INES Mapper 024: Difference between revisions
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[[Category:iNES Mappers]] | |||
[[iNES Mapper 024]] is used to represent one variant of the Konami [[VRC6]] mapper. | [[iNES Mapper 024]] is used to represent one variant of the Konami [[VRC6]] mapper. | ||
[[ | Here are Disch's original notes: | ||
======================== | |||
= Mapper 024 = | |||
= + 026 = | |||
======================== | |||
aka | |||
-------------------------- | |||
VRC6 | |||
Example Games: | |||
-------------------------- | |||
Akumajou Densetsu (024) | |||
Madara (026) | |||
Esper Dream 2 (026) | |||
Multiple numbers, just one mapper: | |||
-------------------------- | |||
As is the VRC way... VRC6 comes in two varieties. Both variants operate exactly the same, only the reigster | |||
addresses are different: | |||
variant lines registers Mapper Number | |||
================================================================= | |||
VRC6a: A0, A1 $x000, $x001, $x002, $x003 024 | |||
VRC6b: A1, A0 $x000, $x002, $x001, $x003 026 | |||
This doc will use the 'VRC6a' registers (0,1,2,3) in all following register descriptions. For 'VRC6b', | |||
simply reverse $x001 and $x002. | |||
Registers: | |||
-------------------------- | |||
Some registers are mirrored across several addresses. For example, writing to $8003 has the same effect as | |||
writing to $8000. | |||
$8000-$8003: [PPPP PPPP] PRG Reg 0 (Select 16k @ $8000) | |||
$9000-$9002: Sound, Pulse 1 (see sound section) | |||
$A000-$A002: Sound, Pulse 2 | |||
$B000-$B002: Sound, Sawtooth | |||
$B003: [.... MM..] Mirroring: | |||
%00 = Vert | |||
%01 = Horz | |||
%10 = 1ScA | |||
%11 = 1ScB | |||
$C000-$C003: [PPPP PPPP] PRG Reg 1 (Select 8k @ $C000) | |||
$D000-$E003: [CCCC CCCC] CHR regs (See CHR setup) | |||
$F000-$F002: IRQ regs (See IRQ section) | |||
PRG Setup: | |||
-------------------------- | |||
$8000 $A000 $C000 $E000 | |||
+---------------+-------+-------+ | |||
| $8000 | $C000 | { -1} | | |||
+---------------+-------+-------+ | |||
CHR Setup: | |||
-------------------------- | |||
$0000 $0400 $0800 $0C00 $1000 $1400 $1800 $1C00 | |||
+-------+-------+-------+-------+-------+-------+-------+-------+ | |||
| $D000 | $D001 | $D002 | $D003 | $E000 | $E001 | $E002 | $E003 | | |||
+-------+-------+-------+-------+-------+-------+-------+-------+ | |||
IRQs: | |||
-------------------------- | |||
VRC6 use the "VRC IRQ" setup shared by several VRCs. It uses the following registers: | |||
$F000: [IIII IIII] IRQ Reload | |||
$F001: [.... .MEA] IRQ Control | |||
$F002: [.... ....] IRQ Acknowledge | |||
For info on how these IRQs work, see the "VRC IRQs" section in mapper 021 | |||
========================== | |||
Sound: | |||
-------------------------- | |||
VRC6 has two additional pulse channels, and one sawtooth channel. Both operate very similarly to the NES's | |||
native channels. | |||
Pulse Channels: | |||
------------------------ | |||
$9000, $A000: [MDDD VVVV] | |||
M = Mode (0=normal mode, 1=digitized mode) | |||
D = Duty cycle (duty cycle is (D+1)/16) | |||
