VRC6: Difference between revisions

From NESdev Wiki
Jump to navigationJump to search
(merging mapper 24/26 reduntant material here for redirect)
m (Disch sound already in sound article, IRQ already covered in IRQ article, trimming)
Line 114: Line 114:
=== IRQ control ($F00x) ===
=== IRQ control ($F00x) ===


$F000:  IRQ Latch
For details on IRQ operation, see [[VRC_irq|VRC IRQs]]. Many VRC mappers use the same IRQ system.
$F001:  IRQ Control
$F002:  IRQ Acknowledge


Many VRC mappers use the same IRQ systemFor details on IRQ operation, see [[VRC_irq|VRC IRQs]].
The VRC6 IRQ can be used to count either CPU cycles, or scanlines as a multiple of CPU cycles.
 
        7  bit  0
        ---------
$F000: LLLL LLLL - IRQ Latch
$F001: .... .MEA - IRQ Control
  $F002: .... .... - IRQ Acknowledge
 
*L - reload value for latch
*M - mode (1=cycle, 0=scanline)
*E - enable IRQ
*A - acknowledge bit


=== Sound ($900x, $A00x, $B000-$B002) ===
=== Sound ($900x, $A00x, $B000-$B002) ===
Line 198: Line 207:
       +-------+-------+-------+-------+-------+-------+-------+-------+
       +-------+-------+-------+-------+-------+-------+-------+-------+
    
    
 
  IRQs:
  --------------------------
 
  VRC6 use the "VRC IRQ" setup shared by several VRCs.  It uses the following registers:
 
 
    $F000:  [IIII IIII]  IRQ Reload
    $F001:  [.... .MEA]  IRQ Control
    $F002:  [.... ....]  IRQ Acknowledge
 
  For info on how these IRQs work, see the "VRC IRQs" section in mapper 021
 
 
  ==========================
  Sound:
  --------------------------
 
  VRC6 has two additional pulse channels, and one sawtooth channel.  Both operate very similarly to the NES's
  native channels.
 
 
 
    Pulse Channels:
    ------------------------
 
  $9000, $A000:  [MDDD VVVV]
        M = Mode (0=normal mode, 1=digitized mode)
        D = Duty cycle (duty cycle is (D+1)/16)
        V = Volume
 
  $9001, $A001:  [FFFF FFFF]
        F = Low 8 bits of Frequency
 
  $9002, $A002:  [E... FFFF]
        F = High 4 bits of Frequency
        E = Channel Enable (0=disabled, 1=enabled)
 
 
  Pulse 1 uses regs $900x
  Pulse 2 uses regs $A00x
 
 
    Just like the NES's own pulse channels, an internal counter is counted down each CPU cycle, and when it
  wraps, it's reloaded with the 'F' frequency value, and the duty cycle unit takes another step.  VRC6's pulses
  can have a duty cycle anywhere between 1/16 and 8/16 depending on the given 'D' value.
 
    Channel output is either 0 or 'V', depending on the current state of the duty cycle unit (or digitized
  mode).
 
    When 'M' is set (digitized mode), the duty cycle is ignored, and 'V' is always output.  In this mode, the
  channel essentially is no longer a Pulse wave, but rather $9000/$A000 acts like a 4-bit PCM streaming
  register (similar to $4011).
 
    When 'E' is clear (channel disabled), output of the channel is forced to '0' (silencing the channel).
 
  Generated tone in Hz can be calculated by the following:
 
        CPU_CLOCK
  Hz = -------------
        (F+1) * 16
 
 
    Sawtooth Channel:
    ------------------------
 
  $B000:  [..AA AAAA]
        A = Accum Rate
 
  $B001:  [FFFF FFFF]
        F = Low 8 bits of frequency
 
  $B002:  [E... FFFF]
        F = High 4 bits of frequency
        E = Channel Enable (0=disabled, 1=enabled)
 
 
    The sawtooth uses an 8-bit accumulation register.  Every time it is clocked, 'A' is added until the 7th
  clock, at which point it is reset to 0.  The high 5 bits of this accumulation reg are then used as the
  channel output.  Strangely, though, the accumulation register seems to only be clocked once for every *two*
  times the frequency divider expires.  This results in a tone that's an octave lower than you might expect.
 
