Talk:RAMBO-1: Difference between revisions

From NESdev Wiki
Jump to navigationJump to search
mNo edit summary
 
(19 intermediate revisions by 5 users not shown)
Line 1: Line 1:
As for the 2mb PRG, I'm not sure if the cart actually supports that much ROM, but the PRG registers apparently are 8 bits, and 8kb * $100 = 2048kb = 2mb. --[[User:Drag|Drag]] 03:05, 9 November 2011 (UTC)
As for the 2mb PRG, I'm not sure if the cart actually supports that much ROM, but the PRG registers apparently are 8 bits, and 8kb * $100 = 2048kb = 2mb. --[[User:Drag|Drag]] 03:05, 9 November 2011 (UTC)
== Alternate IRQ timing  ==
This is how to get 4 games working: Klax, Skull&Crossbones, Rolling Thunder and Hard Drivin'.
*Address mask: $E001.
writes to $C000: irq_latch=data;
writes to $C001: irq_reload=true; irq_mode=data&1;
writes to $E000: irq_enable=false; IRQ acknowledge by CPU.
writes to $E001: irq_enable=true; IRQ acknowledge by CPU.
* When the IRQ is clocked by CPU or scanline modes:
If irq_reload == true:
    irq_counter = irq_latch;
    if irq_latch != 0
      irq_counter |= 1;
    irq_reload=false;
Else if irq_counter == 0:
    irq_counter = irq_latch;
Else
    irq_counter--;
If irq_counter == 0 and irq_enable == true
    irq_delay=4 (IRQ will be fired 4 CPU cycles later)
== Alternate Method for RAMBO-1 IRQ ==
Nintendulator-NRS's source file /mappers/src/iNES/mapper064.cpp has an alternative implementation of the IRQ which allows it to work properly with all known games to use it: Klax, Skull & Crossbones and Hard Drivin'.

Latest revision as of 14:43, 9 July 2019

As for the 2mb PRG, I'm not sure if the cart actually supports that much ROM, but the PRG registers apparently are 8 bits, and 8kb * $100 = 2048kb = 2mb. --Drag 03:05, 9 November 2011 (UTC)

Alternate IRQ timing

This is how to get 4 games working: Klax, Skull&Crossbones, Rolling Thunder and Hard Drivin'.

  • Address mask: $E001.
writes to $C000: irq_latch=data;
writes to $C001: irq_reload=true; irq_mode=data&1;
writes to $E000: irq_enable=false; IRQ acknowledge by CPU.
writes to $E001: irq_enable=true; IRQ acknowledge by CPU.
  • When the IRQ is clocked by CPU or scanline modes:
If irq_reload == true:
   irq_counter = irq_latch;
   if irq_latch != 0
      irq_counter |= 1;
   irq_reload=false;
Else if irq_counter == 0:
   irq_counter = irq_latch;
Else
   irq_counter--;
If irq_counter == 0 and irq_enable == true
   irq_delay=4 (IRQ will be fired 4 CPU cycles later)

Alternate Method for RAMBO-1 IRQ

Nintendulator-NRS's source file /mappers/src/iNES/mapper064.cpp has an alternative implementation of the IRQ which allows it to work properly with all known games to use it: Klax, Skull & Crossbones and Hard Drivin'.