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Memory management controller (Nintendo)
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==List of MMC chips== ===CNROM=== * Manufacturer: [[Nintendo]] * Games: ''[[Gradius]]'',<ref name="np"/>{{rp|29}} ''[[Ghostbusters]]'', ''[[Gyruss]]'', ''[[Arkanoid]]'' CNROM is the earliest banking hardware introduced on the Famicom, appearing in early 1986. It consists of a single 7400 series discrete logic chip. CNROM supports a single fixed PRG bank and up to eight CHR banks for 96KB total ROM. Some third party variations supported additional capabilities. Many CNROM games store the game level data in the CHR ROM and blank the screen while reading it. ===UNROM=== * Manufacturer: [[Nintendo]] * Games: ''[[Pro Wrestling (NES video game)|Pro Wrestling]]'',<ref name="np"/>{{rp|29}} ''[[Ikari Warriors]]'', ''[[Mega Man (video game)|Mega Man]]'', ''[[Contra (video game)|Contra]]'', ''[[Castlevania (1986 video game)|Castlevania]]'' Early NES mappers are composed of [[7400 series]] discrete logic chips.<ref name="np"/>{{rp|29}} UNROM appeared in late 1986. It supports a single fixed 16KB PRG bank, the rest of the PRG being switchable.<ref name="nesdevwiki_unrom">{{Cite web|url=http://wiki.nesdev.com/w/index.php/UxROM|title=UxROM - Nesdev wiki|website=wiki.nesdev.com}}</ref> Instead of a dedicated ROM chip to hold graphics data (called CHR by Nintendo), games using UNROM store graphics data on the program ROM and copy it to a RAM on the cartridge at run time.<ref name="np"/>{{rp|29}} ===MMC1=== [[File:Nintendo-NES-Tetris-Cartridge-Board.jpg|link=File:Nintendo-NES-Tetris-Cartridge-Board.jpg|thumb|right|A ''[[Tetris (NES video game)|Tetris]]'' cartridge showing an MMC1B1 chip]] * Manufacturer: [[Nintendo]] * Games: ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'', ''[[Mega Man 2]]'', ''[[Metroid]]'', ''[[Godzilla: Monster of Monsters]]'', ''[[Teenage Mutant Ninja Turtles (NES video game)|Teenage Mutant Ninja Turtles]]'', and more. The MMC1 is Nintendo's first custom MMC [[integrated circuit]] to incorporate support for saved games and multi-directional scrolling configurations.<ref name="np"/>{{rp|p.30}} The chip comes in at least five different versions: ''MMC1A'', ''MMC1B1'', ''MMC1B2'', ''MMC1B3'' and ''MMC1C''. The differences between the different versions are slight, mostly owing to savegame memory protection behavior. The MMC1 chip allows for switching of different memory banks. Program ROM can be selected in 16KB or 32KB chunks, and character [[Read-only memory|ROM]] can be selected in 4KB or 8KB chunks. An unusual feature of this memory controller is that its input is [[Serial communication|serial]], rather than [[Parallel communication|parallel]], so 5 sequential writes (with [[bit shifting]]) are needed to send a command to the [[Integrated circuit|circuit]].<ref>{{Cite web|url=http://wiki.nesdev.com/w/index.php/MMC1|title=MMC1 - Nesdev wiki|website=wiki.nesdev.com}}</ref> ===MMC2=== * Manufacturer: [[Nintendo]] * Games: ''[[Mike Tyson's Punch-Out!!]]'' The MMC2 is only used in ''Mike Tyson's Punch-Out!!'' and the later rerelease which replaced [[Mike Tyson]]. A single 8KB bank of program ROM can be selected (with the remaining 24KB locked) and character ROM can be selected in ''two pairs'' of 4KB banks, which would be automatically switched when the video hardware attempts to load particular graphic tiles from memory, thus allowing a larger amount of graphics to be used on the screen without the need for the game itself to manually switch them.<ref>{{Cite web|url=http://wiki.nesdev.com/w/index.php/MMC2|title=MMC2 - Nesdev wiki|website=wiki.nesdev.com}}</ref> ===MMC3=== [[File:MMC3B 01.jpg|thumb|right|The MMC3 chip, soldered onto a [[Printed circuit board|PCB]] containing ''Super Mario Bros. 3'' and others]] * Manufacturer: [[Nintendo]] * Games: ''[[Mega Man 3]]'', ''[[Mega Man 4|4]]'', ''[[Mega Man 5|5]]'', ''[[Mega Man 6|6]]'', ''[[Super Mario Bros. 2]]''<sup>NA/EU</sup>, ''[[Super Mario Bros. 3]]'', ''[[Kirby's Adventure]]'', and more. The MMC3 was introduced in 1988. It adds an IRQ timer to allow split screen scrolling without the sacrifice of sprite 0, along with two selectable 8KB program ROM banks and two 2KB+four 1KB selectable character ROM banks, which allows easy instant swapping of sprite and tile data. 8KB of save game RAM is supported.<ref>{{Cite web|url=http://wiki.nesdev.com/w/index.php/MMC3|title=MMC3 - Nesdev wiki|website=wiki.nesdev.com}}</ref> ===MMC4=== * Manufacturer: [[Nintendo]] * Games: ''[[Fire Emblem: Shadow Dragon and the Blade of Light|Fire Emblem]]'', ''[[Fire Emblem Gaiden]]'', and ''[[Famicom Wars]]'' This chip is only used in three games, all of which were released only for the [[Nintendo Entertainment System|Famicom]] in Japan, and were developed by [[Intelligent Systems]]. Functionally, it is nearly identical to the MMC2, with the only difference being that the MMC4 switches program ROM in 16KB banks instead of 8KB banks and has support for a battery-backed SRAM to save game data.