Mirroring: Difference between revisions

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When this mirroring is used to scroll horizontally, similar glitches and scrolling problems that those of horizontal mirroring will happen. However, as long as there is a status bar, no glitches will happen vertically since the data that falls off the bottom (or the top) of the screen will come in the area that is "hidden" by the status bar, regardless of overscan factors.
When this mirroring is used to scroll horizontally, similar glitches and scrolling problems that those of horizontal mirroring will happen. However, as long as there is a status bar, no glitches will happen vertically since the data that falls off the bottom (or the top) of the screen will come in the area that is "hidden" by the status bar, regardless of overscan factors.


== Diagonal ==
=== Diagonal ===
{| border=1 style="float:left; margin-right:1em"
{| border=1 style="float:left; margin-right:1em"
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Single-screen mirroring is available with [[TLSROM]] and [[MMC5]] boards, resulting in '''a 64x30 or 32x60 tilemap repeated at an offset'''.
'''Diagonal arrangement''' or '''diagonal mirroring''' is available with [[TLSROM]] and [[MMC5]] boards, resulting in '''a 64x30 or 32x60 tilemap repeated at an offset'''.
Games haven't used this mode, but it would appear to offer nearly glitch-free scrolling in all four directions without a status bar. Any glitches would show up on the corners, not a whole edge.


=== 4-screen VRAM ===
=== 4-screen VRAM ===

Revision as of 19:27, 17 March 2010

There are two types of mirroring that appear commonly within the scope of NES emulation.

Nametable Mirroring

Nametable mirroring affects what is shown past the right and bottom edges of the current nametable. When mirroring is enabled for a pariticular axis (horizontal and/or vertical), the coordinates simply wrap around on the current nametable. A background "mirrored" in this way is repeated, not flipped. When mirroring is disabled, a second nametable is used. There are four common combinations of mirroring:

Horizontal

A A
B B

A vertical arrangement of the nametables results in horizontal mirroring, which create a 32x60 tilemap.

This is most commonly used for games which only scroll vertically or in all directions.

Doing any horizontal scrolling using horizontal mirroring is hard to do smoothly because the data on the right of the screen is immediately show on the left due to mirroring. Clever use of hardware left-side screen clipping will hide all name table glitches, but because the attribute tables have a resulution of 2x2 tiles, there will always be attribute glitches on the left and/or the right side of the screen. The best possible way to hide it is to have 4 pixels with potentially wrong attributes on both sides, but most commercial games did worse than that having usually 8 or even more glitchy pixels, so that is why so many NES games have color glitches on the border of the screen.

Some televisions overscan up to 8 pixels on both left and right border, but most doesn't. Perfectionist programmers could use solid black sprites on the right border to hide attribute glitches and make the screen look symmetrical, as in the game Alfred Chicken, however very few games does this due to the fact it reduce the number of sprites per scanline to 7, and wastes a lot of OAM space.

On cartridge boards made by Nintendo, this is selected by shorting the "V" solder pad (for "vertical arrangement").

Vertical

A B
A B

A horizontal arrangement of the nametables results in vertical mirroring, which makes a 64x30 tilemap.

This is most commonly used for games which only scroll horizontally. Games that scroll vertically (by any amount and without status bar) and that does never scroll horizontally by more than one screen would use this mirroring (e.g. Lode Runner, Bomberman, Fire Emblem, Crystal Mines), so that they don't have to load anything when scrolling horizontally.

Of course it is also used for games which scroll in both directions without a status bar. Because data that is on the top/bottom of the screen will imediately show up on the other side, a clever use of NTSC overscan can make it glitch-less multidirectional scrolling, but glitches will appear on PAL televisions (and NTSC televisions with a overscan range which is a little off). The best possible way to hide glitches is to make 4 pixels with wrong tiles and 4 additional pixels with wrong color on both sides, but most commercial games did much worse than this, that's why they look so bad if oversan is disabled.

Perfectionist programmers could use raster split to hide glitches, as in the game Jurassic Park, however it was rarely done because it complicates the code a lot for little benefits.

On cartridge boards made by Nintendo, this is selected by shorting the "H" solder pad (for "horizontal arrangement").

Single-Screen

A A
A A
B B
B B

Single-screen mirroring is only available with certain mappers, such as the AxROM, SxROM, and TLSROM boards, resulting in two 32x30 tilemaps.

