o INFO: Aero the AcroBat 2 might wait until a bit in $420B (h-dma enable) clears -
  does reading that register indicate H-DMA channels in progress?
o INFO: Alien vs Predator uses colour subtraction on sprites but only on palettes 6-7?
  (Collect cloaking device, second object).
o INFO: pacman and Jim Power intro seem to rely on maximum number of sprites on a
  scanline at once to hide unwanted sprites.
o INFO: PilotWings uses a DSP.
o INFO: Actraiser2 uses mode 7 fixed colour palette mode - "32K" mode.
o INFO:Battle Toads: Double Dragon needs the -h parameter set to 100.
o INFO: Batman Forever uses sub-screen addition with bg's being on both the main
  screen and sub-screen.
o INFO: Intro of Beavis and Butthead uses sub-screen addition with bg's being on
  both the main screen and sub-screen.
o INFO: ebreaker.smc bg's on both main and sub-screen.
o INFO: DKC3 crashes itself if V-RAM isn't filled with zeros!
o INFO: TOKIMEKI MEMORIAL (tokmemor.smc) uses hi-res., mosasic effect and fixed
  colour addition.
o INFO: Tetris Attack uses screen screen height of 64 on offset-per-tile mode 2.
o INFO: Mario Kart has odd graphic windows settings when first started.
o INFO: Kirby Superstar - SA-1 game? YEP!
o INFO: Clay Fighter 2 writes to $3007-8 and reads from $3211-4.
o INFO: Batman forever might show that if OBJs are on both the main and sub-screens
  and colour addition is enabled, then only OBjs with palette numbers
  4 or greater take part in colour addition and are not displayed on the
  sub-screen.
o INFO: Speedy Gonzales starts a long DMA to $2180 at v-line 1 with the screen not 
  blanked.

o DONE: Jap version of Tetris Attack might have a scrolling bug on the title screen.
  - doesn't seem to.
o FIXED: Mighty Max uses colour window on main screen to clip background colour
  palette changes - except its not working on Snes9x.
o FIXED: Batman - revenge of the joker locks at start - waiting for SPC700 which
  has hit a stop instruction.
  - has its ROM header information in the wrong memory location, fooling Snes9x
    into thinking its a HiROM; it isn't.
o DONE: T2: Arcade Game displays multi-coloured blocks of tiles when a mode 3
  screen is being displayed. Screen shown when game-over.
  - Corrupt ROM.
o DONE: WWF-Super Wrestlemania and WWF-Raw both seem to display junk background
  layers - the ROM enables the layers but does not set up any background data.
  - not a problem.
o DONE: Ardy Lightfoot and Oblix both flash the sprite of the main character
  on and off every other frame, should they do this or is it a bug?
  - Corrupt ROM.
o DONE: The Great Circus Mystery (circusmystery.smc) doesn't work.
  - Corrupt ROM.
o DONE: Theme Park starts a rather crummy tune then crashes. Hacker intro?
  - Corrupt ROM
o DONE: WWF-Super Wrestlemania crashes just before the game starts. Memory map bug?
  - Corrupt ROM.
o DONE: Lost Vikings locks or resets on all versions.
  - check for newer ROM image and/or zsnes.
  - Corrupt ROM.
o FIXED: Jim Power has a one pixel wide bright line down one side of screen on the
  level map screen.
o DONE: NMI might need to be delayed to end of line.
  - no, but it did need delaying for a few microseconds.
o FIXED: Pilot Wings tries to set up a V-IRQ to happen on the line its already on,
  uses IRQ to switch to mode 7. -h 120 fixes problem. Cycle timing must be
  off.
o FIXED: Jim Power (jimp.smc) has scrolling/H-DMA problems on the intro.
