Emulator Game Compatibility List
Emulator Game Compatibility List
gg/dJRT
For mappers:
White, unknown
Green, supported
Yellow, partly supported
Red, not supported but possible
Black, blacklisted and unlikely to be supported due to technical limitations
m up to next: [Link]
elow
cal limitations
iNES Emulator
Game title #NAME? Mapper version
3D Battles of World Runner ★★✰✰✰ 2 v1.8
3D Block ★✰✰✰✰ 0 v1.8
720 ★★★★✰ 1 v1.7
1942 ★★✰✰✰ 0 v1.7
1943 ★★★★✰ 2 v1.4.2
10 Yard Fight ★★★★★ 0 v1.6
8 Eyes ★★★★✰ 4 v1.4.2
8-Bit Rhythm Land ★★✰✰✰ 4 v1.3
A Boy and His Blob ★★★★★ 1 v1.6
Abadox ★★★★★ 1 v1.6
AD&D - Dragon Strike ★★★★✰ 4 v1.5
AD&D - Heroes of the Lance ★★★★✰ 1 v1.7
AD&D - Hillsfar ★★★★✰ 1 v1.7
AD&D - Pool of Radiance ★★★★✰ 4 v1.7
Addam's Family, The ★★★★✰ 1 v1.7
Adventure Island ★★★✰✰ 3 v1.5
Adventure Island 2 ★★★★★ 4 v1.1
Adventure Island 3 ★★★★✰ 4 v1.7
Adventures in the Magic Kin ★★★★✰ 1 v1.7
Adventures of Bayou Billy, T ★★★✰✰ 1 v1.7
Adventures of Dino Riki ★★★★✰ 3 v1.5
Adventures of Dr. Franken, T★★★★✰ 2 v1.7
Adventures of Lolo ★★★★✰ 1 v1.7
Adventures of Lolo 2 ★★★★✰ 4 v1.7
Adventures of Lolo 3 ★★★★✰ 1 v1.7
Adventures of Rad Gravity, T★★✰✰✰ 1 v1.7
Air Fortress ★★★★✰ 1 v1.6
Airwolf (J) ★★★✰✰ 1 v1.7
Airwolf (U) ★★★★✰ 1 v1.6
Alfred Chicken ★★★★✰ 2 v1.5
Alien 3 ★★★★✰ 4 v1.7
Alien Syndrome (J) ★★✰✰✰ 1 v1.8
Alpha Mission ★★★★✰ 3 v1.81
Amagon ★★★★★ 2 v1.3
American Gladiators ★★✰✰✰ 1 v1.7
Antarctic Adventure ★★★★★ 0 v1.8
Anticipation ★★★✰✰ 1 v1.7
Archon ★★★★✰ 2 v1.7
Arch Rivals ★✰✰✰✰ 7 v1.8
Argus (mapper 3 hack) ★★★★✰ 3 v1.6
Arkanoid ★★★★✰ 3 v1.8
Arkista's Ring ★★★★✰ 3 v1.6
Astro Robo Sasa ★★★★✰ 0 v1.6
Astyanax ★★★★✰ 4 v1.7
Attack of the Killer Tomatoes★★✰✰✰ 1 v1.7
Athena ★★✰✰✰ 2 v1.7
B-Wings ★✰✰✰✰ 185
Back to the Future ★★★✰✰ 3 v1.7
Back to the Future Part 2 & 3★★✰✰✰ 1 v1.7
Bad Dudes ★★✰✰✰ 4 v1.8
Bad News Baseball ★★★★✰ 1 v1.5
Ballblazer ★★★★✰ 2 v1.81
Balloon Fight ★★★★★ 0 v1.7
Bard's Tale, The ★★★✰✰ 1 v1.6
Base Wars ★★★✰✰ 4 v1.8
Baseball ★★★★★ 0 v1.3
Baseball Simulator 1.000 ★★✰✰✰ 1 v1.8
Baseball Stars ★★★★✰ 1 v1.5
Baseball Stars 2 ★★★★✰ 4 v1.4.2
Bases Loaded ★★★★✰ 1 v1.81
Bases Loaded II ★★★★✰ 1 v1.6
Bases Loaded 3 ★★✰✰✰ 4 v1.8
Bases Loaded 4 ★★✰✰✰ 4 v1.8
Bashi Bazook (Prototype) ★★★✰✰ 1 v1.5
Batman ★★★★★ 4 v1.5
Batman Returns ★★★✰✰ 4 v1.7
Batsu and Terii ★★✰✰✰ 2 v1.7
Battle Baseball ★★★★✰ 4 v1.7
Battle Chess ★★★★✰ 1 v1.7
Battle City ★★★★★ 0 v1.7
Battle Kid 2: Mountain of To ★★★★✰ 2 v1.5
Battle Kid: Fortress of Peril ★★★★✰ 2 v1.5
Battle of Olympus ★★★★✰ 1 v1.5
Battle Tank ★★★★✰ 3 v1.7
Battletoads ★★✰✰✰ 7 v1.7
Battletoads and Double Drag★★✰✰✰ 7 v1.8
Best Keiba: Derby Stallion ★★★★✰ 1 v1.6
Bigfoot ★★✰✰✰ 1 v1.6
Bill Elliot's NASCAR Challen ★★✰✰✰ 4 v1.7
Bill & Ted's Excellent Video ★★★★✰ 1 v1.6
Binary Land ★★★★✰ 0 v1.6
Bionic Commando ★★✰✰✰ 1 v1.7
Black Bass USA, The ★★★★✰ 2 v1.7
Blade Buster ★★★★✰ 4 v1.6
Blades of Steel ★★★★★ 2 v1.5
Blaster Master ★★★✰✰ 1 v1.1
Blue Marlin, The ★★★✰✰ 4 v1.7
Bo Jackson Baseball ★★✰✰✰ 4 v1.7
Bomberman ★★★★✰ 0 v1.7
Bomberman 2 ★★★✰✰ 1 v1.6
Bonk's Adventure ★★★★✰ 4 v1.7
Booby Kids ★★★★✰ 2 v1.7
Boulder Dash ★★★★✰ 1 v1.6
BreakThru ★★✰✰✰ 1 v1.7
Brush Roller ★★★★✰ 0 v1.5
Bubble Bobble ★★★✰✰ 1 v1.7
Bubble Bobble Part 2 ★★★★✰ 4 v1.5
Bucky O'Hare ★★★✰✰ 4 v1.6
Bugs Bunny Birthday Blowou★★★★✰ 4 v1.7
Bugs Bunny Crazy Castle ★★★★✰ 1 v1.7
Bump 'n Jump ★★✰✰✰ 3 v1.7
Burai Fighter ★★✰✰✰ 4 v1.8
BurgerTime ★★★★✰ 0 v1.5
Cabal ★★★★✰ 7 v1.81
Caesar's Palace ★★★★✰ 2 v1.7
California Games ★★★★✰ 2 v1.7
California Raisins (Prototype)★★★★✰ 2 v1.3
Captain America and the Ave★★★★★ 4 v1.5
Captain Planet ★★★★✰ 4 v1.6
Captain Tsubasa ★★✰✰✰ 1 v1.8
Captain Tsubasa 2 ★✰✰✰✰ 4 v1.8
Captain Skyhawk ★★✰✰✰ 7 v1.8
Casino Kid ★★★★✰ 2 v1.7
Casino Kid 2 ★★★★✰ 2 v1.4.2
Castelian ★★★✰✰ 2 v1.7
Castle of Dragon ★✰✰✰✰ 2 v1.8
Castlevania ★★★★★ 2 v1.6
Castlevania 2 ★★★★✰ 1 v1.6
Castlevania 3 ★✰✰✰✰ 5 v1.5
Caveman Games ★★✰✰✰ 1 v1.7
Chack 'n Pop ★★★✰✰ 0 v1.7
Challenger ★★✰✰✰ 0 v1.6
Championship Rally (E) ★★★★✰ 1 v1.7
Chessmaster, The ★★✰✰✰ 1 v1.7
Chester Field ★★★★✰ 2 v1.6
Chip and Dale ★★★★★ 1 v1.3
Chip and Dale 2 ★★★★✰ 1 v1.5
Choplifter (mapper 3 hack) ★★★★✰ 3 v1.6
Choujikuu Yousai - Macross ★★★★★ 0 v1.6
Choujin Sentai - Jetman ★★★✰✰ 1 v1.4.1
Chubby Cherub ★★★★✰ 0 v1.7
Circus Charlie ★★✰✰✰ 0 v1.8
City Connection ★★★★✰ 3 v1.7
Classic Concentration ★★★✰✰ 2 v1.6
Clu Clu Land ★★★★✰ 0 v1.6
Cobra Command ★★★★✰ 1 v1.8
Cobra Triangle ★★✰✰✰ 7 v1.8
Codename: Viper ★★✰✰✰ 4 v1.7
Commando ★★✰✰✰ 2 v1.8
Conan - The Mysteries of Ti ★★★★✰ 2 v1.6
Conflict ★★✰✰✰ 1 v1.8
Conquest of the Crystal Pala★★★★✰ 4 v1.7
Contra ★★★★★ 2 v1.8
Contra Force ★★★★✰ 4 v1.7
Cosmic Epsilon ★★★★✰ 4 v1.6
Cosmo Police Galivan ★★★★✰ 1 v1.6
Cowboy Kid ★★★★✰ 4 v1.7
Crash 'n the Boys - Street Ch★★★★✰ 4 v1.7
Crackout ★★★★✰ 2 v1.6
Cross Fire ★★★★✰ 4 v1.7
Crystalis ★★★★★ 4 v1.0
Cyberball ★★★★✰ 4 v1.6
Dai-2-ji Super Robot Taisen ★✰✰✰✰ 4 v1.6
Danny Sullivan's Indy Heat ★★✰✰✰ 7 v1.8
Darkwing Duck ★★★✰✰ 1 v1.3
Day Dreamin' Davey ★★✰✰✰ 1 v1.7
Days of Thunder ★★✰✰✰ 4 v1.8
Deblock ★★★★✰ 3 v1.6
Defender 2 ★★★★✰ 0 v1.7
Defender of the Crown ★★★★★ 1 v1.3
Deja Vu ★★✰✰✰ 4 v1.8
Demon Sword ★★✰✰✰ 1 v1.7
Derby Stallion - Zenkoku Han★★★★✰ 1 v1.6
Desert Commander ★★★★✰ 1 v1.1
Destiny of an Emperor ★★✰✰✰ 1 v1.7
Devil World ★★✰✰✰ 0 v1.7
Dezaemon ★★★★✰ 1 v1.6
Dick Tracy ★★★★✰ 2 v1.7
Die Hard ★★★★✰ 1 v1.6
Dig Dug ★★★★★ 0 v1.5
Dig Dug 2 ★★★★✰ 0 v1.3
★★★✰✰
Digger - The Legend of the Lo 7 v1.7
Dirty Harry ★★★★✰ 4 v1.6
Donald Land ★★✰✰✰ 1 v1.6
Donkey Kong ★★★★★ 0 v1.0
Donkey Kong 3 ★★★★✰ 0 v1.5
Donkey Kong Classics ★★★★★ 3 v1.6
Donkey Kong Jr. ★★★★★ 0 v1.4.2
Donkey Kong Jr. Math ★★★★✰ 0 v1.7
v1.6: disable
v1.7: sprite zero hit native
stack 0. background
address andpalette problem
interrupt. disable stack page 01. unstable in
gameplay, BSOD
before gameplay
v1.8:
v1.3: default
disable settings. BSODplayable
NMI at vblank, before gameplay
with nametable problems
v1.5:
slow disable NMI at vblank. seems good in spectator mode
v1.81:scroll
v1.5: samesplit in Balloon Trip mode doesn't work
v1.7: disable
v1.6: default settings. apply
stack native patch (scrolling
address, fix)
native interrupt. enable recompile PRG RAM.
