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NES mapper experiments

This commit is contained in:
Karol Stasiak 2018-03-17 17:09:30 +01:00
parent fa34402749
commit fcf4af6c55
8 changed files with 391 additions and 8 deletions

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@ -33,21 +33,33 @@ The minimal Famicom program thus looks like this:
To use a mapper of your choice, create a new `.ini` file with the definitions you need.
The most important ones are `[output]format` and `[allocation]segments`.
Currently, its a bit inconvenient to create programs using mappers that change the bank containing the interrupt vectors.
Therefore, it's recommended to stick to mappers that have a fixed bank at the end of the address space.
Mappers that should be fine: NROM (0), CNROM (1), UxROM(2), MMC2 (9), MMC3 (4), MMC4 (10), MMC6 (4).
Mappers that can have arbitrary bank at the end and are therefore not recommended: MMC1 (1), MMC5 (5).
You should define at least three segments:
* `default` from $200 to $7FF, it will represent the physical RAM of the console.
* `chrrom` (sample name) from $0000 to $3FFF, it will represent the CHRROM (if you need more).
* `chrrom` (sample name) from $0000 to $1FFF, it will represent the CHRROM
(if you need more, you can make it bigger, up to $ffff, or even add another segment of CHRROM).
Put there only arrays with pattern tables. Don't read from them directly, it won't work.
* `prgrom` (sample name) from either $8000 or $C000 to $FFFF, it will contain the code of your program.
* `prgrom` (sample name) it will contain the code of your program and read-only data.
Each segment should be defined in a range it is going to be switched into.
You should set the `default_code_segment` to the segment that contains the $FFxx addresses.
If your mapper supports it, you can add more CHRROM or PRGROM segments,
just specify them correctly in the `[output]format` tag.
The `[output]format` tag should contain a valid iNES header of the mapper of your choice and then all the segments in proper order.
The `[output]format` tag should contain a valid iNES or NES 2.0 header of the mapper of your choice
and then all the segments in proper order (first PRGROM, then CHRROM).
See [the MMC4 example](../../include/nes_mmc4.ini) to see how it can be done.
See [the NesDev wiki](https://wiki.nesdev.com/w/index.php/INES) for more info about the iNES file format.
See [the NesDev wiki](https://wiki.nesdev.com/w/index.php/NES_2.0) for more info about the NES 2.0 file format.

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@ -27,7 +27,9 @@ The following platforms are currently supported:
* `pet` Commodore PET
* `nes_small` a tiny 32K PRGROM + 8K CHRROM Famicom/NES program
* `nes_small` a tiny 32K PRGROM + 8K CHRROM Famicom/NES program, using iNES mapper 0 (NROM)
* `nes_mcc4` a 128K PRGROM + 128K CHRROM + extra 8KRAM Famicom/NES program, using iNES mapper 10 (MMC4)
For more complex programs, you need to create your own "platform" definition.
Read [the NES programming guide](./famicom-programming-guide.md) for more info.

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@ -28,6 +28,8 @@
* [NES 101 tutorial example](nes/nestest.mfk) a port of the tutorial example from the NES 101 tutorial by Michael Martin
* [MMC4 example](nes/nestest_mmc4.mfk) the same thing as above, but uses a MMC4 mapper just to test bankswitching
## Apple II examples
* [Bell](apple2/bell.mfk) a program that goes \*ding!\*

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@ -1,4 +1,5 @@
// Based upon the example code from NES 101 tutorial by Michael Martin
// compile with -t nes_small
void main() {
init_graphics()