    It's difficult to put in words, so here's an example using $0B as a value for the accum rate ('A'):
 
  Step    Accum.  Channel output
  -------------------------------
  0      $00      $00
  1      $00      $00    odd steps do nothing
  2      $0B      $01    even steps.. add value of 'A' to accum
  3      $0B      $01
  4      $16      $02
  5      $16      $02
  6      $21      $04
  7      $21      $04
  8      $2C      $05
  9      $2C      $05
  10      $37      $06
  11      $37      $06
  12      $42      $08    6th and final time 'A' is added
  13      $42      $08
  0      $00      $00    7th time, accum is reset instead
                          ... and the process repeats
 
    Channel output is the high 5 bits of the accumulation reg (right shift reg by 3).  If the accum rate is too
  high, the accum reg WILL wrap at 8 bits, causing ugly distortion.  The highest accum rate you can use without
  wrapping is $2A.
 
    If 'E' is clear (channel disabled), channel output is forced to 0 (silencing the channel).
 
  Generated tone in Hz can be calculated by the following:
 
        CPU_CLOCK
  Hz = -------------
        (F+1) * 14
== References ==
== References ==
* Official VRC6 documentation: http://www.assemblergames.com/forums/showthread.php?48390-Several-Famicom%28NES%29-misc-dev-documents-from-Nintendo-and-Konami
* Official VRC6 documentation: http://www.assemblergames.com/forums/showthread.php?48390-Several-Famicom%28NES%29-misc-dev-documents-from-Nintendo-and-Konami
* Naruko's explanation of the $B003 register according to the VRC6 documentation: http://forums.nesdev.org/viewtopic.php?f=11&t=10628
* Naruko's explanation of the $B003 register according to the VRC6 documentation: http://forums.nesdev.org/viewtopic.php?f=11&t=10628

Revision as of 14:10, 17 March 2014

The Konami's VRC6 ASIC mapper comes in two variants:

  1. iNES Mapper 024 used for Akumajou Densetsu (Konami PCB 351951).
  2. iNES Mapper 026 used for Madara and Esper Dream 2 (Konami PCB 351949A).

The difference between the two variants switches the A0 and A1 lines. The registers described on this page are for mapper 24, but for mapper 26 the register addresses must be adjusted ($x001 becomes $x002 and vice versa).



Overview

  • PRG ROM size: Up to 256 KB
  • PRG ROM bank size: 16 KB at $8000, 8 KB at $C000
  • PRG RAM: Up to 8 KB
  • CHR capacity: Up to 256 KB ROM
  • CHR bank size: 1 KB
  • Nametable mirroring: Controlled by mapper
  • Subject to bus conflicts: No

See VRC6 pinout for chip pinout.

Registers

Only address lines 0, 1, and 12-15 are used for registers, therefore mirrors can be found by ANDing the address with $F003 ($DE6A mirrors $D002)

16k PRG Select ($8000-$8003)

7  bit  0
---------
.... PPPP
     ||||
     ++++- Select 16 KB PRG ROM at $8000

8k PRG Select ($C000-$C003)

7  bit  0
---------
...P PPPP
   | ||||
   +-++++- Select 8 KB PRG ROM at $C000

PPU Banking Style ($B003)

7  bit  0
---------
W.PN MMDD
| || ||||
| || ||++- PPU banking mode; see below
| || ++--- Mirroring varies by banking mode, see below
| |+------ 1: Nametables come from CHRROM, 0: Nametables come from CIRAM
| +------- CHR A10 is 1: subject to further rules 0: according to the latched value
+--------- PRG RAM enable

The VRC6 supports the use of a larger RAM to provide more nametables. However, no games used any more than the two from the Famicom's built-in CIRAM, nor ever use ROM nametables. As a result, the commercial games seen only ever write the values $20, $24, $28, $2C, $A0, $A4, $A8, and $AC to this register.

CHR Select 0…7 ($Dxxx, $Exxx)

For brevity, we refer to the registers at $D000 through $D003 and $E000 through $E003 as R0 through R7.

