MMC3
TxROM
| Company | Nintendo, others |
| Games | 300 in NesCartDB |
| Complexity | ASIC |
| Boards | TSROM, others |
| Pinout | MMC3 pinout |
| PRG ROM capacity | 512K |
| PRG ROM window | 8K + 8K + 16K fixed |
| PRG RAM capacity | 8K |
| PRG RAM window | 8K |
| CHR capacity | 256K |
| CHR window | 2Kx2 + 1Kx4 |
| Nametable arrangement | H or V, switchable, or 4 fixed |
| Bus conflicts | No |
| IRQ | Yes |
| Audio | No |
| iNES mappers | 004, 118, 119 |
The Nintendo MMC3 is a mapper ASIC used in Nintendo’s TxROM Game Pak boards. Most common TxROM boards, along with the NES-HKROM board (which uses the Nintendo MMC6), are assigned to iNES Mapper 004.
Some less common MMC3 boards required alternative iNES mapper implementations:
- iNES Mapper 118 - TKSROM and TLSROM
- iNES Mapper 119 - TQROM
This chip first appeared in the fourth quarter of 1988.
- CPU $6000-$7FFF: 8 KiB PRG RAM bank (optional)
- CPU $8000-$9FFF (or $C000-$DFFF): 8 KiB switchable PRG ROM bank
- CPU $A000-$BFFF: 8 KiB switchable PRG ROM bank
- CPU $C000-$DFFF (or $8000-$9FFF): 8 KiB PRG ROM bank, fixed to the second-last bank
- CPU $E000-$FFFF: 8 KiB PRG ROM bank, fixed to the last bank
- PPU $0000-$07FF (or $1000-$17FF): 2 KiB switchable CHR bank
- PPU $0800-$0FFF (or $1800-$1FFF): 2 KiB switchable CHR bank
- PPU $1000-$13FF (or $0000-$03FF): 1 KiB switchable CHR bank
- PPU $1400-$17FF (or $0400-$07FF): 1 KiB switchable CHR bank
- PPU $1800-$1BFF (or $0800-$0BFF): 1 KiB switchable CHR bank
- PPU $1C00-$1FFF (or $0C00-$0FFF): 1 KiB switchable CHR bank
The MMC3 has 4 pairs of registers at $8000-$9FFF, $A000-$BFFF, $C000-$DFFF, and $E000-$FFFF - even addresses ($8000, $8002, etc.) select the low register and odd addresses ($8001, $8003, etc.) select the high register in each pair. These can be broken into two independent functional units: memory mapping ($8000, $8001, $A000, $A001) and scanline counting ($C000, $C001, $E000, $E001).
All registers of MMC3 are write-only.
7 bit 0
---- ----
CPMx xRRR
||| |||
||| +++- Specify which bank register to update on next write to Bank Data register
||| 000: R0: Select 2 KiB CHR bank at PPU $0000-$07FF (or $1000-$17FF)
||| 001: R1: Select 2 KiB CHR bank at PPU $0800-$0FFF (or $1800-$1FFF)
||| 010: R2: Select 1 KiB CHR bank at PPU $1000-$13FF (or $0000-$03FF)
||| 011: R3: Select 1 KiB CHR bank at PPU $1400-$17FF (or $0400-$07FF)
||| 100: R4: Select 1 KiB CHR bank at PPU $1800-$1BFF (or $0800-$0BFF)
||| 101: R5: Select 1 KiB CHR bank at PPU $1C00-$1FFF (or $0C00-$0FFF)
||| 110: R6: Select 8 KiB PRG ROM bank at $8000-$9FFF (or $C000-$DFFF)
||| 111: R7: Select 8 KiB PRG ROM bank at $A000-$BFFF
||+------- Nothing on the MMC3, see MMC6
|+-------- PRG ROM bank mode (0: $8000-$9FFF swappable,
| $C000-$DFFF fixed to second-last bank;
| 1: $C000-$DFFF swappable,
| $8000-$9FFF fixed to second-last bank)
+--------- CHR A12 inversion (0: two 2 KiB banks at $0000-$0FFF,
four 1 KiB banks at $1000-$1FFF;
1: two 2 KiB banks at $1000-$1FFF,
four 1 KiB banks at $0000-$0FFF)