  - missing mode 2, offset-per-emulation and then offset data for first tile
    was being ignored.
o FIXED: Captain America has single pixel high line corruption through some of its
  tiles.
o FIXED: Winter Gold causes ZSNES Super FX code to overwrite the static data after its
  allocation - was causing the X library to crash since that was the .o after
  linked after zsnes.o.
o FIXED: Bugs Bunny has sound repeat problems when Bugs kicks a dog. - not a problem,
  just needs -envx.
o FIXED: WWF-Arcade crashes - calls a subroutine at address $EE758D which only 
  contains zeros at that address. Memory map bug?
  - Corrupt ROM
o FIXED: -frametime option is broken.
o FIXED: Start screen on Chase HQ is corrupt. v0.24 has same problem.
  - needs CentreX & 1023 on mode 7 when screen repeat is on.
o FIXED: Uniracers enables sub-screen addition on bg # 2 but with nothing on the
  the sub-screen. Should it be either the fixed colour or back-drop
  colour get added instead?
  - fixed colour should be added.
o FIXED: Killer Instinct has a one-pixel wide bright line part way down screen
  on orcid practice level - colour window invert bug?
o FIXED: Killer Instinct bg #1 is hidding some transparency effects and the
  fighter's sprite shadows on some levels.
o FIXED: Mario All stars - Super Mario 2 uses mode 2 (offset per tile) but with
  height 64 on bg #2. Black screen.
  - real problem was that horizontal offset per tile wasn't implemented.
o FIXED: James Pond 2 gets stuck waiting for SPC700 to respond after first title
  screen. works on v0.24.
o FIXED: Multiple colour add/sub and clip window bugs with Killer Instinct.
o INFO: Williams Arcade Classics plays sound samples by varying the volume level
  using the gain control...
o FIXED: Bomberman 5 flickers on title screen when H-DMA is enabled.
o DONE: Exhaust Heat might require scanline drawing just before H-DMA rather than
  at end of h-blank.
  - looks like the game just needs -h 110. Cycles per scanline count might be
    too small for all games.
o FIXED: The Magical Quest (smmouse.smc) has an intro with bad raster glitches - uses
  exact CPU timing!
o FIXED: Big Sky Trooper's music is very slow.
  - must have been a CPU shutdown problem.
o FIXED: Micromachines 2 has continuing engine noise problem when race is over -
  sound channel 7 is in sustain mode with time period set to infinite.
  - must have updated ADSR parameters as the it was in progress.
o DONE: Check Micromachines on real SNES - does the Ocean logo shear at the start?
  If it doesn't it could be a bug in the mode 7 code - the same problem that
  affects battle racers. - Does the same thing on a real SNES.
o FIXED: LAMBORGHINI AMERICAN has lots of missing music notes -
  uses bent-line inc with attack rate of infinite?
  - S9xSetEnvRate thought that the channel was silent and hence the number of
    volume steps was 0 so erate was always being set to 0.
o FIXED: Ninja Warriors has missing graphics on the title screen - V-IRQ problem?
  Problem appears after v1.16. Didn't like H-IRQ triggering on the same line
  if the H-IRQ position register was updated.
o FIXED:Pac-in-time title music sounds a lot worse with new envelope sound code in
  1.17. The game requires samples to be keyed on without being keyed off first.
o FIXED: Aladdin: Mode 7 tile 0 corruption. bug in my delay-by-one-word read
  V-RAM code.
o FIXED: Missing sprites on Captain Commando (all negative x coords) - only
  on asm version, but now...
o FIXED: Flashing screen on Captain Commando.
o FIXED: Super Street Fighter 2 won't respond to joy-pad controls.
o FIXED: Final Fantasy V - text windows are partially hidden - background 
  priority-per tile problem. - needed dual-windowing AND/OR logic mode.
o FIXED: Tinytoons uses Mode 7 priority per pixel.
o FIXED: Formation Soccer seems to need transparent mode 7 graphics and sprites
  behind background.
o FIXED: Super Aleste has corrupted sprites on title screen.
o FIXED: Junk on backgrounds of Battle Clash. sub-screen subtract.
o FIXED: Total Carnage scrolling text is off by a couple of lines, h-dma problem.
o FIXED: Puzzle Bobble says "this ROM is not designed for you snes".
