Zepper wrote:
There's a basic implementation of MMC5 that runs, for example, CastleVania 3. A more complete thing will run Uncharted Waters and other Koei games (extended attribute mode, where each tile can take a specific CHR bank). Only Vertical Split Mode isn't required, as just ONE game uses it.
In my emulator (RockNES), it's added since 2012. I tested this game and seems to work fine.
I'm at the stage where Castlevania III works, except perhaps for the rising water level, which apparently uses Ex Ram Mode 1. Indeed, I suspect the problem with Retro City Rampage is that I have yet to implement this. From what I understand, the MMC5 Ex Ram Mode 1 is intended to go around the limitation of tile attributes being shared by 2x2 tile groups and instead specifying independent attributes for each tile.
Now that I think of it, the game does set the B registers without specifying CHR Bank Mode 3, but I suspect that since the game is using Ex Ram Mode 1, 1K CHR banks are assumed, regardless of CHR Bank mode.
Am I on the correct track here, or am I spewing nonsense?

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Tile IDE and tile engine for XNA:
http://tide.codeplex.com/Fancy Fish Mod - Minecraft Mod:
http://fancyfishmod.weebly.com/