11 March 2016 - Forum Rules
Started by 8.bit.fan, November 22, 2017, 02:27:11 PM
Quote from: Disch on November 22, 2017, 03:42:55 PMI don't think there are any UxROM boards which have on-board RAM (nesdev wiki says the board doesn't support it). I wouldn't think most emulators or emu-on-a-carts like the PowerPak would care and would've put RAM at the $6000-7FFF range anyway for compatibility reasons -- but apparently I'm wrong!! Interesting.The constantly changing values in the hex editor is definitely a bug in FCEUX, though... and a weird one. Maybe a stray/uninitialized pointer? In any case, when I tested and read from that range I didn't get the values it showed... instead I got open bus as I'd expect.Anyway, to answer your questions:1) Yes, it is possible to do a mapper conversion. A UxROM to <insert other mapper here> mapper hack isn't different from any other mapper hack. Just pick a mapper that has similar swapping abilities as well as SRAM support (MMC1 could work), then find all the points at which the game does mapper stuff and replace it with the MMC1 equivalent. The only tricky thing with UxROM is that since the swap code is so small, many games do inline swaps without JSRing to a separate swap routine -- which means it might be hard to track down ALL the mapper code.2) No, there's not a reliable way to add SRAM to UxROM. You'd probably be able to get some emulators to work, but others will choke. Best to switch mappers.
; Swap to bank 'some_bank_number'LDA #some_bank_numberTAXSTA $C000,X ; address may vary -- must be between $8000-FFFF
LDA #some_bank_numberSTA $F000 ; address may vary -- must be between $E000-FFFFLSR ASTA $F000LSR ASTA $F000LSR ASTA $F000LSR ASTA $F000
At address C000: 00 01 02 03 04 05 06 07
LDA #5 ; want to swap to bank 5TAX ; A and X are now both 5STA $C000, X ; Since X=5, we will write to $C005, and we know $C005 contains 5 because ; that's the point of the lookup table.
LDA #$02STA $8016
Quote from: Disch on November 22, 2017, 07:11:28 PMTo do a mapper hack you need to know 3 things:1) 6502 assembly (which I assume you are reasonably proficient in if you are adding SRAM to a game)2) How the original mapper works (In this case, UxROM)3) How the new mapper works (In this case, MMC1, I assume, unless you decide on something different).Most mappers do more or less the same thing. So doing a mapper hack involves figuring out what the game is doing in one mapper, and doing the equivalent thing in another mapper.In this case, UxROM only has 1 thing to do: Swap PRG. It does that with code similar to the following:Code Select Expand; Swap to bank 'some_bank_number'LDA #some_bank_numberTAXSTA $C000,X ; address may vary -- must be between $8000-FFFFThe equivalent code on MMC1 (to swap PRG) would be the below:Code Select ExpandLDA #some_bank_numberSTA $F000 ; address may vary -- must be between $E000-FFFFLSR ASTA $F000LSR ASTA $F000LSR ASTA $F000LSR ASTA $F000Both of these bits of code might seem strange at first, but what they're doing is very simple.UxROMTo Swap PRG on UxROM, you just have to write the desired page number to any address in the $8000-FFFF range. The thing that makes it complicated is that most boards have bus conflicts, so the value you write must match EXACTLY to the value that is read from that address. IE, if you want to swap to page $05... you'd need to write $05 to an address in the $8000-FFFF range that already contains a $05.Games often do this with a lookup table that just looks like this:Code Select ExpandAt address C000: 00 01 02 03 04 05 06 07The game then uses the page number as the index to the lookup table to write:Code Select ExpandLDA #5 ; want to swap to bank 5TAX ; A and X are now both 5STA $C000, X ; Since X=5, we will write to $C005, and we know $C005 contains 5 because ; that's the point of the lookup table.Note that this is just an example, and not a definitive rule. A game might do something like this:Code Select ExpandLDA #$02STA $8016... if it just happens to know that $8016 contains a 2. There isn'te specific routine to do this -- a game can do it any number of ways. It's up to you to look at the code and figure out what it's doing.But you can know for sure that every single write the original game does to the $8000-FFFF range is the game attempting to swap PRG to a specific page.MMC1MMC1 is weirder. To Swap PRG here, you just have to write the desired