o FIXED: Sensible Soccer Mode 0 problems (colours).
o FIXED: Cannon Fodder shows signs of H-DMA problems when showing mission
  title screen.
o FIXED: Alien vs Predator: sprites messed up and screen flashing (screen
  flashing done on purpose).
o FIXED: ffmq might require MVN/MVP to always use a 16-bit accumulator.
o FIXED: Battle Toads crashes after player selection.
o FIXED: snestest.smc locked up on Electronics test - IRQ never cleared.
o FIXED: Formation Soccer is doing DMA from a bad area of RAM to V-RAM -
  needed SPC700 emulation.
o FIXED: Pacman crashes and problems with sprites on title screen - v-ram
  reading problem.
o FIXED: New FF5 graphics problems on title screen.
o FIXED: MS-DOS machine with single joystick doesn't work.
o FIXED: Seiken 3 locks up - first in a IRQ loop (its never cleared) then waiting
  for sound CPU.
o FIXED: Metriod 3 has a corrupted screen and locks up.
o FIXED: Mechawarrior 3050 has major problems - corrupt screen, extreamly slow frame
  time, etc., etc. - needs SetByte and GetByte CPU push code. - So does
  Weapon Lord!
o FIXED: **Weapon Lord uses PCALL and TCALL in SPC-700 code **
o FIXED: Another World is transfering a lot of data using DAM to VRAM and $2180.
o FIXED: Soulblazer has minor h-dma glitches on vertical background scrolling.
o FIXED: Secret of the Stars no go - Sound cpu wait problem.
o FIXED: With reseting IRQ in place in v-line != h-irq-line Battle Toads: Double
  Dragon works, but Spawn doesn't.
o FIXED: Memory map problem with Donald Duck (corrupt ROM image).
o FIXED: Comsmo Puzzle and Yuu Yuu all show "V-RAM increment" type
  problems (problem was with reading V-RAM).
o FIXED: Some games rewrite the sprite registers during a frame.
o FIXED: ILLUSION has horrible sound... (sample decode routine had a bug).
o FIXED: Find out why graphics are all squashed up on sensi soccer/ bman with old
  old tile drawing code...
o FIXED: IRQ wobble on Aladdin at top of screen - causes occational palette flash.
o FIXED: 7th Saga, Actraiser2 and Addams Family causes a core dump on exit.
o FIXED: aleste.smc has sprite display problems on title screen on tile-based redraw
  code.
o FIXED:Tazmania has stopped working - missing IRQ. Adding a field to
  Settings moved a variable being used in asm code.
o FIXED: Castleviana 5 and Sparkster use DMA address decrement to update sprites.
o FIXED: X-Men has some sprite glitches - but only on tile based redraw code -
  it blanks the screen early and then DMAs new spite tile data before the
  usual end of frame.
o FIXED: Super Punchout shows corrupt knockout timer when H-DMA is enabled.
  (was triggering H-DMA during a frame) - only trigger H-DMA during v-blank or
  h-blank, otherwise write to register is ignored.
o FIXED: ASM version bug: SOUND: Super Punchout has lots of sound repeat problems.
o FIXED: DMA? problems on background 3 in SMW.
o FIXED: Weapon Lord hangs on player selection screen (waiting for SPC700?).
o FIXED: Killer Instinct shows BG3 on title screen when it shouldn't.
o FIXED: Blank screen on Rock 'n' Roll Racing - DMA problem.
o FIXED: SFC Bastard has offset problems on Mode 7 graphics on title screen.
o FIXED: SOUND: SFC Bastard (bastardy.smc) locks with sound enabled.
o FIXED: GANBARE GOEMON 2 (sf16232a.078) requires SavedOAMAddr to be set in
  OAMAddr after end of frame (at max v_counter?).
o FIXED: SuperOffroad: The Baj has screen flash/timing problems during game - 
  skipping IRQs ? - It was reseting the H-IRQ position so another IRQ would
  occur on the scanline it was already on.
o FIXED: R-TYPE 3 has missing scrolling "space" background during game.
