MIG

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Revision as of 10:49, 7 October 2013 by Osso (talk | contribs)

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

Starfield is not 100% accurate.

2mindril

Video emulation (Taito F3) isn't perfect yet.

3x3puzzl

casanova - Some GFX glitches.

40love

40love - Possible bad rom. Sprite memory needs to be buffered? Pixel layer needs priority?

4roses

GFX and color decode routines need to be fixed.

8080bw

ballbomb - Missing clouds due to incomplete dump.

galxwars and clones, laser, spacerng, spclaser, spcwarl - Missing color PROMs dumps, using the wrong ones for the time being.

schaser, schasercv - Color PROM was hooked-up, but colors are still marked as imperfect.

sflush - Maybe missing a color PROM dump.

vortex - Slightly different color hardware.

acefruit

sidewndr -

spellbnd -

aeroboto

Starfield emulation is guessed and likely incorrect.

albazc

Color decoding might be ímperfect. Some unknown sprite attributes.

aleck64

doncdoon, hipai, kurufev, mtetrisc, srmvs, starsldr, twrshaft, vivdolls - N64 video emulation is lacking some features.

alg

Probably only missing laserdisc dumps.

amaticmg

Graphics are decoded but only 2 bitplanes are hooked up. Colour decoding routines need figuring out.

argus

Driver has accurate description of the video emulation's inaccuracies.

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 -

atarisy4

Video implementation is not complete yet and some roms aren't present.

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. Background tile colors are wrong.

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.

bfcobra

Blitter emulation is incomplete.

bishi

K056832 chip emulation lacks per-tile priority.

blitz68k

Blitter emulation is missing some features.

blueprnt

grasspin - Some minor GFX glitches.

bmcbowl

Scroll isn't implemented and some gfx elements don't appear on screen.

bnstars

See ms32.

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.

calchase

GFX glitches, possibly due to CPU bugs.

carjmbre

carjmbre - Colors look wrong, maybe address bitswap?

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.

cd32

AGA emulation is missing some features.

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.

corona

re800v3 - Color PROM needs redump.

cps2

gigaman2 - A bootleg with a different layer offset.

cps3

Various graphics problems. There's an exhaustive TODO on top of the driver.

crospang

bestri - Some GFX glitches (tile banking / enable wrong).

cshooter

GFX roms in black 'blobs'.

cybertnk

Sprite zooming and sprite shadows need improving.

dacholer

dacholer - Missing color PROMs dump.

dai3wksi

The BG colour calculation is not understood.

darkmist

Needs fixing of sprite/background and sprite/sprite priorities (name entry screen, player on raft). There's one unknown sprite attrib bit.

dblcrown

There's a bogus "Hole" in main screen display; is the background pen really black?; video / irq timings need work.

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

Priorities aren't perfect.

ddenlovr

funkyfig - 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 - Marked as imperfect colors.

quiz365, quiz365t, seljan2 - Marked as imperfect graphics.

quizchq, quizchql - Some palette issues.

rongrong, rongrongg, rongrongj - Marked as imperfect colors.

sryudens - Transparency problems (Test->Option->Gal, Bonus Game during Demo mode).

deco0

ffantasybl - Bootleg on different hardware.

deco32

dragngun, tattass, tattassa - Tattoo Assassins & Dragongun use an unemulated chip (Ace/Jack) for special blending effects. It's exact effect is unclear.

gunhard, lockload, lockloadu - Marked as imperfect graphics.

nslasher, nslasherj, nslashers - Marked as imperfect graphics.

deco_mlc

stadhr96, stadhr96a - There are bugs caused by the clipping windows and zoom precision isn't 100% (see logo zooming).

decocass

csdtenis -

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.

dfruit

TC0091LVC emulation lacks some features, resulting in gfx glitches.

dkong

pestplce - Colors and origin unknown.

dmndrby

There are some remaining graphics issues and colors are imperfect.

dooyong

flytiger, pollux and clones - Palette problems (see top of the driver for detailed description).

dotrikun

Some graphics attributes aren't understood.

dwarfd

Suffers from incomplete 8275 CRT emulation and color PROM decoding isn't completely understood.

quarterh and clones - Laserdisc isn't dumped yet.

dynax

7jigen, majxtal7, neruton and clone - Priority problems (more details in the deriver).

shpeng - Color PROMs dumps are bad.

eolith

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.

