VRC6: Difference between revisions
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This mode is intended for ROM nametables ($B003:4 set) but the nametable banking is extended to 2 KiB pages by forcing the LSB as a 0 or 1 in different configurations. | This mode is intended for ROM nametables ($B003:4 set) but the nametable banking is extended to 2 KiB pages by forcing the LSB as a 0 or 1 in different configurations. | ||
This can be used to spread 2 adjacent ROM pages each across a pair of nametables. | This can be used to spread 2 adjacent ROM pages each across a pair of nametables. |
Revision as of 22:18, 11 March 2018
Company | Konami |
Games | 3 in NesCartDB |
Complexity | ASIC |
Boards | 351951, 351949A |
PRG ROM capacity | 256K |
PRG ROM window | 16K + 8K |
PRG RAM capacity | 8K |
PRG RAM window | 8K |
CHR capacity | 256K |
CHR window | 1K |
Nametable mirroring | H, V, or 1, switchable |
Bus conflicts | No |
IRQ | Yes |
Audio | Yes |
iNES mappers | 024, 026 |
The Konami's VRC6 ASIC mapper comes in two variants:
- VRC6a - iNES Mapper 024 used for Akumajou Densetsu (Konami PCB 351951).
- VRC6b - iNES Mapper 026 used for Madara and Esper Dream 2 (Konami PCB 351949A).
The difference between the two variants switches the A0 and A1 lines. The registers described on this page are for mapper 24, but for mapper 26 the register addresses must be adjusted ($x001 becomes $x002 and vice versa).
See VRC6 pinout for chip pinout.
Banks
- CPU $8000-$BFFF: 16 KB switchable PRG ROM bank
- CPU $C000-$DFFF: 8 KB switchable PRG ROM bank
- CPU $E000-$FFFF: 8 KB PRG ROM bank, fixed to the last bank
- CHR $0000-$03FF: 1 KB switchable CHR ROM bank
- CHR $0400-$07FF: 1 KB switchable CHR ROM bank
- CHR $0800-$0BFF: 1 KB switchable CHR ROM bank
- CHR $0C00-$0FFF: 1 KB switchable CHR ROM bank
- CHR $1000-$13FF: 1 KB switchable CHR ROM bank
- CHR $1400-$17FF: 1 KB switchable CHR ROM bank
- CHR $1800-$1BFF: 1 KB switchable CHR ROM bank
- CHR $1C00-$1FFF: 1 KB switchable CHR ROM bank
Registers
Only address lines 0, 1, and 12-15 are used for registers, therefore mirrors can be found by ANDing the address with $F003 ($DE6A mirrors $D002)
The addresses described here are for mapper 24. The registers for mapper 26 can be found by swapping bits 0 and 1 of the address.
variant lines registers Mapper Number ================================================================= VRC6a: A0, A1 $x000, $x001, $x002, $x003 024 VRC6b: A1, A0 $x000, $x002, $x001, $x003 026
16k PRG Select ($8000-$8003)
7 bit 0 --------- .... PPPP |||| ++++- Select 16 KB PRG ROM at $8000
8k PRG Select ($C000-$C003)
7 bit 0 --------- ...P PPPP | |||| +-++++- Select 8 KB PRG ROM at $C000
PPU Banking Style ($B003)
7 bit 0 --------- W.PN MMDD | || |||| | || ||++- PPU banking mode; see below | || ++--- Mirroring varies by banking mode, see below | |+------ 1: Nametables come from CHRROM, 0: Nametables come from CIRAM | +------- CHR A10 is 1: subject to further rules 0: according to the latched value +--------- PRG RAM enable
The VRC6 supports the use of a larger RAM to provide more nametables. However, the three commercial VRC6 games neither provided extra nametable RAM, nor used ROM nametables. As a result these games only ever write the values $20, $24, $28, $2C, $A0, $A4, $A8, and $AC to this register.