  (location $54 contains $10, needs to contain $11) - not a bug, when run on a
  real SNES the background is missing as well.
o FIXED: Toy Story plays sample that walks off end of memory - was causing 
  emulator crashes.
o FIXED: Bubsy has corrupt graphics - it required register $4210 bit 7 to
  trigger at the end of h-blank of line 224, not at the start.
o FIXED: Jurrassic Park locks with sound enabled. (Corrupt ROM image).
o FIXED: Q*Bert 3 has major graphics problems after 3rd level or locks. With -h 120
  and VAR_CYCLES game has corrupt graphics, otherwise it crashes. - ROM image
  is corrupt as same thing happens on a real SNES.
o FIXED: Evo - Chapter 1 title page shown on two backgrounds at same time -
  not bug just sub-screen addition being used.
o FIXED: Ghosts and Ghouls needs H-DMA to be enabled if register is written after
  start of frame - Super Punchout needs the opposite... -
  only start H-DMA if enable register written to during v-blank or h-blank.
o FIXED: Exhaust Heat has mode 7 offset problems. v0.24 accidentally fixed the problem
  but now its back again.
o FIXED: Goal locks at start with sound enabled. - The SPC700 seems to need to
  start executing instructions before the 65c816 so it has initialised $2140
  to $BBAA before the '816 checks for that value.
o FIXED: Final Fight 3 crashes with BRK instruction. - corrupt ROM.
o FIXED: T2 - has problems with clip windows.
o FIXED:Nhl97 crashes - sound APU problem ?
o FIXED: Nhl97 now doesn't crash, instead the game won't start after the teams have
  been chosen.
o FIXED: Shadow Run shows sprite-sprite priority problems.
o FIXED: Super Bases Loaded 2 has an odd memory map: writes to $E00000 and reads from
  $E04000! (DSP1 chip)
o FIXED: Return Of Double Dragon needs -FL -ss 1 -o.
o FIXED: Tazmania is rewriting the colour palette just before the end of the frame.
  Shows up a a flashing screen. Uses software not DMA.
o FIXED: Actraiser2 has screen flash/timing problems. Was rewriting H-DMA
  start addresses during a frame - real SNES seems to ignore these.
o FIXED: Agmawo locks at start. corrupt ROM - looks to be only first part of a
  multi-part ROM on the CD.
o FIXED: Alfred Chicken needs -FL.
o FIXED:Zoop: Sound works initially but then stops during game.
o FIXED:Lion King locks up with sound enabled...
o FIXED: Killer Instinct shows corruption at top of screen during the actual fight.
  Seems to need sub-screen emulation turned on.
o FIXED: NBAJam (not Tournament Edition) has an odd memory map - accesses 
  code at $3Dxxxx. (corrupt ROM image).
o FIXED: RPM racing uses mode 5 512x512.
o FIXED: Biker Mice From Mars (sfbiker) needs -N and flipped layering '8'.
o FIXED: Mario and Wario (sfmarwar.smc) needs a mouse.
o FIXED: SF8752.smc has sprites problems when using tile-redraw code.
o FIXED: NHL '97 does a JMP $4320 in bank $87 - $4320 is a register area in that
  bank.
o FIXED: Chuck Rock has corrupted sprites on the title screen.
o FIXED: War of the Gems crashes with a STP instruction - bug in asm version of
  CPU core - appears when status register spliting was added. Snap6.
