Mapper recommandation chart
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Mapper recommandation chart
The discussion in that other thread made me made this chart, so anyone can easily figure the "minimal" mapper requirement.
Only the Nintendo mappers are included, because if I wanted to include all 3rd party mappers it would be way too complex.
The chart :
a) Need to switch large page of tilesets rapidly ? (need for CHR-ROM)
yes -> b)
no -> c)
b) Need to do pixel effects on individual tiles ? (need for CHR-RAM)
yes -> Use mapper 119 (MMC3, TQROM)
no -> d)
c) Need to do pixel effects on individual tiles ? (need for CHR-RAM)
yes -> g)
no -> j)
d) You'll use CHR-ROM. Need 512kb CHR-ROM ?
yes -> Use MMC5
no -> e)
e) Need more than 8kb WRAM ?
yes -> Use MMC5
no -> f)
f) Need 512kb PRG-ROM or 256kb CHR-ROM ?
yes -> Use MMC3
no -> g)
g) Need scanline counter ?
yes -> Use MMC3
no -> h)
h) Need WRAM ?
yes -> Use MMC1 (or MMC4)
no -> i)
i) Need to change mirroring during the game ?
yes -> Use MMC1 (or MMC2)
no -> k)
j) it doesn't matter if you use CHR-ROM or CHR-RAM.
Total amount of data >512kb ?
yes -> Use MMC5
no -> g)
k) Use discrete logic mapper.
Total size <=40kb ?
yes -> use no mapper
no -> use another discrete logic mapper (AxROM, CxROM, BxROM, GxROM or UxROM)
Only the Nintendo mappers are included, because if I wanted to include all 3rd party mappers it would be way too complex.
The chart :
a) Need to switch large page of tilesets rapidly ? (need for CHR-ROM)
yes -> b)
no -> c)
b) Need to do pixel effects on individual tiles ? (need for CHR-RAM)
yes -> Use mapper 119 (MMC3, TQROM)
no -> d)
c) Need to do pixel effects on individual tiles ? (need for CHR-RAM)
yes -> g)
no -> j)
d) You'll use CHR-ROM. Need 512kb CHR-ROM ?
yes -> Use MMC5
no -> e)
e) Need more than 8kb WRAM ?
yes -> Use MMC5
no -> f)
f) Need 512kb PRG-ROM or 256kb CHR-ROM ?
yes -> Use MMC3
no -> g)
g) Need scanline counter ?
yes -> Use MMC3
no -> h)
h) Need WRAM ?
yes -> Use MMC1 (or MMC4)
no -> i)
i) Need to change mirroring during the game ?
yes -> Use MMC1 (or MMC2)
no -> k)
j) it doesn't matter if you use CHR-ROM or CHR-RAM.
Total amount of data >512kb ?
yes -> Use MMC5
no -> g)
k) Use discrete logic mapper.
Total size <=40kb ?
yes -> use no mapper
no -> use another discrete logic mapper (AxROM, CxROM, BxROM, GxROM or UxROM)
Last edited by Bregalad on Tue Feb 21, 2012 5:19 am, edited 1 time in total.
Useless, lumbering half-wits don't scare us.
Dwedit: Does any Nintendo board even support big CHR RAM? I can't think of any, apart from CPROM. Otherwise, any mapper supporting both CHR ROM and CHR RAM would probably work.
3gengames: That and Mega Man 4, Mega Man 6, and Ninja Crusaders. I think this article assumes that bunnyboy might start offering a ReproPak MMC3.
3gengames: That and Mega Man 4, Mega Man 6, and Ninja Crusaders. I think this article assumes that bunnyboy might start offering a ReproPak MMC3.
And to get double pedantic, the game using that mapper isn't on a Nintendo board. But it looks almost as if CPROM and MMC2 had a baby: reading from PPU $2000-$2FFF selects a CHR RAM subpage from bits PA10 and PA11.
Something like this table?
- infiniteneslives
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I realize this is meant to be Nintendo boards/mappers/concepts
only but...
http://nesdev.com/bbs/viewtopic.php?t=8235
Keep in mind that, Memblers' 8T-ROM is has is similar to them with his PPU 'interupt.' Although I don't think it's WRAM that gets you to MMC4 with Bregalad's chart.MottZilla wrote:I wouldn't really recommend producing any game using the MMC2 or MMC4 today unless you had a really good reason for using its CHR ability.
His board also has 32KB CHR-RAMdwedit wrote: What about 32k of CHR-RAM?
http://nesdev.com/bbs/viewtopic.php?t=8235
Yes, thanks.tepples wrote:Something like this table?
I made a small fix since yesterday.
I excluded non-Nintendo mappers (as I said in my 1st post), and it's true I excluded CPROM too because it's very specific. Switching CHR-RAM pages is interesting but doing it while being limited to 32kb PRG-ROM is not.
Also I don't really recommend MMC2/4, I just included them so I could include (almost) all Nintendo mappers in the chart. I just add them at an option when I recommend the MMC1.
PS : Tepples, your table is great and is a great addition to the wiki.
I excluded non-Nintendo mappers (as I said in my 1st post), and it's true I excluded CPROM too because it's very specific. Switching CHR-RAM pages is interesting but doing it while being limited to 32kb PRG-ROM is not.
Also I don't really recommend MMC2/4, I just included them so I could include (almost) all Nintendo mappers in the chart. I just add them at an option when I recommend the MMC1.
PS : Tepples, your table is great and is a great addition to the wiki.
Useless, lumbering half-wits don't scare us.
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Karatorian
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Hey, you forgot a couple of questions, like "Do you want to make carts?" and "Is the MMC1 register write protocol brain-damaged?"
But seriously, this is a very well thought answer to an FAQ that's not amendable to a simple one size fits all reply. Inspired by this, I turned it into a flow chart.

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Please proofread this. I think it's a correct adaptation, but it'd be nice to have someone else look it over.
But seriously, this is a very well thought answer to an FAQ that's not amendable to a simple one size fits all reply. Inspired by this, I turned it into a flow chart.

PFD (US Legal)
SVG Source
Please proofread this. I think it's a correct adaptation, but it'd be nice to have someone else look it over.
Last edited by Karatorian on Thu Feb 23, 2012 10:35 am, edited 1 time in total.
If yes, then use a discrete logic mapper as you'll avoid the pain that programming CPLDs in verilog is...Do you want to make carts?
It is not so brain damaged in the sense that this allowed to connect only 2 data lines (D0, D7) to the chip. If you were to have a standard parallel write procedure, they'd have to connect 5 data lines, so 3 additional pins, the chip would have to be 28 pin (27 pins chips doesn't exist obviously).Is the MMC1 register write protocol brain-damaged?
Useless, lumbering half-wits don't scare us.