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Thread: Overclocking & 68010: Annotated Compatibility List

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    Default Overclocking & 68010: Annotated Compatibility List

    The list will be maintained and update in this first post, so always check it for news.
    Please, feel free to make suggestions and share your info about playing games on your OC'ed and/or 68010 equipped Genesis/Mega Drive.

    Google Docs spreadsheet: https://docs.google.com/spreadsheets...e7GmF0/pubhtml

    Game Title M68000 Performance changes with 10 MHz overclock M68000 Performance changes with 12 MHz overclock M68010 Performance changes with 7.67 MHz stock clock M68010 Performance changes with 10 MHz overclock M68010 Performance changes with 12 MHz overclock Overclocking issues M68010 compatibility issues The game worked/glitched/froze during overclocked gameplay (nick name, playing time, model, board revision, 68K brand/model) Additional notes
    Air Diver Runs significantly faster, doesn't look choppier anymore. Runs significantly faster, doesn't look choppier anymore. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Alien Soldier Dramatically reduces the slowdown in most of the boss fights, but you still notice it in some of them. No more noticeable slowdowns in the entire game; really impressive. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Arrow Flash Dramatically reduces the slowdown in most of the boss fights, but you still notice it in some of them. No more noticeable slowdowns in the entire game. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Awesome Possum #2 The game crashes just after booting up. Doesn't work at all. #3 Better frame rate. #1 Significantly reduces the slowdown but the framerate still stutters noticeably. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 Troyus, European Mega Drive model 1, VA7 #3 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz Analysis requested by goldenband
    Bio-Hazard Battle (Crying) Dramatically reduces the slowdown in 1P mode. In 2P mode, still some heavy slowdowns in spots. Removes the slowdown from 1P mode. 2P has light slowdowns in spots. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Castlevania Bloodlines (Vampire Killer) #1 Eliminates the slowdown instances which occur when you ahve lots of enemies on screen and during some of the boss fights. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Columns III No effect. No effect. #2 Graphic errors were mostly wrong colors. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz
    Comix Zone #2 Less slowdown, but there were graphic errors, not as bad as Vectorman though. #1 Removes the occasional slowdown. Unstable, reset occured rambomly after some time. Black screen after TMSS message #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz #2 I would also like to add, comix zone had much fewer glitches if I started the game at
    stock speeds, then used my halt switch and changed to 10MHZ once the game started.
    Curse Gets to a decent and very playable framerate, not 100% smooth though but the framerate is now consistent and the animation a lot smoother. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) Analysis requested by goldenband
    Cyber-Cop (Corporation) Frame rate improved but still a chore to play. Frame rate improved but still a chore to play. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Darius II (Sagaia) Removes the slowdown that occurred when fighting against some type of enemies. Removes the slowdown that occurred when fighting against some type of enemies. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    David Crane's Amazing Tennis #2 The game doesn't work at all, not even starts. #1 No more sign of slowdown. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 Troyus, European Mega Drive model 1, VA7 Analysis requested by goldenband
    Disney's Aladdin No effect. No effect. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz
    Disney's Toy Story #1 Some speed-up in the 3D first person stage, and 3D driving stage. I didn't encounter any glitches. #2 Noticeably speed-up in the 3D first person stage, and 3D driving stage. No problems found. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz
    Double Dragon II Removes the permanent slowdown but still has a bit during some boss battles. Removes the permanent slowdown. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Duke Nukem 3D Reduces the permanent slowdown, noticeably increasing the frame rate. Reduces the permanent slowdown, noticeably increasing the frame rate. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 Wesker, 5 minuts with 10 MHz overclock setting, Sega Nomad At 12 MHz it seems to feel too fast/responsive, so the 10 MHz setting seems to be best here.
    Earthworm Jim No effect. No effect. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Earthworm Jim 2 No effect. No effect. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Eliminate Down Removes the occasional slowdown. Removes the occasional slowdown. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    F-15 Strike Eagle II Reduces the permanent slowdown making the game playable. Reduces even more the permanent slowdown making the game more playable. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    F-22 Interceptor Reduces the permanent slowdown making the game a lot more playable. Reduces even more the permanent slowdown making the game a lot more playable. #1 Messed up at 10 Mhz with lots of missing and wrong notes. At 12 Mhz, the sound is almost gone, with the occassional note playing. #2 No sound at all at 12 MHz. #3 Sound borked here as well. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz
