The largest unlicensed non-pirate NES production from the modern era is A Winner Is You (64 MiB), which is a music cartridge and not a game.The largest unlicensed non-pirate NES game from the original era is Action 52 (1,536 KiB PRG + 512 KiB CHR + custom mapper).The largest licensed NES game is Kirby's Adventure (512 KiB PRG + 256 KiB CHR + MMC3).The largest licensed Famicom game is Metal Slader Glory (512 KiB PRG + 512 KiB CHR + MMC5).Games larger than Dragon Quest IV include the following: This rumor was due to a 1MiB overdump of Dragon Quest IV floating around. They use 512 KiB PRG ROM and 8 KiB CHR RAM, which is not larger than quite a few other licensed games. (Source: NES Technical/Emulation/Development FAQ version 1.4 via Reddit)įact: Both the Japanese Dragon Quest IV and the American Dragon Warrior IV releases use SUROM, as pictured at NesCartDB's entry for Dragon Warrior IV. Myth: Dragon Quest/Warrior IV (DQ4) is the largest NES game, having 1 MiB (1,048,576 bytes) of ROM. But in fact, Castlevania III doesn't even come close to using all MMC5 capabilities, and it likely used MMC5 because it supported the VRC6's PRG ROM and CHR ROM bankswitching modes and was cheaper than Konami getting the VRC6 approved through Nintendo of America and Nintendo of Europe. Rumor has been made that the VRC6 was superior to the MMC5 because the MMC5 Castlevania III: Dracula's Curse was censored, and (like other 72-pin games) didn't use extra sound. The MMC5 has extended video possibilities, a true scanline counter, and countless features that the VRC6 lacks, but only has 2 extra sound channels. Myth: The VRC6 is a very complex mapper even superior to the MMC5.įact: The VRC6 is a decent mapper able to do standard PRG and CHR bankswitching, a CPU cycle counter, and 3 extra sound channels. So in total, while the MMC5 supports four different modes for each nametable, it does not support memory for the sort of 4-screen nametables seen in Napoleon Senki and Gauntlet. It also supports fill mode, a fourth limited-function nametable filled with 960 copies of a single tile number. It has its own 1 KiB ExRAM, and one of the four possible modes for ExRAM uses it as a third nametable. Myth: The MMC5 supports memory for 4-screen nametables (source: Nintendo Entertainment System Documentation v0.40 by Y0SHi)įact: MMC5 uses the 2 KiB of RAM in the Control Deck for two nametables. Known Japanese versions of Mike Tyson's Punch-Out!! uses the same MMC2 as their American and PAL counterparts. Myth: The MMC4 is used in the Japanese version of Mike Tyson's Punch-Out!! (source: Nintendo Entertainment System Documentation v0.40 by Y0SHi)įact: The MMC4 is used only in three Japan-only games published by Nintendo in the Famicom Wars and Fire Emblem series. Launch titles tend to be full of these in part because the hardware itself may have been a moving target during the game's development.Īnother example is the horrible code in Tetris for Game Boy. zeroes PPUADDR to set the scroll, but given that this was one of the first games with a scroll split, it might just be another example of imperfect hardware understanding. This could happen if rendering is turned on late to free up more VRAM update time or the screen is split. PPUADDR ($2006) is needed to scroll only when changing the vertical part of the scroll position during rendering time. The NES will update the VRAM address register near the end of the pre-render scanline (261 on NTSC, 311 on PAL). (Seen in Nestech.txt section 10: Programming the NES)įact: The proper way to set the scroll position is to write the upper bits of the X and Y coordinates to PPUCTRL ($2000), and then bits 0-7 of the X and Y coordinates to PPUSCROLL ($2005). Myth: Usage of the PPUADDR ($2006) register is needed to scroll. Also, the Wii Virtual Console (NES) does not display the top and bottom 8 lines. The Mega Man Anniversary Collection (GameCube/XBOX/PS2) likewise hides the top/bottom 8 lines, plus an extra left/right clipping to hide the attribute color glitch on scrolling. For example, PocketNES for Game Boy Advance hides the top 16 pixels, the bottom 11, and 8 on the left and right sides. Ideally, NES games place nametable mirroring glitches in the overscan, and some emulators simulate overscan in order to hide these glitches. The PPU fetches and generates a signal for all 240 lines, even if TVs cut off the edges. (Seen in nesfreq.txt, a post by chaotic_thought on, and elsewhere)įact: The NTSC NES picture is 242 pixels tall: 240 lines of picture and 2 lines of vertical border. Myth: The NTSC NES picture is only 224 pixels tall.
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