NES PowerPak Mapper Sets
Latest Official Mappers : v1.34, 10-14-2010
Expansion Audio Support : VRC6, FDS, Namco 163, Sunsoft 5B (all by an older version of Loopy's Mappers)
Here is the Mapper Support Matrix :
Latest Beta Mappers : v1.35b2, 11-10-2010
Changes to Official Mappers : 1, 3, 4, 79/4F
Latest Loopy Mappers : No version number, 03-02-2015
Mappers supported : 3, 4, 5, 19/13, 21/15, 23/17, 24/19, 24/18, 26/1A, 34/22, 69/45. 71/47, 90/5A, FDS
Expansion Audio Support : VRC6, FDS, Namco 163, Sunsoft 5B
Latest Save State Mapper : v1.6, 01-01-2014
Mappers supported : 0, 1, 2, 3, 4, 7, 69/45
Note : No Expansion Audio Support for Mapper 69/45
Latest PowerMappers : v2.3, 12-28-2015
Mappers supported : 0, 1, 2, 3, 4, 7, 9, 10, 11, 34/22, 66/42, 69/45, 71/47, 118/76, 119/77
Note : No Expansion Audio Support for Mapper 69/45
Other Noteworthy NES PowerPak Mappers :
Oversize (512KB) Mapper 2 :
http://nespowerpak.com/MAP02.bin (rename to MAP02.BIN)
The only games I am aware of which require a 512KB supporting Mapper 2 are Battle Kid 2 and the Leisure Suit Larry demo. The PowerMappers also support a 512KB Mapper 2.
Nintendo World Championships Official Tournament Time Mapper 105/69 :
The NWC had jumpers to set the time from 5m04s to 9m46s. The standard mapper only gives 5m04s, but the official tournament time was 6m21s. This mapper gives you the official tournament time.
Comments : The NES PowerPak uses a MAP.XX file for each mapper. The iNES mapper number is in hexadecimal for each MAP.XX file. So iNES Mapper 79 decimal turns into 4F hexadecimal and is supported by the MAP.4F file.
Myask Mapper Package
Adds mapper support for 32, 33, 48, 65, & 107. All but the last were used by Taito games for the Famicom.
This file fixes a bug where the save file will not load if you start the previous game immediately upon turning the power on.
EverDrive N8 Mapper Sets
Latest Official OS : v.16, 07-04-2017
Expansion Audio Support : VRC6, FDS, Namco 163
Here is the Mapper Support Matrix :
Other Noteworthy EverDrive N8 Mappers
VRC6 Audio Improvement Mapper 24 & 26 :
The latest version of this mapper gives a variety of audio output settings to try and balance the external and internal audio. The official mappers do not emulate VRC6 audio as well as this mapper. Akumajou Densetsu, Esper Dream 2 and Madara use VRC6 audio. For my AV Famicom I use 24Mod_100_75.RBF.
Sunsoft 5B Audio Support Mapper 69 :
The standard mapper 69 included with the official OS does not emulate Sunsoft 5B audio at all. Sunsoft 5B audio is used for Gimmick!.
VRC7 Audio Support Mapper 85 :
The standard mapper 85 included with official OS does not emulate VRC7 audio at all. VRC7 audio is used for Lagrange Point.