    Fantasia #1 villahed94, 30 minutes for each overclock setting, Genesis model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #3 Troyus, European Mega Drive model 1, VA7 Needs to be verified in other models and board revisions.
    Fire Shark (Same! Same! Same!) #1 Played with no glitches, and had less slowdown when there was lots of action on screen. #2 Played with no glitches and had no noticeable slowdown when there was lots of action on screen. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz
    Flashback #1 Removes the slightly permanent slowdown of the game and also completely removes the slowdown in the later stages when the screen is filled with enemies, like in the Death Tower's last section. Runs as stable as the Sega CD version in terms of frame rate. No problems found. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Gaiares Removes the occasional slowdown. Removes the occasional slowdown. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Game Genie (old version) Works with M68010!
    Gods #2 No sign of slowdown. #1 No sign of slowdown. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) Analysis requested: "has slowdown when enough enemies that can fire are on screen. I didn't notice any till late lv 3 but you could probably find more if you let enemies live dangerously long." by Starmist
    Grind Stormer (V-V) Reduces the mega heavy slowdown during more intense moments, making the game not "broke" anymore. Reduces the mega heavy slowdown during more intense moments, making the game playable like any other good 16-bit shooter. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Gunstar Heroes Significantly less slowdown in 2P mode during some boss fights. No noticeable slowdown in 2P mode anymore. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Hard Drivin' #2 Runs with improved frame rate. #3 Almost playable. #1 Plays at better framerate, kinda playable now. Pause function acts a bit oddly now, feels like it was synchronized with the original frame rate in mind but you can overcome that by trying to pause a few more times than just one. Seems to run as fast as on a M68000 at 12 MHz. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 Troyus, European Mega Drive model 1, VA7 #3 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz Analysis requested by goldenband | Works with M68010!
    Herzog Zwei Analysis requested: "to see if it will still slowdown with the overclock. It takes a long session of fortifying to get it to that point though." by sheath
    Hit The Ice Significantly less slowdown during matches. No noticeable slowdown anymore. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Knuckles Chaotix (32X) Freezes if trying to load a save. Only the first level works. It freezes after you beat it.
    Lotus Turbo Challenge (Lotus II on the Amiga) Runs significantly faster, closer to the original Amiga version. Runs a bit faster than with 10 MHz overclock. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Lotus II (Lotus III on the Amiga) Runs significantly faster, closer to the original Amiga version. Runs a bit faster than with 10 MHz overclock. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Mega Man: The Wily Wars Removes the permanent slowdown. Removes the permanent slowdown. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Mortal Kombat 3 Reduces the slowdown during combos and the permanent slowdown when fighting against/with Smoke. Reduces even more the slowdown during combos and the permanent slowdown when fighting against/with Smoke. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    OutRun Removes the slowdown when you're overtaking cars but do NOT speed up the game like in Super Hang-On 'cause it's limited to 20 fps in software. Removes the slowdown when you're overtaking cars but do NOT speed up the game like in Super Hang-On 'cause it's limited to 20 fps in software. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Panorama Cotton Reduces the heavy slowdown in spots but do NOT speed up the game like in Super Hang-On 'cause its frame rate is limited in software. Reduces the heavy slowdown in spots but do NOT speed up the game like in Super Hang-On 'cause its frame rate is limited in software. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Pete Sampras Tennis Freezes right at the main menu. Doesn't work at all. #1 Barone, 1 minute with 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) Needs to be verified in other models and board revisions.
    Psycho Pinball Keeps the scrolling smooth using the faster speeds and reduces the slowdown in multi-ball mode. Keeps the scrolling smooth using the faster speeds and reduces even more the slowdown in multi-ball mode. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Race Drivin' Some glitches on the HUD but seems to play normally. A bit better frame rate than Hard Drivin' overclocked and thus even more playable as well. Pause function acts a bit oddly now, feels like it was synchronized with the original frame rate in mind but you can overcome that by trying to pause a few more times than just one. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) Analysis requested by goldenband
    Road Rash Reduces the permanent slowdown making the game more playable. Reduces even more the permanent slowdown making the game more playable. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Road Rash II Reduces the permanent slowdown making the game more playable. Reduces even more the permanent slowdown making the game more playable. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Road Rash III Reduces the permanent slowdown making the game more playable. Reduces even more the permanent slowdown making the game more playable. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Rocket Knight Adventures #1 Removes the slowdown when hitting bosses/lots of enemies. #2 Much less slowdown, especially boss fights. I didn't notice any glitches. #1 Removes the slowdown when hitting bosses/lots of enemies. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz
