Finally I get around to finishing these up from my last set of games
Nintendo:
---------
HVC-STROM (Pinball): I found this bizarre thing in a Pinball cart, check the DB and see for yourself! It boils down to work the same as a NROM cart though.
HVC-FJROM (Famicom Wars): WRAM is not enabled by default (open bus). How the hell do you enable it?! I can't figure it out! Press start 2x to get to a select screen. WRAM is not enabled until you choose one of these options. Once enabled, it stays that way even after reset. Both /CE lines and /WE are connected to the MMC4.
HVC-FKROM on the other hand, WRAM is enabled and writable on power up. On these boards, one of the /CE lines and /WE is connected to the MMC4 the same way FJROM is, the other /CE line is connected to an MM1026, which is some kind of switching device that prevent WRAM corruption when switching between normal power and battery.
Jaleco:
-------
JF-09 (Jajamaru no Daibouken): Existing dump was hacked to work with mapper 66. Also had inner CHR banks swapped like JF-10 (Urusei Yatsura: Lum no Wedding Bell). Should be mapper 87. Doesn't work in Nestopia currently until m87 is fixed (see previous notes for more about this).
JF-19 (Moero!! Pro Yakyuu '88: Kettei Ban): From what I read in docs, bankswitching is done by writing to $8000-FFFF with the register format being like PCxxNNNN where NNNN is the bank num, P means your switching a PRG bank and C for switching CHR and xx being unused. Then your supposed to write the bank num again with P & C cleared. Also has bus conflicts. This particular game will do the following: (the accumulator has the desired value in it at this point)
tax
sta (8000h),x
and #3fh
tax
sta (8000h),x
So there is a lookup table for bank selection at the first 256 bytes at $8000
Only reason I am really noting this is because Moero!! Pro Soccer (which I dont have) is also m92 and seems to do it completely different.
Bandai:
-------
BA-JUMP2 (Famicom Jump II): Doesn't work in any emu. Seen references to mapper 153. Uses Bandai's LZ93D50 and has 8K WRAM (battery-backed) at $6000 and 8K VRAM. Seems to have same register setup as other LZ93D50 games (uses $800x). $8000-8007 normally select 1K CHR bank, but instead here the lowest bit selects the lower/upper 256K of PRG. Once the upper 256K has been selected, it seems you have to write 0 to all 8 CHR bank regs to go back? Not sure if CHR regs serve any other function in this case. On powerup, is set to lower 256K.
BANDAI-CNROM: Works just like HVC-CNROM, even has the evil CHR enable diodes. On a side note, I had 2 copies of GeGeGe 1, one used a 74xx163 instead of a 161.
Mapper70/152: These are indeed the same board with the exception that m70 has pads to select H/V mirroring. Also Kamen Rider Club has the worst controls of any game I've ever played.
BANDAI-GNROM: Just like HVC-GNROM.
Mapper159: Exactly the same as m16 (BANDAI-LZ93D50) except has a 1kb EEPROM instead of 2kb.
A number of Bandai boards use japanese characters in their names, and also Taito's Fudou Myouou Den does as well. Can anyone translate these for me so I can give them better names?
Taito:
------
Mapper80/207 (X1-005): Not so sure they need to be be split, maybe the mirroring has to do with $7EF6? Need to look into more.
TFC-BJ2-5900-35 (Bakushou!! Jinsei Gekijoh 2): WTF! The first cart of this I dumped used the TC0190FMC (m33) and another used the X1-005 (m80) and I dumped them using their respective plugins and they dumped the same! Need to look into this.
What's up with the batteries in these X-017 and X-005 games? Read that X-017 has 8K WRAM at $6000, it does not as far as I can tell.
Konami:
-------
Nothing really new to mention here, one question though, has anyone ever seen an actual "VRC-1"? The m75 games I've seen so far (Konami and Jaleco) have used a chip labeled D65005C075 in conjunction with a 74xx32
Namco:
------
I still haven't seen anything marked as an actual '106' (m19) though I did find a number of carts with a chip labeled '163' that are also m19.
I did notice that Namco 3xxx boards have sort of a pattern to them where the digits represent different attributes of the board. I think maybe we should be using these as the UNIF / board class instead.
* The normal 32K PRG carts can bankswitch around its 8K chunks of PRG, I don't know why this would be desirable or practical but they can do it! On the 34x7 boards, the traces that connect the mapper to PRG A13 and A14 are not present, so the 32K is fixed and can't be swapped.
Here is the full list of 34xx boards I have come across and their attributes. There are some oddballs that don't really fit into that scheme above.
