This was bugging me for some time.
NesDev Wiki states:
1.Camerica
So,in theory it's ok to make 4096 kb ROM,and it should work on real hardware? But how then swithch banks,for example?
2.VRC7
In Disch's mapper list he wrote:
CHR-RAM note:
--------------------------
Lagrange Point, for some reason I still don't understand, swaps its 8k CHR-RAM around. How this offers any
functionality is beyond me, but the game does it, so your emu must support it.
So,actually.What functionality it offers?I can think about using some sprites as GFX for status bar.
3.MMC5 Goddnes?
NesDev wiki states:
The second option is beyond my imagination.
Does this mean that I can have 16 384 tiles for background at once.
I mean-wiki don't say how it would be possible to address them.
And one more question about MMC5-Wiki says:
Why it's unknown?Can't somebody write a test program to see if it can load CHR RAM?
I'v seen thread about MMC5 and someone stated that MMC5 ca't use CHR RAM-maybe wiki is just outdated?
BTW:Does MMC5 have battery?
Hopefully you can answer these silly questions.
NesDev Wiki states:
1.Camerica
Quote:
In theory, it would be possible to implement the bank select register with a 74HC377 octal D latch, allowing up to 4 megabytes of PRG ROM, but due to mask ROM cost in the NES era, no non-pirate NES cart used this much memory.
So,in theory it's ok to make 4096 kb ROM,and it should work on real hardware? But how then swithch banks,for example?
2.VRC7
In Disch's mapper list he wrote:
Quote:
CHR-RAM note:
--------------------------
Lagrange Point, for some reason I still don't understand, swaps its 8k CHR-RAM around. How this offers any
functionality is beyond me, but the game does it, so your emu must support it.
So,actually.What functionality it offers?I can think about using some sprites as GFX for status bar.
3.MMC5 Goddnes?
NesDev wiki states:
Quote:
1024 bytes of on-chip memory, which can be used for 4 different purposes:
An extra general-use nametable
Attribute and tile index expansion - address 16384 background tiles at once, and allow each individual 8x8 tile to have its own palette setting
Vertical split-screen
Extra RAM for storing program variables
An extra general-use nametable
Attribute and tile index expansion - address 16384 background tiles at once, and allow each individual 8x8 tile to have its own palette setting
Vertical split-screen
Extra RAM for storing program variables
The second option is beyond my imagination.
Does this mean that I can have 16 384 tiles for background at once.
I mean-wiki don't say how it would be possible to address them.
And one more question about MMC5-Wiki says:
Quote:
CHR capacity: Up to 1024 KB ROM (RAM support unknown)
Why it's unknown?Can't somebody write a test program to see if it can load CHR RAM?
I'v seen thread about MMC5 and someone stated that MMC5 ca't use CHR RAM-maybe wiki is just outdated?
BTW:Does MMC5 have battery?
Hopefully you can answer these silly questions.