    Samurai Shodown (Samurai Spirits) Removes the slodown in most cases, but it will still show slowness when fighting with Tam Tam (much more if both players chose him) and in Nakoruru's stage. Completely removes the slowdown. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Sonic 3D (Sonic 3D Blast) #1 Speeds up the intro, the rest is fine and like when not overclocked. #2 Speeds up the intro, the rest is fine and like when not overclocked. #1 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz #2 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Sonic Spinball #1 Reduces the permanent slowdown and makes the scrolling significantly smoother. #2 Plays a lot better. #3 The game ran much faster and smoother, I didn't notice any glitches. #1 Removes the permanent slowdown and makes the scrolling significantly smoother. #2 Plays a lot better. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 evildragon, 30 minutes, Genesis model 1, VA3, ceramic Motorola 68000 12 MHz #3 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz
    Sonic The Hedgehog Removes the slowdown when Sonic loses his rings. Removes the slowdown when Sonic loses his rings. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Sonic The Hedgehog 2 Removes the slowdown when Sonic loses his rings. Also, it removes the slowdown in some stages. Speeds up the bonus stages (making them even harder). Dramatically reduces the slowdown in 2P mode. Removes the slowdown when Sonic loses his rings. Also, it removes the slowdown in some stages. Speeds up the bonus stages (making them even harder; I really don't recommend playing them at 12 MHz unless you're some sort of super Shinobi). Removes the slowdown in 2P mode. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Sonic The Hedgehog 3 Removes the slowdown when Sonic loses his rings. Thankfully, it doesn't speed up the bonus stages. #2 Had mild sound errors in the icecap zone, the game would sometimes freeze or reset Removes the slowdown when Sonic loses his rings. Thankfully, it doesn't speed up the bonus stages. #1 No problems found, stable. Boots up, but black screen upon starting a level. When loading the level, the music sometimes plays fine, and sometimes plays one note then stops. Soft resetting makes it do the same thing, but on the title screen. #1 Barone, 15 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz
    Sonic & Knuckles Removes the slowdown when Sonic loses his rings. No problems, stable. #1 Can't even get it to start. If started it in stock speed, halt and switch to 10MHz, the game just crashes. #2 No problems found at 12 MHz. #3 Works fine at 10 MHz. No lock-on: Resets itself on the blue "SEGA" screen, and repeats like that forever. | Sonic 3 lock-on: Boots up, but black screen upon starting a level. When loading the level, the music sometimes plays fine, and sometimes plays one note then stops. Soft resetting makes it do the same thing, but on the title screen. #1 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz
    Sparkster: Rocket Knight Adventures 2 #2 No more slowdowns during boss battles and such. #1 evildragon, 1 minute, Genesis model 1, VA3, ceramic Motorola 68000 12 MHz #2 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #3 Troyus, European Mega Drive model 1, VA7 Needs to be verified in other models and board revisions.
    Streets of Rage (Bare Knuckle) Reduces the slowdown when you have the screen filled with enemies. Removes the slowdown when you have the screen filled with enemies. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Sub-Terrania Checkpoint beep plays faster than normal. Freezes after Sega logo.
    Super Hang-On (Rev00) #1 Runs significantly faster, closer to the arcade sensation. #2 Faster gameplay, no glitches. #1 Runs a bit faster than with 10 MHz overclock, nothing really noticeable. Slightly faster than with a M68000 but still noticeably slow. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz sheath reported sound issues depending on the original cartridge used. Some copies work perfect, others have issues. No problems when using Everdrive MD. | Works with M68010!
    Super Street Fighter II: The New Challengers No effect. No effect. #1 The music is messed up, playing too fast. #2 No problems found at 12 MHz. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #2 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz
    Teenage Mutant Ninja Turtles: The Hyperstone Heist (Teenage Mutant Ninja Turtles: Return of the Shredder) Model 1 Genesis VA5/VA6: no issues at any clock (7.67 MHz; 10 MHz; 12 MHz). Model 1 Genesis VA3: timing issues, missing notes, weird sounds; nightmare at 10 MHz. | Model 1 Genesis VA5/VA6: no issues at any clock (7.67 MHz; 10 MHz; 12 MHz). Model 1 Genesis VA3: badly glitched once you start playing at 10 MHz. #1 Troyus, 1 minute, European Mega Drive model 1, VA7 #2 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) Needs to be verified in other models and board revisions.
    The Adventures of Batman & Robin No effect. No effect. #1 evildragon, 1 minute, Genesis model 1, VA3, ceramic Motorola 68000 12 MHz #2 sheath, Genesis model 1, VA5/VA6, plastic Motorola 68000 8MHz Needs to be verified in other models and board revisions.
    The Great Circus Mystery (Mickey to Minnie: Magical Adventure 2 ) Eliminates the slowdown during the collapsing section of the "Haunted House" stage. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) Analysis requested: "I noticed some slowdowns on the the Haunted House (Stage 3) on the section where it starts to collapse." by ReBirFh