seems playable, with missing background graphics
v1.8: enable static range c000,e000. DMC drums work, DMC voices do not. same
CHR
v1.1: problems as prevous versions
bad call - 0x0056
v1.3:
v1.4.2: disable
disable stack
stack native return,
native NMINMI
address, at vblank
at vblank. hangs before gameplay. v1.7:
same
makes it farther through menu
v1.5:
to titledisable
screenstack native address. seems to work, minor CHR glitches sometimes
v1.4.2:
subroutinedisable
foundstack native address.
at 0x06ac88, changes cursor on team select menu)
v1.81: same
v1.6: default settings
0x0000
v1.8:
v1.8: apply
disablepatch.
stackdisable stack page
native address, 01, page
stack NMI at 01,vblank.
NMI atgameplay is unstable
vblank. gameplay is
unstable
v1.3: black screen
v1.5:
[Link] stackflashes
screen native black
address. gameplay
in upper runs
16 pixel slow. area (maybe normal),
overscan
tested up topatch.
v1.7: apply area 3-2. DMC
disable works
stack native address and interrupt. disable NMI at
vblank. first level seems playable, BSOD when game over
v1.7: enable
v1.7: disable AOT
stackoptimization,
native address. hangs
disable NMIwhen player dies
at vblank. CPU vs CPU game
completed
disable NMI auto-detect, enable static range c000,e000. one CPU vs CPU game
was
[Link]
changingwithto allthese
1s orsettings
all 0s, this problem goes away
v1.3: fixed
noticeable
v1.4.2: audio issues,
interpreter untested
failed at with other settings
game start
v1.5:
v1.6: disable
disable stack
stack native
native address,
address. NMI auto-detect.
playable sprite zero hit offset 1
with glitches
v1.7:
v1.7: apply
apply patch.
patch. allow
enablerepurposed
safe PRG opcodes. spritedisable
bank change. zero hit offset
stack 2 address.
native
part
v1.7:ofapply
intro patch.
only enable safe PRG bank change. disable stack native address.
early gameplay crash
there blue
v1.1: are glitches
screen, during
no textthe races, but the rest of the game works fine
v1.3:
v1.7: at title screen,
disable unsupported
stack native addressopcode. v1.6: unsupported
and interrupt. (0xF7 at 02:851C)
disable NMI auto-detect. gameplay
runs slowly and hangs
v1.6: disable stack native address and interrupt, disable NMI at vblank. playable
with
v1.3:glitches in dialoggraphics, but gameplay works
no background
v1.6: default settings
v1.6: enable static range c000 and e000, glitched background. disable stack native
address, interrupt
screen glitching
v1.7:
v1.3: disable
disable stack
all stacknative address.
rules. playablesprite
withzero hit offset
all tiles bad 1
v1.6:
v1.8: disable
disable stack
stack,native address,
safe TSX. DMCinterrupt.
problems: disable NMI atsample
title screen [Link]
enable AOTin-
plays,
game samples play wrong
otherwise
crashes whenstack
v1.7: disable a level 6 gun
native is fired disable NMI at vblank. seems playable, scrolling
address,
and
v1.7:tile issuesstack
disable whennative
reeling a fish in
address and interrupt. when starting game, BSOD
unsupported
explosion sound opcode (0x03 at 09:D4FE)
v1.7: apply patch.
unsupported opcode disable NMI at vblank.
unpredictibly. seems sprite zero hitmuch
to BSODs offsetsooner
6 if AOT
optimization is enabled
v1.3: disable stack native return, quickly runs out of RAM - create a profile and
SRM. levelpatch.
v1.7: apply 1 seems OK, some
disable bad BGaddress.
stack native tiles. runs slowbar has wrong tile in "blank"
status
spaces
v1.6: enable AOT, disable stack native address, disable NMI at vblank, sprite zero
offsetdisable
v1.3: 1 stack native return, intro will play, no title screen, direct indexed I/O
page black
v1.3: 40 failed.
screenv1.6:
only same as v1.3
v1.5: playable, need testing
v1.7: enable static range c000,e000. disable stack native address. playable with
wrong
Plays buttileswith with slowdown and bad sound. Disable 'Stack emulation, Native
return
disableaddress'.
NMI at vblank, first level plays okay but haven't played more. Stack
overflow
v1.3: Titlecrash
screenin some places
graphical issues, playable otherwise
v1.7: sprite zero hit offset 1. previous issues are fixed
v1.1: default settings
v1.6: interpreter
v1.5: disable stack native address. intro only. direct index I/O failed, page 0x40
failed
v1.7:
v1.3: gameplay
interpreter hangs with music
failed early playing v1.4.2: same
in gameplay.
v1.5:
v1.8: disable
settingsNMI fromatv1.7.
vblankAOT faulty subroutines (BSOD on gameplay start)
0x109452, 0x10a39a
v1.1: intro works, starting game causes CPU derailed
v1.3:
v1.6: disable
interpreterstack native
failed. return
intro first screen works
v1.7: enable clone CHR RAM. playable with glitches. scroll patches needed
disable
v1.5: stack stack
disable nativenative
return,return,
NMI at vblank issues during dialogue scenes, music
graphical
cuts sometimes
v1.6: disable
v1.7: enable dynamic
stack native [Link].
disableintro
stackandnative
title address and BSOD
screen only, interruptbefore
gameplay
v1.8: disable stack native address, enable recompile PRG RAM. Tecmo logo seen
before BSOD (unsupported
v1.7: interpreter failed, opcode op 0x6B
0x2A atat 00:67F1)
0x0710
v1.8: enable safe PRG bank change,
v1.6: as above. poker is unstable and crashes clone CHR atRAM. titletimes
different screen only
v1.7:
resetsdisable stack native
when starting address, disable NMI at vblank. seems playable now
blackjack
v1.4.2: disable
v1.7: disable stack
stack native
native addressstack page 01. game runs very slowly (CPU use
address,
around
v1.6: CPU 30%)derailed, BRK at 0x00F800
v1.7:
v1.8: Samederailed,
CPU as v1.7 +BRK DMC at supported,
0x002424 DMC sfx sometimes doesn't play, but
seems
opcodes, to AOT
be stable after the disable
optimization. level restarts
stack native address. seems playable, with
some slowdown.
v1.3: disable stack native return, NMI at vblank. crashes before gameplay. v1.6,
v1.7: same
v1.6: default
patch neededsettings. background
for scrolling splits corrupts after player dies
v1.6: disable stack native address, disable NMI auto-detect
v1.6: interpreter failed (opcode 0x60 at 0x06FE)
v1.7:
pressapply
buttonpatch. disable CPU
to continue. stackderailed
page [Link] disable NMI atavblank
capturing piece
v1.7: disable stack native address. hangs after title screen
v1.6: stack
v1.2: allow illegal
issuesNOPs. disable NMI at vblank.
v1.3:
v1.5: disable stack native
Now playable. Tested return, disable
until after 2ndNMI [Link] detect,'Stack
Disable VramQ 3000 Native
emulation,
return address' and 'NMI mode, at vblank'. Vram queue buffer size: 0x6000.
v1.6:patch
use default
forsettings
scrolling fix
v1.6: disable stack native address, disable NMI at vblank.
Bad graphics
v1.3: seems toduringwork,some
playermenu
walkingandanimation
bosses. Fully playable otherwise.
still glitched
v1.7: disable stack native address. previous issues fixed
game hangs
happens before
if you loading
disable stacklevel.
nativeattract
addressmode works
v1.7:
v1.6: apply
disablepatch
stackfor scrolling
native fix. disable
address, stack
interrupt. nativeNMI
disable address. seems sluggish
auto-detect. playable now
controls.
v1.1: game
VramQ polls controller continually in idle loop.
- 0x7000
v1.6: playable
v1.3: default settings
v1.8:
v1.8: disable
disable NMI
stackatnative
vblankaddress, interrupt, stack page 01. enable clone CHR
RAM, safe PRG bank change.
v1.1: disable NMI mode, auto-detect. playable, with
first bad
level nametables
quickly gives varying BSODs or
might simply hang with music playing. v1.4.2: same,
v1.8: settings from v1.6. game hangs at boss fight or sometimes but disable NMI at vblank
mid-way through
second level (also tested without patch, still hangs)
v1.6: disable stack native address, disable stack page 01
v1.6: enable
playable withrecompile
[Link] [Link]
enabling runs, but an
gave in-game graphics
error, index wasareoutallofmessed up.
range (1032
known calls, after
v1.6: enable indirectloading
bank SRM)
crossing
v1.8: enable indirect bank
v1.7: disable stack native address,[Link]
enable stack
AOT. pageDMC01. drums
seemsslightly off but runs
playable,
slow
enable recompile PRG RAM, disable NMI at vblank
v1.6: interpreter
v1.6: disable stack native
failed address.
(opcode 0x20apply patch
at 0x008B)
v1.7:
mapper disable stack 0.
