps and priorities aren't perfect.
ddenlovr
funkyfig - Scrolling and priorities problems.
nettoqc - Marked as imperfect colors.
quiz365, quiz365t - Marked as imperfect graphics.
quizchq, quizchql - Some palette issues.
rongrong, rongrongg, rongrongj - Marked as imperfect colors.
deco32
dragngun, tattass, tattassa - Tattoo Assassins & Dragongun use an unemulated chip (Ace/Jack) for special blending effects. It's exact effect is unclear.
lockload, lockloadu - Marked as imperfect graphics.
nslasher, nslasherj, nslashers - Marked as imperfect graphics.
deniam
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.
dkong
pestplce - Colors and origin unknown.
dmndrby
There are some remaining graphics issues and colors are imperfect.
dooyong
flytiger - Layer2 palette bank.
dwarfd
Suffers from incomplete 8275 CRT emulation and color PROM decoding isn't completely understood.
dynax
7jigen, majxtal7, neruton - Priority problems (more details in the deriver).
shpeng - Color PROMs dumps are bad.
epos
dealer, igmo - Missing color PROMs dumps.
equites
gekisou - Various small graphics glitches. More infos on top of the driver.
hvoltage, splndrbt - 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.
ettrivia
strvmstr - Color PROMs dumps are bad.
fastlane
Colors don't seem 100% accurate.
fcombat
Needs fixing of the colors (sprites, background).
findout
All games in the driver have wrong colors.
fitfight
Scrolling and sprite color problems.
fortecar
Probably missing color PROMs dump.
fromance
nekkyoku - Marked as imperfect graphics. No further note in the driver.
funworld
bigdeal, bigdealb, jolycdat - Each game needs its own bipolar PROM dump.
jokercrd - Marked as wrong colors.
royalcdc - Marked as wrong colors.
saloon - Marked as wrong colors.
fuukifg3
Raster effects are imperfect: bad frames when lots of new sprites.
gaelco3d
Graphics rendering isn't perfect yet.
gaiden
raiga, stratof - It's unclear how lower priority sprites are affected by blended sprites.
galaga
bosco and clones, galaga and clones - The starfield is wrong.
galastrm
FLIPX support in taitoic.c is not quite correct.
galaxia
astrowar - No color PROM dump.
galaxold
bagmanmc - Missing color PROM dump.
dkongjrm - Probably mismatched color PROM.
porter - Lacks proper GFX bank switch. Missing color PROM dump.
galdrvr
catacomb - Color PROM might be mismatched.
luctoday, superbon, supergx - Missing color PROM dump.
streakng - Marked as imperfect colors. PROM is dumped.
galpani3
Video hardware isn't completely understood: the priority mixing is non-obvious and there are probably some blending effects as found on suprnova.
galpanic
zipzap - Bad dump.
gaplus
The starfield is wrong.
getrivia
All games in the driver have wrong colors. This driver is strictly related to findout.c, so any progress should help both.
goldstar
carb2002, carb2003 - Color PROMs dumps are bad.
kkojnoli - Colors aren't perfect. There are some unused PROMs.
mtonic - Color PROMs aren't dumped.
nfb96a, nfb96b - Color PROMS might be mismatched.
goodejan
Some sprites flicker on attract mode.
gottlieb
vidvince - Sprite wrapping issues.
grchamp
"Radar" is probably wrong.
gstriker
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).
gsword
josvolly - Video hardware isn't completely understood.
halleys
All games suffer from the many missing features of the blitter emulation.
holeland
crzrally and clones - Missing high bit of sprite X coordinate? (see round 2 and 3 of attract mode).
holeland - Missing tile/sprite priority.
homedata
battlcry - 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.
homerun
Needs better emulation of gfx bank switching.
igs009
jingbell - Marked as imperfect graphics. No other note in the driver.
igspoker
igs_ncs2 - Incomplete dump.
ilpag
Blitter emulation is missing some features.
imolagp
Current color implementation is incorrect.
itech32
drivedge - Uses modified wideo hardware. It's emulation is quite complete, but still not 100%.
jalmah
Back layer pens look ugly in some circumstances (i.e. suchipi when you win, mjzoomin when coined up).
jantotsu
Some video hardware features aren't understood. See notes on top of driver.
jchan
There are some priority issues.
jongkyo
Colors are wrong, possibly due to wrong video ram banking.
jpmimpct
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.
kingdrby
Work needed on remaining video issues, priorities, sprites, etc. Tilemap color offsets aren't understood.
koftball
Game marked as imperfect graphics. No further note in the driver.
