Bandai FCG board: Difference between revisions

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Bandai FCG boards are used largely by Bandai for ''Dragon Ball'' and ''Gundam'' games, as well as a few others. One IREM title uses it as well.
[[Category:in NesCartDB]][[Category:ASIC mappers]][[Category:Mappers with cycle IRQs]]
[[Bandai FCG board]]s are used largely by Bandai for ''Dragon Ball'' and ''Gundam'' games, as well as a few others. One Irem title uses it as well.


These boards contain one of Bandai's FCG mapper chips.
All of these games were originally assigned to [[INES Mapper 016]] before the subtle differences, that are nonetheless relevant for fully functional emulation, became known. Please refer to the [[INES Mapper 016]] page for a general description of all registers, and to the [[INES Mapper 153]], [[INES Mapper 157]] and [[INES Mapper 159]] pages for information on the differences of those particular mappers compared to mapper 16.
* [[INES Mapper 016]] submapper 4: FCG-1/2 ASIC, no serial EEPROM, banked CHR-ROM
* [[INES Mapper 016]] submapper 5: LZ93D50 ASIC and no or 256-byte serial EEPROM, banked CHR-ROM
* [[INES Mapper 159]]: LZ93D50 ASIC and 128-byte serial EEPROM, banked CHR-ROM
* [[INES Mapper 153]]: LZ93D50 ASIC and 8 KiB battery-backed WRAM, unbanked CHR-RAM
* [[INES Mapper 157]] (Datach Joint ROM System): LZ93D50 ASIC and 256-byte serial EEPROM on Datach Main Unit, optional additional 128-byte serial EEPROM on game cartridge, unbanked CHR-RAM, barcode reader


Hardware: PRG ROM (16 KiB banks, one switchable and one fixed), CHR ROM (1 KiB banks), no PRG RAM, optional serial [[ROM#Solid state ROM|EEPROM]] (24C02 or 24C01).
{| class="wikitable sortable"
 
! Name !! ASIC !! CHR Memory !! Save Data !! Mapper.Submapper !! [[NES_2.0#Byte_10_.28RAM_size.29|NES 2.0 Byte 10]]
Three mappers are used to describe these boards
|-
# [[iNES Mapper 016]] is intended for use with boards which contain a 24C02 256-byte serial [[ROM#Solid state ROM|EEPROM]] (but may contain none)
|''Akuma-kun: Makai no Wana'' || FCG-2 || CHR-ROM || - || 16.4 || $00
# [[iNES Mapper 153]] is a rarely used assignment for a customized board with no EEPROM and SRAM in its place.
|-
# [[iNES Mapper 159]] is intended for use with boards which contain a 24C01 128-byte serial [[ROM#Solid state ROM|EEPROM]]
|''Crayon Shin-chan: Ora to Poi Poi'' || LZ93D50 || CHR-ROM || - || 16.5 || $00
 
|-
You may encounters roms with 016/159 assignments mixed up. There used to be no distinction when 016 was first assigned. The distinction was introduced later to distinguish the 128-byte boards from the 256-byte or no-EEPROM boards. In [[NES 2.0]] format, there is still no distinction because the "battery backed PRG RAM size" field completely disambiguates these boards, though emulators MAY display a warning when the RAM size field is abnormal for a given mapper.
|''Dragon Ball: Daimaou Fukkatsu'' || FCG-1 || CHR-ROM || - || 16.4 || $00
 
|-
FCEUX does not emulate the EEPROM. It seems that returning 0x00 from EEPROM registers suffices to get most games booting.
|''Dragon Ball 3: Gokuu Den'' || FCG-2 || CHR-ROM || - || 16.4 || $00
 
|-
== Ports ==
|''Dragon Ball Z II: Gekishin Freezer!!'' || LZ93D50 || CHR-ROM || 24C02 || 16.5 || $20
The mapper's ports are [[mirroring|mirrored]] at $6000-$FFFF, except for the EEPROM I/O register which can only be read at $6000-$7FFF.
|-
 