| CHR map mode → | $8000.D7 = 0 | $8000.D7 = 1 |
|---|---|---|
| PPU Bank | Value of MMC3 register | |
| $0000-$03FF | R0 | R2 |
| $0400-$07FF | R3 | |
| $0800-$0BFF | R1 | R4 |
| $0C00-$0FFF | R5 | |
| $1000-$13FF | R2 | R0 |
| $1400-$17FF | R3 | |
| $1800-$1BFF | R4 | R1 |
| $1C00-$1FFF | R5 | |
2 KiB banks can only select even numbered CHR banks. (The lowest bit is ignored.)
Bit 6 of the last value written to $8000 swaps the PRG windows at $8000 and $C000. The MMC3 uses one map if bit 6 was cleared to 0 (value & $40 == $00) and another if set to 1 (value & $40 == $40).
| PRG map mode → | $8000.D6 = 0 | $8000.D6 = 1 |
|---|---|---|
| CPU Bank | Value of MMC3 register | |
| $8000-$9FFF | R6 | (-2) |
| $A000-$BFFF | R7 | R7 |
| $C000-$DFFF | (-2) | R6 |
| $E000-$FFFF | (-1) | (-1) |
- (-1) : the last bank
- (-2) : the second last bank
Because the values in R6, R7, and $8000 are unspecified at power on, the reset vector must point into $E000-$FFFF, and code must initialize these before jumping out of $E000-$FFFF.
7 bit 0
---- ----
ddDD DDDd
|||| ||||
++++-++++- New bank value, based on last value written to Bank select register (mentioned above)
R6 and R7 will ignore the top two bits, as the MMC3 has only 6 PRG ROM address lines. R0 and R1 ignore the bottom bit, as the value written still counts banks in 1KiB units but odd numbered banks can’t be selected.
Some romhacks attempt to increase the available PRG-ROM size beyond the MMC3’s hard 512k limit by relying on an 8-bit extension of R6/7 for oversized PRG-ROM. Full 8-bit banking registers could theoretically support up to 2048 KiB PRG-ROM for an oversized MMC3, but this is deliberately not supported by many emulators. Known examples:
- 2005 Translation of Final Fantasy III - A later 2019 translation fits in standard 512 KiB size.
- Rockman 4 Minus Infinity - An MMC5 alternative page is also available.
7 bit 0
---- ----
xxxx xxxN
|
+- Nametable arrangement (0: horizontal (A10); 1: vertical (A11))
This bit has no effect on cartridges with hardwired 4-screen VRAM. In the iNES and NES 2.0 formats, this can be identified through bit 3 of byte $06 of the header.
7 bit 0
---- ----
RWxx xxxx
||
|+-------- Write protection (0: allow writes; 1: deny writes)
+--------- PRG RAM chip enable (0: disable; 1: enable)
Disabling PRG RAM through bit 7 causes reads from the PRG RAM region to return open bus.
Though these bits are functional on the MMC3, their main purpose is to write-protect save RAM during power-off.
Many emulators choose not to implement them as part of iNES Mapper 004 to avoid an incompatibility with the MMC6, which has different meaning for this register.
See iNES Mapper 004 and MMC6 below.
7 bit 0
---- ----
DDDD DDDD
|||| ||||
++++-++++- IRQ latch value
This register specifies the IRQ counter reload value. When the IRQ counter is zero (or a reload is requested through $C001), this value will be copied to the IRQ counter at the NEXT rising edge of the PPU address, presumably at PPU cycle 260 of the current scanline.