IRQ offset native address,
playable with disable
slowdown. NMIinterpreter
at [Link]
playsopcode
slow 0x5F at
0x07E4 when AOT is enabled. not reproduced in AOT debugger
v1.6: CPU
v1.6: default settingsBSOD varies by different settings
derailed,
v1.7: disable stack native address and interrupt, disable NMI at vblank
Requires patch for idle loops and NMI mode "At vblank" turned off
v1.6: default settings
CPU derailed
v1.6: enable CHR RAM clone, tracks flash way too much. game is doing mid-
frame palette stack
v1.3: disable update native return. finished bridge level, no problems. unsupported
opcode reported on entering first boss fight
v1.3: video
failed problems. v1.6: same
addresses
v1.8: enabling static range C000, intro makes it further, but with bad graphics.
v1.6: default
problems, butsetting.
I'm not patch
seeingneeded
the same for thing
someherescreens
(Memblers)
v1.7: default settings. apply patch (optional)
v1.3: sprite zero offset 2. plays good. no noise channel, some other audio issues.
v1.5:
v1.8: sprite
seemszerolike offset
some 1, disable
sprites arenative
wrong,return
otheraddress
sprites and all background seem
correct
v1.3: no backgrounds
v1.6: background displays wrong tiles
v1.6: apply patch. default settings
encountedissues
Graphical Bad Call
afterone time, the
leaving could notscreen.
first reproduce
Crashes during some screen
transitions.
v1.4.2: crashes after loading level
v1.5: HUD displayed in wrong locations, plays very slow, other gameplay issues.
v1.6:
at disable stack native address, interrupt. enable clone CHR RAM
0x046A)
v1.7:
v1.6: disable stack native
enable indirect bank address.
crossing,seems playable
static range c000,e000. diable stack native
address
v1.3: played to round 5. sprites are one pixel toosprite
and interrupt, disable NMI auto-detect. high, zero
or BGhitone
offset 7 too low
pixel
v1.5: sprites and BG are aligned properly
v1.3: interpreter
v1.6: sprite zero failed
hit offset 16 0x86 at 0x0103)
(opcode
v1.7: disable stack native address. nametable problems.
v1.6: unknown
v1.1: disable stack native -address.
exception slow gameplay
PC: 0x7F01A3. v1.3: intro hangs
v1.6: I/O index failed, direct indexed in page 0x40
Requires
v1.4.2: NMI on
hangs mode
title"At vblank"
screen
v1.5: works
v1.6: fixed
v1.1: default settings
v1.4.2: disable mode
v1.0: calculate stack native
works,address,
exercise native
mode interrupt
crashes
v1.1: works
v1.6: disable stack native address. BSOD during gameplay (BRK at 0x300004)
v1.7: disable
v1.7: black screen
stack only
native address and interrupt. sprite zero hit offset 4. enable AOT
optimization
v1.3: disable stack native return, nmi on vblank (less glitches). music doesn't play
but game works
v1.6: disable at least
stack nativearound
address theand
firstinterrupt.
town disable NMI at vblank. music
doesn't play during start of intro
v1.5: disable nmi at vblank, stack native return and interrupt, enable static range
c000 and e000
v1.7: disable
0x1000 out ofstack
memory native
[Link]. BSOD
the other BSODunsupported
often seen opcode 0x80 at failed
is interpreter 0E:80030x00
at 0x00B4.
v1.3: disable stack native return, seems playable initially with bad graphics
v1.7:
v1.1: disable
gameplay stack nativeif return.
crashes Arabic seems
language playable,
mode issome small graphics glitches
selected
v1.7:
v1.1: working
early gameplay BSOD, CPU derailed
v1.3: disablethe
incomplete, stack
lastnative
PPU splitreturn,
isn'tfirst screenmiddle
working, [Link] shows wrong nametable
sometimes)
requires Zapper. disable memory emulation, store. duck wing and dog laugh
sound effects
jump full don't play
height)
v1.7:
v1.5: jump
VramQ sound
0x7000effect plays too
(seems wronghigh),(only whennative
disable you jump fulladdress
return height) and from
interrupt,
v1.1: CPUsprite zeroafter
derailed hit offset 3, disable
first intro screenstack page 01
v1.3:
v1.1: disable
unknown stack native -return,
exception nmi at vblank
PC: 0x7F01B0
v1.3:
v1.7: vramQ
disable 3000. starts address
stack native out OK, didn't play it much
and interrupt. sprite zero hit offset 7. slowdown
duringenable
v1.7: play. patching idle c000,e000.
static range loop prevents CPU
allow fromNOPs.
illegal choosing players
disable NMI at vblank.
runs slowly, glitchy, can't leave first room
v1.7: disable
v1.3: disable NMIstackatnative
vblank. address.
seemsdisable
to run OK NMI at vblank
v1.5:
v1.8: disable
disable NMIstackatnative
vblank, invisible
address. floor
intro in stage
runs 5
for a couple seconds before
unsupported op
v1.6: playable with scrolling glitches, crashes after race end (opcode 0xC8 at
04BB)
v1.7: disable stack native address. vram queue buffer 0x1000. runs slowly with
some flickering
v1.7: allow gfxNOPs. disable stack native address. enable clone CHR-RAM.
illegal
BSOD when
v1.3: track #4an enemycrash
doesn't fires bullets (unsupported opcode 0xFF at FF:F0E8)
patch provided
v1.1: no longer for scrolling
playable, support
crashes before level starts
v1.3: disable stack native return
v1.7: disable stack native address
v1.7: allowPRG
recompile illegalRAM,
NOPs. disable
disable stack
native native
return addressdisable stack page 01. apply
address,
patch
v1.3: after title screen, CPU derailed
v1.4.1: disable
v1.7: disable stack
stack native
native return, hangs
address. seemsduring the with
playable, end badcredits
backgrounds in some
areas
return address and from interrupt, disable stack page 01, disable NMI auto detect,
enable
v1.7: CHR RAM
disable NMI at clone
vblank (? stop occasional minor glitches). import SRM and
enabledisable
V1.3: AOT optimization
NMI at vblank. for better
playableperformance
with bad backgrounds. v1.6: same as v1.3
v1.8: enable static range c000, e000. playable with bad backgrounds
v1.1: Disable
v1.3: default settings
NMI mode "auto detect". Fully playable but crashes after too many
indoor screen transitions.
v1.3: black screeen. Requires
disabling NMI at patch for leads
vblank dialogtoboxes.
bad call - 0x0100
v1.5:
interrupt, disable NMI at vblank, clone CHR RAM, battlesfight
disable safe TSX, can be played until after the first seem to hang but just
press A to resume the game.
disable
v1.3: nativeNMI
disable return address, interpreter fail after the main screen
at vblank
v1.6: sprite
v1.4.2: zero wrong
displays hit offset 2
nametable during gameplay
v1.6: works
glitched screen in intro, early gameplay crash. large number of mid-frame PPU
writes required
v1.6: disable stack native address. disable NMI at vblank. level one seems
playable. apply patch
v1.7: disable
v1.7: apply patch.
stackdefault
native settings.
address. inBSOD
first two levels,
before only minor
gameplay, graphics
running glitches
various
opcodes in $3xxx area
v1.7: disable stack native interrupt, disable stack page 01, disable NMI at vblank.
training
v1.7: applyworks, haven't
patch. tested
disable NMIfarther
at vblank. some static screens use long CPU timed
delays to wait, and are displayed with wrong scroll value
v1.7: default
v1.7: apply patch. disable
settings. NMI at vblank.
background messedenable AOTstory
up during optimization. patch needed
intro. interpreter failed
early in gameplay
v1.3: CPU derailed. intro works. Zapper required
v1.6:
v1.6: enable dynamic
apply patch JSR. fix).
(scrolling zapper required.
disable stack native address and interrupt. disable
NMI at vblank, sprite zero offset 1
v1.6: default settings. apply patch for NTSC music playback.
v1.1: player
v1.3: defaultnotsettings
visible?
v1.6: disable stack native address
v1.6: apply patch. interpreter failedand interrupt.
(opcode sprite
0x20 zero hit offset 1
at 0x0300)
v1.7:
v1.6: black
apply screen
patch. only
interpreter failed (opcode 0x20 at 0x0302)
v1.7: black screen only
v1.4.2: works but sometimes crash, possibly stack overflow
black default
v1.7: screen settings.
only, waitBSODs
for nested NMI infinitely
sometimes if you press button too early in intro.
BSODs after race is over
v1.7: disable stack native address and interrupt. runs, but player is invisible (player
is on background
v1.8: disable stacklayer)
native address, interrupt. enable AOT. audio works, seems
playable
v1.7: disable stack native address. sprite zero hit offset 1. nametable problems in-
game.
v1.3: CPUthis derailed
game uses 4-screen
/ game [Link]
v1.4.2: disable stack native address. hangs
after level loads
VramQ NMI
disable 0x6000, seemsenable
at vblank. to freeze during
static range credits but it doesn't
c000,e000. Does a lot of pausing in the
driving sections.
v1.7: disable stack native address. title screen only. interpreter failed (opcode 0x00
at 0x25B9)
v1.7: disable stack native address. disable NMI at vblank. sprite zero offset 3
Disable
v1.3: NMIscreen
black at vblank.
only Mapper audio missing
v1.5:
v1.7: disable stack range
enable static nativec000
address.
and seems working,
e000, disable didn'treturn
native test far
address. Seems to
work without any sound output
Bad graphics
v1.7: during battle,
enable dynnamic JSR,minor audio
disable issues
stack native address, disable NMI auto-detect.
playable,
patch scrolling patch needed
is required
v1.6: default settings, apply patch
v1.7: spritefailed
interpreter zero offset
BSOD1
v1.7:
v1.8: apply
disablepatch.
stackenable
native dynamic
address. JSR. disable
disable AOTstack
- AOTnative
faultyaddress. playable
subroutine 0x0282e8
(affects music and pause after attack)
Sprite zero offset 6
v1.8: enable static range c000,e000, recompile PRG-RAM. disable static SRAM,
stack native address.
v1.3: seems playable seems playable
v1.7: default settings.
optimization, apply
sprite zero patch
offset for this
0, like idle v1.2
loop also disable "native return address"
v1.6:
v1.3: same
disableasNMI
v1.5atbut also enable
vblank. repurposed
CPU derailed opcodes
on game start
v1.4.2: disable NMI at vblank, disable stack native address
v1.6: disable stack native address, NMI at vblank. interpreter failed (opcode 0x00
at 0x00CE)
v1.7: disable stack native address, disable NMI auto-detect, enable clone CHR
RAM.
in menuseems
screenplayable.
too, on screen a little messed up when in a shop
first time
v1.6: sprite zero hit offset 2. title screen corrupt after game over
v1.6: default settings, completed game, no problems
v1.6: disable
v1.7: default settings, apply patch.
