Difference between revisions of "INES Mapper 033"

From Nesdev wiki
Jump to: navigation, search
m (explicitly mention that it's DDD1 on the TC0350)
 
Line 1: Line 1:
 
[[Category:iNES Mappers|033]][[Category:MMC3-like mappers|033]]
 
[[Category:iNES Mappers|033]][[Category:MMC3-like mappers|033]]
[[iNES Mapper 033]] represents [[Taito_TC0190_pinout|Taito's TC0190]]. It also represents a subset of Taito's TC0350, but the only game we currently know to have used that IC ( [http://bootgod.dyndns.org:7777/profile.php?id=4025 Don Doko Don] ) didn't use its interrupt abilities (which are identical to those described on [[iNES Mapper 048]]).
+
[[iNES Mapper 033]] represents [[Taito_TC0190_pinout|Taito's TC0190]]. It also represents a subset of [[Taito_TC0350_pinout|Taito's TC0350]], but the only game we currently know to have used that IC ( [http://bootgod.dyndns.org:7777/profile.php?id=4025 Don Doko Don] ) didn't use its interrupt abilities (which are identical to those described on [[iNES Mapper 048]]).
  
 
   Here are Disch's original notes:
 
   Here are Disch's original notes:

Latest revision as of 16:51, 14 September 2019

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 ( Don Doko Don ) 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