Its main advantage is that it allows using a status bar at the top or bottom of the screen while also allowing the playfield to extend equally in any direction - this can be done by storing the status bar in one nametable, rendering the playfield in the other nametable, and switching mirroring (and scrolling parameters) at the appropriate screen location during rendering.

There is also a lot of other things that can be dratiscally simplified when using 1-screen mirroring: The formulas used to calculate PPU adress of data to be updated to the screen are also significantly simpler, and if the status bar have a varialbe size or is scrolling, all this would be a headache without 1-screen mirroring.

When this mirroring is used to scroll horizontally, similar glitches and scrolling problems that those of horizontal mirroring will happen. However, as long as there is a status bar, no glitches will happen vertically since the data that falls off the bottom (or the top) of the screen will come in the area that is "hidden" by the status bar, regardless of overscan factors.

Diagonal

A B
B A

Diagonal arrangement or diagonal mirroring is available with TLSROM and MMC5 boards, resulting in a 64x30 or 32x60 tilemap repeated at an offset. Games haven't used this mode, but it would appear to offer nearly glitch-free scrolling in all four directions without a status bar. Any glitches would show up on the corners, not a whole edge.

4-screen VRAM

A B
C D

With an additional 2 KB of RAM present on the cartridge, 4 unique nametables can be addressed, creating a 64x60 tilemap, allowing for more flexible screen layouts.

Very few games use this method due to the cost of an extra RAM chip.

Mirroring chart

This table helps to choose which mirroring to use, it is of course not an ultimate chart or anything, just a guide if someone is writing a game and don't know wich mirroring to use.

Scolling Type With Status Bar Without Status Bar Game exemple Comment
Horizontal Only Vertical Vertical Super Mario Bros.
Vertical Only Vertical/Single screen Horizontal Gun.Smoke
Horizontal/Vertical aligned screens Vertical Alternate H/V Metroid, Air Fortress, Guardian Legend For use if scrolling direction changes only on a screen-based pattern, as in Metroid.
Bidirectional, field limited vertically Horizontal ** Horizontal ** Super Mario Bross 3 No data has to be loaded at all when scrolling vertically, but the area is limited to two screens (less the status bar if present).
Bidirectional, field limited horizontally - Vertical * Fire Emblem No data has to be loaded at all when scrolling horizontally, but the area is limited to two screens.
Free bidirectional Sinalge Screen **, Horizontal ** Vertical *, Horizontal ** If using horizontal mirroring with a status bar there is 2 possitilibies

1) The status bar will have to change adress when scrolling vertically (Double Dragon series, Conquest of Crystal Palace, Gardius II)

2) The playfield will have to be written twice to memory (Kirby's Adventure, Little Nemo: The Dream Master), which only works if the status's bar size remains constant.

* : vertical glitches on PAL screens and on NTSC that doesn't overscan. ** : Horizontal glitches will be unavoidable when scrolling (see above).

Memory Mirroring

Memory mirroring refers to the appearance of memory or I/O registers at more than one range of addresses, with the same byte being accessible at more than one address. This occurs when the full address isn't completely decoded. Because completely decoding an address often takes slightly more hardware, incomplete decoding is used to reduce the hardware required; if the mirror occupies otherwise unused address space, it poses no problems.

Within the NES, many things are mirrored:

  • System memory at $0000-$07FF is mirrored at $0800-$0FFF, $1000-$17FF, and $1800-$1FFF - attempting to access memory at, for example, $0173 is the same as accessing memory at $0973, $1173, or $1973.
  • PPU I/O registers at $2000-$2007 are mirrored at $2008-$200F, $2010-$2017, $2018-$201F, and so forth, all the way up to $3FF8-$3FFF.
  • The single registers on most simple mappers are mirrored throughout $8000-$FFFF.
  • Registers on many common ASIC mappers (such as the MMC1 and MMC3) are also mirrored, in groups, throughout $8000-$FFFF.
  • Nametable mirroring, as described above, happens due to memory mirroring within PPU $2000-$2FFF (hence its name). However, in this case the memory mirroring is intentional and necessary.
  • In NROM-128, the 16 KiB PRG ROM is mirrored into both $8000-$BFFF and $C000-$FFFF.
  • In most mappers, banks past the end of PRG or CHR ROM show up as mirrors of earlier banks. For example, UNROM PRG banks 8-15 are duplicates of banks 0-7 respectively.