NMI at vblank. BSODfirst level
before seems playable,
gameplay, didn't test
direct indexed I/O farther
page 0x40
failed
v1.7: enable dynamic JSR. disable stack native address. mapper IRQ offset 0.
gameplay
Disable Stack hangs with Return.
Native music still playing
Sound is BAD. (Frequently chops, skips, or stretches
-v1.6:
perhaps tied to game framerate?)
enable clone CHR RAM. disable NMI auto detect to remove some CHR
corruption.
v1.3: hangscrashes unpredictably
when starting duringv1.6:
quest game. gameplay
same
v1.7: apply patch (required). default
v1.0: requires Zapper. hangs during gameplay. settings
v1.1: fixed. disable memory emulation, store. some sound effects missing
v1.6: intro
v1.6: default settings. apply patch
works
v1.7: intro, then unsupported opcode 0xFF at FF:FDFE
Background update issues
crashes
v1.7:
v1.3: disable
disable NMI stackatnative
vblank. hangsbackground
return. after title screen
glitched during gameplay
v1.7: default
v1.7: disable settings.
stack nativefreqreturn.
sweepstatus
soundbar problems
effect does not stop (walk two screens to
the left
v1.1: and get
sprites treasure
fixed, same chest
other to trigger)
problems
game is probably reading Hyper
v1.3: disable stack native return. in-game Shot controller, use player
won't use Track and
inputField instead
game is probably
v1.3: hangs reading
on black Hyper
screen Shot
before controller,
level starts use Track and Field instead
v1.5:
v1.5: Works.
title screenDefault
has settings.
missing nametable animation
v1.8: Vram queue 0x1000.
v1.6: CPU derailed, interpreter apply patch (title screen fix, and idle loop marked)
failed
v1.7: disable stack native address. title screen seen before BSOD
game hangs or interpreter failed
background is wrong during first level end boss.
v1.6: default settings
v1.3: enable
v1.6: default indirect
settings bank crossing, enable static range c000, enable recompile
PRG
[Link],
heardenable illegal
by staying in NOPs(?), disable
the first room. NMI at
triange [Link]
channel Bossarenever came
cutting short, in
that same song
on title screen.
v1.7:
v1.7: opcode 0x00 at
disable stack 0x2153)
native address and interrupt. disable NMI at vblank. apply
patch. unplayable glitches on minecart level (second level)
v1.7: enable
disable stageillegal
page NOPs, disable
01, disable NMIstack nativeenable
at vblank, address clone CHR-RAM. plays
slowlyenable
v1.6: and with bad nametables
memory indirect bank crossing. disable native return address and
interrupt
v1.7: default settings. hangs during gameplay, with music still playing. added patch
for idle
v1.6: loop stack native address, disable NMI at vblank. apply patch to fix
disable
scrolling
v1.7: apply forpatch.
attractenable
mode and AOTfinal boss fight disable stack native address. disable
optimization.
NMI
v1.6:atdisable
vblank. mapper
NMI IRQ offset
auto detect. 0. playable, starting area had some
seems
background corruption that fixes itself when you die. didn't play farther
v1.6: CPU derailed
v1.7:
v1.6: disable NMI auto-detect,
default settings. enable
apply patch. sync PPUSTATUS
interpreter to SNES
failed, games runs code in RAM
v1.7: disable stack native address. apply patch. CPU derailed early in gameplay
v1.7: disable
v1.7: default settings
stack native address, interrupt. disable NMI auto detect. mapper IRQ
offset 0.
v1.7: apply
v1.6: apply patch
patch.(may
spritehave
zeroside
offset 1
effects). disable stack native address, sprite zero
hit offset 1. gets stuck during gameplay
address and from interrupt, disable NMI at vblank, sprite zero offset 1, disable
stack page 01
v1.6: playable
v1.8: disable AOT. faulty subroutine 0x00d07a (player can't move left or right)
v1.7: diable NMI at vblank, disable stack native address. playable with status bar
problems
v1.6: disable NMI auto-detect. first level working, backgrounds are all messed up
v1.7: default
exception - PC:settings, but same
0x7F2D5E. v1.3:asmore
v1.6 playable, still crashes
v1.6:
v1.3: disable stack native
seems playable, someaddress.
scrollingbackground
problems glitches
v1.8:
v1.8: enable
settingsstatic
from range
v1.7. c000,e000.
disable AOTplayable, scrolling problem
- faulty subroutine 0xfff32ein intro is messed
(music
up)
v1.6: disable stack native address, disable NMI at vblank. title screen shown
before BSOD direct indexed I/O page 0x40
v1.8 enable AOT optimization, Disable Stack Emulation, Native return address
loads disable
v1.7: level and hangs.
stack music
native playsand
address without triangle
interrupt. channel
disable NMI at vblank. BSOD
indirect read page 0x40
v1.4.2: black screen only. v1.6: interpreter failed v1.7: BSOD opcode 00 at 0000
0x0700
v1.7: disable stack native address. disable NMI auto-detect.
v1.6:enter
you disable
firststack
door native address. hangs on title screen.
v1.7: bad
v1.1: disable
callstack
- 0x1261native address, apply patch. seems playable, runs slow
v1.3: disable stack
v1.7: apply patch. enable native AOT
return, gameplay hangs.
optimization. disablev1.6:
stacksame
native address. slows
down, but not as much as before. minor background
v1.6: disable stack native address and interrupt. disable NMI issue during boss fight
auto-detect. some
corruption on title screen, and in-between levels
v1.6: disable
v1.7: sprite zerostack hit native
offset address,
1 disable NMI auto-detect. mapper IRQ offset 0.
playable
Crashes before logo, unsupported opcode
consistently.
v1.6:
v1.3: Also
Blackenable
screenAOT optimization.
v1.6:
v1.7: disable NMI at vblank,
default settings. spritessubroutine
AOT faulty go black sometimes
at 0x01804a (severe gameplay
glitches)
v1.7: enable dynamic JSR, disable stack native address. player gets stuck in glitchy
level
v1.7: interpreter failed, opcode random/unitialized
patch because game has SED instruction instead of CLD
v1.1: sprite zero hit offset 7. apply patch. patch is imperfect
v1.6: disable
v1.7: default settings
static range e000(?), disable stack page 01, disable pop slide
detection,
v1.7: IRQ hitfailed,
interpreter offsetopcode
0 random/unitialized
oddly, this game uses SED/CLD instructions throughout
v1.7: sprite zero offset 1. playable, with wrong sprite tiles
disable "native
corrects itself return address"
v1.7:
audiono problemshangs at black screen when starting gameplay
problems.
After
v1.6: patching
disable NMI idleat
loop, crashes
vblank. BSOD duelate
to ainstack
gamepage wrap
on final goneinterpreter
level, wrong failed
opcode 0x5C at 0x5CB4. might work with other settings
v1.6: default settings
v1.1: default
support. settings
disable AOT - found AOT faulty subroutine: 0x0fedfa (Link can walk on all
background tiles)
v1.7: disable stack native address, stack page 01. disable NMI at vblank. AOT
faulty subroutine
v1.3: compiler found
error at call
- bad 0x01a030 (in-game palette bad)
to 0x0100
v1.5:
v1.1: disable
hangs instack earlynative address. first few levels are playable
gameplay
v1.5:
v1.6: level
enable one seemsindirect
memory ok bank crossing, disable safe TSX, disable stack page
01, sprite zero offset 0, enable CHR RAM clone(?)
v1.7: default settings. runs, but with bad nametables
v1.7: disable stack native address. sprite zero hit offset 7. CPU vs CPU game was
completed
v1.7: apply [Link] settings
disable stack native address. disable NMI at vblank. playable.
music has little pauses
v1.3: disable stack native [Link] it. BSODs onlybefore gameplay
tried first level if NMI at vblank is enabled
v1.5:
v1.5: disable
disable stack
NMI atnative
vblank, return, disable
disable nativestack page
return 01(?) disable stack page 01
address,
(?),
v1.8:mapper
disableIRQ hitrange
static offset e000,
0 stack native address and interrupt, stack page 01,
NMI at vblank. enable AOT optimization. mapper IRQ offset 2
soundenable
v1.6: effect dynamic
problemsJSR, disable native return from interrupt, disable stack page
01, crashes after the intro stages
v1.7: when
v1.1: defaultgameplay
settings begins, unknown exception - PC: 0xC1D575
v1.3:
v1.6: works
default settings. runs, but not playable with IRQ/scrolling issues. patch
improves
v1.3: disableidleNMIloopauto detect. runs with bad nametables/level layout
v1.6: default settings. level layouts are bad
v1.7: unsupported
v1.3: disable stack opcodenative address, stack page 01
v1.6: disable
v1.7: disable stack
stack native
native address.
address, disable NMI attitle
hangs before vblank
screen with music still
playing. if disable NMI at vblank, hangs during first cutscene (music stopped)
v1.7: glitchty
page 01, enable before BSOD
clone CHRinterpreter
RAM. screen failed
jumps during combat, until there are two
enemies on screen, then is stable.
disable NMI at vblank. gameplay works but backgrounds are corrupt in menu and
gameplay
v1.1: enable
v1.7: works AOT optimization, disable stack native address, stack page 01. screen
can
v1.7:flash wrong
disable tiles
stack if CPU
native goes over
address and 100%, AOT
interrupt. reduces
various it signficantly
BSODs after a few
seconds
v1.1: slightly corrupt BG on title screen after game over
v1.7: default settings, no problems seen
v1.1: default settings
v1.7: VramQ
v1.3: black screen0x4000, onlysprite zero offset 17
v1.7: apply
hit offset 2. patch. disable(U)
apply patch. NMI at vblank.
version sprite(E)
playable, zero hit offset
version hangs 17 during intro (runs
further
loadingwith
SRMmany thenglitches
enablingif AOT NMI at vblank the
changes is enabled)
start of the music, but using find
faulty subroutine
v1.3: black screen only doesn't make it happen
v1.5: first disable
interrupt, level works,
stackdid page not01,testenable
furtherCHR RAM clone. Behaves very strangely,
courses once completed just idle for a very long time, graphical issues.
v1.0: disable
v1.7: Requires NMInative
stack mode address.