  If IRQ pending after returning from an NMI then incorrect status pushed
  onto stack.
o FIXED: Sunset riders has repeated background problems(?) - could be sub-screen
  addition/subtraction. Colour palette changes during game.
o FIXED: Street Racer has corrupt sprites on the player select screen.
o FIXED: Super Bases Loaded 1 uses Mode 5 (512x224) on intro.
o FIXED: Bomberman 4 needs -FH.
o FIXED: Captain Commando is interleaved.
o FIXED: Crystal Bean locks at start and is interleaved. - corrupt ROM image.
o FIXED: Ogre Battle has fixed colour subtract problems on the main screen.
o FIXED: Pacman 2 has scrolling/H-DMA problems during the game.
o FIXED: Power Drive (snk_powd.smc) uses 512x448 on intro.
o FIXED: SKI PARADISE (skiparad.fig) uses mode 7 priority per pixel
o FIXED: Madden 96 needs -FH and has new Antherox intro.
o FIXED: College Slam (collslam.1 on CD) thinks non-standard controllers are 
  connected. It writes $12 and $02 to $4016.
o FIXED: Ranman1/2 Part 1 (ranma121.smc) crashes SPC700 at start up - looks like a
  65c816 addressing mode/instruction bug! - corrupt ROM image.
o FIXED: acc-elf.smc works on v0.1 but crashes with a STP instruction in v0.24.
o FIXED: FLYING HERO BUGYURU flyhero.smc does not work and image is odd size so code
  doesn't detect header and remove it.
o FIXED: Yaiba (lmk_yaib.smc) locks waiting for an interrupt to occur to no interrupts
  are enabled.
o CORRUPT ROM: Rise of the Robots does a long DMA to V-RAM during in the NMI handler -
  it might require the DMA to automatically stop when H-DMA starts if the
  screen is not blanked.
o FIXED: Andrew Agassi Tennis has missing sprites - only writes to low byte
  of sprite write address register. Writing to low byte must clear hi-byte as
  well.
o FIXED: Bonkers locks sound enabled. SPC700 code expected KOFF DSP register
  to return value just written.
o FIXED: Street Racer has odd size sprites and has missing tiles when displayed.
o FIXED: ASM 65c816, Aladdin keeps warping to other side of screen on first level.
o FIXED: Chrono Trigger uses mode 2 with width 64 for wavey 'Trigger' text. Text
  should scroll onto screen, it doesn't. It does if width 64 is disabled,
  but it starts on the screen first. - bug with not wrapping Quot variable
  with mode 2 width 64.
o FIXED: CPUShutdown causes problems for ROMs that wait for h-blank using $4212
  during the v-blank period - Reschedule doesn't enable HBLANK_START_EVENT
  during the v-blank period so the cycle skipping code doesn't wake up the
  CPU until h-blank end.
o FIXED: Putty Squad seems to use wrong palette for each tile when mosaic effect
  is being used - could be only the ROM so far with 16x16 pixels tiles and
  mosaic effect.
o FIXED: Mortal Kombat 1 restarts level when once the 'fight' message has disappeared.
  - 0.31 has problems.
  - 13-03-98 problems.
  - 1-4-98 problems.
  Problem with asm code only and intermittent.
o FIXED: Clay fighter has problems with colour window when the game starts and the
  game locks up anyway. ... but still sound repeat problems.
o FIXED: VAMPIRES KISS has corrupt, flashing OBJs and some v-ram problems,
  no problems in 0.41. Problem not dma, ppu, or cpuexec.
  - Problem was H-DMA was being started inside v-blank period.
o FIXED: VAMPIRES KISS has tile glitches on bg#2 during game - not present in
  0.41. H-DMA?
o FIXED: Contra 3 has clip window problems resulting in black screen, only
  OBJs can be seen when game first starts.
o FIXED: YUUYUU TOKUBETUHEN (yuyut.smc) has missing OBJs when screen is split -
  it enables both clip windows on OBJ and sets the combination mode to
  AND but both clip windows only overlap a few pixels so the OBJs are not
  displayed. - bug in window code, needed to flip the logic window
  combination mode because the window area add already been flipped.
o FIXED: XOR window clip code is producing bands that overlap.
o FIXED: TOKIMEKI MEMORIAL (tokmemor.smc) displays corrupted sprites - every other
  group of four pixels is missing.
o FIXED: Lufia I locks is shutdown is enabled. Asm only.
o FIXED: The SPC700 in Universal Solider locks if shutdown is enabled. Asm only.
o FIXED: Disabling the Multi Player 5 switches controller 1 to a mouse !
o FIXED: Top Gear 3000 - DSP1? game, though ROM header doesn't mention it.
