INES Mapper 065: Difference between revisions

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m (krzysiobal discovered more mirroring control)
(https://forums.nesdev.com/viewtopic.php?p=259459#p259459)
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[[iNES Mapper 065]] refers to games that use Irem's H3001 mapper.
[[iNES Mapper 065]] refers to games that use Irem's H3001 mapper.


  Here are Disch's original notes: 
  ========================
  =  Mapper 065          =
  ========================
 
 
   Example Games:
   Example Games:
   --------------------------
   --------------------------
Line 14: Line 8:
   Kaiketsu Yanchamaru 3
   Kaiketsu Yanchamaru 3
   Spartan X 2
   Spartan X 2
 
 
    
    
   Registers:
   Registers:
   --------------------------
   --------------------------
    
    
     $8000:  PRG Reg 0 (8k @ $8000)
     $8000:  PRG Reg 0 (8k @ $8000 -or- 8k @ $C000)
     $A000:  PRG Reg 1 (8k @ $A000)
     $A000:  PRG Reg 1 (8k @ $A000)
    $C000:  PRG Reg 2 (8k @ $C000)
    
    
     $B000-$B007:  CHR regs
     $B000-$B007:  CHR regs
    
    
    $9000:  [X... ....]  PRG bank layout
      Very similar to VRC4 or MMC3
      %0 = bank at $8000 set by writes to $8000, bank at $C000 always $3E
      %1 = bank at $C000 set by writes to $8000, bank at $8000 always $3E
      bank at $E000 always $3F
     $9001:  [MM.. ....]  Mirroring
     $9001:  [MM.. ....]  Mirroring
       %00 = Vert
       %00 = Vert
Line 43: Line 41:
     $8000 = $00
     $8000 = $00
     $A000 = $01
     $A000 = $01
    $C000 = $FE
    
    
   Games do rely on this and will crash otherwise.
   Games do rely on this and will crash otherwise.
 
 
  PRG Setup:
  ---------------------------
 
        $8000  $A000  $C000  $E000 
      +-------+-------+-------+-------+
      | $8000 | $A000 | $C000 | { -1} |
      +-------+-------+-------+-------+
 
    
    
   CHR Setup:
   CHR Setup:

Revision as of 21:36, 5 November 2020


iNES Mapper 065 refers to games that use Irem's H3001 mapper.

 Example Games:
 --------------------------
 Daiku no Gen San 2
 Kaiketsu Yanchamaru 3
 Spartan X 2
 
 Registers:
 --------------------------
 
   $8000:  PRG Reg 0 (8k @ $8000 -or- 8k @ $C000)
   $A000:  PRG Reg 1 (8k @ $A000)
 
   $B000-$B007:  CHR regs
 
   $9000:  [X... ....]  PRG bank layout
     Very similar to VRC4 or MMC3
     %0 = bank at $8000 set by writes to $8000, bank at $C000 always $3E
     %1 = bank at $C000 set by writes to $8000, bank at $8000 always $3E
     bank at $E000 always $3F
   $9001:  [MM.. ....]  Mirroring
     %00 = Vert
     %10 = Horz
     %01,%11 = 1scA
 
   $9003:  [E... ....]  IRQ Enable (0=disabled, 1=enabled)
   $9004:  [.... ....]  Reload IRQ counter
   $9005:  [IIII IIII]  High 8 bits of IRQ Reload value
   $9006:  [IIII IIII]  Low 8 bits of IRQ Reload value
 
 
 On Powerup:
 ---------------------------
 On powerup, it appears as though PRG regs are inited to specific values:
 
   $8000 = $00
   $A000 = $01
 
 Games do rely on this and will crash otherwise.
 
 CHR Setup:
 ---------------------------
 
       $0000   $0400   $0800   $0C00   $1000   $1400   $1800   $1C00 
     +-------+-------+-------+-------+-------+-------+-------+-------+
     | $B000 | $B001 | $B002 | $B003 | $B004 | $B005 | $B006 | $B007 |
     +-------+-------+-------+-------+-------+-------+-------+-------+
 
 
 
 IRQs:
 ---------------------------
 
 This mapper's IRQ system is very simple.  There's a 16-bit internal down counter which (when enabled),
 decrements by 1 every CPU cycle.  When the counter reaches 0, an IRQ is fired.  The counter stops at 0 -- it
 does not wrap and isn't automatically reloaded.
 
 Any write to $9003 or $9004 will acknowledge the pending IRQ.
 
 Any write to $9004 will copy the 16-bit reload value into the counter.
 
 $9006 and $9005 set the reload value, but do not have any effect on the actual counter.  Note that $9005 is
 the HIGH bits, not the low bits.

See also