CutterCross
Active member
I think you're misunderstanding how graphics are stored on a mapper like UNROM 512. ALL of your graphics are stored in PRG-ROM, because the mapper uses CHR-RAM. It HAS to store graphics in PRG-ROM to copy to CHR-RAM, which the PPU is able to read 8 KB at once for both pattern tables. The 32 KB refers to the four pages of CHR-RAM which can be swapped out on the fly like typical CHR-ROM banks, except they can be overwritten.Second thing is I don't want any colour swapped monsters. So no Dragon, Ice Dragon Fire Dragon that have different stats but are only colour swapped. With 32Kb... Not going to happen. Even if I put the monsters graphics in the PRG ROM I would have even more limits on what I could be done...
From the sounds of it, I think you're ballooning your scope way too far if you're seriously considering ditching an already large mapper like UNROM 512 for something with even more ROM, especially for a first project. The last thing you want is for this sort of thing to spiral out of control on your first outing. That, or you're not taking the time to consider better methods of approaching the game's design that could fit the constraints you're given. Most of the appeal of NESdev or any other vintage console dev is to do the most with the least possible.