Template talk:NES: Difference between revisions

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(Removal of data table link.)
 
m (Hawk moved page Template talk:INES to Template talk:NES)
 
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= Usage =
From [[Super Mario Bros.]]:
<pre>
{{INES| title = Super Mario Bros. (JU) (PRG1)
|image = [[Image:Super_Mario_Bros.png]]
|mapperno = 0
|mappername = [[NROM]]
|prgrom = 2 x 16kB
|chrrom = 1 x 8kB
|mirroring = Vertical
|4screen = No
|sram = No
|game = Super Mario Bros.
}}
</pre>
== Empty Syntax ==
<pre>
{{INES| title =
|image =
|mapperno =
|mappername =
|prgrom =
|chrrom =
|mirroring =
|4screen =
|sram =
|game =
}}
</pre>
__toc__
= Discussion =
== "Data Table" Link ==
[[User:TheEmulatorGuy]] added a "data table" link to this template, which I removed. What was that intended for? --[[User:AnyoneEB|AnyoneEB]] 21:54, 14 November 2005 (EST)
[[User:TheEmulatorGuy]] added a "data table" link to this template, which I removed. What was that intended for? --[[User:AnyoneEB|AnyoneEB]] 21:54, 14 November 2005 (EST)
: If you had did a bit more studying, you'd realise I used it for Thingy32 tables (for text) - you should've realised it would be for something like this anyway. Can it be put back? Data Tables are used for every single game. Does that not make it important enough? --[[User:TheEmulatorGuy|TheEmulatorGuy]]
:: I apologize, I was confused because I usually use the term '''data table''' as a generic term for the many table-like areas in a ROM. You meant .tbl files or maybe you could call them '''Text Tables'''? Or maybe just '''.tbl'''? --[[User:AnyoneEB|AnyoneEB]] 15:06, 15 November 2005 (EST)
== Notes on finding data for this template ==
<pre>
Byte    Contents
---------------------------------------------------------------------------
0-3      String "NES^Z" used to recognize .NES files.
4        Number of 16kB ROM banks.
5        Number of 8kB VROM banks.
6        bit 0    1 for vertical mirroring, 0 for horizontal mirroring.
        bit 1    1 for battery-backed RAM at $6000-$7FFF.
        bit 2    1 for a 512-byte trainer at $7000-$71FF.
        bit 3    1 for a four-screen VRAM layout.
        bit 4-7  Four lower bits of ROM Mapper Type.
7        bit 0    1 for VS-System cartridges.
        bit 1-3  Reserved, must be zeroes!
        bit 4-7  Four higher bits of ROM Mapper Type.
8        Number of 8kB RAM banks. For compatibility with the previous
        versions of the .NES format, assume 1x8kB RAM page when this
        byte is zero.
9        bit 0    1 for PAL cartridges, otherwise assume NTSC.
        bit 1-7  Reserved, must be zeroes!
10-15    Reserved, must be zeroes!
16-...  ROM banks, in ascending order. If a trainer is present, its
        512 bytes precede the ROM bank contents.
...-EOF  VROM banks, in ascending order.
---------------------------------------------------------------------------
Source: http://fms.komkon.org/EMUL8/NES.html#LABM
</pre>

Latest revision as of 05:39, 24 January 2024

Usage

From Super Mario Bros.:

{{INES| title = Super Mario Bros. (JU) (PRG1)
|image = [[Image:Super_Mario_Bros.png]]
|mapperno = 0
|mappername = [[NROM]]
|prgrom = 2 x 16kB
|chrrom = 1 x 8kB
|mirroring = Vertical
|4screen = No
|sram = No
|game = Super Mario Bros.
}}

Empty Syntax

{{INES| title = 
|image = 
|mapperno = 
|mappername = 
|prgrom = 
|chrrom = 
|mirroring = 
|4screen = 
|sram = 
|game = 
}}

Discussion

"Data Table" Link

User:TheEmulatorGuy added a "data table" link to this template, which I removed. What was that intended for? --AnyoneEB 21:54, 14 November 2005 (EST)

If you had did a bit more studying, you'd realise I used it for Thingy32 tables (for text) - you should've realised it would be for something like this anyway. Can it be put back? Data Tables are used for every single game. Does that not make it important enough? --TheEmulatorGuy
I apologize, I was confused because I usually use the term data table as a generic term for the many table-like areas in a ROM. You meant .tbl files or maybe you could call them Text Tables? Or maybe just .tbl? --AnyoneEB 15:06, 15 November 2005 (EST)

Notes on finding data for this template

Byte     Contents
---------------------------------------------------------------------------
0-3      String "NES^Z" used to recognize .NES files.
4        Number of 16kB ROM banks.
5        Number of 8kB VROM banks.
6        bit 0     1 for vertical mirroring, 0 for horizontal mirroring.
         bit 1     1 for battery-backed RAM at $6000-$7FFF.
         bit 2     1 for a 512-byte trainer at $7000-$71FF.
         bit 3     1 for a four-screen VRAM layout. 
         bit 4-7   Four lower bits of ROM Mapper Type.
7        bit 0     1 for VS-System cartridges.
         bit 1-3   Reserved, must be zeroes!
         bit 4-7   Four higher bits of ROM Mapper Type.
8        Number of 8kB RAM banks. For compatibility with the previous
         versions of the .NES format, assume 1x8kB RAM page when this
         byte is zero.
9        bit 0     1 for PAL cartridges, otherwise assume NTSC.
         bit 1-7   Reserved, must be zeroes!
10-15    Reserved, must be zeroes!
16-...   ROM banks, in ascending order. If a trainer is present, its
         512 bytes precede the ROM bank contents.
...-EOF  VROM banks, in ascending order.
---------------------------------------------------------------------------
Source: http://fms.komkon.org/EMUL8/NES.html#LABM