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@ -0,0 +1,269 @@
// Based upon the example code from NES 101 tutorial by Michael Martin
// compile with -t nes_mmc4
void main() {
init_graphics()
init_input()
init_sound()
ppu_ctrl = %10001000
ppu_mask = %00011110
while(true){}
}
void nmi() {
set_prg_bank(1)
scroll_screen()
set_prg_bank(2)
update_sprite()
set_prg_bank(3)
react_to_input()
}
void irq() {
}
array oam_buffer [256] @$200
byte scroll
byte a
segment(ram) sbyte dx
void init_graphics() {
set_chr_bank0($06)
set_chr_bank1($1A)
init_sprites()
set_prg_bank(6)
load_palette()
load_name_tables()
init_scrolling()
}
void init_input() {
a = 0
}
void init_sound() {
apu_status = 1
apu_pulse1_sweep = 0
apu_frame_counter = $40
}
void init_sprites() {
byte i
for i,255,downto,0 {
oam_buffer[i] = 0
}
oam_buffer[0] = $70
oam_buffer[1] = 1
oam_buffer[3] = 1
dx = 1
}
segment(prgrom6)
noinline void load_palette() {
byte i
ppu_set_addr($3f00)
for i,0,until,palette.length {
ppu_write_data(palette[i])
}
}
segment(prgrom6)
noinline void load_name_tables() {
pointer p
byte page_count
byte b
read_ppu_status()
p = bg.addr
ppu_set_addr($2400)
for page_count,0,until,4 {
for b,0,until,255 {
ppu_write_data(p[b])
}
p.hi += 1
}
for page_count,0,until,4 {
for b,0,until,255 {
ppu_write_data(0)
}
}
}
void init_scrolling() {
scroll = 240
}
segment(prgrom2)
noinline void update_sprite() {
ppu_oam_dma_write(oam_buffer.addr.hi)
if oam_buffer[3] == 0 {
dx = 1
high_c()
} else if oam_buffer[3] == 255-8 {
dx = -1
high_c()
}
oam_buffer[3] += dx
}
segment(prgrom3)
noinline void react_to_input() {
strobe_joypad()
if read_joypad1() & 1 != 0 { // A button
reverse_dx()
}
read_joypad1() // B button
read_joypad1() // Select button
read_joypad1() // Start button
if read_joypad1() & 1 != 0 { // Up button
if oam_buffer[0] > 7 { oam_buffer[0] -= 1}
}
if read_joypad1() & 1 != 0 { // Down button
if oam_buffer[0] < 223 { oam_buffer[0] += 1}
}
}
segment(prgrom3)
void reverse_dx() {
dx = 0 - dx
low_c()
}
segment(prgrom3)
void low_c() {
apu_pulse1_ctrl = $84
apu_pulse1_period = $9AA
}
segment(prgrom2)
void high_c() {
apu_pulse1_ctrl = $86
apu_pulse1_period = $869
}
segment(prgrom1)
noinline void scroll_screen() {
ppu_write_data(0)
if scroll != 0 {
scroll -= 1
ppu_set_scroll(0, scroll)
}
}
array bg = [
" " ascii,
"12345678901234567890123456789012" ascii,
" " ascii,
" " ascii,
" PRESENTING NES 101 " ascii,
" A GUIDE FOR OTHERWISE " ascii,
" EXPERIENCED PROGRAMMERS " ascii,
" " ascii,
" TUTORIAL FILE BY " ascii,
" MICHAEL MARTIN " ascii,
" " ascii,
" " ascii,
" " ascii,
" PRESS UP AND DOWN TO SHIFT " ascii,
" THE SPRITE " ascii,
" " ascii,
" PRESS A TO REVERSE DIRECTION" ascii,
" " ascii,
" " ascii,
" " ascii,
" " ascii,
" " ascii,
" " ascii,
"CHARACTER SET HIJACKED FROM " ascii,
"COMMODORE BUSINESS MACHINES " ascii,
" (C64'S CHARACTER ROM)" ascii,
" " ascii,
"READY. " ascii,
" " ascii,
" " ascii,
$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,
$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,
$00,$00,$00,$00,$00,$00,$00,$00,$F0,$F0,$F0,$F0,$F0,$F0,$F0,$F0,
$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F
]
array palette = [
$0E,$00,$0E,$19,$00,$00,$00,$00,$00,$00,$00,$00,$01,$00,$01,$21,
$0E,$20,$22,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
]
segment(chrrom0)
array charset @$6200 = [
$00,$00,$00,$00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$18,$18,$18,$18,$00,$00,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$66,$66,$66,$00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$66,$66,$FF,$66,$FF,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$18,$3E,$60,$3C,$06,$7C,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$62,$66,$0C,$18,$30,$66,$46,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$3C,$38,$67,$66,$3F,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$06,$0C,$18,$00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$0C,$18,$30,$30,$30,$18,$0C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$30,$18,$0C,$0C,$0C,$18,$30,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$00,$66,$3C,$FF,$3C,$66,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$00,$18,$18,$7E,$18,$18,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$00,$00,$00,$00,$00,$18,$18,$30,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$00,$00,$00,$7E,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$00,$00,$00,$00,$00,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$00,$03,$06,$0C,$18,$30,$60,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$6E,$76,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$18,$18,$38,$18,$18,$18,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$06,$0C,$30,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$06,$1C,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$06,$0E,$1E,$66,$7F,$06,$06,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$7E,$60,$7C,$06,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$60,$7C,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$7E,$66,$0C,$18,$18,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$66,$3C,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$66,$3E,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$00,$00,$18,$00,$00,$18,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$00,$00,$18,$00,$00,$18,$18,$30,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$0E,$18,$30,$60,$30,$18,$0E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$00,$00,$7E,$00,$7E,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$70,$18,$0C,$06,$0C,$18,$70,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$06,$0C,$18,$00,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$6E,$6E,$60,$62,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$18,$3C,$66,$7E,$66,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$7C,$66,$66,$7C,$66,$66,$7C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$60,$60,$60,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$78,$6C,$66,$66,$66,$6C,$78,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$7E,$60,$60,$78,$60,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$7E,$60,$60,$78,$60,$60,$60,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$60,$6E,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$66,$66,$66,$7E,$66,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$18,$18,$18,$18,$18,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$1E,$0C,$0C,$0C,$0C,$6C,$38,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$66,$6C,$78,$70,$78,$6C,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$60,$60,$60,$60,$60,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$63,$77,$7F,$6B,$63,$63,$63,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$66,$76,$7E,$7E,$6E,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$66,$66,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$7C,$66,$66,$7C,$60,$60,$60,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$66,$66,$66,$3C,$0E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$7C,$66,$66,$7C,$78,$6C,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$66,$60,$3C,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$7E,$18,$18,$18,$18,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$66,$66,$66,$66,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$66,$66,$66,$66,$66,$3C,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$63,$63,$63,$6B,$7F,$77,$63,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$66,$66,$3C,$18,$3C,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$66,$66,$66,$3C,$18,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$7E,$06,$0C,$18,$30,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$30,$30,$30,$30,$30,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$0C,$12,$30,$7C,$30,$62,$FC,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$3C,$0C,$0C,$0C,$0C,$0C,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$00,$18,$3C,$7E,$18,$18,$18,$18,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,
$00,$10,$30,$7F,$7F,$30,$10,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
]
segment(chrrom1)
array sprites @$A000 = [
$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,
$18,$24,$66,$99,$99,$66,$24,$18,$00,$18,$18,$66,$66,$18,$18,$00
]