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.

ertictac

poizone - Video timings are off, causing various glitches.

ettrivia

strvmstr - Color PROMs dumps are bad.

expro02

fantasia, fantasiaa - GFX glitches.

famibox

Screen modulation (before time out) is not emulated.

fastlane

Colors don't seem 100% accurate.

fcombat

Needs fixing of the colors (sprites, background).

fcrash

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.

punipic3, sf2m1, sf2mdt, sf2mdta, slampic, sgyxz - Bootleg on different hardware suffer from GFX glitches.

fitfight

Scrolling and sprite color problems.

flipjack

Various gfx/color problems remaining.

fromance

nekkyoku - Marked as imperfect graphics. No further note in the driver.

fruitpc

Preliminary driver. Pc based hardware.

funworld

bigdeal, bigdealb, bonuscrd, bonuscrda - Each game needs its own bipolar PROM dump.

royalcrdc - Marked as impefect graphics.

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

Needs fixing colors and accurate astrowar sprite/bg sync. Does it have a starfield hardware?

galaxold

bagmanmc, bagmanm2 - Missing color PROM dump.

bullsdrtg - One of the GFX ROMs is bad.

dkongjrm - Probably mismatched color PROM.

porter - Missing color PROM dump.

galdrvr

aracnis - Marked as imperfect graphics.

catacomb - Color PROM might be mismatched.

kong, luctoday, superbon, supergx, timefgtr - Missing color PROM dump.

streakng and clone - 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.

gei

All games in the driver have wrong colors.

goldnpkr

ngoldb - Some GFX ROMs are badly dumped.

caspoker, wtchjacka, wtchjackb, wtchjackd, wtchjacke, wtchjackf, wtchjackg, wtchjackh - PROMs are badly dumped.

goldstar

carb2002, carb2003 - Color PROMs dumps are bad.

kkojnoli - Colors aren't perfect. There are some unused PROMs.

magodds and clones - Colors aren't perfect.

nfb96sea, nfb96seb - 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.

gticlub

Not all features of the Konami 3D hardware have been implemented.

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

gp98 - One GFX rom is bad.

igspoker

igs_ncs2 - Incomplete dump.

imolagp

Current color implementation is incorrect.

inufuku

3on3dunk - Tilemap priority is wrong in places (basketball before explosion in attract, highscores).

itech32

drivedge - Uses modified video hardware. It's emulation is quite complete, but still not 100%.

jack

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.

jalmah

Back layer pens look ugly in some circumstances (i.e. suchipi when you win, mjzoomin when coined up).

jchan

There are some priority issues.

jclub2

darkhors - Needs fixing of the disalignment between sprites and tilemap (gap in the fence) during play, without breaking the other screens, which are fine.

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.

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, winspikej - Bad sprite colours (might be more protection).

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.

legionna

denjinmk - It has minor gfx glitches (wrong backplane color in later levels) and uses an unemulated DMA brightness mode (no fade in/out effects for this at the moment).

lethal

'External' rowscroll not hooked up correctly (1st attract level, highscores). There possibly are some priority issues / sprite placement issues.

liberate

prosport, prosporta - Marked as imperfect graphics. No further note in the driver.

littlerb

The VDP device isn't perfectly understood yet.

lkage

bygone - Title screen glitches, other glitches.

lordgun

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.

lsasquad

Wrong sprite/tilemap priority. Scrollram not entirely understood.

ltcasino

Colors aren't correctly decoded.

luckgrln

7smash - Encrypted rom?

m10

Colors are close to screenshots for IPM Invader. The other games have not been verified.

m107

wpksoc and clone - Graphics glitches due to some unimplemented features.

m62

battroad - Game marked as imperfect colors. battroad_char_net_info is a complete guesswork.

m92

leaguemn, nbbatman, nbbatmanu - Raster effects don't work properly.

ppan - Bootleg on different hardware.

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

madaliena -

magicfly

bchance - One of the GFX roms is a bad dumped.

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, riviera and clone - Games marked as imperfect graphics. No further note.

dodge - Incomplete dump.

meritm

V9938 emulation is incomplete.

mermaid

rougien - Stars playfield colors and scrolling are wrong.

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, mk4b - Zeus chip emulation is incomplete.

crusnexo, crusnexoa, crusnexob, thegrid, thegrida - Zeus 2 chip emulation is preliminary.

miniboy7

Color PROM isn't dumped.