V = Volume | |||
$9001, $A001: [FFFF FFFF] | |||
F = Low 8 bits of Frequency | |||
$9002, $A002: [E... FFFF] | |||
F = High 4 bits of Frequency | |||
E = Channel Enable (0=disabled, 1=enabled) | |||
Pulse 1 uses regs $900x | |||
Pulse 2 uses regs $A00x | |||
Just like the NES's own pulse channels, an internal counter is counted down each CPU cycle, and when it | |||
wraps, it's reloaded with the 'F' frequency value, and the duty cycle unit takes another step. VRC6's pulses | |||
can have a duty cycle anywhere between 1/16 and 8/16 depending on the given 'D' value. | |||
Channel output is either 0 or 'V', depending on the current state of the duty cycle unit (or digitized | |||
mode). | |||
When 'M' is set (digitized mode), the duty cycle is ignored, and 'V' is always output. In this mode, the | |||
channel essentially is no longer a Pulse wave, but rather $9000/$A000 acts like a 4-bit PCM streaming | |||
register (similar to $4011). | |||
When 'E' is clear (channel disabled), output of the channel is forced to '0' (silencing the channel). | |||
Generated tone in Hz can be calculated by the following: | |||
CPU_CLOCK | |||
Hz = ------------- | |||
(F+1) * 16 | |||
Sawtooth Channel: | |||
------------------------ | |||
$B000: [..AA AAAA] | |||
A = Accum Rate | |||
$B001: [FFFF FFFF] | |||
F = Low 8 bits of frequency | |||
$B002: [E... FFFF] | |||
F = High 4 bits of frequency | |||
E = Channel Enable (0=disabled, 1=enabled) | |||
The sawtooth uses an 8-bit accumulation register. Every time it is clocked, 'A' is added until the 7th | |||
clock, at which point it is reset to 0. The high 5 bits of this accumulation reg are then used as the | |||
channel output. Strangely, though, the accumulation register seems to only be clocked once for every *two* | |||
times the frequency divider expires. This results in a tone that's an octave lower than you might expect. | |||
It's difficult to put in words, so here's an example using $0B as a value for the accum rate ('A'): | |||
Step Accum. Channel output | |||
------------------------------- | |||
0 $00 $00 | |||
1 $00 $00 odd steps do nothing | |||
2 $0B $01 even steps.. add value of 'A' to accum | |||
3 $0B $01 | |||
4 $16 $02 | |||
5 $16 $02 | |||
6 $21 $04 | |||
7 $21 $04 | |||
8 $2C $05 | |||
9 $2C $05 | |||
10 $37 $06 | |||
11 $37 $06 | |||
12 $42 $08 6th and final time 'A' is added | |||
13 $42 $08 | |||
0 $00 $00 7th time, accum is reset instead | |||
... and the process repeats | |||
Channel output is the high 5 bits of the accumulation reg (right shift reg by 3). If the accum rate is too | |||
high, the accum reg WILL wrap at 8 bits, causing ugly distortion. The highest accum rate you can use without | |||
wrapping is $2A. | |||
If 'E' is clear (channel disabled), channel output is forced to 0 (silencing the channel). | |||
Generated tone in Hz can be calculated by the following: | |||
CPU_CLOCK | |||
Hz = ------------- | |||
(F+1) * 14 |
Revision as of 23:12, 13 November 2011
iNES Mapper 024 is used to represent one variant of the Konami VRC6 mapper.