The rest of them:
-----------------
The rest of the Namco boards are mostly the m19 type and almost exclusively epoxy boards. They use a variety of naming schemes:
60-xx: Always epoxy boards, all m19 except these 2. The name doesn't seem to mean anything useful, the numbers just go up incrementally from oldest to newest.
60-10: This is a standard 108/109/118 cart like those in the 34xx series.
60-24: An m88 board, apparently like the 3443. The 74xx32 and 108/109/118 must be housed under the same glob.
LROG0xx: Always epoxy boards, these are used all over the place. I see these in other companies games like Nintendo. The name doesn't seem to mean anything useful, the numbers just go up incrementally from oldest to newest. Most of the them will have a "real" board name in addition to this, but not always.
And then finally, there are some boards specific to the 106/163. There seems to be meaning to the names but I haven't seen enough of them to be conclusive on aything. The ones I've seen so far:
The first 2 digits appear to represent PRG and CHR size (1 = 128, 2 = 256).
The third digit I have no clue.
The 4th digit seems to indicate the type of board (S = Epoxy, F = DIP).
The 5th digit has always been 0.
The last letter may have to do with the presence of a battery (no letter = battery, letter = no battery). Pretty hard to say though.
Now for some game / board specific notes, mostly relating to WRAM:
60-10: Supports WRAM, but not always present
60-12 (Dokuganryuu Masamune): Has WRAM + battery (assuming for WRAM, but not neccessarily), but WRAM is not enabled at powerup and I don't know how to enable it.
Youkai Douchuuki: PRG must be wired funny, had to start with bank # 16. Data below this was mirror of data starting here (IIRC in 32K increments).
60-16 (Kaijuu Monogatari): Supports WRAM, but not present in this case. Has battery backup for internal RAM.
60-21: Supports WRAM, but not always present. When present, it is enabled and writable on powerup. Can be battery backed.
60-25: Has WRAM + battery. WRAM is enabled on powerup but not writable. Again, don't know how to write enable.
Panesian (AVE?):
----------------
I checked out a Bubble Bath Babes cart, it seems to be made by the same place that did AVE's boards. In fact it has the same form-factor and fits pefectly into an AVE cart and it uses the NINA lockout chip as well!? Anyways, this is currently assigned as m3, which maybe it shouldn't be. It has a 64K CHR ROM, which a CNROM board would not work with.
The 74xx161 uses 3 of it's gates, the first 2 are like CNROM:
PRG D0 controls CHR A13
PRG D1 controls CHR A14
But then rather than using D4 and D5 for the security stuff, it simply uses D2 to control CHR A15
Nintendo:
---------
HVC-STROM (Pinball): I found this bizarre thing in a Pinball cart, check the DB and see for yourself! It boils down to work the same as a NROM cart though.
HVC-FJROM (Famicom Wars): WRAM is not enabled by default (open bus). How the hell do you enable it?! I can't figure it out! Press start 2x to get to a select screen. WRAM is not enabled until you choose one of these options. Once enabled, it stays that way even after reset. Both /CE lines and /WE are connected to the MMC4.
HVC-FKROM on the other hand, WRAM is enabled and writable on power up. On these boards, one of the /CE lines and /WE is connected to the MMC4 the same way FJROM is, the other /CE line is connected to an MM1026, which is some kind of switching device that prevent WRAM corruption when switching between normal power and battery.
Jaleco:
-------
JF-09 (Jajamaru no Daibouken): Existing dump was hacked to work with mapper 66. Also had inner CHR banks swapped like JF-10 (Urusei Yatsura: Lum no Wedding Bell). Should be mapper 87. Doesn't work in Nestopia currently until m87 is fixed (see previous notes for more about this).
JF-19 (Moero!! Pro Yakyuu '88: Kettei Ban): From what I read in docs, bankswitching is done by writing to $8000-FFFF with the register format being like PCxxNNNN where NNNN is the bank num, P means your switching a PRG bank and C for switching CHR and xx being unused. Then your supposed to write the bank num again with P & C cleared. Also has bus conflicts. This particular game will do the following: (the accumulator has the desired value in it at this point)
tax
sta (8000h),x
and #3fh
tax
sta (8000h),x
So there is a lookup table for bank selection at the first 256 bytes at $8000
Only reason I am really noting this is because Moero!! Pro Soccer (which I dont have) is also m92 and seems to do it completely different.