koikoi
Colors are incorrect (color(?) prom outputs are connected to one of pals). It might help to have a screenshot of the original thing.
konamigq
GPU/GTE aren't completely emulated.
konamigv
GPU/GTE aren't completely emulated.
konamigx
All games have minor graphics glitches.
ggreats2, opengolf, opengolf2, racinfrc, racinfrcu - Need ROZ layer emulation.
winspike, winspikej - Bad sprite colours, part of tilemap gets blanked out when a game starts (might be more protection).
ksayakyu
Color decoding isn't understood.
ksys573
GPU/GTE aren't completely emulated.
laserbat
Colors are wrong (tile_index in tilemap needs to be adjusted).
lastduel
ledstorm2 - GFX ROMs are marked as bad.
lethal
'External' rowscroll not hooked up correctly (1st attract level, highscores). Flip bits used for the tiles haven't been found yet (p2 start screen, reload indicator).There possibly are some priority issues / sprite placement issues.
liberate
prosport, prosporta - Marked as imperfect graphics. No further note in the driver.
lordgun
Priorities need to be worked out.
lsasquad
Wrong sprite/tilemap priority. Scrollram not entirely understood.
ltcasino
Colors aren't correctly decoded.
m10
Colors are close to screenshots for IPM Invader. The other games have not been verified.
m107
Graphics glitches in all games.
m62
battroad - Game marked as imperfect colors. battroad_char_net_info is a complete guesswork.
m90
quizf1 - Some graphics glitches.
m92
leaguemn, nbbatman - Raster effects don't work properly.
macrossp
Tilemap zoom is wrong, see title screen (misplaced) and level 2 boss (background scrolls faster than sprites). It should use VIDEO_RGB_DIRECT for alpha blending to work, but tilemap_draw_roz() doesn't support it. Sprite zoom on quizmoon title screen isn't right. Priorities (Sprites & Backgrounds) - see quizmoon attract mode.
madalien
An effect is missing: when you shoot an enemy in the dark, the whole screen lights up. Basically the headlights fill the whole screen.
magicfly
The palette system needs to be understood.
malzak
Playfield graphics may be banked.
mazerbla
The games use a custom video controller which isn't fully understood. (See notes on top of driver)
meadows
gypsyjug - Incomplete dump.
megasys1
hayaosi1 - Game marked as imperfect graphics. No further note.
merit
couple and clones, pitboss and clones - Games marked as imperfect graphics. No further note.
dodge - Incomplete dump.
meritm
V9938 emulation is incomplete.
metro
3kokushi, blzntrnd, daitorid, gakusai, karatour, ladykill, moegonta, puzzli, toride2g, toride2gg, toride2j - Various GFX glitches.
gstrik2, gstrik2e - Priorities between rounds are wrong.
midas
Marked as imperfect graphics. No further note in the driver.
midzeus
invasnab, invasnv4, mk4, mk4a - Zeus chip emulation is incomplete.
crusnexo, crusnexoa, crusnexob, thegrid, thegrida - Zeus 2 chip emulation is preliminary.
miniboy7
Color PROM isn't dumped.
missb2
Driver inaccurately uses a PROM taken from Bubble Bobble, though it probably isn't present on Miss Bubble 2 pcb, to make it possible to share video emulation with the Bubble Bobble driver.
mitchell
mstworld - Bootleg with different video RAM banking.
mjkjidai
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.
mlanding
Palette banking isn't fully understood.
model1
vf, vformula, vr - TGP coprocessor emulation is incomplete.
model2
model 2, model 2A, model 2B games - 3D coprocessors emulation / hook-up are incomplete.
model 2c games - 3D coprocessor isn't emulated.
model3
Video hardware emulation is lacking many features.
moo
moo, mooaa, mooua - 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().
mpoker
Color system isn't understood (no bipolar PROMs in the system). It needs a reference.
mpu4drvr
connect4 - uses incandescent lamps to make a display grid, need better timing to make this work
dealem - occasional black tiles seem odd compared to video (http://youtube.com/watch?v=p0bJYxaCBao)
mquake
Marked as imperfect graphics. No further note in the driver.
ms32
Video system is only partially understood. Extensive TODO on top of the driver.
murogem
The palette system needs to be understood.
mystwarr
All games are marked as imperfect graphics. No further note in the driver.
metamrph and clones - Intro needs alpha blended sprites.
namcofl
speedrcr - Some GFX glitches.
namcond1
Video emulation lacks some graphical effects (ROZ, ..).
namcos11
GPU/GTE aren't completely emulated.
namcos12
GPU/GTE aren't completely emulated.
