It consists of the following games:
Code: Select all
mapper PRG CHR
1.Mario Bros Arcade (MB) 0 16k 8k
2.Super Mario Bros (SMB1) 0 32k 8k
3.Super Mario 2 USA (SMB2) 4 128k 128k
4.Super Mario 2 Japan (SMB2J) 43 80k 8k
5.Super Mario 3 (SMB3) 4 256k 128k
6.Super Mario 4 (Armadillo) 118 256k 128k
7.Mario Baby (Bio Miracle) 42 128k 0
8.Doctor Mario (Dr. Mario) 3 32k 64k
9.Mickey Mouse 3 32k 64k
10. Bowling (Dynamite Bowl) 3 32k 64k
Unfortunatelly, I have no access to dump of PRG/CHR chips, but.... I found on the interned something called `Mario Family 10-in-1.nes`. It repors to be MMC3 with 512kB PRG + 512kB CHR, but launching it starts SMB2J with garbled graphics. I have no idea how somebody dumped it (maybe it is good to assume that it was dumped as MMC3 from bank $8000-$9fff)
So I analyzed this file by dividing it into 8kB chunks and compared every of them to every chunk of one of above games and choosed the best match. Here is report:
*There is no PRG of SMB3 and Armadillo, so I believe the PRG part of the ROM is not complete (it should be 1MB)
*.nes file, created from PRG/CHR chunks of the games mentioned below produces working game: SMB2, SMB1, Bio Miracle, Dr Mario, Mickey Mouse, Dynamite Bowl
*Making .nes with PRG from $40000-7ffff and CHR from $fe000-$fffff produces working SMB2J
*Part at $50000 and $70000 contains listing of source sode,
*Mario Bros (Arcade) when treated as standalone 16kB ROM at $74000 does not work - it is almost same like original version but with address of reset vector changed. When merged with menu ($54000 + $74000) it works.
*16 kB Menu ROM is at $54000, but it should be executed from $8000, not $c000. And NMI interrupt should be set to $809C and reset vector to $8000
My questions:
*Just after power up, how to jump-in into menu?
*Any idea how to describe this mapper in software? THen maybe later I would be able to deduce how it is built in hardware.