  Bug in ROM header detection code.
o FIXED: Lost Vikings II locks after title screen - works in 0.24.
o FIXED: Daffy duck has lots of scrolling glitches on background parallax effects -
  timing problems? Missing NMI - ROM kept turning NMI enable flag on and off.
o FIXED: Firemen locks at start waiting for SPC700. Human game, needs -ratio 3.
o FIXED: Battle Toads: Battlemanics crashes during intro - ROM's NMI handler does not
  switch index registers to 16-bit before pushing them onto the stack, but
  always switches them to 16-bit mode when restoring them.
  NMI timing problem.
o FIXED: Contra 3 has missing fire effects when bomber plane drops bombs - use
  freeze-game to see. - Colour window is fully clipping the sub-screen and
  the fire effects are only on the sub-screen.
  - colour window invert bug.
o FIXED: Illusion of Gaia uses sub-screen subtraction with half flag during game
  select. Also, uses colour window to cut a hole in the main-screen,
  should the sub-screen be visible at this point? Only two backgrounds are
  being displayed, one on the main-screen and one on the sub-screen and
  the sub-screen is not being added to the background only the background on
  the main-screen.
o FIXED: Empire Strikes Back needs -ratio 5 to work.
o FIXED: llusion of Gaia menu on the first screen should be on a dark background.
  ZSNES gets it correct.
o FIXED: Commodore 64 emulator doesn't work with asm CPU core - works fine with
  C code.
o FIXED: Chrono Trigger: crash bug in clipping code - use snapshot F6 and press 's'.
  Corrupts stack causing crash.
o FIXED: Toy Story only updates screen every-other frame and woody flashes 
  continuously. (Woody flashing is due to hacked ROM)
  Toy Story requires NMI to happen immediately after a WAI instruction.
o FIXED: Tales of Phantasia executes across a 0x8000 boundary and either side of
  the boundary are at different offsets into the ROM. Causes a crash.
o FIXED: Itchy & Scratchy has sprite corruption on the one of the title screens.
  Problem appeared between v0.4 and v0.41.
o FIXED: King of the Rally has missing music on the car-feature selection screen.
  Works in v1.00. Requires DP+X addresses to wrap in zero page.
o FIXED: (again) Lufia I locks when shutdown is enabled, waiting for SPC700.
  made the SPC700 wake up if the 65c816 reads from the one of the 4 comm ports.
  The SPC700 used to only wake up when the 65c816 wrote to the ports.
o FIXED: Sparkster has lots of sound repeat problems.
o FIXED:Adventures of Batman & Robin (bat.smc) has really slow music on title
  screen with SPC700 shutdown enabled.
o FIXED: Return of the Jedi has lots of sound problems.
o FIXED: Mighty Max and Addams Family 2 are very slow with sound enabled.
o FIXED: Yoshi's Island might show there's an 'off-by-one' bug in the clip window code
  when it pops up a message box.
  - bug with clip window 2 'outside area' setup code - window 1 code was correct.
o FIXED: YS 5 - text boxes should contain a smooth colour change; they don't.
  - Colour addition/subtraction code and halve the result shouldn't halve the
    result if its only the fixed colour.
o FIXED: Modes 2 & 4 are broken - horizontal offset per tile rendering is incorrect.
  Multiple tiles have to rendered in the same tile box.
o FIXED: Yoshi's Island PAL - ZSNES freeze state. Level 6 boss. Mode 2 offset per
  tile problem.
  - tile offset data has to take into account horizontal offset of background
    layer.
o FIXED: Taekwon-Do locks up at start.
  - Human game - needs special SPC700 timing.
o FIXED: Lots of missing sound effects in Home Alone 2.
  - Just needs ENVX and sync-sound emulation turned on.

o Missing sound effects in Earth Worm Jim 2.