7 bit 0
---- ----
xxxx xxxx
Writing any value to this register clears the MMC3 IRQ counter immediately, and then reloads it at the NEXT rising edge of the PPU address, presumably at PPU cycle 260 of the current scanline.
7 bit 0
---- ----
xxxx xxxx
Writing any value to this register will disable MMC3 interrupts AND acknowledge any pending interrupts.
7 bit 0
---- ----
xxxx xxxx
Writing any value to this register will enable MMC3 interrupts.
The MMC3 most commonly exists in a 44-pin TQFP package. Three revisions are known to exist - MMC3A, MMC3B, and MMC3C. No major behavioral differences are known, except for the IRQ counter.
MMC3 chips manufactured by NEC are implemented within a 13x56 CMOS gate array. The implementation method used by Sharp is not yet known.
The MMC3 scanline counter is based entirely on PPU A12, triggered on a rising edge after the line has remained low for three falling edges of M2.[1]
The counter is based on the following trick: whenever rendering is turned on in the PPU, it fetches nametable and BG pattern tiles from dots 0-255 and 320-340 of a scanline and fetches sprite patterns from dots 256-319, even if no sprites are visible. Because of this, if BG uses the left pattern table ($0000), and if sprites always use the right pattern table ($1000), this filtered copy of A12 will remain low during all nametable and BG pattern fetches, and high during all sprite pattern fetches, causing it to oscillate exactly one time per scanline and 241 times per frame. It may oscillate more if the program uses registers $2006 and $2007 to access PPU $1000-$1FFF during vblank, but this is rare because very few games have MMC3 and CHR RAM (two on TQROM and three on TGROM among NES games, and a couple more Famicom-only games). The scanline counter partially works when the BG uses the right pattern table ($1000) and the sprites use the left pattern table ($0000), but the missing dot on the 2C02 causes the very first scanline to sometimes count twice. The MMC3 IRQ has two revisions that work slightly different [1].
Counter operation:
- When the IRQ is clocked (filtered A12 0→1), the counter value is checked - if zero or the reload flag is true, it’s reloaded with the IRQ latched value at $C000; otherwise, it decrements.
- If the IRQ counter is zero and IRQs are enabled ($E001), an IRQ is triggered. The “alternate revision” checks the IRQ counter transition 1→0, whether from decrementing or reloading.
Regarding PPU A12:
- When using 8x8 sprites, if the BG uses $0000, and the sprites use $1000, the IRQ counter should decrement on PPU cycle 260, right after the visible part of the target scanline has ended.
- When using 8x8 sprites, if the BG uses $1000, and the sprites use $0000, the IRQ counter should decrement on PPU cycle 324 of the previous scanline (as in, right before the target scanline is about to be drawn). However, the 2C02’s pre-render scanline will decrement the counter twice every other vertical redraw, so the IRQ will shake one scanline. This is visible in Wario’s Woods: with some PPU-CPU reset alignments the bottom line of the green grass of the play area may flicker black on the rightmost ~48 pixels, due to an extra count firing the IRQ one line earlier than expected.
- When using 8x16 sprites PPU A12 must be explicitly tracked. The exact time and number of times the counter is clocked will depend on the specific set of sprites present on every scanline. Specific combinations of sprites could cause the counter to decrement up to four times, or the IRQ to be delayed or early by some multiple of 8 pixels. If there are fewer than 8 sprites on a scanline, the PPU fetches tile $FF ($1FE0-$1FFF) for each leftover sprite and discards its value. Thus if a game uses 8x16 sprites with its background and sprites from PPU $0000, then the MMC3 ends up counting each scanline that doesn’t use all eight sprites.
Important points:
- The scanline counter cannot be stopped. It will continue to decrement and reload as long as PPU A12 on the PPU bus toggles.
- There is no direct access to the counter! The best that can be done is update the reload value and immediately request a reload.
- Writing to $E000 will only prevent the MMC3 from generating IRQs - the counter will continue to run.
