Taito X1-017: Difference between revisions
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[[Category:iNES Mappers | {{DEFAULTSORT:082}}[[Category:iNES Mappers]][[Category:in NesCartDB]][[Category:MMC3-like mappers]][[Category:Mappers with cycle IRQs]] | ||
[[iNES Mapper 082]] represents boards using [[Taito X1-017 pinout|Taito's X1-017 mapper IC]], which provides something a little more sophisticated than [[MMC6]]. It loses the indirect addressing, adds a 3rd 8 KiB ROM slice, and has 5 KiB of battery-backed RAM. | [[iNES Mapper 082]] represents boards using [[Taito X1-017 pinout|Taito's X1-017 mapper IC]], which provides something a little more sophisticated than [[MMC6]]. It loses the indirect addressing, adds a 3rd 8 KiB ROM slice, and has 5 KiB of battery-backed RAM. | ||
The cartridge connector's /IRQ line ''is'' connected to the mapper IC, but it | The cartridge connector's /IRQ line ''is'' connected to the mapper IC, but no commercial games used it. It's only recently been reverse-engineered. | ||
Comparatively strong pull-downs inside the ASIC mean that there is no functional open bus in games that use this hardware: all reads from locations that would be open bus read back as 0, including disabled RAM and both ASIC and 2A03 registers. | Comparatively strong pull-downs inside the ASIC mean that there is no functional open bus in games that use this hardware: all reads from locations that would be open bus read back as 0, including disabled RAM and both ASIC and 2A03 registers. | ||
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¹ | ¹ Taito defined the PRG pins on this mapper in an odd way, making larger games difficult to accommodate. | ||
== Banks == | == Banks == | ||
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=== PRG Select 0 ($7EFA) === | === PRG Select 0 ($7EFA) === | ||
7 bit 0 | 7 bit 0 | ||
..PP PP.. | |||
|| || | |||
++-++--- Select 8 KiB PRG ROM at $8000 | |||
Note: remember that the low 2 bits are not used (right-shift written values by 2) | Note: remember that the low 2 bits are not used (right-shift written values by 2) | ||
=== PRG Select 1 ($7EFB) === | === PRG Select 1 ($7EFB) === | ||
7 bit 0 | 7 bit 0 | ||
..PP PP.. | |||
|| || | |||
++-++--- Select 8 KiB PRG ROM at $A000 | |||
=== PRG Select 2 ($7EFC) === | === PRG Select 2 ($7EFC) === | ||
7 bit 0 | 7 bit 0 | ||
..PP PP.. | |||
|| || | |||
++-++--- Select 8 KiB PRG ROM at $C000 | |||
== | === IRQ === | ||
* SD Keiji | The X1-017's IRQ functionality was not used by the commercial games, and only reverse-engineered in January 2020. No emulators support the IRQ as of January 2020. | ||
* Kyuukyoku Harikiri Stadium | |||
It effectively only provides the ability to schedule an IRQ up to 4100 cycles in the future, short enough that even a top status bar will require a "spacing" IRQ, and its 16x prescaler is too coarse for close raster effects. Furthermore, acknowledging the IRQ reloads the counter, so it subsequent IRQs will tend to creep forward due to the 6502's variable IRQ latency. | |||
==== IRQ Latch ($7EFD) ==== | |||
An eight-bit wide register, specifying the reload value for the IRQ. | |||
==== IRQ Control ($7EFE) ==== | |||
7 bit 0 | |||
.... .MIC | |||
||| | |||
||+- 1: Enable counting | |||
|| 0: Disable counting and reload counter, ([$7EFD]+2)*16 if [$7EFD] is nonzero; 17 if it's zero. | |||
|+-- 1: Enable asserting /IRQ, 0: don't. | |||
+--- Unknown. Counting only works if this bit is 1. | |||
The IRQ will count down while counting is enabled. It's possible to generate multiple IRQs in a row by toggling the "I" bit above before acknowledging the interrupt. | |||
==== IRQ Acknowledge and reload ($7EFF) ==== | |||
Any write to this register will de-assert IRQ and reload the counter. | |||
If [$7EFD] is nonzero, the value reloaded is ([$7EFD]+1)*16. | |||
If [$7EFD] is zero, the value reloaded is 1. | |||
== Known Games == | |||
* SD Keiji: Blader (SD刑事ブレイダー) | |||
* Kyuukyoku Harikiri Stadium 1989 Edition (究極ハリキリスタジアム平成元年版) | |||
* Kyuukyoku Harikiri Stadium III (究極ハリキリスタジアムIII) | |||
* Kyuukyoku Harikiri Koushien (究極ハリキリ甲子園) | |||
== See Also == | == See Also == | ||
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== References == | == References == | ||
* BootGod mentions the RAM protect registers: | * BootGod mentions the RAM protect registers: [//forums.nesdev.org/viewtopic.php?p=30165#p30165] | ||
* Krzysiobal reverse-engineered the IRQ: [//forums.nesdev.org/viewtopic.php?p=246602#p246602] |
Revision as of 03:53, 1 February 2020
iNES Mapper 082 represents boards using Taito's X1-017 mapper IC, which provides something a little more sophisticated than MMC6. It loses the indirect addressing, adds a 3rd 8 KiB ROM slice, and has 5 KiB of battery-backed RAM.
The cartridge connector's /IRQ line is connected to the mapper IC, but no commercial games used it. It's only recently been reverse-engineered.
Comparatively strong pull-downs inside the ASIC mean that there is no functional open bus in games that use this hardware: all reads from locations that would be open bus read back as 0, including disabled RAM and both ASIC and 2A03 registers.