CIRAM A10 is always connected to CHR A10, and bit 5 affects the behaviour of this signal (see below for details). The commercial games always left this bit set.
CHR Select 0…7 ($Dxxx, $Exxx)
For brevity, we refer to the registers at $D000 through $D003 and $E000 through $E003 as R0 through R7.
The lower 3 bits of the $B003 register affect where the registers are used:
[$B003] & $03 → | 0 | 1 | 2 or 3 |
---|---|---|---|
CHR bank | Register used | ||
$0000-$03FF | R0 | R0 | R0 |
$0400-$07FF | R1 | R1 | |
$0800-$0BFF | R2 | R1 | R2 |
$0C00-$0FFF | R3 | R3 | |
$1000-$13FF | R4 | R2 | R4 |
$1400-$17FF | R5 | ||
$1800-$1BFF | R6 | R3 | R5 |
$1C00-$1FFF | R7 |
[$B003] & $07 → | 0, 6, or 7 | 1 or 5 | 2, 3, or 4 |
---|---|---|---|
Nametable bank | Register used | ||
$2000-$23FF | R6 | R4 | R6 |
$2400-$27FF | R6 | R5 | R7 |
$2800-$2BFF | R7 | R6 | R6 |
$2C00-$2FFF | R7 | R7 | R7 |
When bit 5 of $B003 is set, 2 KiB banks pass PPU A10 through (ignoring the LSB of the register).
When bit 5 of $B003 is clear, CHR A10 will be controlled directly by the register LSB, causing 2 KiB banks to have duplicate 1 KiB halves. Existing Konami games did not use this configuration. This was intended for a different PCB (never used) where PPU A10 directly controls CHR A10 instead, permitting 512 KiB of CHR-ROM.
Mirroring
With $B003:5 set, there are four different modes corresponding to $B0003 & 3 that each have 4 nametable mirroring settings. Only mode 0 was used by Konami's commercial games.
Mode 0
[$B003] & $F | $0 | $4 | $8 | $C |
---|---|---|---|---|
Mirroring | vertical | horizontal | 1-screen A | 1-screen B |
CIRAM A10 | PPU A10 | PPU A11 | Ground (0) | Vcc (1) |
This mode was not intended for use with ROM nametables ($B003:4 set), because it overrides the LSB of the nametable registers with the signal intended for CIRAM A10. Because R6 and R7 are already in use to control the pattern banks, this is an undesirable configuration, and Mode 3 is recommended instead.
[$B003] & $F | $0 | $4 | $8 | $C |
---|---|---|---|---|
Mirroring | horizontal pairs 2 KiB spread |
vertical pairs 2 KiB spread |
horizontal mirroring 1 KiB (even only) |
vertical mirroring 1 KiB (odd only) |
$2000-$23FF | R6 even | R6 even | R6 even | R6 odd |
$2400-$27FF | R6 odd | R7 even | R6 even | R7 odd |
$2800-$2BFF | R7 even | R6 odd | R7 even | R6 odd |
$2C00-$2FFF | R7 odd | R7 odd | R7 even | R7 odd |
Mode 3 equivalent | $7 | $3 | $F | $B |
Mode 1
Mode 1 uses R4-R7 to directly control 4-screen mapping. This is very effective with ROM nametables ($B003:4 set), but the LSB of each register still applies when using CIRAM.
[$B003] & $F | $1 | $5 | $9 | $D |
---|---|---|---|---|
Mirroring | 4-screen | |||
$2000-$23FF | R4 | |||
$2400-$27FF | R5 | |||
$2800-$2BFF | R6 | |||
$2C00-$2FFF | R7 |
Mode 2
Mode 2 uses R6-R7 to select two ROM pages for horizontal or vertical mirroring. If using CIRAM, the LSB of each register applies.
