Epoxy package mapper pinouts

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When looking at PCB with unknown epoxy blob mapper, trying to map its pin-out with any existing one can help recognizing the mapper chip.


Notes:

  • pins are numbered counter-clockwise (like in ordinary QFP and DIL chips)
  • first pin is the one appearing after VCC, so that VCC is last pin (if there are multiple VCCs, the choice is arbitrary)
  • pin-outs shown bellow contain the maximum (full) pin-out that was ever observed; if some pins are not used in a particular board (for example: epoxy MMC3 + 128kB PRG + 128kB CHR, no WRAM), there won't be wires coming into the blob (in that example: PRG A17, PRG A18, CHR A17, WRAM +CE, WRAM /CE, WRAM /WE are omitted);

Mapper 090

               /-------\
         M2 -> |  1 56 | -- VCC
    CHR /CE <- |  2 55 | <- CPU A11
CPU /ROMSEL -> |  3 54 | -> PRG A20
    CPU A12 -> |  4 53 | -> PRG A19
    CPU A13 -> |  5 52 | -> PRG A18
    CPU A14 -> |  6 51 | -> PRG A17
     CPU A0 -> |  7 50 | -> PRG A16
     CPU A1 -> |  8 49 | -> PRG A15
     CPU A2 -> |  9 48 | -> PRG A14
    PRG /CE <- | 10 47 | -> PRG A13
   WRAM /CE <- | 11 46 | -> /IRQ
     CPU D0 <> | 12 45 | -> CIRAM A10
     CPU D1 <> | 13 44 | -> CHR A18
     CPU D2 <> | 14 43 | <- CPU R/W
     CPU D3 <> | 15 42 | <- PPU /RD
     CPU D4 <> | 16 41 | -> CHR A17
     CPU D5 <> | 17 40 | -> CHR A16
     CPU D6 <> | 18 39 | -> CHR A15
     CPU D7 <> | 19 38 | -> CHR A14
    PPU A10 -> | 20 37 | -> CHR A13
    PPU A11 -> | 21 36 | -> CHR A12
    PPU A12 -> | 22 35 | -> CHR A11
    PPU A13 -> | 23 34 | -> CHR A10
    CHR A19 <- | 24 33 | -> CIRAM /CE
     PPU A3 -> | 25 32 | <- PPU A9
     PPU A4 -> | 26 31 | <- PPU A8
     PPU A5 -> | 27 30 | <- PPU A7
        GND -- | 28 29 | <- PPU A6
               \-------/

Sample games:

  • Super Mario World (demo) - does not use CPU A11 [1]
  • 45 in 1 [2]
  • WarioLand - the only known game using WRAM /CE pin

Mapper 091

           /-------\
     M2 -> |  1    |  
 CPU D0 -> |  2 35 | -- VCC
 CPU D1 -> |  3 34 | -> PRG /CE
 CPU D2 -> |  4 33 | -> CHR A18
 CPU D3 -> |  5 32 | -> CHR A17
 CPU D4 -> |  6 31 | -> CHR A16
 CPU D5 -> |  7 30 | -> CHR A15
 CPU D6 -> |  8 29 | -> CHR A14
 CPU D7 -> |  9 28 | -> CHR A13
 CPU A0 -> | 10 27 | -> CHR A12
 CPU A1 -> | 11 26 | -> CHR A11
   /IRQ <- | 12 25 | -> PRG A16
 CPU A2 -> | 13 24 | -> PRG A15
CPU A12 -> | 14 23 | -> PRG A14
CPU A13 -> | 15 22 | -> PRG A13
CPU A14 -> | 16 21 | <- CPU /ROMSEL
PPU A11 <- | 17 20 | <- CPU R/W
PPU A12 <- | 18 19 | -- GND
           \-------/

Sample games:

  • Dragon Ball Z - Super Butouden 2 [3]
  • Super Mario Sonik 2 - CHR A18/A17 are repurposed to select mirroring [4]
  • Street Fighter 3 - discrete version [5]


Mapper 221

           /-------\
PRG A19 <- |  1 28 | -- VCC
PRG A18 <- |  2 27 | <- /RESET
PRG A17 <- |  3 26 | <- PPU A10
PRG A16 <- |  4 25 | <- PPU A11
PRG A15 <- |  5 24 | <- PPU /WE
PRG A14 <- |  6 23 | <- CPU A14
CPU A10 -> |  7 22 | <- CPU R/W
 CPU A9 -> |  8 21 | <- CPU /ROMSEL
 CPU A8 -> |  9 20 | -> CIRAM A10
 CPU A7 -> | 10 19 | <- CPU A3
 CPU A6 -> | 11 18 | <- CPU A2
 CPU A5 -> | 12 17 | <- CPU A1
PRG /CE <- | 13 16 | <- CPU A0
    GND -- | 14 15 | -> CHR /WE
           \-------/

Sample games:

  • 400 in 1 [6]
  • 400 in 1 - discrete version [7]