Expanding Kirby's Adventure...
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Expanding Kirby's Adventure...
Game has 4th Mapper and as far as I was told it already has maximum size for that mapper. The question is - is it possible to expand ROM? Maybe change it mapper to mmc5 for example or something.... Will it be hard to make game run on new mapper?
=P Why not?Bregalad wrote:(I don't consider pirate mulicarts as mappers)
Anyway... I'm a little confused. Is it really that MMC3 can't access 1MB? Or is it just that no boards have that much PRG on them? Like... does the MMC3 just not have enough pinouts?
I'm not really very knowledgable when it comes to hardware. I tried making sense of the pinout on kevtris' page, and it looks like it has pins going up to PRG A18... but wouldn't that make the cap 256K? Obviously I'm misunderstanding because games have more than that.
Off by one?
MMC3 has enough PRG ROM address pins to switch 64 banks, each of 8 KiB.Disch wrote:Anyway... I'm a little confused. Is it really that MMC3 can't access 1MB? Or is it just that no boards have that much PRG on them? Like... does the MMC3 just not have enough pinouts?
There are a total of 19 pins, numbered A0, A1, A2, ..., A18, going into the PRG ROM's address bus. A0 through A12 come from the NES PRG bus, and A13 through A18 come from the MMC3. If you have 19 address pins and 8 data pins, you can address 2^19 octets = 512 KiB.I'm not really very knowledgable when it comes to hardware. I tried making sense of the pinout on kevtris' page, and it looks like it has pins going up to PRG A18... but wouldn't that make the cap 256K?
I guess it would be possible to adress more ROM by using other pins, such as the CHR ROM upper adress, in order to get 1024 KB of PRG ROM split into two big chunks of 512 kb, but then CHRROM would be restricted to 128 KB, and this wouldn't be emulatable unless an emulator was written espeically for this.
$6000 is within battery-backed SRAM. If you are going to use it to implement a mapper, like that mapper with CHR ROM that shares BNROM's iNES number, you'll have to make sure that the code does not rely on the contents of $6000 being preserved over bank switches or over power cycles. You'll also have to duplicate the fixed banks (last 16 KiB) in both the bottom and top half of the ROM so that interrupt handlers jump to somewhere sane.