64
include/nes_mmc4.ini Normal file
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@ -0,0 +1,64 @@
; a NES MMC4 cartridge, uses iNES mapper 10
; 8×16 kB PRGROM and 32×4kB CHRROM
; $c000$ffff is assumed to be fixed to prgrom7, $8000-$bfff can be switched
; uses horizontal mirroring:
; - to use vertical mirroring, change byte #6 of the header from $A0 to $A1
; uses extra 8K of RAM at $6000$7fff that is not battery-backed:
; - to disable it, change byte #10 of the header from $07 to 0 and remove the ram segment
; - to make it battery-backed, change byte #10 of the header from $07 to $77
; output file size: 262160 bytes
[compilation]
arch=ricoh
modules=nes_hardware,nes_routines,default_panic,nes_mmc4
ro_arrays=true
[allocation]
zp_pointers=all
segments=default,ram,prgrom0,prgrom1,prgrom2,prgrom3,prgrom4,prgrom5,prgrom6,prgrom7,chrrom0,chrrom1
default_code_segment=prgrom7
segment_default_start=$200
segment_default_end=$7ff
segment_ram_start=$6000
segment_ram_end=$7fff
segment_prgrom7_start=$c000
segment_prgrom7_end=$ffff
segment_prgrom0_start=$8000
segment_prgrom0_end=$bfff
segment_prgrom1_start=$8000
segment_prgrom1_end=$bfff
segment_prgrom2_start=$8000
segment_prgrom2_end=$bfff
segment_prgrom3_start=$8000
segment_prgrom3_end=$bfff
segment_prgrom4_start=$8000
segment_prgrom4_end=$bfff
segment_prgrom5_start=$8000
segment_prgrom5_end=$bfff
segment_prgrom6_start=$8000
segment_prgrom6_end=$bfff
segment_chrrom0_start=$0000
segment_chrrom0_end=$ffff
segment_chrrom1_start=$0000
segment_chrrom1_end=$ffff
[output]
style=single
format=$4E,$45,$53,$1A, 8,16,$A0,8, 0,0,$07,0, 2,0,0,0, prgrom0:$8000:$bfff,prgrom1:$8000:$bfff,prgrom2:$8000:$bfff,prgrom3:$8000:$bfff,prgrom4:$8000:$bfff,prgrom5:$8000:$bfff,prgrom6:$8000:$bfff,prgrom7:$c000:$ffff,chrrom0:$0000:$ffff,chrrom1:$0000:$ffff
extension=nes