Comments : Unlike the NES PowerPak, the EverDrive uses decimal numbers to identify mappers for mapper files. Each EverDrive mapper file may support more than one mapper. The OS looks to the MAPROUT.BIN file to assign a mapper file to the loaded game given its iNES mapper number. Here are the assignments for the official OS :
000 - 0, 3, 7, 11, 13, 15, 34, 36, 38, 66, 70, 71, 72, 75, 77, 78, 79, 87, 89, 92, 93, 96, 97, 101, 113, 144, 146, 148, 150, 151, 152, 164, 184, 185, 202, 212, 219, 227, 232, 234, 241, 242, 243
001 - 1
002 - 2, 31, 40, 41, 42, 57, 58, 61, 86, 91, 94, 99, 107, 133, 168, 178, 180, 188, 193, 200, 201, 203, 231, 240, 246
004 - 4, 220
005 - 5
009 - 9, 10
019 - 19
022 - 21, 22, 23, 25, 85
024 - 24, 26
028 - 28
032 - 32
033 - 33, 48
064 - 64
065 - 16, 18, 65, 67, 68, 73, 76, 80, 82, 88, 95, 112, 154, 206, 207
069 - 69
090 - 90, 211
118 - 12, 41, 47, 74, 115, 118, 119, 158, 182, 189, 191, 196, 205, 245
186 - 137, 138, 139, 141, 147
One change from the official VRC7 Sound mapper 85 instructions I would suggest is to use the MAPROUT.BIN from the official OS v16 and modify byte $55 to $55 in a hex editor. This ensures that the more recent mapper support found in OS v16 is maintained while ensuring that mapper 85 is designated for the two games that need it. I uploaded the proper file here :
You do not need to hex edit for Mappers 24/26 and 69 because you are replacing the standard 024.RBF and 069.RBF with the third party versions.
Game Issues Common to both the PowerPak and EverDrive N8 :
Action 52 - At 2MB this game is too large for these 1MB flash carts and cannot work
Super Mario Bros + Tetris + Nintendo World Cup - A PAL only release, uses Mapper 37 which is not supported by either flash cart.
Mickey's Safari in Letterland - Status bar shakes because this game requires the IRQ timing for Acclaim's MMC3 clone, which is different from Nintendo's MMC3. Neither flash cart supports it for this game.
Mapper 64 - Skull and Crossbones has a garbage scanline above status bar when the main action screen has been scrolled down as much as possible. The Hard Drivin' prototype also exploits this chip in ways not yet supported by flash carts. This is due a lack of information on how the IRQ counter in the RAMBO-1 chip inside this cartridge works.
Galaxian (J) - This is a Mapper 0 game with only has 8KB of PRG-ROM and 8KB of CHR-ROM, whereas the official iNES 1.0 specification does not allow for less than 16KB of PRG-ROM ad 8KB of CHR-ROM with Mapper 0. Use an overdumped 24KB combined ROM to get this game to work.
Study Box (J) - This game will never work properly on any Flash Cart because it embeds a cassette deck.
Mappers 153, 157 and 159 - Games requiring these mapper assignments, instead of the base Mapper 16, will not likely work correctly. They were almost exclusively used by Bandai's Japanese games. These games use similar hardware but different methods to save (none, S-RAM, 128 byte EEPROM, 256 byte EEPROM). These mappers also cover the Datach Joint ROM expansion device, which has a barcode reader which many of the games use.
Karaoke Studio, Mapper 188 will never work correctly because the real cartridges use the attached hardware, specifically the microphone.
Like Karaoke Studio, Nantettatte!! Baseball, Mapper 68, used a cartridge lock-on system that allowed an expansion cartridge to be plugged into the top of the base cartridge. These expansion cartridges, which update team statistics, had a protection IC which the EverDrive and PowerPak do not emulate. The base game plays fine.
Full Mapper 5/MMC5 support is officially limited to Castlevania 3. However, CV3 has a graphics bug where junk tiles appear in the Sunken Temple stage when the water floods the level after you beat the boss for the first time : http://krikzz.com/forum/index.php?topic=6649.0 Akumajou Densetsu does not suffer from this issue because it uses VRC6.
Metal Slader Glory appears to run without flaw, but expansion audio support is not present in this mapper. Gun Sight/Laser Invasion and Uchuu Keibitai SDF are playable with some graphical glitches during non-interactive points in the games and no MMC5 sound effects for the latter. All other MMC5 games will be too glitchy to play.
Mapper 71 Camerica/Codemasters games should be reassigned to Mapper 2 when used in the EverDrive N8 with the exception of Fire Hawk. This is harmless but the EverDrive will show severe glitches if these games header designate Mapper 71.