namcos2
bubbletr - It's missing external artwork.
finallap and clones - Sprite size bit is bogus during splash screen. Bad road colors.
finalap2, finalap2j, suzuka8h, suzuka8hj, suzuka8h2 - Bad road colors.
finalap3, finalap3j - Use unaligned 32x32 sprites, which aren't handled correctly in video/namcos2.c yet. Bad road colors.
fourtrax -
namcos21
Graphics system emulation is lacking some features and some aren't understood.
namcos22
Graphics system emulation is lacking some features and some aren't understood.
namcos86
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.
naomi
Graphics system emulation is lacking some features.
nbmj8688
orangec, orangeci, vipclub - Some graphics glitches.
nmk16
hachamf - Marked as imperfect graphics. No further note.
nycaptor
Driver needs real bg/sprite priority system.
olibochu
Palette decoding is wrong.
oneshot
oneshot - Priorities for some tiles are wrong. There might be a layer order register.
overdriv
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.
pacman
cannonbp - Color PROMs should be correct but give wrong ugly colors.
eggor - Color PROMs might be mismatched.
paradise
paradlx, para2dx - Marked as imperfect graphics with no further note. Perhaps the flag wasn't removed after adding correctr gfx3 roms?
pastelg
3ds - Some GFX banking problems.
pcxt
EGA/CGA/VGA emulation uses the bare minimum for these games,there are still many missing features.
tetriskr - Corrupt game graphics after some time of gameplay, caused by a wrong reading of the i/o $3c8 bit 1.
phoenix
capitol, pleiadbl, pleiadce, pleiads - Palette banking. Controlled by 3 custom chips marked T-X, T-Y and T-Z. These chips are responsible for the protection as well.
pingpong
cashquiz - Incomplete dump.
pktgaldx
pktgaldxb - There are GFX glitches in background of girls after each level.
playch10
pc_1942, pc_bstar, pc_gntlt, pc_miket, pc_pinbt - GFX glitches due to mapper or PPU problems.
pokechmp
pokechmp - Palette system isn't understood.
popper
Palette system isn't fully understood yet.
portrait
Some sprite issues and palette system isn't understood.
progolf
Map display is (almost) correct but color pens aren't.
psikyosh
s1945ii, s1945iii - Line scroll / zoom effect is unemulated (s1945ii test, level 7 and s1945iii use a whole block of ram for scrolling / zooming).
pturn
Palette decoding isn't perfect.
quasar
Marked as imperfect graphics with no further note.
rabbit
Missing raster effects (see left side of one of the levels). Needs clean up of the zoom code and a more accurate zoom effect. The status bar is the wrong colour (Timing of blitter / interrupts?).
realbrk
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.
redalert
demoneye - Missing the 3rd GFX layer.
redclash
Colors are unverified (some screenshots are needed). Some graphical problems.
roul
Palette and blitter command 0x00 need verifying.
rungun
Missing dual monitor support. Sprite palettes are not entirely right. ROZ update causes music to stutter.
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.
scregg
rockduck - Color PROMs are mismatched.
segas24
Missing linescroll in special modes (qgh title, mahmajn2/qrouka attract mode) and screen flipping (mix register 13 & 2).
crkdown, crkdownj, crkdownu - Clipping / solid layer problems? (Radar display).
qsww - Wrong background color on title screen.
sgmastc, sgmastj - Some gfx offset / color problems?
segas32
Some graphics effects aren't understood / implemented yet.
seibuspi
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.
sengokmj
Some video C.R.T. registers aren't understood. Some sprites bugs at the start of a play.
senjyo
baluba - Wrong background colors.
seta
blandia, blandiap - 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.
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.
seta2
deerhunt and clones, wschamp and clone - Offset tilemap sprite during demo.
grdians - 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.
trophyh - 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 -
shanghai
kothello - Small GFX glitches.
shanghai - The end of round animation in Shanghai is wrong.
sidearms
sidearms, sidearmsj, sidearmsr - Starfield emulation is preliminary.
skyarmy
Color decoding isn't understood. For the time being, colors are calibrated on old Emustatus screenshots.
skyraid
Color decoding isn't fully understood.
sliver
There's a chip which does hardware jpeg decompression which isn't currently emulated. Some transparency problems in some stages.
snesb
Snes video emulation isn't perfect yet.
spacefb
Bullet colors are incorrect.
spaceg
Various gfx glitches.
spbactn
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.
spcforce
Color decoding isn't fully understood.
speedspn
There are a couple of garbage sprites on the player selection screen.
