I've been reading up on it, as I'd like to make a multi-cart game.
From what I understand, the SNES, like the NES, can send a strobe to a binary counter to increment it on reset.
You use this counter to tie the appropriate address pin of your EPROM high or low to "force" the active memory the SNES can see into a smaller chunk.
Each Address line is a binary number, so if I wanted to calculate the visible address space, I could plug 1111111111111111111111 (A21) into a programming calculator and convert it to decimal to see how many bytes that is, and hexadecimal to see what the highest address is (4194304, or 0x3FFFFF) This would mean the maximum addressable size on an SNES mask rom is 4 Megabytes.
By disabling A21, I'd limit the usable space of the Mask Rom to 2 Megabytes, and when the line is pulled high, it would shift all addresses up to the 2-4MB sections of the rom.
Is that about right?
From what I understand, the SNES, like the NES, can send a strobe to a binary counter to increment it on reset.
You use this counter to tie the appropriate address pin of your EPROM high or low to "force" the active memory the SNES can see into a smaller chunk.
Each Address line is a binary number, so if I wanted to calculate the visible address space, I could plug 1111111111111111111111 (A21) into a programming calculator and convert it to decimal to see how many bytes that is, and hexadecimal to see what the highest address is (4194304, or 0x3FFFFF) This would mean the maximum addressable size on an SNES mask rom is 4 Megabytes.
By disabling A21, I'd limit the usable space of the Mask Rom to 2 Megabytes, and when the line is pulled high, it would shift all addresses up to the 2-4MB sections of the rom.
Is that about right?