    The Lawnmower Man #1 #2 #3 Overclock causes occasional graphic glitching that returns to normal. Freezes on black screen after initial 3d level ends.
    The Punisher #1 #2 #3 May randomly freeze during the gameplay. #4 Does not load or freezes at the SEGA logo screen. #1 #2 #3 May randomly freeze during the gameplay. #1 sheath, ?, Genesis model 1, VA5/VA6, plastic Motorola 68000 8 MHz #2 Raja #3 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) #4 Troyus, 1 minute, European Mega Drive model 1, VA7 The game locks up with the overclock after an unspecified amount of time.
    The Super Shinobi (The Revenge Of Shinobi) Removes the slight slowdown in the later levels. Removes the slight slowdown in the later levels. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Thunder Force III Removes the occasional slowdown. Removes the occasional slowdown. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Thunder Force IV (Lightening Force: Quest for the Darkstar) Removes or dramatically reduces the slowdown when you have the screen filled with enemies or fighting against big enemies. Removes the slowdown when you have the screen filled with enemies or fighting against big enemies. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Traysia No notcieable effect. The hitches during the walking of the character were intentionally programmed by the developers. No notcieable effect. The hitches during the walking of the character were intentionally programmed by the developers. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) Analysis requested by goldenband
    Two Crude Dudes (Crude Buster) Reduces the slowdown when you have the screen filled with enemies. Also, it reduces the freeze time when decompressing characters sprites (most noticeable in 2P mode due to the higher number of enemies). Removes the slowdown when you have the screen filled with enemies. Also, it reduces the freeze time when decompressing characters sprites (most noticeable in 2P mode due to the higher number of enemies). #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Uchuu Senkan Gomora (Bio-Ship Paladin) Significantly less slowdown in 1P but still quite slower than what it should be, especially in the hardest difficulty setting. Still quite slow in 2P mode, barely playable. In 1P mode, very similar to the arcade speed in normal difficult and with tolerable slowdowns in the hardest difficulty setting. In 2P mode it's playable now but still suffers with the screen filled with enemies and explosions. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Ultimate Mortal Kombat 3 Reduces the slowdown during combos and the permanent slowdown when fighting against/with Smoke. Reduces even more the slowdown during combos and the permanent slowdown when fighting against/with Smoke. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Valis Removes or dramatically reduces the slowdown when you have the screen filled with enemies or fighting against big enemies. Removes the slowdown when you have the screen filled with enemies or fighting against big enemies. #1 Some graphical glitches at 10 MHz. #2 Very noticeable graphics errors, some screen flicker. #3 Hardly any very small graphical error. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Vectorman #1 #2 Glitching #3 Unstable, reset occured during a boss fight. #1 Similar problems as the first vectorman, but not as bad. #2 Even more rare any very small graphical error than Vectorman and they seem to self-correct after screen movement for the most part. #1 evildragon, 1 minute, Genesis model 1, VA3, ceramic Motorola 68000 12 MHz #2 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz #3 Barone, 15 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) Needs to be verified in other models and board revisions.
    Vectorman 2 #1 Glitching #2 Stable. #1 ComradeOj, Genesis model 1, VA6, Motorola 68000 8 MHz #2 Barone, 30 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8) Needs to be verified in other models and board revisions.
    Viewpoint Reduces the heavy slowdown during battles but do not remove it completely and it will still struggle badly in some spots. Reduces even more the heavy slowdown during battles but do not remove it completely and it will still struggle badly in some spots. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Virtua Racing (SVP) #1 Develops sound problems that seem self correcting. Works with M68010!
    Winter Challenge #1 Plays noticeably faster. #1 Plays noticeably faster. Sound problems. #2 Noticeably better frame rate. No problems found. #1 sheath, ?, Genesis model 1, VA5/VA6, plastic Motorola 68000 8 MHz #2 Barone, 15 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Wolfenstein 3D (Homebrew) #1 Noticeable improvement on the frame rate, running stable at 20+ fps. No problems found. #1 Barone, 30 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Wonder Boy III: Monster Lair Removes most of the slowdown in 2P mode. No noticeable slowdown anymore. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    World of Illusion Starring Mickey Mouse & Donald Duck Removes the permanent slowdown in one of the later levels when playing co-op. Removes the permanent slowdown in one of the later levels when playing co-op. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    WWF Wrestlemania: The Arcade Game Reduces the permanent slowdown when you're fighting against 3 other wrestlers. Removes the permanent slowdown when you're fighting against 3 other wrestlers. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)
    Zero Tolerance Reduces the permanent slowdown making the game a lot more playable. Reduces even more the permanent slowdown making the game a lot more playable. #1 Barone, 5 minutes for 12MHz overclock setting, JP MD model 1, VA6, plastic Motorola 68000 8 MHz (68EC000P8)