  - Spools sound data using H-DMA in real-time.
o Toy Story has garbled sound output just before game starts. DOS port only.
o Tazmania has ticking on the sound during the initial title music.
o SuperScope 6 has a repeating gun-fire sound on the initial aim screen.
  Channel volume is set to gain mode.
o Stargate sometimes has a slight click sound at the end of each rapid soft
  beep when the start button is pressed on the title page. Channel 6 is the
  problem, has attack rate of 10ms, decay 1200ms, infinate sustain and a
  sustain level of 5.
o The Lion King: under sound test, continue long song contains some odd 
  sounding notes. Is a particular type of sample not being decoded correctly?
o Clicks on the title music of Madden 98.
o DOREMI Fantasy milon uses decay exponential volume envelope on the notes at
  the end of the title music - they seem to take too long to decay.
o NHL STANLEY CUP locks at start waiting for the SPC700 - works with sound
  disabled.
o The sound on Speedy Gonzales sounds out of tune - seems to vary the
  frequency a lot - first low byte then the high byte.
o Stargate has sound clicks on channels 5 and 6 on title page.

o Bugs Bunny has junk snow characters on bg #1.
  - initialisation problem/timing problem. If you wait until the joypad screen
    is displayed, then start the game, it works!
o DOS port can't load some ROMs from CD. NLKE has same problem. Allegro?
  ZSNES loads most of them fine.
o RPM Racing doesn't display correctly when interpolation and 16-bit screen
  mode. X11 port. Works when full-screen X.
o Airwolf hacker intro is very corrupt - corrupt ROM?
o Super Bases Loaded uses Mode 5 and the background offset mode.
o Look into passing mask into StartHDMA so the routine only resets DMA
  channels with the bit set in the bit mask.
o JanjYu Gakuen 2 looks at bit 6 of $4211 - might need to show source of
  IRQ - $40 for V-IRQ and $20 for H-IRQ?
o Priority on snestest.smc Character Test is incorrect.
o Shien The Blade Chase tests bit 0 of $4200 until it goes 0 - reading
  $4200 must reflect joypad reading status.
o Sailor Moon has colour window problems during intro of game.
o Sailor Moon R screen flashes black during game. -h 102 fixes.
o Tile corruption on Super Pang on 3rd level+ - only on DOS port.
o Gun force uses background #2 to display horizontal bullets fired from
  player, but they are displayed offset from the main firing them.
o Wile E's Revenge has missing music, and very quite sound. Also displays 
  rotated mode 7 character picture during titles.
o Top Gear 3000 sits in a loop waiting for the H-DMA line count register
  to reach a particular value - it never does because its not emulated yet!
o Eye of the Beholder has strange mouse pointer movement problems when SNES
  mouse emulation is enabled.
o Mode 5 graphics on snestest.smc Controller Test are corrupt - offset per
  tile not implemented. NO - H-512 mode not implemented!
o Robocop v Terminator: screen flashes like Alien vs Predator.
o RPM racing (hi-res. interlace) displays blank screen with 8-bit renderer.
o Secret of the Evermore: strange sprite animation problem during end
  sequence. See freeze file 1.
o Return of the Jedi - watch intro. Flight through Death Star is badly corrupt.
  (mode 7).

o WORMS has vertical offset problems on BG1 when displaying life bar at top
  of screen.
  - check on real SNES.
o Theme Park world map screen has text offset problems - mode 2.
  - check Jap copy and/or on real SNES.
o Chrono Trigger, snapshot chrono.012, locks up waiting for sound CPU. 
  - Fix by increasing %'age cycles per line ~105.
o Super Play Action Football has corrupt title pages - uses mode 5 hi-res.
o Secret of the Evermore: lock up problem during dialog. See freeze file 2 & 3.
  - Fix by increasing %'age of cycles per line ~101.
o Sound clicking during music of Metal Morph.
o FIXED: Final Fantasy: Mystic Quest crashes with a STP instruction.
  - Requires that IRQ triggeres immediately after a WAI instruction.
