([http://mamedev.org/source/src/mame/drivers/xmen.c.html xmen])
([http://mamedev.org/source/src/mame/drivers/wiz.c.html wiz])
Line 1,071: Line 1,071:
  
 
== [http://mamedev.org/source/src/mame/drivers/wiz.c.html wiz] ==
 
== [http://mamedev.org/source/src/mame/drivers/wiz.c.html wiz] ==
''' scion ''' -
+
''' scion, scionc ''' - Needs verifying of the sprite colors.
 
+
''' scionc ''' -
+
  
 
== [http://mamedev.org/source/src/mame/drivers/xmen.c.html xmen] ==
 
== [http://mamedev.org/source/src/mame/drivers/xmen.c.html xmen] ==

Revision as of 09:45, 10 September 2009

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

tmnt

glfgreat -

glfgretj -

ssrdrabd -

ssrdradd -

ssrdreaa -

ssrdrebc -

ssrdrebd -

ssrdrjbd -

ssrdruac -

ssrdrubc -

ssrdruda -

ssriders -

tnzs

toaplan2

batsugna -

batsugun -

batugnsp -

trackfld

mastkin -

trvmadns

tsamurai

nunchaku -

vsgongf -

yamagchi -

tugboat

noahsark -

tugboat -

tumbleb

bcstry -

bcstrya -

chokchok -

dquizgo -

semibase -

turbo

zoom909 -

tutankhm

twinkle

tx1

undrfire

vicdual

alphaho -

nsub -

vmetal

vmetal -

vmetaln -

vroulet

vroulet -

vsnes

jajamaru -

machridj -

machridr -

platoon -

tkoboxng -

vsslalom -

vstetris -

wgp

wgp -

wgp2 -

wgpj -

wgpjoy -

wgpjoya -

wink

wink -

winka -

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.