    ToDo:
    - Create a proper document and format this list.
    - Add more Genesis/MD games.
    - Add info about Everdrive MD and other flash carts usage with OC'ed Genesis/Mega Drive.
    - Verify and possibly add a Sega/Mega CD session (there's a chance/some vague info from other forums that games which run on the Genesis/Mega Drive CPU rather than on the Sega/Mega CD, like the regular stages of Sonic CD, will work with the overclock if you change the speed with the stage/level already loaded).
    - Add specific info about 10 MHz and 12 MHz performance/issues differences.
    - Add specific info regarding performance/issues differences depending on the Genesis model, board revision (VA 1, 2, 3...) and the Genesis/Mega Drive 68K CPU brand (suggested by evildragon).
    - Use different colors for different behavior types (suggested by goldenband).

    - Add info about the 68010 mod results with overclocking.
    Last edited by Barone; 08-25-2015 at 10:07 AM.

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    Road Rasher Solkia's Avatar
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    I guess I could test Vectorman? It tends to have horrible slowdown when a lot of Protons are on screen.
    Quote Originally Posted by Joe Redifer View Post
    Oh. I'm kind of new to the Genesis so I didn't know. It took a lot of time tearing that MUSHA label off. It came off in many pieces so I just stuck them on the insert and manual (which I also trashed) while I was doing it. I did keep the plastic case, though!

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    YM3438 Master! ESWAT Veteran evildragon's Avatar
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    Panorama cotton at 10mhz was a little smoother. A little though.

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    Hero of Algol
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    Thanks for the feedback guys. List updated.

    @Solkia
    Go for it.

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    YM3438 Master! ESWAT Veteran evildragon's Avatar
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    Oh and the genesis adventures of batman and robin.

    On any overclock speed, the graphics glitch out including corrupted sprites, and the music plays like a drunken band, including missed notes, odd echos, and poor timing of the music. At first it looks ok until you start playing.

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    Hero of Algol
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    Quote Originally Posted by evildragon View Post
    Oh and the genesis adventures of batman and robin.

    On any overclock speed, the graphics glitch out including corrupted sprites, and the music plays like a drunken band, including missed notes, odd echos, and poor timing of the music. At first it looks ok until you start playing.
    Thanks for the info. Did you test it using the Everdrive MD or just the real cartridge? By the way, this game suffers from slowdown in stock clock?
    I will try to check it here ASAP as well.

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    YM3438 Master! ESWAT Veteran evildragon's Avatar
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    No slow down on stock speed, so it really doesn't need an overclock to begin with.

    This is with an everdrive, but since the everdrive is working with every other game overclocked, i'd blame the tight timing that the programming does.

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    I remain nonsequitur Shining Hero sheath's Avatar
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    Yeah, I've never noticed any slowdown in Adventures of Batman & Robin.

    Also, I've gotten Streets of Rage to glitch out and freeze at a loading point after several switches back and forth between clocks during the same play. Not sure if that kind of glitch counts. I'm pretty sure if you pause the game before halting the CPU it will keep running fine.

    We really do need to make a concerted effort to figure out if these frame limited games can be hacked easily to allow the overclock. I'd be willing to bet they'll all have audio glitches if we succeed, but if not it would be awesome. With the scaler games all of the object "scaling" is going to remain exactly the same anyway, it'll just scroll faster and be harder to see the transitions.

    I need to frame advance Road Rash and Road Rash 2 to see if the sprites are pre-rendered or software scaling.

    Has anybody tested the scaling company logo in Target Earth and the scaling ship at the end of Thunder Force III with the overclock yet?
    Last edited by sheath; 12-31-2012 at 11:18 AM.
    "... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, but Saturn's high manufacturing cost would then translate into huge losses for the company." p170 Revolutionaries at Sony.

    "We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment

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    Hero of Algol
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    Quote Originally Posted by evildragon View Post
    No slow down on stock speed, so it really doesn't need an overclock to begin with.

    This is with an everdrive, but since the everdrive is working with every other game overclocked, i'd blame the tight timing that the programming does.
    Thanks, evildragon. List updated. I'll just try to check it with another model 1 Genesis/Mega Drive board revision, but the odds are that we'll see the same problem in all cases.


    Quote Originally Posted by sheath View Post
    Also, I've gotten Streets of Rage to glitch out and freeze at a loading point after several switches back and forth between clocks during the same play. Not sure if that kind of glitch counts. I'm pretty sure if you pause the game before halting the CPU it will keep running fine.
    I will not add it since I think it's a switch-related problem. Not all transitions seem to be 100% safe/perfect according to my experience.


    Quote Originally Posted by sheath View Post
    We really do need to make a concerted effort to figure out if these frame limited games can be hacked easily to allow the overclock.
    "Easily", no, I can assure you that 'cause I have already spent several ours in the subject and, to begin with, each game has a different way to implement the screen drawing function (the way they use VInt to limit the frame rate also varies) which would require unique changes for each game in most cases; so it surely isn't a 10 minute hack.
    But it can be done, I just need a bit more free time (I'll only have enough free time in February).


    Quote Originally Posted by sheath View Post
    I'd be willing to bet they'll all have audio glitches if we succeed, but if not it would be awesome. With the scaler games all of the object "scaling" is going to remain exactly the same anyway, it'll just scroll faster and be harder to see the transitions.
    How many hot dogs are you willing to bet???
    I'd bet we will have no problems with OutRun and Galaxy Force II due to the audio drivers they use. After Burner II can be problematic since it uses the PSG for voice samples and, well, the PSG is usually finicky about overclocking; IDK if the voice sample would sound like using faster timing, garbled or just normal.