|''Dragon Ball Z III: Ressen Jinzou Ningen'' || LZ93D50 || CHR-ROM || 24C02 || 16.5 || $20
*$8000-$8007: Select 1024 byte CHR bank at $0000, $0400, ..., $1C00
|-
*$8008: Select 16384 byte PRG bank at $8000 (the last bank is fixed at $C000)
|''Dragon Ball Z Gaiden: Saiya-jin Zetsumetsu Keikaku'' || LZ93D50 || CHR-ROM || 24C02 || 16.5 || $20
*$8009: Mirroring (0: vertical; 1: horizontal; 2: 1-screen $2000; 3: 1-screen $2C00)
|-
*$800A: IRQ control (0: pause; 1: count; any write acknowledges)
|''Famicom Jump: Hero Retsuden'' || FCG-2 || CHR-ROM || - || 16.4 || $00
*$800B: Low 8 bits of IRQ counter
|-
*$800C: High 8 bits of IRQ counter
|''Meimon! Dai-3 Yakyuu-bu'' || FCG-1 || CHR-ROM || - || 16.4 || $00
*$800D: EEPROM write
|-
 
|''Nishimura Kyoutarou Mystery: Blue Train Satsujin Jiken '' || FCG-1 || CHR-ROM || - || 16.4 || $00
When enabled, IRQ counts down by 1 every CPU cycle. /IRQ goes low when the counter goes from $0001 to $0000, and it goes high when $800A is written.
|-
The counter is not reloaded after IRQ; it'll fire once every 65536 cycles unless paused or reloaded with $800B/$800C writes.
|''Rokudenashi Blues'' || LZ93D50 || CHR-ROM || 24C02 || 16.5 || $20
 
|-
Any read from $6000-$7FFF appears to read the EEPROM.
|''Sakigake!! Otoko Juku: Shippu 1-gou Sei'' || FCG-1 || CHR-ROM || - || 16.4 || $00
 
|-
EEPROM appears to be laid out like this:
|''SD Gundam Gaiden - Knight Gundam Monogatari 2: Hikari no Kishi'' || LZ93D50 || CHR-ROM || 24C02 || 16.5 || $20
<pre>
|-
7  bit  0  $800D: EPROM control
|''SD Gundam Gaiden - Knight Gundam Monogatari 3: Densetsu no Kishidan'' || LZ93D50 || CHR-ROM || 24C02 || 16.5 || $20
|||' ''''
|-
||+-------- Clock
|''Dragon Ball Z: Kyoushuu! Saiya-jin'' || LZ93D50 || CHR-ROM || 24C01 || 159 || $10
|+--------- Data in
|-
+---------- Enable Read
|''Magical Taruruuto-kun: Fantastic World!!'' || LZ93D50 || CHR-ROM || 24C01 || 159 || $10
 
|-
7654 3210  $6000-$7FFF: EPROM read
|''Magical Taruruuto-kun 2: Mahou Daibouken'' || LZ93D50 || CHR-ROM || 24C01 || 159 || $10
  |
|-
  +------ Data out
|''SD Gundam Gaiden - Knight Gundam Monogatari'' || LZ93D50 || CHR-ROM || 24C01 || 159 || $10
</pre>
|-
 
|''Famicom Jump II: Saikyou no 7-nin'' || LZ93D50 || CHR-RAM || 8 KiB WRAM || 153 || $70
Some patterns observed in the games' save code:
|-
* Start I/O: $00 $40 $60 $20 $00
|''Datach Crayon Shin-chan: Ora to Poi Poi'' || LZ93D50 || CHR-RAM || Datach Main Unit's 24C02 || 157 || $00
* Write 0 bit: $00 $20 $00
|-
* Write 1 bit: $00 $40 $60 $40 $00
|''Dragon Ball Z: Gekitou Tenkaichi Budoukai'' || LZ93D50 || CHR-RAM || Datach Main Unit's 24C02 || 157 || $00
* Acknowledge: $00 $20 $A0 Read $00
|-
* Read bit: $60 $E0 Read $40
|''J-League Super Top Players'' || LZ93D50 || CHR-RAM || Datach Main Unit's 24C02 || 157 || $00
* Stop I/O: $00 $20 $60 $40 $C0
|-
 
|''SD Gundam Wars'' || LZ93D50 || CHR-RAM || Datach Main Unit's 24C02 || 157 || $00
  Here are Disch's original notes:
|-
  ========================
|''Ultraman Club: Spokon Fight!!'' || LZ93D50 || CHR-RAM || Datach Main Unit's 24C02 || 157 || $00
  =  Mapper 016          =
|-
  =      + 159          =
|''Yuu Yuu Hakusho - Bakutou Ankoku Bujutsu-kai'' || LZ93D50 || CHR-RAM || Datach Main Unit's 24C02 || 157 || $00
  ========================
|-
 
|''Battle Rush: Build up Robot Tournament'' || LZ93D50 || CHR-RAM || Datach Main Unit's 24C02+24C01 on cartridge || 157 || $10
  aka
|-
  --------------------------
|}
  Bandai (something or other)
 
 
  Example Games:
  --------------------------
  Dragon Ball - Dai Maou Jukkatsu      (016)
  Dragon Ball Z Gaiden                (016)
  Dragon Ball Z 2                      (016)
  Rokudenashi Blues                    (016)
  Akuma-kun - Makai no Wana            (016)
  Dragon Ball Z - Kyoushuu! Saiya Jin  (159)
  SD Gundam Gaiden                     (159)
  Magical Taruruuto Kun 1, 2          (159)
 
 
  Two Mappers:
  ---------------------------
  016 and 159 are mapped the exact same way. Registers are all the same and whatnot.  And in fact, for a
  while, both mappers were assigned the same mapper number (016).  Therefore, you may come across mapper 159
  games that are still marked as mapper 016.
 
  The difference between the two is in the EPROM.  These mappers don't have traditional SRAM (I couldn't tell
  you why).  Instead, they have EPROM that has to be written to one bit at a time, with very strange register
  writes.
 
  Mapper 016 has 256 bytes of EPROM, and is accessed high bit first
  Mapper 159 has 128 bytes of EPROM, and is accessed low bit first
 
  For further details, see the section at the bottom.
 
  Apart from EPROM, the mappers are 100% identical in function.
 
 
 
  Notes:
  ---------------------------
  Since there's EPROM, there's no SRAM (EPROM is used to save games).
 
 
  Registers:
  ---------------------------
 
  Range,Mask:   $6000-FFFF, $000F
 
  Note:  below regs are listed as $800x, but note they also exist at $6000-7FFF
 
 
    $8000-8007:  CHR Regs
    $8008:        PRG Reg (16k @ $8000)
 
    $8009:  [.... ..MM]  Mirroring:
      %00 = Vert
      %01 = Horz
      %10 = 1ScA
      %11 = 1ScB
 
    $800A:  [.... ...E]  IRQ Enable (0=disabled)
    $800B:                Low 8 bits of IRQ Counter
    $800C:                High 8 bits of IRQ Counter
 
    $800D:  EPROM I/O
 
  another note:  since PRG is mapped to $8000-FFFF, EPROM I/O reg can only be read via $6xxx or $7xxx.  To my
  knowledge no other registers are readable.  It also appears that reading from *ANY* address in $6xxx-7xxx
  will read the EPROM I/O reg.  Rokudenashi Blues will poll $7F00 and will wait for bit 4 to be 0 before
  continuing (so if you're giving open bus @ 7F00, the game will deadlock)
 
  CHR Setup:
  ---------------------------
 
        $0000  $0400  $0800  $0C00  $1000  $1400  $1800  $1C00
      +-------+-------+-------+-------+-------+-------+-------+-------+
      | $8000 | $8001 | $8002 | $8003 | $8004 | $8005 | $8006 | $8007 |  
      +-------+-------+-------+-------+-------+-------+-------+-------+
 
 
  PRG Setup:
  ---------------------------
 
        $8000  $A000  $C000  $E000 
      +---------------+---------------+
      |     $8008    |     { -1}    |
      +---------------+---------------+
 
 
 
  IRQs:
  ---------------------------
  IRQs are nice and simple.
 
  When enabled, the 16-bit IRQ counter counts down every CPU cycle, wrapping from $0000->FFFF. When the
  counter makes the transition from $0001->$0000, an IRQ is generated.
 
  When disabled, the IRQ counter does not count.
 
  Any write to $800A will acknowledge the IRQ
 
  $800B and $800C change the IRQ counter directly -- not a reload value.
 
 
  EPROM:
  ---------------------------
  EPROM is a real nightmare.  Nobody knows for sure exactly how it works -- but by examining the game code,
  patterns surface.  Games do a series of extremely cryptic writes to $800D, and occasionally read a single
  bit from $800D.  By examining some logs I made of the games I've noticed a small bit of patterns which I
  list below, along with my guess as to what the game is attempting to do by performing that pattern:
 
 
    write $00
    write $40
    write $60    Start I/O
    write $20
    write $00
 
    write $00
    write $20    Output '0' bit
    write $00
 
    write $00
    write $40
    write $60    Output '1' bit
    write $40
    write $00
 
    write $00
    write $20
    write $A0    I have absolutly no clue
    Read
    write $00
 
    write $60
    write $E0    Read a single bit
    Read
    write $40
 
    write $00
    write $20
    write $60    Stop I/O
    write $40
    write $C0
 
 
  These likely aren't the only patterns that games perform.  I recall seeing occasional writes of $80 and
  other stuff thrown in there in some games.  Also -- not all games follow this pattern, so looking for these
  specific writes will not work for at least one other game.
 
  It seems that only bits 5-7 of the written value are relevent (hereon, they will be referred to as D5 - D7).
  Bit 4 ($10) is the only significant bit when read.  Other bits are most likely open bus.
 
 
  When writing bytes to EPROM, games will generally perform 8 "output" patterns (either output 0 or output 1,
  depending on the bits it wants to write), followed by a 9th output pattern, which I would assume finalizes
  the write and/or possibly moves the 8 bits from a latch to EPROM.
 
  When reading bytes, games will generally perform 8 "read" patterns, followed by a single output pattern
  (which I would assume finalizes the read).
 
  Sometimes when the game is writing bits, it's writing data to be stored on EPROM, and other times it's
  setting the desired EPROM address and/or read/write mode.  Knowing which it's doing involves keeping track
  of the state it's currently it and what it has done last, etc, etc.
 
  But again -- nobody *really* knows how it works.  The method I've employed in my emu is outlined below -- and
  it appears to work for every game I've tried, but I *KNOW* it's not accurate.  But, short of some hardware
  guru acquiring a handful of these carts and doing a thorough RE job, that's about the best anyone can do.
 
 
  �
  Emulating EPROM:
  -----------------------
 
  SUPER FAT IMPORTANT NOTEThis is just the method of EPROM emulation I employ in my emu.
 
      ***THIS IS NOT HOW THE ACTUAL HARDWARE WORKS***
 
  Do not use this as a final word or anything -- this is simply the product of lots of guesswork, speculation,
  and trial and error.
 
 
  D5 appears to be the "trigger" bit, and D6 appears to be the "signal" bit.  I have no clue what D7 does, and
  ignoring it completely has worked for me (though I'm sure it does have some purpose).  "Commands" are sent
  by toggling D5 (0->1->0).  Two states of D6 are observed -- one when D5 rises (0->1), and one when it falls
  (1->0).  Using these two observed states, you get 4 possible commands.  The command is sent when D5 falls.
 
  Example:
 
          byte  D6 D5
    write: $00    0 0
    write: $40    1 0
    write: $60    1 1  <-- D5 rise:    D6=1
    write: $40    1 0  <-- D5 fall:    D6=1, command "1,1" sent here
    write: $00    0 0
 
  The above sequence would issue a "1,1" command.
 
