- There doesn't seem to be a thorough instruction test for 68000 like there is for Z80, so any tips on how to weed out the last few bugs? I've looked through all the instructions at least twice (and did find some oversights that way), but it's still not perfect (see below).
- There's this particular oddity in Panorama Cotton (which oddly enough was one of the earliest games I got to run properly...) wherein the shadows beneath objects always use the smallest sprite. I'm quite sure this is a 68000 core bug, but the game seems a bit complex to debug (multiple layers of indirection + not using DMA)
- There's that strange text crawl in Monster World IV that seems to be broken on a lot of emulators. I've seen the issue mentioned a bunch of times (including on this very forum), but never an explanation as to it's root cause. From what I can tell, it's just trying to render it into VRAM, but it seems to not do that (advances to the next scene totally fine though). Exodus actually seems to crash on this scene, lol.
- If you wonder what TITAN's Overdive looks like, uhhhh here you go. Not pretty ;=) https://www.youtube.com/watch?v=uJLdYdJWhQo A lot of the effects are broken because of timing issues that are just not in the scope of a high-level emulator, but IDK what's going on with the 3D cube part. Seems to mistakenly clip the right edges to the screen edge? I've suspected the CMP instructions, but I've triple checked them all and they should be working right. Also lol at the bugged credits.
- Music in Thunderforce IV slows down heavily, especially during boss fights, despite the actual game not slowing down much at all. Sound test is fine. It doesn't seem to be related to the Z80 actually being halted (there doesn't seem to be any correlation between Z80 halt time and screen action), so I guess it must be missing timer steps?
Thanks for listening to my nonsense.