    Quote Originally Posted by sheath View Post
    I need to frame advance Road Rash and Road Rash 2 to see if the sprites are pre-rendered or software scaling.
    The trackside objects are using software scaling (I'm really not sure why you cared to say "pre-rendered or software scaling"); the scaling is smooth as hell but the perfornance hit is worse than anything IMO.


    Quote Originally Posted by sheath View Post
    Has anybody tested the scaling company logo in Target Earth and the scaling ship at the end of Thunder Force III with the overclock yet?
    Nope. Why?

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    Raging in the Streets goldenband's Avatar
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    Two quick suggestions:

    - You might eventually want to put failed cases like Adventures of Batman & Robin in a different color, italics, or something similar, so that it's instantly obvious that it's a "bad" example.

    (Or even a separate table, for that matter. BTW speaking of which, that table looks great!)

    - I remember seeing massive slowdown in Gunstar Heroes when taking on the Reactor boss (or whatever it's called) in 2P mode. I'd be curious how that handles overclocking, if Gunstar Heroes plays well with an OC at all.

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    I remain nonsequitur Shining Hero sheath's Avatar
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    Quote Originally Posted by Barone View Post
    How many hot dogs are you willing to bet???
    I'd bet we will have no problems with OutRun and Galaxy Force II due to the audio drivers they use. After Burner II can be problematic since it uses the PSG for voice samples and, well, the PSG is usually finicky about overclocking; IDK if the voice sample would sound like using faster timing, garbled or just normal.
    Dood, if you got even these scaler games to run faster it would be like 100 hot dogs!

    Quote Originally Posted by Barone View Post
    The trackside objects are using software scaling (I'm really not sure why you cared to say "pre-rendered or software scaling"); the scaling is smooth as hell but the perfornance hit is worse than anything IMO.
    Well, pre-rendered would mean that all the frames are in ROM and cycle just like any animation, software scaling would be CPU dependent and should improve with faster speeds.

    Quote Originally Posted by Barone View Post
    Nope. Why?
    I know that the company logo can be controlled so any framerate improvement should be clear for Target Earth's intro. Thunderforce III's scaling ship at the end always skipped pretty badly as it got larger, I wonder if it would do any better or if it was just an animation.
    "... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, but Saturn's high manufacturing cost would then translate into huge losses for the company." p170 Revolutionaries at Sony.

    "We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment

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    Hero of Algol
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    Quote Originally Posted by goldenband View Post
    Two quick suggestions:

    - You might eventually want to put failed cases like Adventures of Batman & Robin in a different color, italics, or something similar, so that it's instantly obvious that it's a "bad" example.

    (Or even a separate table, for that matter. BTW speaking of which, that table looks great!)
    Thanks. I put it in red, see if you like the tone, hehe. "Eventually" means now to me since such tasks may become a nightmare if you let it to be done after having like 200 games listed.


    Quote Originally Posted by goldenband View Post
    - I remember seeing massive slowdown in Gunstar Heroes when taking on the Reactor boss (or whatever it's called) in 2P mode. I'd be curious how that handles overclocking, if Gunstar Heroes plays well with an OC at all.
    Oh, thanks for mentioning it. I had already tested it previously. It's like for Alien Soldier. Treasure games usually "like" overclock... Thankfully, their customized sound driver seems to have no problem with overclocking.
    Game added.



    Quote Originally Posted by sheath View Post
    Dood, if you got even these scaler games to run faster it would be like 100 hot dogs!
    Yeah, I know. I love them too.



    Quote Originally Posted by sheath View Post
    Well, pre-rendered would mean that all the frames are in ROM and cycle just like any animation,
    OK, no, it's not the case for Road Rash.