speglsht
Some GFX glitches.
srmp5
Custom seta video chip emulation is incomplete.
srmp6
Custom seta video chip emulation is incomplete.
ssingles
Colors are wrong (possibly missing PROMs).
ssrj
Wrong colors (possibly missing PROMs). Video hardware isn't fully understood.
ssv
All games are missing CRT controller emulation (resolution+visible area+flip screen?).
dynagear - Visible area may be incorrect.
eaglshot -
janjans1 -
janjans2 -
stmblade - 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 - Backgrounds are offset by $10 pixels, so they're kludged to work.
st0016
koikois, mayjinsn - Marked as imperfect graphics, no further note.
stv
astrass -
bakubaku -
colmns97 -
cotton2 -
cottonbm -
critcrsh -
danchih -
ejihon -
fhboxers -
finlarch -
grdforce -
groovef -
hanagumi -
introdon -
kiwames -
maruchan -
mausuke -
nclubv3 -
othellos -
pblbeach -
prikura -
puyosun -
rsgun -
sandor -
sanjeon -
sasissu -
seabass -
shanhigw -
shienryu -
smleague -
sokyugrt -
thunt -
thuntk -
vmahjong -
winterht -
znpwfv -
subsino
suprgolf
suprnova
cyvern -
galpani4 -
galpanis -
galpans2 -
gutsn -
jjparad2 -
jjparads -
panicstr -
puzloopj -
puzloopk -
puzloopu -
puzzloop -
ryouran -
sarukani -
sengekij -
sengekis -
senknow -
teljan -
vblokbrk -
suprslam
suprslam -
system1
system16
astormb2 -
astormbl -
mwalkbl -
shdancbl -
taito_b
taito_f3
commandw -
taito_z
aquajack -
aquajckj -
bshark -
bsharkj -
chasehq -
chasehqj -
contcirc -
contcrcu -
contcrua -
dblaxle -
enforce -
nightstr -
pwheelsj -
sci -
scia -
scij -
sciu -
taitojc
sidebs2 -
tatsumi
apache3 -
bigfight -
cyclwarr -
roundup5 -
tattack
taxidrvr
taxidrvr -
tetrisp2
rocknms -
thepit
rtriv -
tiamc1
konek -
timelimt
timelimt -
tmmjprd
In 16x16 tile mode, the offset into tileram doesn't neccessarily 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.
tmnt
glfgreat, glfgreatj - 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.
tnzs
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.
toaplan2
batsugun, batsuguna, batsugunsp - Some graphics glitches.
fixeight - MCU controls the backgrounds.
trackfld
mastkin - Color PROMs aren't dumped.
trvmadns
Palette decoding isn't understood.
tsamurai
nunchaku, vsgongf, yamagchi - Colors aren't 100% accurate. Screenshots from the real thing might help.
tugboat
Score display is kludged and looks wrong and colors may not be 100% accurate.
tumbleb
bcstry, bcstrya - Some gfx offsets problems.
chokchok - There's corruption during attract mode (tmap disable?).
dquizgo - Layer offsets need checking.
semibase - Some sprite offsets problems.
turbo
zoom909 - Bad sprite color table PROM.
tutankhm
Missing starfield emulation.
twinkle
GPU/GTE aren't completely emulated.
tx1
tx1 - Incomplete dump.
undrfire
Sprites on some rounds had sprite/tile priority issues. Solved by upping sprite priority while TC0480SCP row zoom is enabled - kludge.
vicdual
alphaho - Missing color PROM.
nsub - Colors are wrong. It uses a different resistor ladder. There appears to be a color fade effect missing as well. See the screen shot at System 16.
vmetal
Some graphics glitches which could probaby be fixed by fully merging video with metro.c: it uses the same imagetek chip (although with 16x16 tiles).
vroulet
Wrong colors (4bpp tiles and 3bpp palette?). Some problems with the ball sprite (maybe it's something else in real machine , not sprite).
vsnes
jajamaru, machridr, machridrj, platoon, tkoboxng, vsslalom, vstetris - GFX glitches / color problems due to mapper / PPU emulation problems.
wgp
Video hardware emulation needs lot of work (see top of driver for detailed notes).
wink
Palette system isn't understood.
wiz
scion, scionc - Needs verifying of the sprite colors.
xmen
xmen6p, xmen6pu - The way the double screen works in xmen6p is not fully understood.
zn
GPU/GTE aren't completely emulated.
zodiack
dogfight, zodiack - Bullet color needs to be verified.
moguchan - Color decoding is wrong.
zr107
Konami custom chips' features aren't fully implemented.