"At vblank" disable NMI auto-detect. enable AOT
optimization. seems playable, with
v1.3: game runs but graphics are bad. v1.6: same. occasional screendefault
corruption.
settings
v1.7: default
interpreter failedsettings. playable
v1.5: disable wily
sometimes. NMIstage
at vblank,
1 starts disable native return
with glitches. address
without using profile, will run out of
memory during wily stage 2 boss.
indirect bank crossing. slowdown, scroll problems in Wily's castle, bad graphics in
some
disableareas
both native return, stack reset "0xff, 0xff", disable NMI auto detect
crashes
page [Link]
Drill ManNMI at vblank. runs without audio. scrolling issues then BSOD
on charge man level
v1.6: disable stack native address, disable NMI at vblank, enable dynamic JSR.
seems playable, not tested far
v1.7: VramQ
v1.3: disable stack
0x4000. native address.
disable stackdisable
native NMI at vblank
return. early part of game tests OK
v1.7: disable stack native address. disable NMI at vblank
v1.7: apply patch. disable NMI at vblank. hangs immediately in gameplay (more
patches
v1.3: levelneeded?)
one seems OK
v1.7: disable stack native address. disable NMI at vblank
v1.7: disable very
optimization, stackslow.
native address.
Some player
versions of sprite
Metroidnotrequire
visibledisabling
at first "stack
emulation, native return address" which adds a massive amount of slowdowns.
v1.7: apply patch. runs, scroll doesn't update
v1.7: Unsupported
v1.5: apply patch. default
opcodesettings
v1.6: disable native return address and from interrupt, disable NMI auto detect
text not displayed properly, freezes when starting a game
v1.6: enable
playable zero memory
but slow. upon reset.
needs patched brief
for lag andglitches
secondon IRQlevel 2 (vertical
(patching idlescrolling)
loop
causes BSOD before gameplay)
working since v1.1. noise channel doesn't play. v1.6: audio has since improved
v1.6: default
v1.6: disable settings.
stack nativetitleaddress
screen scroll problems, minor graphical problems during
gameplay
v1.7: disable stack native address. no BSODs seen early, screen goes crazy in
somedisable
v1.6: situations
stack native address. early part seems playable, with some missing
scroll writes
v1.6: no
v1.1: disable stack
longer nativeruns
playable, address
but background is never shown
v1.3: fully working (except for $4011 PCM audio)
v1.6: interpreter
v1.3: interpreter failed
failed before intro ends (address 0x3B3B)
v1.7:
v1.6: runs with
default strange
settings glitches
work. optionally, apply patch and enable 'allow repurposed
opcodes'
disable stack native return, runs slow, crashes in the first level
v1.6: default
Hangs when settings
opening menus, requires making patch for mid-scanline CHR changes
but the tools aren't available
v1.6: interpreter failed, code inyet.
RAM (opcode 0x60 at 0x03B7)
v1.7: playable on default settings
v1.6: bad
v1.1: sprite zero hit
sprites onoffset 9. mapcrashes
title screen, screen when
uses wrong tiles
level starts
v1.3:
Hangsworks
on game over.
v1.6: disable NMI at vblank. background corrupt
v1.7: disable stack native address. CPU derailed BSOD before gameplay starts
v1.6: apply patch. default settings. nametable is wrong after game over.
v1.1: disable
v1.7: playablestack native address. hangs during attract mode, or when starting
game
v1.6: disable
v1.7: default settings. runs slow,
native address, title
sprite screen
zero and status
hit offset 4, applybar are messed
patch. up plays
First level
good but cutscenes have missing BG
v1.7 disable stack ative address and interrupt. hangs at the start of the second fight
v1.7: Works
v1.3: disableupstack
untilnative
gameplay;address and interrupt.
memory trim failedcan hang during gameplay
v1.7:
v1.6: disable
disable stack
stack native
native address.
address, playable. title CHR-RAM.
enable clone screen bad stroke play doesn't
work, match
v1.6: does and
not tournament
display play do
title screen. workA and wait a few seconds and it will
press
begin. fails RAM
v1.3: disable stacktests.
rules,video test
NMI at patternBSODs
vblank. screenswhen
don'tyou
workcapture a ghost
v1.5: disable stack native address.
v1.7: default settings. runs, but slowly (runs code in zeropage), would need
scrolling
v1.7: applypatch
patch. disable stack native address. enable safe PRG bank change.
seems playable, but with nametable issues
v1.5: makes it through attract mode, but "interpreter failed" entering fight
v1.7: disable stack native address, disable NMI auto-detect. seems playable
v1.7: disable
v1.8: disable NMI stackatnative
vblank, address and interrupt.
sprite zero hit offset disable
16, enableNMIstatic
at vblank
range c000,e000.
DMC samples sound a little wrong
v1.5: disable NMI at vblank, disable safe TSX, disable stack page 01, glitchy during
train
v1.4.2:section and plays
first level one boss well fight.
except Watch the entire
for vertical cutscene
scrolling areas,after the first
where stage.
scrolling
doesn't work. wrong
v1.4.2: disable CHR inreturn,
stack native some game
cutscenes
resets
v1.6: disable stack native return, loads
v1.7: disable stack native address and interrupt. bad level data, killing the
unsupported playerafter title
opcode
screen (0xF7 at 01:A258)
no sprites
when it was aremyseen
[Link]-game
I deleted .SRM file, now map screen and graphics are corrupt
every time
v1.6: disable stack native address. intro scrolling problems, fine in-game except
status bar. apply
v1.5: sprite and BG patch
are to outfixoftrain level vertically by approx 16 pixels
alignment
v1.6:
v1.3: default settings.
direct indexed I/Olooks
pageright40 failed
v1.6: sprite zero hit offset 1
v1.7: disable
v1.3: disable stack
stack native
native return,
address, CPUmapper IRQearly
derailed offsetin0intro
v1.5: disable stack native address. works
v1.6: enable
v1.6: disable recompile
stack native PRG address. enable AOT
RAM. disable NMI atoptimization
vblank. runs with bad graphics
on most screens
v1.6: disable
v1.6: disable stack
NMI atnative
vblank address, disable NMI at vblank. sprite zero hit offset 2.
enable AOT optimization
sometimes not (reset SNES and try again)
v1.6: disable
play, but NMI at vblank.
the high-score screen plays
will without
cause aaudio.
crash.
v1.6: disable stack native address.
v1.8: default settings. Enable "Static range 8000" no crashes yet and "Static range c000" to bugfix
wrong tiles
Blackdisable
v1.7: title screen,
stackglitched collision gameplay BSOD (unsupported opcode 0x37 at
native interrupt.
04:8BAC)
v1.5: Works well but not tested far. Disable 'Stack emulation, Native return
address'.
v1.4.2: black screen
v1.6: disable stack native address, disable stack page 01
v1.7: disable
v1.6: apply [Link]
native settings
address. disable stack page 01. no background shown
in-game.
v1.7: runsstack
disable slow native return and interrupt. disable NMI at vblank. hangs after
winning
v1.3: a round.
disable stack native return, BSODs with indirect I/O sometimes
v1.6:
v1.5: disable stack
disable nativenative
returnreturn,
address seems fully interrupt,
and from playable disable stack page 01,
disable NMI atNMI
v1.7: disable vblank, VramQsprite
at vblank. 0x5000(?)
zero offset 2. apply patch. during answer entry,
game shows wrong CHR bank
v1.3: starting a game resets to title screen even after patching
v1.4.2: playable
v1.7: enable static range c000,e000. gameplay runs slowly. idles on a JMP
indirect
disable stack native return, sprite zero offset 5, minor audio issue when the water
comes
require outsupport for mid-scanline $2000 writes. the patches fixed the background
tiles, but
v1.3: disablenot the spriterules.
all stack tiles. scrolling text not showing
v1.7:
v1.1: apply
gets topatch.
gameplaydisable stackCPU
before native address.
derails
v1.3:
v1.6: works
disable stack native return
v1.7: default settings
v1.1: disable
v1.7: playablestack native address. playable without audio. game appears to use
frame
EnableIRQ for audio
'Sprite limit percode scanline'.
v1.6: enable 'sprite limit per scanline', mapper IRQ hit offset 3
performance improves considerably if you import SRM and enable AOT
optimizations
v1.7: sprite zero hit offset 1. seems playable but music all messed up, changing
settings
0x00FFFE doesn't seem to affect it
v1.7:
v1.5: disable stackinnative
hangs early gameplayaddress. hangs on black screen before gameplay
v1.7:
v1.3: various
behavesBSODs in intro,
oddly and hangscan't get to gameplay
v1.5:
v1.3: seems playable,
unsupported but uses wrong sprite tiles. v1.6: same
opcode
v1.5:
v1.8: disable
same asstack
[Link]
loadingaddress.
SRM and plays with wrong
enabling AOT sprite
causestiles
various problems
(index was outside the bounds of the array, or BSOD in-game)
failed)
v1.7:
v1.6: BSOD
disableafter
stacktitle screen,
native (opcode
address, and0x0F at 0x0000)
interrupt. all modes work, but can BSOD
after a while in endless mode
v1.7: allow illegal NOPs. disable stack native address.
v1.6: disable stack native address
v1.5: CPU
v1.1: Worksderailed.
well. Standard settings failed
v1.3: interpreter
v1.7: intro works, gameplay screen looks wrong, BSODs when completing an area
v1.6: default settings. seems good
v1.7: disable stack native address. game runs with bad backgrounds
v1.7: default settings. AOT faulty subroutine found (gameplay crash) - 0x06c010
v1.7: default
v1.7: allow illegal NOPs.
settings. runsblack
well,screen
with noonly
road displayed. needs patch (repurposed
COP 02 doesn't seem to work inside IRQ(?))
playable in v1.0 but not v1.1. bad call 0x01D5 when gameplay starts. v1.3: works
v1.7:
v1.7: disable NMI auto-detect.
default settings. status bar strange
works sounds
but rest on title screen
of screen turns all black during
gameplay
v1.3: black screen only. v1.4.2: hangs during intro
v1.5:
v1.7: works
playable but unstable, BSODs after some time with unsupported opcode
(0x03
crashes at have
0D:A188)
occurred sometimes, that corrupts the font in the emu's CPU/RAM
use overlay
v1.6: disable stack native address. interpreter failed before gameplay starts
(opcode 0x00 at 0x0519)
v1.6: disable stack native address, native interrupt. disable NMI at vblank.
