-------------------------------------------------------------------------------
Rely on instruction fetches enforcing dcache coherency by
cache line replacement(or something roughly similar) :(
-------------------------------------------------------------------------------
Area 51 (USA/Europe)
Clockwork Knight 2 (USA)
DeJig - Lassen Art Collection (Japan)
Father Christmas (Japan)
Golden Axe The Duel (Japan/Europe/USA)
Sega Saturn Choice Cuts (USA) - Broken FMV playback(except intro FMV).
Segakore Sega Bible Mogitate SegaSaturn - Zero Divide demo, especially.
Spot Goes to Hollywood (USA/Japan)
Street Fighter Zero (Japan)
Street Fighter Zero 3 (Japan)
Super Puzzle Fighter II Turbo (USA)
Virtual Volleyball (Japan)


-------------------------------------------------------------------------------
Rely on executing directly out of cache
-------------------------------------------------------------------------------
Mr. Bones - (0xC0000064)


-------------------------------------------------------------------------------
Rely on (data) cache incoherency
-------------------------------------------------------------------------------
Astal


-------------------------------------------------------------------------------
Rely on SH-2 DMA bus hogging
-------------------------------------------------------------------------------
Device Reign
Real Sound
Resident Evil
SD Gundam G Century S
Super Tempo
Tennis Arena
Tilk
Yuukyuu Gensoukyoku
Yuukyuu Gensoukyoku 2nd Album
Yuukyuu Gensoukyoku ensemble
Yuukyuu Gensoukyoku ensemble 2
Yuukyuu no Kobako Official Collection
Zero4 Champ


-------------------------------------------------------------------------------
Rely on SH-2 open bus
-------------------------------------------------------------------------------
Discworld 2 - Sequential byte-wide writes to VDP2 CRAM.


-------------------------------------------------------------------------------
Rely on SCU DMA to VDP1 VRAM massively slowing/pausing VDP1 command execution
-------------------------------------------------------------------------------
Johnny Bazookatone - FMV
Virtua Cop
Virtua Cop 2


-------------------------------------------------------------------------------
Rely on VDP1 register writes via SCU DMA being ignored under certain conditions
-------------------------------------------------------------------------------
GunBlaze-S - (overly large DMA that exceeds the end of VRAM, would
	      write garbage to VDP1 registers)


-------------------------------------------------------------------------------
Rely on VDP1 coordinate precision blitting/clipping nuances
-------------------------------------------------------------------------------
Christmas Nights - Horribly stretched something or another.


-------------------------------------------------------------------------------
Rely on VDP1 vblank erase time limit restrictions
-------------------------------------------------------------------------------
Panzer Dragoon - FMV subtitles.


-------------------------------------------------------------------------------
Rely on illegal VDP2 VRAM cycle pattern settings
-------------------------------------------------------------------------------
Akumajou Dracula X
Capcom Generation 5 - Art gallery.
Daytona USA CCE


-------------------------------------------------------------------------------
Rely on illegal/questionable VDP2 window settings(likely more than listed)
-------------------------------------------------------------------------------
Panzer Dragoon 2
Panzer Dragoon Saga


-------------------------------------------------------------------------------
Rely on quirks relating to command execution during CDB Initialize sw reset
-------------------------------------------------------------------------------
Tenchi Muyou! Ryououki Gokuraku - FMV.


-------------------------------------------------------------------------------
Rely on CDB seeks taking long enough
-------------------------------------------------------------------------------
Batman Forever - Intro graphics; may also be a general timing issue.
Jung Rhythm - When trying to retry a failed stage.


-------------------------------------------------------------------------------
Rely on aggravatingly nuanced behavior of CDB Play and Seek commands
-------------------------------------------------------------------------------
Astal
BIOS CD-DA Player
Steam-Heart's


-------------------------------------------------------------------------------
Rely on CDB index 2+ seek functionality(probably more than listed)
-------------------------------------------------------------------------------
NBA Action
Taito Chase H.Q.


-------------------------------------------------------------------------------
Rely on instruction timing being accurate enough to mask variable update
atomicity problems caused by interrupts interrupting other interrupt handlers.
-------------------------------------------------------------------------------
Pocket Fighter - (16-bit line counter variable at 0x60443E2).
Street Fighter Alpha 2 - (16-bit line counter variable at 0x6050C2E)


-------------------------------------------------------------------------------
Rely on dual-issuing of SMPC commands
-------------------------------------------------------------------------------
F1 Challenge
Magic Knight Rayearth
Primal Rage


-------------------------------------------------------------------------------
Rely on SCSP 18-bit DAC enable
-------------------------------------------------------------------------------
Daytona USA


-------------------------------------------------------------------------------
Misc
-------------------------------------------------------------------------------
Magical Drop III - Missing intro graphics.  No idea.

Tennis Arena - During startup(at least), doesn't like it when CDB is in Busy
	state for a while, sometimes...seek timing window thing maybe.

Time Bokan - Freezes just before arena boss near end of first stage.  Maybe
	seek times too fast, maybe DMA'ing into SCSP RAM too fast, who knows.

Whizz - Seems to not boot properly if seek timing puts some operations
	within certain time windows(so not just too fast seeking...),
	seems to rely on undefined VDP1 user clipping state(?!), gameplay
	graphics updating seems to maybe rely on exactish VDP1 command
	execution timing or maybe CPU timing or who knows(with poorly-timed
	SCU DMA into VDP1 VRAM).


-------------------------------------------------------------------------------
Rely on the universe being too kind to sloppy programming
-------------------------------------------------------------------------------
*