- Writing to $E001 will simply allow the MMC3 to generate IRQs - the counter remains unaffected.
- Writing to $C000 does not immediately affect the value within the counter - this value is only used when the counter is reloaded, whether from reaching 0 or from writing to $C001.
- Writing to $C001 will do two things:
- instantly set the counter to a value above 127 to prevent it from reaching 0 by itself at the next “clock” (rising edge of filtered PPU A12); the exact behavior is
- NEC MMC3A: set bits 4-7 of the counter (OR $F0)
- NEC MMC3B-C: set bits 0-7 of the counter (OR $FF)
- Sharp MMC3A-C: set bit 7 of the counter (OR $80)
- try to set the “reload flag”. If at the next clock, the “reload flag” is found to be set, the counter will be reloaded with the value that was previously written to $C000, and the “reload flag” will be cleared and cannot be set again until the next “clock”. The latter aspect is known in the community as the “$C001 reload glitch” on consecutive scanlines, see MMC3 IRQ Tests by blargg and test ROM by N-K. Because the unsuccessful attempt to raise the reload flag will still set the counter to a value above 127, this aspect has the potential of causing late or missed IRQs. Many MMC3 games do not write to $C001 in the IRQ handler, instead updating only $C000 to be applied at start of the next IRQ. By updating $C000 one interrupt ahead, this issue with $C001 can be avoided.
- instantly set the counter to a value above 127 to prevent it from reaching 0 by itself at the next “clock” (rising edge of filtered PPU A12); the exact behavior is
- The exact number of scanlines between IRQs is N+1, where N is the value written to $C000. 1 (Sharp MMC3B, MMC3C) or 2 (Sharp MMC3A, NEC MMC3) to 256 scanlines are supported.
- The counter will not work properly unless different pattern tables for background and sprite data are in use. The standard configuration is to use PPU $0000-$0FFF for background tiles and $1000-$1FFF for sprite tiles, whether 8x8 or 8x16.
- The counter is clocked on each rising edge of filtered A12, no matter what caused it, so it is possible to (intentionally or not) clock the counter by writing to $2006, regardless of whether PPU is/is not rendering.
There’s a slight discrepancy with what happens when $C000 is set to $00. Two behaviors are known to exist:
- Sharp MMC3B and MMC3C generate an IRQ on each scanline while $C000 is $00. This version of the MMC3 generates IRQs when the scanline counter is equal to 0. In the community, this has been known as the “normal” or “new” behavior and is represented by mapper 4 submapper 0.
- Sharp MMC3A and all NEC MMC3 variants generate only a single IRQ when $C000 is $00. This version of the MMC3 only generates IRQs when the scanline counter changes (decrements) to zero from a non-zero value. A manual reload request via $C001 fulfills this condition, because recall that the $C001 instantly sets the counter to a value above 127, making the reload at the next “clock” cause a change to zero, while the automatic reload that occurs when the counter has changed to zero reloads it with zero and so does not cause another a change to zero. In the community, this has been known as the “alternate” or “old” behavior and is represented by mapper 4 submapper 4.
Acclaim’s MC-ACC chip is their own variant of the MMC3, that they used for their own boards (for industrial money-saving purposes). It comes in a standard 600 mil 40-pin DIP package. It is not known if it has SRAM support. The only known difference is that the scanline counter uses a ÷8 prescaler instead of filtering A12, clocked by falling edges.
MMC6 so far seems to exhibit some aspects of NEC behavior (single IRQ on reload value $00), but one report by kevtris suggests that it may evaluate the value previously written to $2000; investigation is ongoing.
The Mindkids AX5202P MMC3 clone has been found to exhibit NEC behavior (single IRQ on reload value $00) but not the “$C001 reload glitch”, meaning that writing to $C001 is possible on every scanline.
The TKSROM and TLSROM boards, assigned to INES Mapper 118, connect the upper bank select line directly to VRAM A10, allowing more flexible control over nametable arrangement.