v1.6: disable stack native address, native interrupt. disable NMI at vblank.
v1.6: enable
v1.7: disable safe
stackPRGnative
bankaddress,
change. native interrupt.
disable disableaddress.
stack native NMI at vblank.
sprite zero hit
offset 1. BSOD before gameplay, CPU derailed BRK at 0xF8F8F8
v1.7: disable stack native address. title screen messed up, gameplay runs but
flickers corrupt
v1.7: apply graphics
patch. disable stack native address. disable NMI at vblank. sprite zero
offset 1. enable clone
v1.7: enable static range CHR RAM. playable
c000,e000. disable with glitched
stack nativeoraddress
missingand
backgrounds
interrupt.
disable NMI at vblank. hangs during gameplay, patch
v1.4.2: disable stack native return address, native return interrupt. needed
v1.7:
v1.7: disable
disable stack
stack native
native address and interrupt.
return. apply brief scrolling
patch (optional). glitches
BSOD after winning,
interpreter RMW failed from address 0x727D. previous issues
v1.7: default settings. status bar scrolls, patch helps with lag. BSODs if AOT were fixed.
optimization is enabled.
title screen when foundprofile
using SRM faulty subroutine 0x02b952 (after importing SRM)
v1.4.2: disable
transitions, stackshops
entering native(BSOD
addressopcode
and interrupt. disable NMI
0x80 at FF:FF05). at [Link] time
happened
during playthrough,
v1.7: disable NMI atwasvblankbypassed by rewinding
(stops occasional CHR in Mesen-S
corruption). previous issues
fixed
hangs with music playing
v1.3:
v1.81:seems
defaultplayable
settings. disable AOT (causes BSOD). a small number of BG tiles
are
v1.3: disable stackgameplay,
wrong during otherwise
native return, playedworks
levelswell
1 & 2 no problems
v1.7: disable stack native address, page 01. disable NMI at vblank
v1.1: works. sprite zero offset: 3
v1.7:
v1.1: sprite
unknownzeroexception
hit offset -2PC: 0x7F045A v1.3: unsupported opcode.
v1.7:
v1.2: unsupported
Disable nativeopcode
return 0x82 at 02:C25D
address, seems to load the title screen and start just
fine. v1.6: same
v1.7: disable stack native address, disable NMI auto-detect. hangs during
gameplay
v1.3: disable NMI at vblank, hangs before gameplay
v1.5: disable
slowdown stackareas.
in busy native loading
addressSRM (463 known calls) causes the screen to
flicker when scrolling, but the effect goes away when AOT is enabled.
v1.7: disable stack native address
v1.81: default settings. enable AOT.
v1.7: disable
v1.7: disable stack
stack native
native address.
address. disable
enable AOT optimization
NMI at vblank. seems playable, but
screen jumps a little during cutscenes
disable NMI at vblank. sprite zero offset: 6. audio problems
taking player input (entering number of players, numbers aren't displayed and you
can backspace
v1.3: all over the screen)
default settings
v1.7: default settings.
v1.1: disable NMI at vblank. in-game audio 0x2000.
VramQ: sounds wrong
status(sweep not being
bar scrolls reset?)
with screen
v1.8:
calleddisable
from manyNMI at vblank.
places apply patch
throughout
v1.8: same as before, but player is pulled to the left when starting
v1.3: CPU
v1.1: playable but with
derailed when wrong
playersprite
doesgraphics.
an actionv1.7: same
v1.6: disable stack native address. starting area works
v1.6: disable NMI at vblank. allow repurposed opcodes, apply patch
v1.6: disable stack native address
v1.6: mapper
v1.7: disable stack [Link]
IRQ offset and
first level interrupt
intro cutscene never ends. level seems
playable if you skip intro
disable AOT, gives error message "Label missing at the beginning of a block".
seems playable.
v1.0: loads level before crashing
v1.1: works
v1.6: disable NMI auto-detect. hangs at start of stage1_2
v1.7:
v1.7: default
disable settings.
static rangehase000(?),
a few slowdowns
playable with good background tiles and bad
sprite tiles
opcode 03 at 00:83e9
v1.7: disable
derailed stack
in first levelnative address. enable clone CHR RAM
v1.7: interpreter
v1.3: disable stack native
failed return.
before Some collision are wrong
gameplay
v1.6:
v1.81: default settings, music only, disable
disable stack native address, NMI at disable
black screen. vblank. NMI at vblank, intro
hangs immediately
v1.7: hangs on black screen. disable NMI at vblank displays title screen, hangs on
black
v1.3: indexedwhen
screen I/O pagestarting
40 failed, shows title screen. v1.6: hangs immediately in
gameplay.
spontaniously explode to be using DPCM IRQ
game seems
v1.7: disable stack native return. apply patch for scrolling. playable
not reproduce
v1.7: disable stack native address, disable NMI auto-detect. playable
v1.6: interpreter
v1.3: disable stack native
failed. address.
v1.6: interpreter failed
v1.7:
v1.7: disable stack native [Link]
black screen or pink screen first opening screen works, then BSOD
unsupported opcode 0xB3 at 15:B0AF
v1.6: default settings, all events seem to work
v1.8:
causes DMCBSODssupported
early in gameplay. note this game uses $4011 on title screen and
speech
v1.6: disable
v1.6: disable stack
stack native
native address
[Link] snowball blastdisable
interrupt. showsNMI
wrong sprite tiles
at vblank. apply
patch.
v1.7: apply patch. enable AOT optimization. disable stack native address, disable
NMI
v1.7:atdisable
vblank, sprite
stack zero address
native offset 5 and interrupt. gameplay BSOD, interpreter
failed (opcode
v1.3: same but0x6A
playsatwithout
0x012E)hanging, still working past Mutoid Man. player starts
with many extra lives on level 1
v1.4.2:
v1.6: disable NMI
interpreter failedat (opcode
vblank, enable
0x8A at clone CHR-RAM
0x02C7)
v1.7:
v1.8: interpreter
enable static failed
range(CPU off rails) sprite zero hit offset 2. apply patch to fix text
c000,e000.
box
v1.6:(patch
disable slightly
stack imperfect)
native address. playable with scroll glitches. needs patched
(game varies length
v1.6: subroutine in RAM, of delay loop at failed
interpreter runtime)
(opcode 0x60 at 0x0194)
v1.7: sprite zero hit offset
v1.3: disable stack native return 16. playable.
v1.7:
v1.7: apply
disablepatch.
stackdisable NMI at vblank
native address. disable NMI at vblank. sprite zero offset 1.
enable clone CHR RAM. game
from the triangle channel not silencing, runs with
butbad
oddnametables
stuff happens with other channels
too
once, could not reproduce
v1.8: disable
v1.6: disable stack
stack native
native address,
address. disable
immediate NMIgameplay
at vblank,BSODenable- clone
interpreter
CHR failed
RAM.
Requires patch
interpreter
v1.7: disable failed
stack native address, interrupt. game is very unstable. patch is for
idle loop
vblank'. Disable 'Improved PPUSTATUS loop detection'. Vram queue buffer size
0x6000.
v1.6: gameplay works, but locks up if you interrupt the attract mode demo
v1.7: default settings. apply patch to fix lockup
v1.5: music
v1.1: hangs missing
after shuttle
noiselaunches.
channel, did game nothangs
try other settings.
when you lose all lives, but
appears playable so far. v1.3: noise channel problem, game doesn't hang anymore
Testedenable
v1.6: up to the 'chair' bosses.
recompile PRG [Link] 'Stack
runs withemulation,
messed-up Native return address' and 'NMI mode at vblank'Mapper patch
backgrounds
v1.7: default settings
enable
v1.1: noalllonger
staticplayable,
ranges, disable
bad callNMI auto detect
0x01CE
v1.2: works
problem, fine with
triangle a missing
channel sfx seem backwards throughout, plays long notes
durations
short and short notes long
ROB required.
v1.7: disable NMI disable Memory
at vblank. afterEmulation,
a few screens Storeinto the jungle, grabbing a vine
caused BSOD. unknown exception, PC value 0xB36132
v1.6: disable stack native address. tested level 1 only
v1.6: default settings. apply patch
v1.6: disable stack native address, disable NMI at vblank. apply patch
v1.6: disable
cutscenes arestack
messed native
[Link],
changingdisable
mapper NMI auto-detect.
IRQ tested
offset to zero fixeslevel 1 only
scroll text, but
breaks cutscenes even worse. BSODs with indirect JMP failed, address 0xFF6C
v1.3: disable
disable stack stack
nativenative
returnreturn.
address, seems playable
disable NMI at vblank, disable stack page 01.
Game crashes at first save point before
v1.7: disable stack native address. disable NMI you enter
at the first dungeon
vblank. gameplay runs a little
bit, background palette flashes. hangs in gameplay
v1.6: seems
v1.3: hangs before
playable gameplay
v1.7:
v1.3: black screeninterpreter
intro crash, only failed
v1.6: enable recompile PRG RAM, disable NMI at vblank, plays okay
v1.6: grey
vramQ screen
0x5000, only stack lazy double return
disable
hangs during stack
v1.6: disable end credits
native address and interrupt. disable NMI auto-detect.
gameplay always slow
v1.8: enable static range c000,e000. disable stack native address, enable clone
CHR-RAM. runs slowly
v1.8: enable static range c000,e000. apply patch, disable NMI at vblank. disable
stack native address
v1.8: enable static range and c000,e000.
interrupt, disableapplystack
patch,pageallow01. game resets
repurposed opcodes.
music missing at first, but starts to work after loading SRM.
v1.6: DMC
v1.8: defaultnot
settings.
supported, screenevenin-between
with staticlevels
rangewaits
c000,by a long
e000 delay loop
enabled. idle loop
patch added.
projectile.
v1.3:
v1.7: enable
disable illegal NOPs address and interrupt. AOT stops title screen audio,
stack native
faulty subroutines found: 0x0085f6 0x0082ed
v1.81: apply patch. default settings.
v1.6: disable
v1.8: enable clone
stack CHR nativeRAM. spriteenable
address. zero hit offset
static range1. game runs slowly
c000,e000. BSOD after
entering name (unsupported opcode)
sprite
US zero hit
version offset
resets 7 showing the first shyguy, PAL version doesn't reset
when
v1.4.2:
DisablePlayable
NMI mode "at Vblank", requires patch for card, spade games and 5-7.