The lower 3 bits of the $B003 register affect where the registers are used:

[$B003] & 7 → 0 4 1 or 5 2 or 3 6 or 7
PPU bank Register used
$0000-$03FF R0 R0 R0 R0 R0
$0400-$07FF R1 R1 R1 R1
$0800-$0BFF R2 R2 R1 R2 R2
$0C00-$0FFF R3 R3 R3 R3
$1000-$13FF R4 R4 R2 R4 R4
$1400-$17FF R5 R5
$1800-$1BFF R6 R6 R3 R5 R5
$1C00-$1FFF R7 R7
$2000-$23FF R6 R6 R4 R6 R6
$2400-$27FF R6 R7 R5 R7 R6
$2800-$2BFF R7 R6 R6 R6 R7
$2C00-$2FFF R7 R7 R7 R7 R7

For the pattern tables, when the $20s bit of $B003 is set, 2 KiB banks pass PPU A10 through (limiting the register to seven bits wide by ignoring the LSB).

For the nametables, if the $20s bit of $B003 is set and the lower 4 bits of $B003 have one of the following values, CHR A10 is replaced:

[$B003] & 15 CHR A10
0 or 7 PPU A10 ("vertical mirroring")
4 or 3 PPU A11 ("horizontal mirroring")
8 or 15 Ground
12 or 11 Vcc
all other values not replaced

If the $20s bit is clear, in both the pattern and name tables, the full eight-bit value from the register is used, even if this causes duplication. If these modes had ever been used, we assume Konami would have connected PPU A10 to the CHR ROM manually.

IRQ control ($F00x)

For details on IRQ operation, see VRC IRQs. Many VRC mappers use the same IRQ system.

The VRC6 IRQ can be used to count either CPU cycles, or scanlines as a multiple of CPU cycles.

       7  bit  0
       ---------
$F000: LLLL LLLL - IRQ Latch
$F001: .... .MEA - IRQ Control
$F002: .... .... - IRQ Acknowledge
  • L - reload value for latch
  • M - mode (1=cycle, 0=scanline)
  • E - enable IRQ
  • A - acknowledge bit

Sound ($900x, $A00x, $B000-$B002)

For details on sound information, see VRC6 audio.

Disch's notes

TODO: incorporate any missing information into the article above, then remove these notes.

 ========================
 =  Mapper 024          =
 =       + 026          =
 ========================
 
 aka
 --------------------------
 VRC6
 
 
 
 Example Games:
 --------------------------
 Akumajou Densetsu        (024)
 Madara                   (026)
 Esper Dream 2            (026)
 
 
 
 Multiple numbers, just one mapper:
 --------------------------
 As is the VRC way...  VRC6 comes in two varieties.  Both variants operate exactly the same, only the reigster
 addresses are different:
 
    variant   lines     registers                       Mapper Number
    =================================================================
    VRC6a:    A0, A1    $x000, $x001, $x002, $x003      024
    VRC6b:    A1, A0    $x000, $x002, $x001, $x003      026
 
 
 
 This doc will use the 'VRC6a' registers (0,1,2,3) in all following register descriptions.  For 'VRC6b',
 simply reverse $x001 and $x002.
 
 
 Registers:
 --------------------------
 Some registers are mirrored across several addresses.  For example, writing to $8003 has the same effect as
 writing to $8000.
 
 $8000-$8003:  [PPPP PPPP]   PRG Reg 0  (Select 16k @ $8000)
 $9000-$9002:                Sound, Pulse 1  (see sound section)
 $A000-$A002:                Sound, Pulse 2
 $B000-$B002:                Sound, Sawtooth
 $B003:        [.... MM..]   Mirroring:
    %00 = Vert
    %01 = Horz
    %10 = 1ScA
    %11 = 1ScB
 
 $C000-$C003:  [PPPP PPPP]   PRG Reg 1  (Select 8k @ $C000)
 $D000-$E003:  [CCCC CCCC]   CHR regs (See CHR setup)
 $F000-$F002:                IRQ regs (See IRQ section)
 
 
 PRG Setup:
 --------------------------
 
       $8000   $A000   $C000   $E000  
     +---------------+-------+-------+
     |     $8000     | $C000 | { -1} |
     +---------------+-------+-------+
 
 
 CHR Setup:
 --------------------------
 
       $0000   $0400   $0800   $0C00   $1000   $1400   $1800   $1C00 
     +-------+-------+-------+-------+-------+-------+-------+-------+
     | $D000 | $D001 | $D002 | $D003 | $E000 | $E001 | $E002 | $E003 |
     +-------+-------+-------+-------+-------+-------+-------+-------+
 

References