page number to any address in the $E000-FFFF range. The plus side is there's no bus conflicts, so you don't have to worry about writing to an address that contains a certain value. The down side is MMC1 registers can only be written 1 bit at a time.MMC1 regs are also 5 bits wide, which means each register write actually takes 5 writes (one for each bit)Hence the LSR's between each STA. The low bit is written first, then you shift right to move the next bit into position 0, so it will be written on the next STA.MMC1 also has additional functionality besides just PRG swapping. You don't have to use it, since the game you're hacking doesn't need it... however you still have to initialize everything. Common best practice is to write to all registers once at powerup to put everything in a known state. So take a look at MMC1's register list:https://wiki.nesdev.com/w/index.php/MMC1#Control_.28internal.2C_.248000-.249FFF.29There are 4 registers:1) Control ($8000-9FFF). This sets the mirroring mode, as well as the swap modes. To match UxROM, you want 8K CHR and 16K PRG swappable at $8000... and either horizontal or vertical mirroring depending on what the game is (I'm too lazy to check). So you'll want to write either $0E (vertical) or $0F (horizontal). But again, gotta write 1 bit at a time, so when I say "write" I mean "perform 5 STA's"2) CHR bank 0 ($A000-BFFF). Since you'll be using CHR-RAM, the CHR swapped in doesn't really matter. You can probably get away with not writing to this reg at all, but if you want to be strict you can write $00.3) CHR bank 1 ($C000-DFFF). Ditto. Although since you'll be using 8K CHR swapping this reg will actually be ignored, so you REALLY don't need to write to it at all.4) PRG bank ($E000-FFFF). This is what controls the PRG swapping. Basically just write to this reg whatever the original game does when it bankswaps.
Quote from: Disch on November 23, 2017, 12:09:30 PMI threw this together to help explain bankswapping:https://imgur.com/a/I002Y
Quote from: 8.bit.fan on November 23, 2017, 06:22:23 PMBut yeah, so this one is going to actually take me a while. As I'll need to first convert the game into a different mapper(which would take a while if at all, not sure if I am capable of this), then adding the SRAM saving function...which would be the easy part as I've done enough of that already.
Quote from: Disch on November 22, 2017, 03:42:55 PMI don't think there are any UxROM boards which have on-board RAM (nesdev wiki says the board doesn't support it). [...]2) No, there's not a reliable way to add SRAM to UxROM. You'd probably be able to get some emulators to work, but others will choke. Best to switch mappers.
Quote from: Disch on November 28, 2017, 10:33:09 AMYou're building a mental wall. Doing a mapper hack isn't as hard as you think. In fact, I'd argue that doing an SRAM hack is harder, as it actually takes understanding of what information the game is handling.The only thing you really need to do for a mapper hack is find all the code that swaps banks and change it to a 'JSR' that does the MMC1 version of a swap. It's little more than find/replace. Time consuming, but very easy.Don't let it scare you. You definitely should be able to do it.
Quote from: Bregalad on November 28, 2017, 11:40:15 AMUxROM are Nintendo boards and definitely have no SRAM. iNES mapper #2 is however a super-set of UxROM which is implementation-agnostic, and allows swapping far more banks (8 bits instead of 3 or 4), and allows for SRAM.So if you're going to hack a game and require SRAM I'd say first do that part of the hack. If in the end, staying with mapper #2 is problematic for whathever reason (it shouldn't be unless you want to run on a real cart, but remind you that it means more people bootlegging your hack and selling repros) - then if this is a problem you can always switch to mapper #1 later. As Disch says this is a super simple thing to do and the only real requirement is to have some extra free ROM as the bankswitch routines will be longer - but this is a requirement for almost any romhack.
Quote from: Bregalad on November 28, 2017, 11:40:15 AMUxROM are Nintendo boards and definitely have no SRAM. iNES mapper #2 is however a super-set of UxROM which is implementation-agnostic, and allows swapping far more banks (8 bits instead of 3 or 4), and allows for SRAM.
Page created in 0.074 seconds with 20 queries.