8bitMicroGuy wrote:
Alright. Which MMC5 cartridges have all 64KB of WRAM or at least 32KB AND a battery?
No. Did you check the links I gave you? Bootgod's database has information about every MMC5 cartridge, and you really should check that out before choosing the cartridge you're gonna use as a donor.
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Do these 64KBs of RAM at 6000h-7FFFh interfere with the 8000h-9FFFh, A000h-BFFF and C000h-DFFF?
No, the RAM doesn't interfere with anything. Apparently you can mix ROM and RAM banks at $8000-$9FFF, $A000-$BFFF and $C000-$DFFF, but $6000-$7FFF can only be RAM and $E000-$FFFF can only be ROM.
I strongly suggest you give the MMC5 page a good read, so you know exactly what it can do and how:
http://wiki.nesdev.com/w/index.php/MMC5Sorry if I'm being rude by saying this, but the fact that you're asking these questions made me question how serious you are about all this. It's OK to ask questions, but when the answers to these questions can be found in the information we already gave you, you come off as lazy.
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0x6000-0x7FFF = Minecraft World save data, must have as much Save RAM as possible!!!
You can map a lot of RAM here, but only 8KB at a time.
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0x8000-0x9FFF = RAM for saving processed sprites (e.g. player with or without an armor)
OK.
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0xA000-0xBFFF = I don't know, if I'll need, I'll use this for something
0xC000-0xDFFF = PRG-ROM bank that keeps changing on demand; contains most of the game ROM.
I suggest using both for miscellaneous PRG-ROM banks, because there's often a need to combine routines and/or data. For example, you might have one of the slots hold the main game engine, with physics, collision and such, and the other hold the AI for the different objects, which you might have to switch if you have many different objects.
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0xE000-0xFFFF = Always the same PRG-ROM bank with context switching algorithms for interrupts, bankswitching functions, basic functions, math constants, etc.
OK.