Spadeenable
v1.7: game safe
scrolling
PRGissues. Requires
bank change, loading
disable SRM
stack into the
native exe multiple
address times.
and return,
enable
v1.7: clone stack
disable CHR-RAM. playable
native return. with bad
BSOD nametables
before gameplay, interpreter failed 0xFF at
0x0301
0xCD6902. enabling AOT optimization gives "incorrect jump source" error after
hanging for a
either hang orbit
BSODat "Optimizing 466/467"
v1.7:
v1.7: apply
defaultpatch (required).
settings. disable
title screen stackgame
works, native willaddress
not start. changing various
settings seems to fix the intro's info screen in
v1.1: hangs after title screen v1.3: resets after title screen the same way?
v1.4.2: disable
v1.6: player fallsstack
throughnative address.
ground when scrolling
starting,jumps sometimes
can continue after jumping out.
unstable, BSOD sometimes. v1.7: starts out the same
v1.1: working since v1.1. status bar scrolls with screen, audio problems
v1.7:
v1.7: sprite
disablezero
stack hit native
offset address,
2. triangle channel
disable NMI notes
mode, cutatshort on title
vblank, lessscreen
bug in
transition screen.
v1.7: enable indirect bank crossing. disable stack native address and interrupt.
disable NMI at vblank. level one playable, some slowdown
v1.6: default settings
v1.6: game
v1.6: disabledoesn't
stack native address and
start anymore, CPUinterrupt.
derailed sprite zero hit offset 1
v1.7:
v1.6: default
default settings.
settings. works but unplayable
CHR bankswitch withon
missed messed-up
title screen,nametables
no other problems
seen
v1.1: disable memory emulation, load, store
v1.7: default settings
v1.6: immediate
enabling AOT causesBSOD. BSOD v1.7:(no
same,
faulty various BSODs
subroutine found), which goes away if stack
native address is disabled
v1.7: disable
v1.7: apply patch.
stackdisable stack native
native address. address.
graphics bad,disable
hangsNMI at vblankwith correctr
temporarily
graphics
v1.7: disable
v1.6: default settings
stack native address, hangs before gameplay starts. v1.7: same
v1.8:
v1.7: disable stack not
same. DMC supported
native address. in intro
title screen
and titlemusic
screen works, BSOD before
gameplay
v1.3: two intro screens, then interpreter failed
v1.6: disable stack native address and interrupt. hangs before gameplay
black disable
v1.7: screen stack
only. native address and interrupt. immediate BSOD unsupported
opcode 0x6F
v1.7: apply at FF:EE48
patch (required), disable stack native address, disable NMI at vblank.
sprite zero offset 1.
v1.6: disable stack native "VS" screen
address. scrolling patch
up to first notfight,
boss workinglooks good. slowdown in
busy areas
v1.3: hangs during intro
v1.5:
v1.8: playable with range
enable static bad background
c000,[Link]. v1.7: same
disable improved PPUSTATUS loop
detection. level 2 all black, level 1 fire doesn't animate
v1.8: disable stack native address, interrupt. disable improved PPUSTATUS loop
detection. apply idle loop patch for less slowdown. status bar not shown
interpreter
v1.1: disable failed
memory emulation, store
v1.7: default settings
CPU derailed (BRK at 0xFFFF)
v1.7:
v1.7: disable
disable stack
stack native
native address,
address. disable
hangs duringNMI atattract
vblank. seems
mode playable
cutscene or when
player dies
v1.8: playable, but scrolling glitches for one frame each time one nametable is
scrolled past
enable
v1.8: recompile
disable "stackPRG RAM,
native disable
return" andNMI"NMI atatvblank
vblank" to prevent errors and bugs;
enable "Static range c000"
reproduce problem. may be unstable for bugfix sprites errors.
v1.8:
v1.5: disable
CPU derailed"stack native address". No apparent bugs.
v1.7:
v1.7: disable
disable stack
stack page
native01. seems black
interrupt. playable screen only, but intro runs and title screen
musicseems
v1.3: plays. to BSOD
workwhen starting game (unsupported opcode 0xFF at 07:8074)
v1.7: black
v1.1: apply screen
patch. default
only settings
v1.3:
v1.7: disable stack native
disable stack native return,
address. lazy double
disable NMI return. spritesprite
at vblank. zero offset 2
zero offset 1.
playable, with nametable problems when scrolling
v1.7: title
v1.7: BSODs,screen various
only, interpreter failed (opcode 0x00 at 0x0004)
v1.8:
v1.7: disable stack native
disable stack native address.
address and title interrupt.
screen only disable NMI at vblank. BSOD at
start of first level, unsupported opcode 0x03 at 12:8148
native address. disable NMI at vblank. enable clone CHR-RAM. nametable
problems, gameplay runs slow
v1.7: mapper
v1.7: default settings. BSOD2,when
IRQ hit offset you with
playable kill an enemy,
some opcode 0xFF
slowdowns, errorsatin06:B26F
third boss
and final boss
v1.8: disable stack native address and interrupt, stack page 01. after Konami logo,
interpreter
v1.7: disable failed
stackopcode
native0x00 at 0x0102
address. runs, but all screens are either entirely black, or
mostly corrupt
v1.7: disable stack native address
v1.7: unpredictble
v1.6: sprite zero hitCPU offset 1. enable
derailed BSODAOT(BRK optimization
at 0xFFFF).
v1.8:
v1.7: disable stack native address, disable NMI at level)
nametable problems, but no BSOD yet (first vblanks. hangs when starting
game
v1.6: black
v1.7: disable NMI at
screen vblank. game hangs/pauses often
only
v1.8: disable stack native
v1.8: default settings, noise address.
channelrunsissueswithout audio in-game looped DMC sample
in music.
is popping
v1.3: after title screen, bad call 0x03E9
v1.5:
v1.7: runs
disable butstack
has mostly
native black
[Link]
disableduring
NMIgameplay
at vblank. hangs during intro or
when starting game
v1.3: black screen only. v1.5: seems to be working, except status bar (default
settings)
v1.6: unsupported opcode. intro started one time, but I could not reproduce
v1.7: apply patch. disable NMI at vblank. runs with scrolling problems
intro and
cross. title screen
disable NMI athas graphics problems. disable NMI, at vblank to fix part of it
vblank
v1.6:
v1.3: sprite
hangszero duringhit intro.
offset v1.6:
1. seems
hangsgood,
during didn't
introtest beyond level 1
v1.7:
spriteapply
zero hit patch. disable
offset 2. getsstack
stucknative
duringaddress.
long jump,mapper IRQarchery.
javelin, offset 0 patch is
incomplete,
shooting show notsome
fully scrolling
wrong background tiles. archery has some scroll issues. patch
may be needed. otherwise
v1.6: disable stack native address playableand interrupt. disable NMI at vblank. Vram
queue 0x1000.
v1.3: runs slow background color flashes
v1.5: runs at normal speed
v1.7: apply patch. disable NMI at vblank. seems playable, with mid-frame effect not
working in intro
v1.6:
fire default settings
button.
v1.6: same as v1.5
v1.6: disable
v1.6: disable stack
stack native
native address.
address. disable NMI at vblank. usually shows wrong
sprite tiles for
v1.3: music player game hangs on title screen
glitches,
v1.6:
v1.6: black
disablescreen
stack only.
nativev1.7: sameenable recompile PRG RAM. games opening
address,
works with messed up audio, BSODs in gameplay. v1.7: same
v1.6: black screen only
RAM)
v1.6:
v1.1: disable
bad callstack
[Link] address,
v1.3: resetsseems playablegame
when starting
v1.5:
v1.7: playable with bad
disable stack nativeCHRaddress. seem playable, but level intro screen has bad
sound and graphics
v1.3: black screen only. v1.5: seems fully working
v1.3: enable
v1.6: Sprite zero
statichitrange
offsetc000,
2 e000. enable repurposed opcodes. disable stack
native address. pausing and returning in-game corrupts nametables. v1.7: same
v1.7: disable
v1.3: apply patch.
NMI at disable
[Link] native
status baraddress. sprite
not working onzero hit offsetlevels.
platforming 1 scrolling
patches needed
v1.7: default settings. game sometimes will hang when you die, with music still
playing
v1.3: status bar scrolls
v1.7:
v1.1: apply
VramQ: patch.
0x1800scroll glitches during boss fight
v1.7:
v1.6: apply
disablepatch.
stackdefault
native settings
return, disable NMI at vblank. first couple levels play
good
Requires
v1.3: patch,
disable stackwrong
nativegraphics
return,during
game the word
resets game
during gameplay
v1.4.2: disable stack
v1.4.2: black screen only native return address. working now
v1.5: disable stack native address, set mapper IRQ offset to zero
v1.81: default settings
v1.81:CPU
v1.6: runs,derailed
but stops responding to controls on certain screens
immediately
v1.7: disable stack native address, seems playable
v1.81:enable
v1.6: disableindirect
stack native address. disable
bank crossing, seemsstack
playable,
nativewith flickering
address, sprites.
disable NMI at
vblank. screen is black in-between levels, press start
v1.6: disable stack native address. CPU derailed on title screen
v1.7:
stack disable
page 01. stack native
enable address.
clone CHR [Link]
runswith
withglitching/flashing
bad backgrounds, graphics
unstable
BSOD during gameplay
v1.3: disable stack native return, shows intro, resets
v1.4.2: disablezapper.
v1.6: requires stack native
disablereturn
stack native address. CPU derail BSOD if you first
do gang mode, then 2 outlaw mode
v1.3: disable stack native return, disable NMI at vblank, didn't test much but looks
good so far static page c000,e000. disable stack native address. figure skating
v1.7: enable
works, otherpatch.
v1.7: apply events are messed
disable up
stack native address. disable NMI at vblank. menu is
glitched
v1.7: enable static rangne c000,e000. allow repurposed opcodes. disable stack
native address.
v1.7: enable safe PRG bank change, enable clone CHR RAM. playable with
nametable issues
clone CHR-RAM. patch would be required for mid-frame PPU writes. intro and
much of demoNMI
v1.7: disable mode works. mapper
at vblank. CPU goes IRQoff-rails when
offset 0. enablestarting
AOTgame.
