Epoxy package mapper pinouts
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When looking at PCB with unknown epoxy blob mapper, trying to map its pin-out with any existing one can help recognizing the mapper chip.
Notes:
- pins are numbered counter-clockwise (like in ordinary QFP and DIL chips)
- first pin is the one appearing after VCC, so that VCC is last pin (if there are multiple VCCs, the choice is arbitrary)
- pin-outs shown bellow contain the maximum (full) pin-out that was ever observed; if some pins are not used in a particular board (for example: epoxy MMC3 + 128kB PRG + 128kB CHR, no WRAM), there won't be wires coming into the blob (in that example: PRG A17, PRG A18, CHR A17, WRAM +CE, WRAM /CE, WRAM /WE are omitted);
Mapper 090
/-------\ M2 -> | 1 56 | -- VCC CHR /CE <- | 2 55 | <- CPU A11 CPU /ROMSEL -> | 3 54 | -> PRG A20 CPU A12 -> | 4 53 | -> PRG A19 CPU A13 -> | 5 52 | -> PRG A18 CPU A14 -> | 6 51 | -> PRG A17 CPU A0 -> | 7 50 | -> PRG A16 CPU A1 -> | 8 49 | -> PRG A15 CPU A2 -> | 9 48 | -> PRG A14 PRG /CE <- | 10 47 | -> PRG A13 WRAM /CE <- | 11 46 | -> /IRQ CPU D0 <> | 11 45 | -> CIRAM A10 CPU D1 <> | 12 44 | -> CHR A18 CPU D2 <> | 13 43 | <- CPU R/W CPU D3 <> | 14 42 | <- PPU /RD CPU D4 <> | 15 41 | -> CHR A17 CPU D5 <> | 16 40 | -> CHR A16 CPU D6 <> | 17 39 | -> CHR A15 CPU D7 <> | 18 38 | -> CHR A14 PPU A10 -> | 19 37 | -> CHR A13 PPU A11 -> | 20 36 | -> CHR A12 PPU A12 -> | 21 35 | -> CHR A11 PPU A13 -> | 22 34 | -> CHR A10 CHR A19 <- | 23 33 | -> CIRAM /CE PPU A3 -> | 24 32 | <- PPU A9 PPU A4 -> | 25 31 | <- PPU A8 PPU A5 -> | 26 30 | <- PPU A7 GND -- | 27 29 | <- PPU A6 \-------/
Sample games:
- Super Mario World (demo) - does not use CPU A11 [1]
- 45 in 1 [2]
- WarioLand - the only known game using WRAM /CE pin
Mapper 091
/-------\ M2 -> | 1 | CPU D0 -> | 2 35 | -- VCC CPU D1 -> | 3 34 | -> PRG /CE CPU D2 -> | 4 33 | -> CHR A18 CPU D3 -> | 5 32 | -> CHR A17 CPU D4 -> | 6 31 | -> CHR A16 CPU D5 -> | 7 30 | -> CHR A15 CPU D6 -> | 8 29 | -> CHR A14 CPU D7 -> | 9 28 | -> CHR A13 CPU A0 -> | 10 27 | -> CHR A12 CPU A1 -> | 11 26 | -> CHR A11 /IRQ <- | 12 25 | -> PRG A16 CPU A2 -> | 13 24 | -> PRG A15 CPU A12 -> | 14 23 | -> PRG A14 CPU A13 -> | 15 22 | -> PRG A13 CPU A14 -> | 16 21 | <- CPU /ROMSEL PPU A11 <- | 17 20 | <- CPU R/W PPU A12 <- | 18 19 | -- GND \-------/
Sample games:
- Dragon Ball Z - Super Butouden 2 [3]
- Super Mario Sonik 2 - CHR A18/A17 are repurposed to select mirroring [4]
- Street Fighter 3 - discrete version [5]
Mapper 221
/-------\ PRG A19 <- | 1 28 | -- VCC PRG A18 <- | 2 27 | <- /RESET PRG A17 <- | 3 26 | <- PPU A10 PRG A16 <- | 4 25 | <- PPU A11 PRG A15 <- | 5 24 | <- PPU /WE PRG A14 <- | 6 23 | <- CPU A14 CPU A10 -> | 7 22 | <- CPU R/W CPU A9 -> | 8 21 | <- CPU /ROMSEL CPU A8 -> | 9 20 | -> CIRAM A10 CPU A7 -> | 10 19 | <- CPU A3 CPU A6 -> | 11 18 | <- CPU A2 CPU A5 -> | 12 17 | <- CPU A1 PRG /CE <- | 13 16 | <- CPU A0 GND -- | 14 15 | -> CHR /WE \-------/
Sample games: