INES Mapper 033: Difference between revisions

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== See also ==
== See also ==
* [http://nesdev.org/taito-j.txt Taito mapper] by goroh (japanese)
* [http://nesdev.org/taito-j.txt Taito mapper] by goroh (japanese)
* [http://www.romhacking.net/documents/362/ NES mapper list] by Dish
* [http://www.romhacking.net/documents/362/ NES mapper list] by Disch

Revision as of 20:43, 22 April 2015

iNES Mapper 033 represents Taito's TC0190. It also represents a subset of Taito's TC0350, but the only game we currently know to have used that IC didn't use its interrupt abilities (which are identical to those described on iNES Mapper 048).

 Here are Disch's original notes:
 ========================
 =  Mapper 033          =
 ========================
 
 
 Example Games:
 --------------------------
 Akira
 Bakushou!! Jinsei Gekijou
 Don Doko Don
 Insector X
 
 
 Note:
 --------------------------
 Most dumps of mapper 048 games floating around are erroneously labelled as mapper 033.  Mapper 033 does not
 have IRQs, mapper 048 does, and mirroring on each is handled a bit differently.  Apart from that, the two
 are very similar.
 
 
 Registers:
 --------------------------
 
 Range,Mask:   $8000-BFFF, $A003
 
   $8000 [.MPP PPPP]
     M = Mirroring (0=Vert, 1=Horz)
     P = PRG Reg 0 (8k @ $8000)
 
   $8001 [..PP PPPP]   PRG Reg 1 (8k @ $A000)
   $8002 [CCCC CCCC]   CHR Reg 0 (2k @ $0000)
   $8003 [CCCC CCCC]   CHR Reg 1 (2k @ $0800)
   $A000 [CCCC CCCC]   CHR Reg 2 (1k @ $1000)
   $A001 [CCCC CCCC]   CHR Reg 3 (1k @ $1400)
   $A002 [CCCC CCCC]   CHR Reg 4 (1k @ $1800)
   $A003 [CCCC CCCC]   CHR Reg 5 (1k @ $1C00)
 
 
 PRG Setup:
 ---------------------------
 
       $8000   $A000   $C000   $E000  
     +-------+-------+-------+-------+
     | $8000 | $8001 | { -2} | { -1} |
     +-------+-------+-------+-------+
 
 
 CHR Setup:
 ---------------------------
 
       $0000   $0400   $0800   $0C00   $1000   $1400   $1800   $1C00 
     +---------------+---------------+-------+-------+-------+-------+
     |     $8002     |     $8003     | $A000 | $A001 | $A002 | $A003 |
     +---------------+---------------+-------+-------+-------+-------+

Note that unlike the MMC3, the value written for the two 2 KiB CHR banks do not drop the LSB; the number written specifies the offset into CHR as a multiple of 2 KiB. Furthermore, it turns out the MSB of the register is implemented (even if no games ever used it) and the two 2 KiB CHR banks can address a full 512 KiB of CHR. (The four 1 KiB CHR banks are limited to the first 256 KiB of CHR)

See also