Bandai:
-------
BA-JUMP2 (Famicom Jump II): Doesn't work in any emu. Seen references to mapper 153. Uses Bandai's LZ93D50 and has 8K WRAM (battery-backed) at $6000 and 8K VRAM. Seems to have same register setup as other LZ93D50 games (uses $800x). $8000-8007 normally select 1K CHR bank, but instead here the lowest bit selects the lower/upper 256K of PRG. Once the upper 256K has been selected, it seems you have to write 0 to all 8 CHR bank regs to go back? Not sure if CHR regs serve any other function in this case. On powerup, is set to lower 256K.
BANDAI-CNROM: Works just like HVC-CNROM, even has the evil CHR enable diodes. On a side note, I had 2 copies of GeGeGe 1, one used a 74xx163 instead of a 161.
Mapper70/152: These are indeed the same board with the exception that m70 has pads to select H/V mirroring. Also Kamen Rider Club has the worst controls of any game I've ever played.
BANDAI-GNROM: Just like HVC-GNROM.
Mapper159: Exactly the same as m16 (BANDAI-LZ93D50) except has a 1kb EEPROM instead of 2kb.
A number of Bandai boards use japanese characters in their names, and also Taito's Fudou Myouou Den does as well. Can anyone translate these for me so I can give them better names?
Taito:
------
Mapper80/207 (X1-005): Not so sure they need to be be split, maybe the mirroring has to do with $7EF6? Need to look into more.
TFC-BJ2-5900-35 (Bakushou!! Jinsei Gekijoh 2): WTF! The first cart of this I dumped used the TC0190FMC (m33) and another used the X1-005 (m80) and I dumped them using their respective plugins and they dumped the same! Need to look into this.
What's up with the batteries in these X-017 and X-005 games? Read that X-017 has 8K WRAM at $6000, it does not as far as I can tell.
Konami:
-------
Nothing really new to mention here, one question though, has anyone ever seen an actual "VRC-1"? The m75 games I've seen so far (Konami and Jaleco) have used a chip labeled D65005C075 in conjunction with a 74xx32
Namco:
------
I still haven't seen anything marked as an actual '106' (m19) though I did find a number of carts with a chip labeled '163' that are also m19.
I did notice that Namco 3xxx boards have sort of a pattern to them where the digits represent different attributes of the board. I think maybe we should be using these as the UNIF / board class instead.
Code:
33xx (NROM-series)
------------------
These 4 have "pseudo-pads" for selecting H/V and 128/256 PRG
3301 = H Mirr / 16K PRG
3302 = V Mirr / 16K PRG
3303 = H Mirr / 32K PRG
3305 = V Mirr / 32K PRG
This last one doesn't have the PRG select option:
3311 = H Mirr / 32K PRG
------------------
These 4 have "pseudo-pads" for selecting H/V and 128/256 PRG
3301 = H Mirr / 16K PRG
3302 = V Mirr / 16K PRG
3303 = H Mirr / 32K PRG
3305 = V Mirr / 32K PRG
This last one doesn't have the PRG select option:
3311 = H Mirr / 32K PRG
Code:
34xx (108/109/118 series)
-------------------------
In this set, the 3rd digit seems to represent mirroring:
340x = H
341x = V
342x = Mapper ctrl
the 4th digit represents the PRG/CHR sizes:
34x1 = 32K PRG / 32K CHR
34x2 = 32K PRG / 64K CHR
34x3 = 64K PRG / 32K CHR
34x4 = 64K PRG / 64K CHR
34x5 = 128K PRG / 32K CHR
34x6 = 128K PRG / 64K PRG
34x7 = 32K PRG / 32K CHR (PRG NOT SWAPPABLE*)
-------------------------
In this set, the 3rd digit seems to represent mirroring:
340x = H
341x = V
342x = Mapper ctrl
the 4th digit represents the PRG/CHR sizes:
34x1 = 32K PRG / 32K CHR
34x2 = 32K PRG / 64K CHR
34x3 = 64K PRG / 32K CHR
34x4 = 64K PRG / 64K CHR
34x5 = 128K PRG / 32K CHR
34x6 = 128K PRG / 64K PRG
34x7 = 32K PRG / 32K CHR (PRG NOT SWAPPABLE*)
* The normal 32K PRG carts can bankswitch around its 8K chunks of PRG, I don't know why this would be desirable or practical but they can do it! On the 34x7 boards, the traces that connect the mapper to PRG A13 and A14 are not present, so the 32K is fixed and can't be swapped.
Here is the full list of 34xx boards I have come across and their attributes. There are some oddballs that don't really fit into that scheme above.