Specific Game Issues with EverDrive N8
Cheetamen II - EverDrive N8 does not support Mapper 228, use Mapper 228 to Mapper 1 patch here : http://thegaminguniverse.org/ninjagaiden4/mottzilla/mapper.html to get this game to work. This mapper patch will also work on the bug-fixed version of this infamous game.
Cybernoid - This game relies on bus conflicts, which the EverDrive N8 has difficulty with. Use or permanently patch the US ROM with Game Genie code SXZNZV to get the game to work properly after you change the sound mode from sound effects to music.
Death Race - Will not work because it uses Mapper 144, which is unsupported and relies on bus conflicts.
Gauntlet - Backgrounds will be incorrect if this game is assigned to Mapper 206 because it uses four-screen mirroring, so assign it's iNES header to Mapper 4.
Nintendo World Championships - Will not work because it uses Mapper 105, which is unsupported.
General Game Issues with PowerPak (assuming loopy mappers and PowerMappers are added)
Racermate Challenge II - Uses Mapper 168, which is not supported. This game also requires a custom and rare peripheral that attaches to a stationary bicycle.
Certain games that use CHR-ROM will display glitches because the PowerPak uses RAM instead of ROM. Some games are more severely affected than others, but all are playable. The known games which suffer from this issue are Addams Family - Pugsley's Scavenger Hunt (MMC1), Baseball Stars II (MMC3), Bigfoot (MMC1), Fisher Price - Perfect Fit (CNROM), Krusty's Fun House (MMC3) and Noah's Ark (MMC3). This issue is fixed in the PowerMappers.
Games using MMC3 scanline interrupts will often show jumpy status bars (Super Mario Bros. 3, Crystalis, Mega Man 3) or occasional graphical garbage (Kirby's Adventure, Mickey's Adventures in Numberland). This issue may vary from PowerPak to PowerPak (my PowerPak is a first batch PowerPak), and is ameliorated with the Save State Mappers and PowerMappers.
Specific Game Issues with PowerPak and PowerMappers :
Asmik-kun Land - Status bar on the bottom of the screen constantly shakes. This can be fixed by using MAP04.MAP from the Save State Mappers. You rename the file to something unused like MAP06.MAP and assign the game to Mapper 6 in its header.
Battletoads & Double Dragon - The game may crash when the Level 1 Boss appears. This is also another open bus issue. If you encounter it, it can be fixed by creating a Battletoads & Double Dragon.sav 8KB file filled in entirely with hex 00. Battletoads & Double Dragon does not use S-RAM, but if the game reads these values from where RAM is supposed to be, there will be no glitching or crashing here.
Jurassic Park - Extra lines in the wavy Ocean logo on the title screen. This can be fixed by using MAP04.MAP from the Save State Mappers. You rename the file to something unused like MAP06.MAP and assign the game to Mapper 6 in its header.
Low-G-Man - Music for Level 1 Boss is not correct, but it does not crash. This can be fixed by creating a Low-G-Man.sav 8KB file filled in entirely with hex FF. Low-G-Man does not use S-RAM but relies on open bus and this workaround allows the game to obtain the right values it needs for the music engine.
Little Ninja Brothers - Shaking in status menus, text boxes and the like, which did not appear in prior mappers. This can be fixed by using MAP04.MAP from the Save State Mappers. You rename the file to something unused like MAP06.MAP and assign the game to Mapper 6 in its header.
Metroid FDS - Will load to a black screen or a screen so corrupted Samus cannot move. Others have been able to get this game to work, but I cannot.
Mickey's Adventure in Numberland - Certain tiles in Mickey's sprite flicker constantly similar to Startropics. This can be fixed by using MAP04.MAP from the Save State Mappers. You rename the file to something unused like MAP06.MAP and assign the game to Mapper 6 in its header.
Startropics 1 & 2 - Half of Mike's small sprite flickers constantly, as does his inventory in the action sequences. This can be fixed by using MAP04.MAP from the Save State Mappers. You rename the file to something unused like MAP06.MAP and assign the game to Mapper 6 in its header. If you see that the subweapons on the action screen noticeably flicker if you have acquired more than one, then make sure the save state function is turned off in the blue menu before you finish loading the ROM.