    Quote Originally Posted by sheath View Post
    software scaling would be CPU dependent and should improve with faster speeds.
    Only if you had some sort of frame dropping mechanism running and, like I said to you before, no Genesis/Mega Drive game uses one AFAIK. So, no game here will have animation *quality* varying with CPU clock.
    With overclock, you may have:
    1) Better sensation of/"smoother" transition for games like Super Hang-On, when you have your "pre-rendered" mechanism used (I prefer to call it fake-sprite scaling) since you'll be watching it being animated so fast that it will kinda look like real sprite scaling.
    2) Faster scaling and thus a more realistic sensation of speed in games like Road Rash, which uses software scaling. IIRC, it already resizes each trackside object every new unique frame, so there's no way to increase the animation *quality*. What makes it looks dull (besides the 8-bitish looking colors) is the very low frame rate (10-12 fps). So, with overclocking you'll have a higher frame rate and, of course, your sensation of speed will be a bit better making the trackside objects scaling look a bit more impressive as well. Road Rash would feel amazing if running at 60 fps.



    Quote Originally Posted by sheath View Post
    I know that the company logo can be controlled so any framerate improvement should be clear for Target Earth's intro. Thunderforce III's scaling ship at the end always skipped pretty badly as it got larger, I wonder if it would do any better or if it was just an animation.
    Like I said, no CPU-dependent animation cycle length (in terms of number of frames, not time) in Genesis/Mega Drive games. You can always have your animation speed increased which will give you a better feeling about it, but the animation *quality* will not change at all.
    Last edited by Barone; 12-31-2012 at 04:01 PM.

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    I remain nonsequitur Shining Hero sheath's Avatar
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    Quote Originally Posted by Barone View Post
    Oh, thanks for mentioning it. I had already tested it previously. It's like for Alien Soldier. Treasure games usually "like" overclock, thankfully, their customized sound driver seems to have no problem with overclocking.
    Game added.
    I just tested Adventures of Batman & Robin on my VA5/6 and it runs fine on all clocks, I didn't notice differences in gameplay though.

    Quote Originally Posted by Barone View Post
    OK, no, it's not the case for Road Rash.

    Only if you had some sort of frame dropping mechanism running and, like I said to you before, no Genesis/Mega Drive game uses one AFAIK. So, no game here will have animation *quality* varying with CPU clock.
    With overclock, you may have:
    1) Better sensation of/"smoother" transition for games like Super Hang-On, when you have your "pre-rendered" mechanism used (I prefer to call it fake-sprite scaling) since you'll be watching it being animated so fast that it will kinda look like real sprite scaling.
    2) Faster scaling and thus a more realistic sensation of speed in games like Road Rash, which use software scaling. IIRC, it already resizes each trackside object every new unique frame, so there's no way to increase the animation *quality*. What makes it looks dull (besides the 8-bitish looking colors) is the very low frame rate (10-12 fps). So, with overclocking you'll have a higher frame rate and, of course, your sensation of speed will be a bit better making the trackside objects scaling look a bit more impressive as well. Road Rash would feel amazing if running at 60 fps.
    Okay, I'm uploading a video of Road Rash II at all three clocks now. I just counted frames on the MPEG video before it gets converted to FLASH. At 7.67 Mhz during the attract mode gameplay segment the framerate is 6-10FPS. At 12Mhz I get a more consistent 10FPS with spikes to 12-13FPS when other bikes are on the screen. I've considered that a variable framerate in the past, meaning that the game is skipping/dropping frames in certain situations to maintain the same physical speed. Similarly, Zero Tolerance is 7-12FPS at stock clock, 10-16FPS at 10Mhz and 15-20FPS at 12Mhz.

    Quote Originally Posted by Barone View Post
    Like I said, no CPU-dependent animation cycle length (in terms of number of frames, not time) in Genesis/Mega Drive games. You can always have your animation speed increased which will give you a better feeling about it, but the animation *quality* will not change at all.
    That is if the scaling isn't software rendered as it has been contested is happening in Road Rash, but not in Sega's "scaler" games.
    "... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, but Saturn's high manufacturing cost would then translate into huge losses for the company." p170 Revolutionaries at Sony.

    "We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment

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    YM3438 Master! ESWAT Veteran evildragon's Avatar
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    Quote Originally Posted by sheath View Post
    I just tested Adventures of Batman & Robin on my VA5/6 and it runs fine on all clocks, I didn't notice differences in gameplay though.
    This is a result!

    So on a VA5 and VA6 it works fine, but on a VA3 it starts glitching.

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