  Commands:
 
    Name    rise,fall      example write sequence
    ------------------------------------------------
    Write 0    0,0          $00, $20, $00
    Write 1    1,1          $00, $40, $60, $40, $00
    Open        1,0          $00, $40, $60, $20, $00
    Close      0,1          $00, $20, $60, $40, $C0
 
 
  The unit can be in one of several modes:
 
    - Closed
    - Select
    - Address
    - Write
    - Read
 
  I also use an 8-bit temporary value, an 8-bit address (or 7-bit address, if 128 byte EPROM) and 9-step bit
  counter.
 
  I would assume the unit is Closed on startup (and possibly reset).
 
 
  Basic Concept overview:
 
 
    "Write 0" and "Write 1" commands advance the 9-step bit counter.  The first 8 writes fill the appropriate
  bit in the temporary value.  The 9th write will take the temp value and move it to either the address (if in
  Address mode), or to the desired area in EPROM (if in Write mode), and the mode will update accordingly.
  Basically the first 8 writes fill the temp value and the 9th moves it to where it needs to go.
 
    Reads operate similarly... but the temp buffer isn't affected by the writes, and the 9th step doesn't copy
  the temp value anywhere.  Note however that games will perform a write between each bit read (presumably to
  advance it to the next bit) -- so you should do nothing but return the appropriate bit when the game reads
  the EPROM I/O Reg (do not advance it to the next bit on read).
 
    "Select" mode exists on 256 byte EPROM only (mapper 016).  It is used to select between read/write mode.
  Bit 0 of the 8-bit value written when in Select mode determines read/write mode.  On 128 byte EPROM (mapper
  159), the high bit of the address selects read/write mode.  In both cases, 1=read mode, 0=write mode.
 
    Remember that on 128 byte, values are written low bit first... but on 256 byte, they're written high bit
  first.  Bits are read the same order they're written.
 
    Doing anything but opening when the unit is closed has no effect.
 
 
  Logic Flow Details (256-byte ... mapper 016)
  --------------------------------------------
 
  Opening from Closed Mode:
    a) Enter Select Mode
 
  Opening from non-Closed Mode:
    a) if in Select Mode, increment address by 1
    b) enter Select Mode.
    c) Reset bit counter (next write is the first write in the 9-write sequence)
 
  Writing in Select Mode:
    a) If low bit of written value = 1
      -) Enter Read Mode
    b) otherwise...
      -) Enter Address Mode
 
  Writing in Address Mode:
    a) written value becomes address
    b) Enter Write mode
 
  Writing in Write Mode:
    a) written value moves to current address of EPROM
    b) mode is not changed
 
  Writing in Read Mode:
    a) Enter Select Mode
 
 
 
  Logic Flow Details (128-byte ... mapper 159)
  --------------------------------------------
 
  Opening from Closed Mode:
    a) Enter Address Mode
 
  Opening from non-Closed Mode:
    a) increment address by 1 (wrap $7F->00)
    b) do not change mode
    c) Reset bit counter (next write is the first write in the 9-write sequence)
 
  Writing in Address Mode:
    a) written value becomes address (low 7 bits only)
    b) if high bit of written value is set...
      -) Enter Read Mode
    c) otherwise...
      -) Enter Write Mode
 
  Writing in Write Mode:
    a) written value moves to current address of EPROM
    b) Enter Address mode
 
  Writing in Read Mode:
    a) Enter Address Mode

Latest revision as of 07:40, 26 September 2018

Bandai FCG boards are used largely by Bandai for Dragon Ball and Gundam games, as well as a few others. One Irem title uses it as well.

All of these games were originally assigned to INES Mapper 016 before the subtle differences, that are nonetheless relevant for fully functional emulation, became known. Please refer to the INES Mapper 016 page for a general description of all registers, and to the INES Mapper 153, INES Mapper 157 and INES Mapper 159 pages for information on the differences of those particular mappers compared to mapper 16.