optimization. some
background flashing
v1.7: disable stack native address, disable NMI at vblank
cliff diving, log rolling crashes
v1.7: disable stack native address, hangs during intro
Disable native
disable NMI modereturn"ataddress
Vblank", anddisable "Stack page
from interrupt, 01" stack page 01, disable
disable
NMI
v1.1:atdisable
vblankmemory emulation, load, store
v1.5: default settings(?) and now plays great
v1.7: disable
v1.6: disable stack
NMI atnative
vblank. playable.
address AOT faulty$4011
and interrupt. subroutine found
used for - 0x0093e3
sound during
gameplay
v1.6: direct
v1.5: defaultindexed
settings, I/Opatches
page 40 needed
failed
v1.6: default settings
v1.7: apply patch. disable NMI at vblank, sprite zero offset 9. audience is messed
up
disable stack native return, disable NMI at vblank
disable memory emulation, load. no audio
disable
v1.5: stack stack
disable nativenative
return,address
disable nmi at vblank
v1.6: disable
sprite zero hitstack
offsetnative
32 andaddress,
maybe enable AOTelse?
something optimization
Can't remember the exact
settings
Title screen is missing background but plays good. Japenese version seems
perfect.
stack disable
V1.3: wrap, will require
stack making
native return,a patch
game resets
v1.5:
little bit with strange glitches, sprite playable
disable stack native address. zero split does not work, game hangs and gets
unstuck sometimes, BSODs early
v1.7: default settings, intro plays if you don't press any buttons. hangs if you try to
start
v1.5: crash
v1.7: applymusic
resetting, patch. disable
hangs NMI
until at the
after vblank.
first mapper
boss. IRQ offset 0
v1.5: disable stack native return, only tested first level
Sprite zero offset 17, enable Dynamic JSR. Patch available for reducing lag.
v1.6: disable
v1.7: interpreter failed.
native v1.7:
return same and from interrupt, disable stack page 01. no
address
issues seen AOT optimization. disable stack native address, stack page 01.
v1.7: enable
disable NMI at vblank. seems playable
Patch Beaten by
marcosmoutta
Memblers (v1.6)
Memblers (v1.6)
[01c1d5+] = 18 92 f0
marcosmoutta
[01e0e0+] = f2 e3
[01c144+] = f2 eb
marcosmoutta
[01d49e+] = e9
[ff:c0d6] = a9 1f 02 03 ea eacrow
[01f937+] = 18 92 fa
Cabbusses
crow (v1.5)
[01fc47+] = 4c 34 fc ? 18 92 ea;[01fc72+] = 4c 5f fc ? 18 92 ea;[01fcd4+] = a5 47 f0 f8 ? a5 47 f2 f8;[01fcac+] = a5
[03c3c7+] = d2
[00:e671] = 6c;[00:e6a1] = 3c
[01c05c+] = 18 92 fa
crow
[01c03c+] = 4c 30 c0 ? 18 92crow
[01c043+] = 18 92 f6
[00:81e8] = f2;[00:80f7] = 12
[01c122+] = f2
ratix98
[00:c119] = a9 2e 02 03 ea f3bandit
Cabbusses
[00:83d1] = a9 24 02 03 ea ea ea ea ea ea ea
[01c15a] = d2
crow (v1.6)
Memblers (v1.8)
[01c08d] = 18 92 fb
[007d37+] = 12
[000a6f+] = f2
Memblers
ratix98
[01c209+] = a9 2e 02 03 60;[01c1bb+] = a2 00 60
[01cf9c+] = 32
[03:fe6c] = a5 02 c9 01 d0 e3 ea ea ea ea ea ea ea ea ea ea ea ea ea
[0f:c163] = ba bc 06 01 ? ea ea ea ea ea ea ea ea ea ea ea ea ea ea ea ea ea ea;[1f:c163] = ba bc 06 01 ? ea ea e
[07ff2a+] = a9 d2 02 03 4c 35 ff
ratix98
Nokia3310
[00:d17c] = a9 39 02 03 ea ea ea ea ea ea
[00:8159] = 12;[00:815f] = d2;[00:8303] = f2
[001090] = a9 af 02 03 4c 85 92;[00071b] = a9 5f 02 03 4c 1a 87
Cabbusses
Cabbusses (v1.3)
[ff:d6b6] = a5 1b 02 03 ea e Fathlo23
[01f544] = f2
[01f59e+] = f2
[00:93a6] = f2;[00:81c6] = f2;[00:91a9] = a9 1a 02 03 60;[00:8732] = a9 a5 02 03 60
[01c1f6+] = 92
[00:81df] = a9 2a 02 03 60 strx10
[ab8] = 00
[01c219] = 32
[01c2c3] = 32;[01c325] = d2
[010cc6] = 92
ratix98
[00:c8fe] = f2
[01c078+] = a9 01 85 2f d2 fa f2 f8
[01c079+] = 18 92 f6
Brutapode89
[01c308+] = 32
[ff:d7f2] = d2;[ff:e609] = d2 ratix98
Memblers
[01fc3a] = 18 92 c6
Cabbusses
[01f69e+] = 18 92 d5
[00:94b9] = a9 2a 02 03 ea ea ea
[0a:8395] = b2
[01c83f+] = f2
[01dfcc+]==a9
[01c346] 32;[01c097+]
50 02 03 ea=ea
32ea ea ea ea
[01c8ea] = a9 80 02 03 ea eaMemblers
ea ea ea ea
[01e092+] = f2
Memblers
[01c291] = 18 92 fa
[00:b705] = a9 43 02 03 ea ea ea;[00:b718] = a9 a5 02 03 ea
[01c150] = 4c 40 c1
ratix98
[01ead0+] = f2
[01:a0b8] = f2
[000295+] = 18 92 c4
johneymute
[03f996+] = d8
[00:8e38] = a9 69 02 03 ea;[crow
ratix98
[0e:d3cb] = ea ea ea ea ea
Fathlo23
ratix98
[01c053+] = f2
ratix98
ratix98
[03f1bc] = 18 92 eb
[00187b+] = 48 a9 ae 02 03 68 a2 00 a0 00 60
[0000aa+] = f2
[01c14d+] = 18 92 f0
[03e3cc+] = a2 40 a0 0c ca dSvambo
[00:c1b2] = a9 22 02 03 a2 0marcosmoutta (v1.1)
ratix98
crow
Memblers
crow
[03fec1+] = 18 92 ea
[01c3c5+] = 92
[ff:c0ce] = f2 fb ea ea ea
[01e869+] = f2;[01e7ef+] = 02 00 ea ea
[000033+] = a9 93 02 03 ea ea ea ea ea ea
Memblers
[01c06f+] = f2
[ff:cc6b] = 32
(v1.3)
[00:f275] = ea;[00:f217] = f2
[00:8177] = aa 9a
[00014b] = f2 fa ratix98
Cabbusses (v1.3)
ratix98
[01ef0a] = a9 9f 02 03 ea ea
Memblers
ratix98
[008e30+] = a9 95 02 03 ea ea ea ea ea ea
Myself086
[01f135+] = a9 6f 02 03 ea ea ea;[01f1d8+] = a9 4e 02 03 ea ea ea;[014113+] = a9 77 02 03 ea ea ea;[014392+] =
[0140f0+] = a9 a9 02 03 4c 07 81
marcosmoutta
Nokia3310
[01e63d+] = 18 92 f4
ratix98 (v1.1)
Memblers
Memblers
marcosmoutta (v1.1)
[01c0fe+] = a9 28 02 03 4c 0c c1
marcosmoutta
[004689] = a9 6e 02 03 ea ea ea ea ea ea;[006101] = a9 98 02 03 ea ea ea ea ea ea
crow
ratix98
[014211+] = f2
[01c221] = a9 25 02 03 60
[01c07a] = 02 03 ea;[01c088] = a9 62 02 03 ea ea ea
[01c07e+] = f2
[00:809c] = 18 92 f6
[00032d+] = 92
[01c1a2] = f2 Nokia3310
[0002ef+] = f2;[00010e+] = f2
Svambo
Memblers
ratix98
[00:8105] = d2
[01d738] = d2
Cabbusses
[01e527+] = f2
[01e98c+] = d2
[01fb64+] = 18 92 f5
[00003f+] = 18 92 f7
crow
[16:c8ef] = 62;[16:c98e] = 62Nokia3310
[00cebe+] = d2 Memblers
ADMazorca
Memblers
[01fea3+] = 18 92 f0
crow
Cabbusses
[03f811+] = 18 92 dd
1.8: mmnestudante
[00:8013] = f2
[00:8dd9] = 02 01 02 01 02 01 4c ed 8d
[000314+] = 92
[000128+] = 18 92 fa
crow
[01e3c5+] = f2
[01cd6f+] = 18 92 fa
[00:8f7f] = a9 91 02 03 60
[01d8b6+] = d2
Cabbusses (v1.3)
[01c12b] = d2
[01c0bf+] = f2
[ff:fd6a] = ea ea ea ea ea ea ea ea ea ea
[0004e2+] = 18 92 fa
crow
[01fce2+] = 18 92 f0
[01c190+] = 18 92 f7
[01ceb8+] = a9 00 02 03 ea;[01cf57+] = a9 2f 02 03 ea
[014513] = a9 bd 02 03 ea ea ea ea ea ea;[014526] = a9 c5 02 03 ea;[005176] = a9 a6 02 03 ea
[ff:c0bb] = a9 Myself086
crow
[01c441+] = a9 30 02 03 4c 57 c4
MarcosMoutta
Cabbusses
[01f8c4+] = 18 92 e8
[ff:c019] = d2 JUD6MENT
[01f5d8+] = 18 92 f9
015bea+] = a9 75 02 03 ea ea ea ea ea ea;[01ca22+] = a9 00 02 03 ea;[014807+] = a9 92 02 03 ea
a5 47 f2 f8;[01fcac+] = a5 47 f0 f8 ? a5 47 f2 f8
d9 02 03 ea;[ff:d7de] = bd b6 d9 02 03 ea;[ff:d9b6] = b9 9b 84 70 62 57 4f
3] = ba bc 06 01 ? ea ea ea ea ea ea ea ea ea ea ea ea ea ea ea ea ea ea;[0f:ff77] = ea ea e6 12 ? e6 12 02 09 f0 fa 02 01 ea
CHR-RAM capacity too large? Requires some changes to core PPU emulation.
Impossible to accurately emulate CHR bank switching
Impossible to accurately emulate CHR bank switching
Not sure how to emulate switchable 4kb CHR RAM, maybe possible?
Copier mapper, the same game should exist with a different original mapper
Variant of mapper 4
Switchable ROM bank in SRAM range