[$B003] & $F | $2 | $6 | $A | $E |
---|---|---|---|---|
Mirroring | vertical | horizontal | vertical | horizontal |
$2000-$23FF | R6 | R6 | R6 | R6 |
$2400-$27FF | R7 | R6 | R7 | R6 |
$2800-$2BFF | R6 | R7 | R6 | R7 |
$2C00-$2FFF | R7 | R7 | R7 | R7 |
Mode 3
This mode is intended for ROM nametables ($B003:4 set) but the nametable banking is extended to 2 KiB pages by forcing the LSB as a 0 or 1 in different configurations.
This can be used to spread 2 adjacent ROM pages each across a pair of nametables.
[$B003] & $F | $3 | $7 | $B | $F |
---|---|---|---|---|
Mirroring | vertical pairs 2 KiB spread |
horizontal pairs 2 KiB spread |
vertical mirroring 1 KiB (odd only) |
horizontal mirroring 1 KiB (even only) |
$2000-$23FF | R6 even | R6 even | R6 odd | R6 even |
$2400-$27FF | R7 even | R6 odd | R7 odd | R6 even |
$2800-$2BFF | R6 odd | R7 even | R6 odd | R7 even |
$2C00-$2FFF | R7 odd | R7 odd | R7 odd | R7 even |
Mode 0 equivalent | $4 | $0 | $C | $8 |
The nametable configurations are redundant with Mode 0, but in a different order; however, the reuse of R6 and R7 as pattern banks makes made 0 ineffective for ROM nametables.
Other
With $B003:5 clear, CHR/CIRAM A10 always directly uses the LSB of the register used to map that range, rather than having it overridden for mirroring control. (See nametable bank table above.)
This setting was intended to be used with a different PCB that would have connected PPU A10 directly to CHR A10, enabling 512 KiB CHR-ROM.
[$B003] & $F | $0 | $1 | $2 | $3 | $4 | $5 | $6 | $7 | $8 | $9 | $A | $B | $C | $D | $E | $F |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mirroring | H | 4 | V | 4 | H | 4 | V | 4 | H | |||||||
$2000-$23FF | R6 | R4 | R6 | R6 | R6 | R4 | R6 | R6 | R6 | R4 | R6 | R6 | R6 | R4 | R6 | R6 |
$2400-$27FF | R6 | R5 | R7 | R7 | R7 | R5 | R6 | R6 | R6 | R5 | R7 | R7 | R7 | R5 | R6 | R6 |
$2800-$2BFF | R7 | R6 | R6 | R6 | R6 | R6 | R7 | R7 | R7 | R6 | R6 | R6 | R6 | R6 | R7 | R7 |
$2C00-$2FFF | R7 | R7 | R7 | R7 | R7 | R7 | R7 | R7 | R7 | R7 | R7 | R7 | R7 | R7 | R7 | R7 |
IRQ control ($F00x)
For details on IRQ operation, see VRC IRQs. Many VRC mappers use the same IRQ system.
The VRC6 IRQ can be used to count either CPU cycles, or scanlines as a multiple of CPU cycles.
7 bit 0 --------- $F000: LLLL LLLL - IRQ Latch $F001: .... .MEA - IRQ Control $F002: .... .... - IRQ Acknowledge
- L - reload value for latch
- M - mode (1=cycle, 0=scanline)
- E - enable IRQ
- A - acknowledge bit
Sound ($900x, $A00x, $B000-$B002)
For details on sound information, see VRC6 audio.
References
- Official VRC6 documentation: http://www.assemblergames.com/forums/showthread.php?48390-Several-Famicom%28NES%29-misc-dev-documents-from-Nintendo-and-Konami
- Naruko's explanation of the $B003 register according to the VRC6 documentation: http://forums.nesdev.org/viewtopic.php?f=11&t=10628
- VRCVI Chip Info by Kevin Horton
- VRCVI by goroh (sound info is inaccurate)
- Comprehensive NES Mapper Document by \Firebug\, information about mapper's initial state is inaccurate.
- VRC6 mirroring test ROM