The TQROM board, assigned to INES Mapper 119, uses both CHR ROM and CHR RAM simultaneously, using the 2nd-highest CHR bank select line to choose between them (on a per-bank basis).
Nintendo made at least two MMC3-based multicart mappers: mappers 37 and 47.
The DxROM board, assigned to iNES Mapper 206 has a custom mapper developed by Namco before the MMC3 existed. It has no IRQ nor control over nametable arrangement. Tengen used it for some of their games under the name MIMIC-1. It exists both in a 400 mil 28-pin Shrink-DIP (found in licensed DxROM boards) and in a larger 600 mil 28-pin DIP (found in unlicensed Tengen cartridges).
The Namco 108/MIMIC-1 does the basic ROM banking exactly like the MMC3, but it only implements the low 3 bits of $8000 and the low 6 bits of $8001. Compared to the MMC3, it lacks nametable control, SRAM support and an IRQ counter. The TEROM and TFROM boards have been developed with backward compatibility with DxROM in mind, featuring solder pads to have hardwired H/V nametables instead of controlled by the MMC3, and allow the hardware to disable IRQs.
- Mapper 004 submapper 5 is a Waixing variant with a software-controlled T9552 chip that scrambles PRG/CHR address lines. Known games all initialize the chip with the same canonical pattern, so they can be dumped as MMC3 compatible ROMs, but the submapper designation allows accurate emulation of the scrambling. This was formerly assigned as mapper 249 (now deprecated), with the banks in scrambled order instead.
- Mapper 115 increases CHR to 512K by losing PRG RAM and contains an UxROM emulation mode.
- Mapper 182’s registers are only in a different order.
- Mapper 187 increases CHR to 512K by wiring PPU A12 directly to CHR A18.
- Mapper 189 loses the MMC3’s 8+8+16F banking scheme in exchange for 32k-at-a-time banking like AxROM, BxROM, or GxROM.
- Mappers 194, 192, 191, and 74, are like TQROM in that they combine CHR ROM and CHR RAM by replacing some CHR pages with CHR RAM.
- Mappers 205, 52, 49, 45, and 44 force unmodified games together in a multicart.
- Mapper 245 increases PRG to 1024K by losing CHR ROM.
The unfortunate conflation of MMC3 and MMC6 into the same iNES mapper can be resolved by the use of NES 2.0 submapper 004:1.
Since the new header is not yet well adopted among emulators or ROM sets, an approach that supports both MMC3 and MMC6 may be desired when an NES 2.0 header is not used.
The MMC6 has a smaller PRG-RAM, and a different register scheme for write protecting it.
Because write protection is generally only used to guard against corruption during power off, many implementations of iNES Mapper 004 simply omit the write protection. Leaving PRG-RAM always write-enabled removes most of the incompatibility between MMC3 and MMC6, and is sufficient to support StarTropics and StarTropics II, which are the only commercial games using this mapper. These games do not rely on the smaller PRG-RAM size of the MMC6, so the larger 8k RAM addressed by the MMC3 is not a problem.
The less well known game Low G Man is problematic. It used an MMC3 board with no PRG-RAM. Because of a bug in its music code, it relies on open bus behavior in the RAM’s address range to function correctly. The game does use the MMC3 mechanism to disable RAM, so it may function on an MMC3 board with PRG-RAM, but implementing the MMC3 RAM disable may conflict with the effort to support MMC6 games. Alternatively, NES 2.0 could be used to specify a PRG-RAM size of 0, or the problem can be resolved by patching the Low G Man ROM to work around the conflict.
- Programming MMC3
- MMC3-like mappers
- NES Mapper list by Disch.
- Nintendo MMC3 by goroh.
- Comprehensive NES Mapper Document by \Firebug\ Information on mapper’s initial state is innacurate.
- ↑ The last page in Furrtek’s reverse-engineered MMC3C schematic contains the A12 filtering circuit. /C16 here is the IRQ counter clock.