  • INES Mapper 016 submapper 4: FCG-1/2 ASIC, no serial EEPROM, banked CHR-ROM
  • INES Mapper 016 submapper 5: LZ93D50 ASIC and no or 256-byte serial EEPROM, banked CHR-ROM
  • INES Mapper 159: LZ93D50 ASIC and 128-byte serial EEPROM, banked CHR-ROM
  • INES Mapper 153: LZ93D50 ASIC and 8 KiB battery-backed WRAM, unbanked CHR-RAM
  • INES Mapper 157 (Datach Joint ROM System): LZ93D50 ASIC and 256-byte serial EEPROM on Datach Main Unit, optional additional 128-byte serial EEPROM on game cartridge, unbanked CHR-RAM, barcode reader
Name ASIC CHR Memory Save Data Mapper.Submapper NES 2.0 Byte 10
Akuma-kun: Makai no Wana FCG-2 CHR-ROM - 16.4 $00
Crayon Shin-chan: Ora to Poi Poi LZ93D50 CHR-ROM - 16.5 $00
Dragon Ball: Daimaou Fukkatsu FCG-1 CHR-ROM - 16.4 $00
Dragon Ball 3: Gokuu Den FCG-2 CHR-ROM - 16.4 $00
Dragon Ball Z II: Gekishin Freezer!! LZ93D50 CHR-ROM 24C02 16.5 $20
Dragon Ball Z III: Ressen Jinzou Ningen LZ93D50 CHR-ROM 24C02 16.5 $20
Dragon Ball Z Gaiden: Saiya-jin Zetsumetsu Keikaku LZ93D50 CHR-ROM 24C02 16.5 $20
Famicom Jump: Hero Retsuden FCG-2 CHR-ROM - 16.4 $00
Meimon! Dai-3 Yakyuu-bu FCG-1 CHR-ROM - 16.4 $00
Nishimura Kyoutarou Mystery: Blue Train Satsujin Jiken FCG-1 CHR-ROM - 16.4 $00
Rokudenashi Blues LZ93D50 CHR-ROM 24C02 16.5 $20
Sakigake!! Otoko Juku: Shippu 1-gou Sei FCG-1 CHR-ROM - 16.4 $00
SD Gundam Gaiden - Knight Gundam Monogatari 2: Hikari no Kishi LZ93D50 CHR-ROM 24C02 16.5 $20
SD Gundam Gaiden - Knight Gundam Monogatari 3: Densetsu no Kishidan LZ93D50 CHR-ROM 24C02 16.5 $20
Dragon Ball Z: Kyoushuu! Saiya-jin LZ93D50 CHR-ROM 24C01 159 $10
Magical Taruruuto-kun: Fantastic World!! LZ93D50 CHR-ROM 24C01 159 $10
Magical Taruruuto-kun 2: Mahou Daibouken LZ93D50 CHR-ROM 24C01 159 $10
SD Gundam Gaiden - Knight Gundam Monogatari LZ93D50 CHR-ROM 24C01 159 $10
Famicom Jump II: Saikyou no 7-nin LZ93D50 CHR-RAM 8 KiB WRAM 153 $70
Datach Crayon Shin-chan: Ora to Poi Poi LZ93D50 CHR-RAM Datach Main Unit's 24C02 157 $00
Dragon Ball Z: Gekitou Tenkaichi Budoukai LZ93D50 CHR-RAM Datach Main Unit's 24C02 157 $00
J-League Super Top Players LZ93D50 CHR-RAM Datach Main Unit's 24C02 157 $00
SD Gundam Wars LZ93D50 CHR-RAM Datach Main Unit's 24C02 157 $00
Ultraman Club: Spokon Fight!! LZ93D50 CHR-RAM Datach Main Unit's 24C02 157 $00
Yuu Yuu Hakusho - Bakutou Ankoku Bujutsu-kai LZ93D50 CHR-RAM Datach Main Unit's 24C02 157 $00
Battle Rush: Build up Robot Tournament LZ93D50 CHR-RAM Datach Main Unit's 24C02+24C01 on cartridge 157 $10