Code:
PCB / Mirroring / PRG / CHR / 32K PRG Swapable
----------------------------------------------
3401 = H 32 32 Y
3405 = H 128 32 -
3406 = H 128 64 -
3407 = H 32 32 N
3413 = V 64 32 -
3414 = V 64 64 -
3415 = V 128 32 -
3416 = V 128 64 -
3417 = V 32 32 N
3425 = M 128 32 - (This board controls mirroring by using CHR A15. It thus has a max of 32K CHR. Currently m95)
Now a couple odd ones:
3443 = V 128 128 - (This has a 74xx32 used in conjunction with mapper to allow it to use 128K CHR. Currently m88)
3451 = V 32 32 N (I found this in the game Metro-cross. It looks exactly the same as 3417 to me!)
----------------------------------------------
3401 = H 32 32 Y
3405 = H 128 32 -
3406 = H 128 64 -
3407 = H 32 32 N
3413 = V 64 32 -
3414 = V 64 64 -
3415 = V 128 32 -
3416 = V 128 64 -
3417 = V 32 32 N
3425 = M 128 32 - (This board controls mirroring by using CHR A15. It thus has a max of 32K CHR. Currently m95)
Now a couple odd ones:
3443 = V 128 128 - (This has a 74xx32 used in conjunction with mapper to allow it to use 128K CHR. Currently m88)
3451 = V 32 32 N (I found this in the game Metro-cross. It looks exactly the same as 3417 to me!)
The rest of them:
-----------------
The rest of the Namco boards are mostly the m19 type and almost exclusively epoxy boards. They use a variety of naming schemes:
60-xx: Always epoxy boards, all m19 except these 2. The name doesn't seem to mean anything useful, the numbers just go up incrementally from oldest to newest.
60-10: This is a standard 108/109/118 cart like those in the 34xx series.
60-24: An m88 board, apparently like the 3443. The 74xx32 and 108/109/118 must be housed under the same glob.
LROG0xx: Always epoxy boards, these are used all over the place. I see these in other companies games like Nintendo. The name doesn't seem to mean anything useful, the numbers just go up incrementally from oldest to newest. Most of the them will have a "real" board name in addition to this, but not always.
And then finally, there are some boards specific to the 106/163. There seems to be meaning to the names but I haven't seen enough of them to be conclusive on aything. The ones I've seen so far:
Code:
PCB / PRG / CHR / WRAM / Type / Battery
--------------------------------
111S0 = 128 128 0 Epoxy Y
111F0 = 128 128 0 DIP Y
110S0B = 128 128 0 Epoxy N
111F0S = 128 128 0 DIP N
225S0 = 256 256 8 Epoxy Y
--------------------------------
111S0 = 128 128 0 Epoxy Y
111F0 = 128 128 0 DIP Y
110S0B = 128 128 0 Epoxy N
111F0S = 128 128 0 DIP N
225S0 = 256 256 8 Epoxy Y
The first 2 digits appear to represent PRG and CHR size (1 = 128, 2 = 256).
The third digit I have no clue.
The 4th digit seems to indicate the type of board (S = Epoxy, F = DIP).
The 5th digit has always been 0.
The last letter may have to do with the presence of a battery (no letter = battery, letter = no battery). Pretty hard to say though.
Now for some game / board specific notes, mostly relating to WRAM:
60-10: Supports WRAM, but not always present
60-12 (Dokuganryuu Masamune): Has WRAM + battery (assuming for WRAM, but not neccessarily), but WRAM is not enabled at powerup and I don't know how to enable it.
Youkai Douchuuki: PRG must be wired funny, had to start with bank # 16. Data below this was mirror of data starting here (IIRC in 32K increments).
60-16 (Kaijuu Monogatari): Supports WRAM, but not present in this case. Has battery backup for internal RAM.
60-21: Supports WRAM, but not always present. When present, it is enabled and writable on powerup. Can be battery backed.
60-25: Has WRAM + battery. WRAM is enabled on powerup but not writable. Again, don't know how to write enable.
Panesian (AVE?):
----------------
I checked out a Bubble Bath Babes cart, it seems to be made by the same place that did AVE's boards. In fact it has the same form-factor and fits pefectly into an AVE cart and it uses the NINA lockout chip as well!? Anyways, this is currently assigned as m3, which maybe it shouldn't be. It has a 64K CHR ROM, which a CNROM board would not work with.
The 74xx161 uses 3 of it's gates, the first 2 are like CNROM:
PRG D0 controls CHR A13
PRG D1 controls CHR A14
But then rather than using D4 and D5 for the security stuff, it simply uses D2 to control CHR A15