Here are Disch's original notes: ======================== = Mapper 024 = = + 026 = ======================== aka -------------------------- VRC6 Example Games: -------------------------- Akumajou Densetsu (024) Madara (026) Esper Dream 2 (026) Multiple numbers, just one mapper: -------------------------- As is the VRC way... VRC6 comes in two varieties. Both variants operate exactly the same, only the reigster addresses are different: variant lines registers Mapper Number ================================================================= VRC6a: A0, A1 $x000, $x001, $x002, $x003 024 VRC6b: A1, A0 $x000, $x002, $x001, $x003 026 This doc will use the 'VRC6a' registers (0,1,2,3) in all following register descriptions. For 'VRC6b', simply reverse $x001 and $x002. Registers: -------------------------- Some registers are mirrored across several addresses. For example, writing to $8003 has the same effect as writing to $8000. $8000-$8003: [PPPP PPPP] PRG Reg 0 (Select 16k @ $8000) $9000-$9002: Sound, Pulse 1 (see sound section) $A000-$A002: Sound, Pulse 2 $B000-$B002: Sound, Sawtooth $B003: [.... MM..] Mirroring: %00 = Vert %01 = Horz %10 = 1ScA %11 = 1ScB $C000-$C003: [PPPP PPPP] PRG Reg 1 (Select 8k @ $C000) $D000-$E003: [CCCC CCCC] CHR regs (See CHR setup) $F000-$F002: IRQ regs (See IRQ section) PRG Setup: -------------------------- $8000 $A000 $C000 $E000 +---------------+-------+-------+ | $8000 | $C000 | { -1} | +---------------+-------+-------+ CHR Setup: -------------------------- $0000 $0400 $0800 $0C00 $1000 $1400 $1800 $1C00 +-------+-------+-------+-------+-------+-------+-------+-------+ | $D000 | $D001 | $D002 | $D003 | $E000 | $E001 | $E002 | $E003 | +-------+-------+-------+-------+-------+-------+-------+-------+ IRQs: -------------------------- VRC6 use the "VRC IRQ" setup shared by several VRCs. It uses the following registers: $F000: [IIII IIII] IRQ Reload $F001: [.... .MEA] IRQ Control $F002: [.... ....] IRQ Acknowledge For info on how these IRQs work, see the "VRC IRQs" section in mapper 021 ========================== Sound: -------------------------- VRC6 has two additional pulse channels, and one sawtooth channel. Both operate very similarly to the NES's native channels. Pulse Channels: ------------------------ $9000, $A000: [MDDD VVVV] M = Mode (0=normal mode, 1=digitized mode) D = Duty cycle (duty cycle is (D+1)/16) V = Volume $9001, $A001: [FFFF FFFF] F = Low 8 bits of Frequency $9002, $A002: [E... FFFF] F = High 4 bits of Frequency E = Channel Enable (0=disabled, 1=enabled) Pulse 1 uses regs $900x Pulse 2 uses regs $A00x Just like the NES's own pulse channels, an internal counter is counted down each CPU cycle, and when it wraps, it's reloaded with the 'F' frequency value, and the duty cycle unit takes another step. VRC6's pulses can have a duty cycle anywhere between 1/16 and 8/16 depending on the given 'D' value. Channel output is either 0 or 'V', depending on the current state of the duty cycle unit (or digitized mode). When 'M' is set (digitized mode), the duty cycle is ignored, and 'V' is always output. In this mode, the channel essentially is no longer a Pulse wave, but rather $9000/$A000 acts like a 4-bit PCM streaming register (similar to $4011). When 'E' is clear (channel disabled), output of the channel is forced to '0' (silencing the channel). Generated tone in Hz can be calculated by the following: CPU_CLOCK Hz = ------------- (F+1) * 16 Sawtooth Channel: ------------------------ $B000: [..AA AAAA] A = Accum Rate $B001: [FFFF FFFF] F = Low 8 bits of frequency $B002: [E... FFFF] F = High 4 bits of frequency E = Channel Enable (0=disabled, 1=enabled) The sawtooth uses an 8-bit accumulation register. Every time it is clocked, 'A' is added until the 7th clock, at which point it is reset to 0. The high 5 bits of this accumulation reg are then used as the channel output. Strangely, though, the accumulation register seems to only be clocked once for every *two* times the frequency divider expires. This results in a tone that's an octave lower than you might expect. It's difficult to put in words, so here's an example using $0B as a value for the accum rate ('A'): Step Accum. Channel output ------------------------------- 0 $00 $00 1 $00 $00 odd steps do nothing 2 $0B $01 even steps.. add value of 'A' to accum 3 $0B $01 4 $16 $02 5 $16 $02 6 $21 $04 7 $21 $04 8 $2C $05 9 $2C $05 10 $37 $06 11 $37 $06 12 $42 $08 6th and final time 'A' is added 13 $42 $08 0 $00 $00 7th time, accum is reset instead ... and the process repeats Channel output is the high 5 bits of the accumulation reg (right shift reg by 3). If the accum rate is too high, the accum reg WILL wrap at 8 bits, causing ugly distortion. The highest accum rate you can use without wrapping is $2A. If 'E' is clear (channel disabled), channel output is forced to 0 (silencing the channel). Generated tone in Hz can be calculated by the following: CPU_CLOCK Hz = ------------- (F+1) * 14