32
include/nes_mmc4.mfk Normal file
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@ -0,0 +1,32 @@
asm inline void set_prg_bank(byte a) {
STA $A000
? RTS
}
// calling with with e.g. $1E will set $0000-$0fff to $E000-$EFFF in chrrom1
asm inline void set_chr_bank0(byte a) {
STA $B000
STA $C000
? RTS
}
// calling with with e.g. $1E will set $1000-$1fff to $E000-$EFFF in chrrom1
asm inline void set_chr_bank1(byte a) {
STA $D000
STA $E000
? RTS
}
// TODO: FD/FE latches
asm inline void set_vertical_mirroring() {
LDA #0
STA $F000
? RTS
}
asm inline void set_horizontal_mirroring() {
LDA #1
STA $F000
? RTS
}

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@ -1,7 +1,8 @@
; a very simple NES cartridge format
; uses mapper 0 and no bankswitching, so it's only good for very simple games
; assumes CHRROM is at chrrom:$0000-$3fff and PRGROM is at prgrom:$8000-$ffff
; assumes CHRROM is at chrrom:$0000-$1fff and PRGROM is at prgrom:$8000-$ffff
; uses horizontal mirroring; to use vertical mirroring, change byte #6 of the header from 0 to 1
; output file size: 40976 bytes
[compilation]
arch=ricoh
@ -21,11 +22,11 @@ segment_prgrom_start=$8000
segment_prgrom_end=$ffff
segment_chrrom_start=$0000
segment_chrrom_end=$3fff
segment_chrrom_end=$1fff
[output]
style=single
format=$4E,$45,$53,$1A, 2,2,0,0, 0,0,0,0, 0,0,0,0, prgrom:$8000:$ffff, chrrom:$0000:$3fff
format=$4E,$45,$53,$1A, 2,1,0,0, 0,0,0,0, 0,0,0,0, prgrom:$8000:$ffff, chrrom:$0000:$1fff
extension=nes