Overview
- PRG ROM size: 128 KiB ¹
- PRG ROM bank size: 8 KiB
- PRG RAM: Yes, internal, battery backed.
- CHR capacity: 256 KiB ROM
- CHR bank size: 1 KiB and 2 KiB
- Nametable mirroring: Controlled by mapper
- Subject to bus conflicts: no
¹ Taito defined the PRG pins on this mapper in an odd way, making larger games difficult to accommodate.
Banks
- CPU $6000-$73FF: 5 KiB PRG RAM divided into 3 protection regions
- CPU $7EF0-$7EFF: Mapper registers
- CPU $8000-$9FFF: 8 KB switchable PRG ROM bank
- CPU $A000-$BFFF: 8 KB switchable PRG ROM bank
- CPU $C000-$DFFF: 8 KB switchable PRG ROM bank
- CPU $E000-$FFFF: 8 KB PRG ROM bank, fixed to the last bank
- PPU $0000-$07FF (or $1000-$17FF): 2 KB switchable CHR bank
- PPU $0800-$0FFF (or $1800-$1FFF): 2 KB switchable CHR bank
- PPU $1000-$13FF (or $0000-$03FF): 1 KB switchable CHR bank
- PPU $1400-$17FF (or $0400-$07FF): 1 KB switchable CHR bank
- PPU $1800-$1BFF (or $0800-$0BFF): 1 KB switchable CHR bank
- PPU $1C00-$1FFF (or $0C00-$0FFF): 1 KB switchable CHR bank
Registers
CHR Select 0 ($7EF0)
7 bit 0 CCCC CCC. |||| ||| ++++-+++-- Select 2 KiB CHR ROM at PPU $0000 or $1000
CHR Select 1 ($7EF1)
7 bit 0 CCCC CCC. |||| ||| ++++-+++-- Select 2 KiB CHR ROM at PPU $0800 or $1800
CHR Select 2 ($7EF2)
7 bit 0 CCCC CCCC |||| |||| ++++-++++- Select 1 KiB CHR ROM at PPU $1000 or $0000
CHR Select 3 ($7EF3)
7 bit 0 CCCC CCCC |||| |||| ++++-++++- Select 1 KiB CHR ROM at PPU $1400 or $0400
CHR Select 4 ($7EF4)
7 bit 0 CCCC CCCC |||| |||| ++++-++++- Select 1 KiB CHR ROM at PPU $1800 or $0800
CHR Select 5 ($7EF5)
7 bit 0 CCCC CCCC |||| |||| ++++-++++- Select 1 KiB CHR ROM at PPU $1C00 or $0C00
CHR Mode / Mirroring Control ($7EF6)
7 bit 0 .... ..CM || |+- Mirroring (0:Horizontal, 1:Vertical) +-- CHR A12 inversion (0: two 2 KB banks at $0000-$0FFF, four 1 KB banks at $1000-$1FFF; 1: two 2 KB banks at $1000-$1FFF, four 1 KB banks at $0000-$0FFF)
PRG RAM enable 0 ($7EF7)
7 bit 0 XXXX XXXX |||| |||| ++++-++++- Write $CA to enable RAM from $6000 to $67FF, write anything else to disable
PRG RAM enable 1 ($7EF8)
7 bit 0 XXXX XXXX |||| |||| ++++-++++- Write $69 to enable RAM from $6800 to $6FFF, write anything else to disable
PRG RAM enable 2 ($7EF9)
7 bit 0 XXXX XXXX |||| |||| ++++-++++- Write $84 to enable RAM from $7000 to $73FF, write anything else to disable
PRG Select 0 ($7EFA)
7 bit 0 ..PP PP.. || || ++-++--- Select 8 KiB PRG ROM at $8000
Note: remember that the low 2 bits are not used (right-shift written values by 2)
PRG Select 1 ($7EFB)
7 bit 0 ..PP PP.. || || ++-++--- Select 8 KiB PRG ROM at $A000
PRG Select 2 ($7EFC)
7 bit 0 ..PP PP.. || || ++-++--- Select 8 KiB PRG ROM at $C000
IRQ
The X1-017's IRQ functionality was not used by the commercial games, and only reverse-engineered in January 2020. No emulators support the IRQ as of January 2020.
It effectively only provides the ability to schedule an IRQ up to 4100 cycles in the future, short enough that even a top status bar will require a "spacing" IRQ, and its 16x prescaler is too coarse for close raster effects. Furthermore, acknowledging the IRQ reloads the counter, so it subsequent IRQs will tend to creep forward due to the 6502's variable IRQ latency.
IRQ Latch ($7EFD)
An eight-bit wide register, specifying the reload value for the IRQ.
IRQ Control ($7EFE)
7 bit 0 .... .MIC ||| ||+- 1: Enable counting || 0: Disable counting and reload counter, ([$7EFD]+2)*16 if [$7EFD] is nonzero; 17 if it's zero. |+-- 1: Enable asserting /IRQ, 0: don't. +--- Unknown. Counting only works if this bit is 1.
The IRQ will count down while counting is enabled. It's possible to generate multiple IRQs in a row by toggling the "I" bit above before acknowledging the interrupt.
IRQ Acknowledge and reload ($7EFF)
Any write to this register will de-assert IRQ and reload the counter. If [$7EFD] is nonzero, the value reloaded is ([$7EFD]+1)*16. If [$7EFD] is zero, the value reloaded is 1.
Known Games
- SD Keiji: Blader (SD刑事ブレイダー)
- Kyuukyoku Harikiri Stadium 1989 Edition (究極ハリキリスタジアム平成元年版)
- Kyuukyoku Harikiri Stadium III (究極ハリキリスタジアムIII)
- Kyuukyoku Harikiri Koushien (究極ハリキリ甲子園)