<ref>{{Cite web|url=http://wiki.nesdev.com/w/index.php/MMC4|title=MMC4 - Nesdev wiki|website=wiki.nesdev.com}}</ref> ===MMC5=== * Manufacturer: [[Nintendo]] * Games: ''[[Castlevania III: Dracula's Curse]]''<sup>NA/EU</sup>, ''[[Just Breed]]'', ''[[Metal Slader Glory]]'', ''[[Gun Sight|Laser Invasion]]'', ''Uchuu Keibitai SDF'', ''Nobunaga's Ambition II'', ''Nobunaga no Yabou - Sengoku Gunyuu Den'', ''[[Bandit Kings of Ancient China]]'', ''[[Romance of the Three Kingdoms II]]'', ''[[Daikoukai Jidai|Uncharted Waters]]'', ''[[Genghis Khan II: Clan of the Gray Wolf]]'', ''[[Gemfire]]'', ''[[L'Empereur]]'', ''Ishin no Arashi'', ''Shin 4 Nin Uchi Mahjong - Yakuman Tengoku'', ''[[Rockman 4 Minus Infinity]]'' ([[ROM hacking|ROM hack]]) The MMC5 is Nintendo's most advanced MMC. It was originally also the most expensive. Only [[Koei]] used this chip regularly. It is similar to Konami's VRC6, but interrupt handling works differently. The chip has 1KB of extra [[random-access memory|RAM]], two extra [[Square wave (waveform)|square wave]] sound channels, one extra [[pulse-code modulation|PCM]] sound channel, support for vertical split screen scrolling, improved graphics capabilities (making 16,384 different tiles available per screen rather than only 256, and allowing each individual 8x8-pixel background tile to have its own color assignment instead of being restricted to one color set per 2x2 tile group), highly configurable program ROM and character ROM bank switching, and a scanline-based IRQ counter. The MMC5 supports up to 2MB total ROM, however no commercially released game exceeded 1MB.<ref>{{Cite web|url=http://wiki.nesdev.com/w/index.php/MMC5|title=MMC5 - Nesdev wiki|website=wiki.nesdev.com}}</ref> ===MMC6=== * Manufacturer: [[Nintendo]] * Games: ''[[StarTropics]]'', ''[[Zoda's Revenge: StarTropics II]]'' The MMC6 is similar to the MMC3, with an additional 1 KB of RAM which can be saved with battery backup.<ref>{{Cite web|url=http://wiki.nesdev.com/w/index.php/MMC6|title=MMC6 - Nesdev wiki|website=wiki.nesdev.com}}</ref> ===Famicom Disk System=== * Manufacturer: [[Nintendo]] * Games: ''[[Castlevania|Akumajo Dracula]]'', ''[[Arumana no Kiseki]]'', ''[[Ai Senshi Nicol]]'', ''Big Challenge! Dogfight Spirit'', ''[[Bio Miracle Bokutte Upa]]'', ''[[Crackout (video game)|Crackout]]''<sup>JP</sup>, ''[[Double Dribble (video game)|Double Dribble]]''<sup>JP</sup>, ''[[Castlevania II: Simon's Quest|Dracula II]]'', ''[[Falsion]]'', ''[[Famicom Tantei Club Part II: Ushiro ni Tatsu Shōjo]]'', ''[[Kid Icarus]]''<sup>JP</sup>, ''[[KiKi KaiKai]]'', ''[[Meikyuu Jiin Dababa]]'', ''[[Metroid]]''<sup>JP</sup>, ''[[Pro Wrestling (NES video game)|Pro Wrestling]]''<sup>JP</sup>, ''Relics - Ankoku Yousai'', ''[[Risa no Yōsei Densetsu]]'', ''[[Shin Onigashima]]'', ''[[Super Mario Bros. 2: The Lost Levels|Super Mario Bros. 2]]''<sup>JP</sup>, ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' (FDS release), ''[[The Mysterious Murasame Castle]]'', ''Vs. Excitebike'', ''[[Yūyūki]]'', ''[[Zelda II: The Adventure of Link]]''<sup>JP</sup>, and more. The [[Famicom Disk System]]'s [[Application-specific integrated circuit|ASIC]] is an extended audio chip, which supports one channel of single-cycle (6-bit × 64 step) [[table-lookup synthesis|wavetable-lookup synthesis]] with a built in [[phase modulation|phase modulator]] (PM) for sound generation similar to that of [[frequency modulation synthesis]]. Some cartridge conversions of Disk System games have MMCs to replace the audio channel. ===AOROM=== * Manufacturer: [[Nintendo]] * Games: ''[[Battletoads (1991 video game)|Battletoads]]'', ''[[Wizards & Warriors]]'', ''[[Cobra Triangle]]'', ''[[Jeopardy! (franchise)#Video games|Jeopardy!]]'' The A*ROM MMC, named after the AMROM, ANROM, and AOROM cartridge boards that use it, was developed by [[Chris Stamper]] of [[Rare (company)|Rare]], and manufactured by Nintendo. It is found in games developed by Rare for Nintendo, Tradewest, GameTek, Acclaim, and Milton Bradley.<ref>[http://www.parodius.com/~veilleux/boardtable.txt List of NES games with publisher and board] {{webarchive|url=https://web.archive.org/web/20080827175333/http://www.parodius.com/~veilleux/boardtable.txt |date=August 27, 2008}}</ref> It allows the PRG ROM to be switched in a single 32KB piece and uses CHR RAM for up to 256KB total ROM. Unlike other chips, it uses one screen mirroring.<ref>{{Cite web|url=http://wiki.nesdev.com/w/index.php/AOROM|title=AxROM - Nesdev wiki|website=wiki.nesdev.com}}</ref>
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