Talk:RAMBO-1: Difference between revisions
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(→Alternate IRQ timing: Figured out the IRQ timing!) |
m (→Alternate IRQ timing: Minor fixes.) |
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'''When the IRQ is clocked by CPU or scanline modes:''' | '''When the IRQ is clocked by CPU or scanline modes:''' | ||
* | *IF IRQ_counter++ == IRQ_latch: | ||
** | **IF IRQ_enable == true, wait 4 CPU cycles, then trigger an IRQ '''AND''' clear IRQ_counter. | ||
*ELSE | *ELSE IF IRQ_clear == '''true''': | ||
** | **Clear IRQ_counter and IRQ_clear = '''false'''. | ||
Revision as of 01:55, 8 July 2017
As for the 2mb PRG, I'm not sure if the cart actually supports that much ROM, but the PRG registers apparently are 8 bits, and 8kb * $100 = 2048kb = 2mb. --Drag 03:05, 9 November 2011 (UTC)
Suggested changes for the Mapper64 IRQ. It makes Hard Drivin' to work fine. No other games are affected with this change. Every cycle on 6502 is either a read or a write cycle. So, you update the IRQ counter in the next CPU cycle:
- IF $C001 was written to after previous clock
- reload IRQ counter with IRQ Reload value PLUS ONE
- ELSE IF IRQ counter is 0
- reload IRQ counter with IRQ Reload value
When the IRQ is clocked by the mapper (in scanline or cycle mode):
- Decrement IRQ counter by 1
- IF IRQ counter is now 0 AND IRQs are enabled
- wait one M2 cycle, then trigger IRQ
Hard Drivin' works. --Zepper (talk) 17:57, 14 January 2014 (MST)
Alternate IRQ timing
This is how to get 3 games working: Klax, Skull&Crossbones and Hard Drivin'.
- Address mask: $E001.
- Register $C000: IRQ_latch = value AND $FE (last bit is NOT used), IRQ_clear = true.
- Register $C001: IRQ_mode = value AND $01, IRQ_clear = true.
- Register $E000: IRQ_enable = false, acknowledges IRQ.
- Register $E001: IRQ_enable = true, acknowledges IRQ.
When the IRQ is clocked by CPU or scanline modes:
- IF IRQ_counter++ == IRQ_latch:
- IF IRQ_enable == true, wait 4 CPU cycles, then trigger an IRQ AND clear IRQ_counter.
- ELSE IF IRQ_clear == true:
- Clear IRQ_counter and IRQ_clear = false.