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

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().

mpoker

Color system isn't understood (no bipolar PROMs in the system). It needs a reference.

mpu4dealem

dealem - occasional black tiles seem odd compared to video (http://youtube.com/watch?v=p0bJYxaCBao).

mpu4mod2sw

connect4 - uses incandescent lamps to make a display grid, need better timing to make this work

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.

n8080

helifire, helifirea

namcofl

speedrcr - Some GFX glitches.

namcona1

xday2 -

namcond1

Video emulation lacks some graphical effects (ROZ, ..).

namcos11

GPU/GTE aren't completely emulated.

souledgea, souledge1, souledge1j - Random draw list corruption.

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.

namcos23

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.

nbmj8900

ohpaipee -

neoprint

Needs implementation of the remaining video features. Needs simulation of the printer/camera devices, lamps.

nightgal

ngtbunny, nightgal, royalngt, royalqn - Blitter isn't fully implemented yet. Charles MacDonald wrote technical notes about it.

nmk16

Mainly priorities aren't understood.

nwk-tr

Complex Konami 3D hardware. Some features aren't correctly implemented yet.

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.

othello

Correct colors need to be derived from the color DAC (24 resistors) on pcb.

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?

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.

survival - Background visibile area needs to be checked. When the background scrolls up, it currently shows below the top and bottom of the border of the play area.

pingpong

cashquiz - Incomplete dump.

pinkiri8

Current blocker is the video emulation i/o ports, it looks somewhat exotic. Colors are wrong.

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.

polepos

polepos2bi - Bootleg on different hardware. Colors aren't correctly decoded yet.

popobear

Auto-animation speed is erratic (way too fast).

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.

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.

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.

rltennis

Various gfx glitches here and there, mostly related to wrong size of data.

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.

sangho

sexyboom -

sbugger

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.

scramble

harem - Colors aren't correctly decoded yet.

scregg

rockduck - Color PROMs are mismatched.

seabattl

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.

segajw

Preliminary driver.

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.

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.

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.

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.

reelquak - Needs an x offset for tilemap sprites. There are one frame glitches in the reels scroll.

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

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.

sidearms

sidearms, sidearmsj, sidearmsr - Starfield emulation is preliminary.

skimaxx

The player often disappears (when she's too slow?). Is this normal ?

skyraid

Color decoding isn't fully understood.

sliver

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.

spoker

3super8 - Roms are badly dumped.

srmp5

Custom seta video chip emulation is incomplete.

srmp6

Custom seta video chip emulation is incomplete.

sshot

Graphics aren't fully understood yet.

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.

stuntair

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?).

stv

Video emulation is lacking some features / the video system isn't completely understood. Detailed list of problems in the driver.

summit

pushover -

superwng

Missing color PROM dump.

suprgolf

Some weird framebuffer vertical gaps with some object, namely the green and the trees (zooming?).

suprnova

Video emulation is missing many features. Detailed list in the driver.

suprslam

Sprite offset control hasn't been found.

system1

gardiab - Some graphics glitches.

system16

astormbl, astormb2, mwalkbl, passshtb, passht4b, shdancbl, shinobld, tturfbl - Bootlegs on different hardware which need proper video hardware implementation.

taito_b

hitice, hiticej - 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.

taito_f3

commandw - Some clipping and layer problems.

taito_z

Video hardware needs a lot of work. Detailed list of problems in the driver.

taitojc

3D graphics system isn't fully implemented.

tatsumi

Video hardware is extremely complex. Detailed list of problems on top of driver.

tattack

Palette system isn't understood.

taxidriv

Palette system isn't understood.

tetrisp2

rocknms -

thepit

desertdn - Color PROM isn't dumped yet.

rtriv - One ROM is badly dumped.

tiamc1

Sprites priorities and background scrolling need checking on the real hardware.

timelimt

timelimt - One color PROM is bad and one is probably missing.

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.

trackfld

mastkin - Color PROMs aren't dumped.

trvmadns

Palette decoding isn't understood.

tsamurai

Colors aren't understood.

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.

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 -

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

machridr, machridrj, vsslalom - GFX glitches due to mapper / PPU emulation problems.

warpsped

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.

wgp

Video hardware emulation needs lot of work (see top of driver for detailed notes).

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.