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Bugs and Known Problems | ||
----------------------- | ||
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* Cosmic Balance (game) hangs before the intro screen. This is probably | ||
due to inaccurate emulation of POKEY interrupts (see below). The program | ||
uses a hardware SIO loader as part of a presumed protection scheme. | ||
There is a bug in the code which activates the POKEY timers at an | ||
absurdly high frequency. This causes repeated interrupts which hangs the | ||
program. | ||
Probably there is some interaction with SIO which prevents this on | ||
a real Atari. | ||
A workaround is to invoke the monitor and type "c 10 40" and "cont". | ||
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* new Pokey engine doesn't switch to mono output in STEREO_SOUND config | ||
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* new Pokey engine doesn't support VOL_ONLY_SOUND on the second Pokey | ||
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* a few keyboard-related bugs: e.g. pressing SHIFT+1 and then | ||
releasing SHIFT should still give '!' characters | ||
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* The cycle-exact ANTIC/GTIA/CPU timing is not 100%. | ||
This causes display bugs in following programs: | ||
- Surf's up (game) (the horizon) | ||
- Satan's Hollow (game) (horizon) (confirmed sta WSYNC at WSYNC_C bug) | ||
- Dimension X (game) (alignment problem) | ||
- Te.mod (demo) (small glitched pixel in the final credits on the bottom left) | ||
- Our 5oft Unity Part (demo) (cycle-alignment, probably WSYNC) | ||
- Isolation (demo) (vector animations) | ||
- 80 Random Moving Rectangles (demo) (top left of rectangles, screen data | ||
is modified while drawing a scanline) | ||
- Sirius games: Scores and Text in Worm War I, Final Orbit, Spider City, | ||
Turmoil, Fantastic Voyage. These games store screen data in page 0 | ||
and modify it each scan line. They reuse the same data for each | ||
scan line with an LMS on every line. This makes the code look | ||
like 2600 code. Emulating this requires trapping writes to | ||
page 0 and doing partial ANTIC loads. | ||
- Spider City has another bug in the map which is caused by player graphics | ||
and HPOS being changed before the player is finished being drawn. This | ||
is only possible for wide players. | ||
- Extract (demo) (face) | ||
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* Non-bugs: | ||
- Ergo Bibamus (demo) (one pixel of the flower above the perspective scroll) | ||
- Mail Order Monsters (game) | ||
(some colour changes do not align with text, occurs on a real Atari) | ||
- The Break (demo) (bugs on the left side of photo) | ||
- Star Raiders (disk image) (game) (doesn't work on XL/XE, select OS/B) | ||
- Many other disk images of cartridges that work on XL/XE require OS B | ||
because a once-popular cart dumping program for the Atari 800 generates | ||
an OS B-specific loader. IIRC it loads the image and jumps into the OS B | ||
RESET vector location, which is changed on the XL. | ||
- Strip Poker (game) (Atari Basic must be enabled) | ||
- Joust (Atari 5200 game) (the game sets all colors to black on PAL systems, | ||
you need to switch the emulator to NTSC mode) | ||
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* The following programs are improved by using the new cycle-exact code: | ||
- 8 Players Demo (demo) | ||
- Bewesoft's Demo (demo) | ||
- Bitter Reality (demo) | ||
- Demonic Laughter (music collection) | ||
- Extract (graphics collection) | ||
- GED (graphics editor) | ||
- Joyride (demo) | ||
- Mail Order Monsters (game) | ||
- Master of the Lamps (game) | ||
- Orneta '95 invitro (demo) | ||
- Our 5oft Unity Part (demo) | ||
- Studio Dream (demo) | ||
- Sweet Illusion (demo) | ||
- Te.mod (demo) | ||
- The Break (demo) | ||
- Miner 2049'er (game) (rotating 5's) | ||
- Dimension X (game) (title screen upper and lower bars) | ||
- Graphics impossible (demo) (Antic magazine) | ||
- Power Graph (graphics editor) | ||
- Darkness Warrior (picture) | ||
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* POKEY interrupts are scanline-, not cycle-exact. | ||
This causes display or sound bugs in following programs: | ||
- Joyride (demo) (white lines on title picture) | ||
- Mirax Force (game) (speech) | ||
- Saturday Demo (demo) (music) | ||
- The Last Guardian (game) (speech) | ||
- Digital Trash (demo) (music) | ||
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* VOL_ONLY_SOUND causes sound bugs in following programs: | ||
- Ghostbusters (game) | ||
- Overmind (demo) | ||
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* intensive 130xe-banks switching slows down emulation much. | ||
This causes performance problems in following programs: | ||
- Impossible but Real (demo) | ||
- Sheol (demo) | ||
- Total Daze (demo) | ||
- Ultra (demo) | ||
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* The following VAPI images are known to not work: | ||
(This list may not be complete, as full VAPI documentation | ||
has never been released by the author) | ||
- Alternate Reality: The City | ||
- Ankh | ||
- Attack at EP CYG 4 | ||
- Ballblazer Activision (UK) | ||
- Jenny of the Prairie | ||
- Mercenary - Escape from Targ _ Novagen Software | ||
- Mr. Do! | ||
- Music Studio (The) | ||
- Promoteur | ||
- Rescue on Fractalus! _ Activision (UK) | ||
- Spy vs Spy | ||
- Targets - A Number Game | ||
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* SDL port uses call back system for filling sound buffer. | ||
This causes wrong sound effects (noise) in some games. |
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To compile use ps2dev from ps2dev.org | ||
Additional libraries neeeded: | ||
gsKit | ||
Additional Modules | ||
usbd.irx, kbd.irx, audsrv.irx | ||
Convert irx modules to *.s via bin2s, | ||
Copy *.s files to src directory. | ||
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./configure \ | ||
--target=ps2 \ | ||
--build=i686-pc-linux-gnu \ | ||
--host=mipsel \ | ||
--disable-stereosound \ | ||
--disable-monitorbreak | ||
make | ||
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To install read DOC/INSTALL.ps2 | ||
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Thanks Piotr of atari800! | ||
Thanks ps2dev! Esp NeoVanglist, author of gsKit. | ||
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-Troy Ayers |
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Raspberry Pi (rpi) target is cross-compiling, so you need to get toolchain here: | ||
https://github.com/raspberrypi/tools/tree/master/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian | ||
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Also you need to copy SDL headers and libs from Raspberry Pi device to this toolchain. | ||
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Then you need to export RPI_SDK pointed to the rpi toolchain root folder. | ||
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Then go to 'src' folder and type './configure --target=rpi --host=arm-linux --with-sdl-prefix=$RPI_SDK'. | ||
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Then type 'make'. | ||
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