paul@22 | 1 | Timing
|
paul@22 | 2 | ------
|
paul@22 | 3 |
|
paul@22 | 4 | According to the above (15.3.2 in the AUG), there are 312 scanlines, 256 of
|
paul@22 | 5 | which are used to generate pixel data. At 50Hz, this means that 128 cycles are
|
paul@22 | 6 | used to produce pixel data (2000000 / 50 = 40000; 40000 / 312 ~= 128). This is
|
paul@22 | 7 | consistent with the observation that each scanline requires at most 80 bytes
|
paul@22 | 8 | of data, and that the ULA is apparently busy for 40 out of 64 microseconds in
|
paul@22 | 9 | each scanline.
|
paul@22 | 10 |
|
paul@31 | 11 | See: Acorn Electron Advanced User Guide
|
paul@22 | 12 | See: http://mdfs.net/Docs/Comp/Electron/Techinfo.htm
|
paul@22 | 13 |
|
paul@33 | 14 | Access to RAM involves accessing four 64Kb dynamic RAM devices (IC4 to IC7,
|
paul@33 | 15 | each providing two bits of each byte) using two cycles within the 500ns period
|
paul@33 | 16 | of the 2MHz clock to complete each access operation.
|
paul@33 | 17 |
|
paul@33 | 18 | See: Acorn Electron Service Manual
|
paul@33 | 19 |
|
paul@0 | 20 | Hardware Scrolling
|
paul@0 | 21 | ------------------
|
paul@0 | 22 |
|
paul@0 | 23 | On the standard ULA, &FE02 and &FE03 map to a 9 significant bits address with
|
paul@0 | 24 | the least significant 5 bits being zero, thus limiting the scrolling
|
paul@0 | 25 | resolution to 64 bytes. An enhanced ULA could support a resolution of 2 bytes
|
paul@0 | 26 | using the same layout of these addresses.
|
paul@0 | 27 |
|
paul@0 | 28 | |--&FE02--------------| |--&FE03--------------|
|
paul@0 | 29 | XX XX 14 13 12 11 10 09 08 07 06 XX XX XX XX XX
|
paul@0 | 30 |
|
paul@0 | 31 | XX 14 13 12 11 10 09 08 07 06 05 04 03 02 01 XX
|
paul@0 | 32 |
|
paul@4 | 33 | Arguably, a resolution of 8 bytes is more useful, since the mapping of screen
|
paul@4 | 34 | memory to pixel locations is character oriented. A change in 8 bytes would
|
paul@4 | 35 | permit a horizontal scrolling resolution of 2 pixels in MODE 2, 4 pixels in
|
paul@4 | 36 | MODE 1 and 5, and 8 pixels in MODE 0, 3 and 6. This resolution is actually
|
paul@4 | 37 | observed on the BBC Micro (see 18.11.2 in the BBC Microcomputer Advanced User
|
paul@4 | 38 | Guide).
|
paul@4 | 39 |
|
paul@4 | 40 | One argument for a 2 byte resolution is smooth vertical scrolling. A pitfall
|
paul@4 | 41 | of changing the screen address by 2 bytes is the change in the number of lines
|
paul@4 | 42 | from the initial and final character rows that need reading by the ULA, which
|
paul@9 | 43 | would need to maintain this state information (although this is a relatively
|
paul@9 | 44 | trivial change). Another pitfall is the complication that might be introduced
|
paul@9 | 45 | to software writing bitmaps of character height to the screen.
|
paul@4 | 46 |
|
paul@4 | 47 | Region Blanking
|
paul@4 | 48 | ---------------
|
paul@4 | 49 |
|
paul@4 | 50 | The problem of permitting character-oriented blitting in programs whilst
|
paul@4 | 51 | scrolling the screen by sub-character amounts could be mitigated by permitting
|
paul@4 | 52 | a region of the display to be blank, such as the final lines of the display.
|
paul@4 | 53 | Consider the following vertical scrolling by 2 bytes that would cause an
|
paul@4 | 54 | initial character row of 6 lines and a final character row of 2 lines:
|
paul@4 | 55 |
|
paul@4 | 56 | 6 lines - initial, partial character row
|
paul@4 | 57 | 248 lines - 31 complete rows
|
paul@4 | 58 | 2 lines - final, partial character row
|
paul@4 | 59 |
|
paul@4 | 60 | If a routine were in use that wrote 8 line bitmaps to the partial character
|
paul@4 | 61 | row now split in two, it would be advisable to hide one of the regions in
|
paul@4 | 62 | order to prevent content appearing in the wrong place on screen (such as
|
paul@4 | 63 | content meant to appear at the top "leaking" onto the bottom). Blanking 6
|
paul@4 | 64 | lines would be sufficient, as can be seen from the following cases.
|
paul@4 | 65 |
|
paul@4 | 66 | Scrolling up by 2 lines:
|
paul@4 | 67 |
|
paul@4 | 68 | 6 lines - initial, partial character row
|
paul@4 | 69 | 240 lines - 30 complete rows
|
paul@4 | 70 | 4 lines - part of 1 complete row
|
paul@4 | 71 | -----------------------------------------------------------------
|
paul@4 | 72 | 4 lines - part of 1 complete row (hidden to maintain 250 lines)
|
paul@4 | 73 | 2 lines - final, partial character row (hidden)
|
paul@4 | 74 |
|
paul@4 | 75 | Scrolling down by 2 lines:
|
paul@4 | 76 |
|
paul@4 | 77 | 2 lines - initial, partial character row
|
paul@4 | 78 | 248 lines - 31 complete rows
|
paul@4 | 79 | ----------------------------------------------------------
|
paul@4 | 80 | 6 lines - final, partial character row (hidden)
|
paul@4 | 81 |
|
paul@24 | 82 | Thus, in this case, region blanking would impose a 250 line display with the
|
paul@24 | 83 | bottom 6 lines blank.
|
paul@24 | 84 |
|
paul@24 | 85 | Screen Height Adjustment
|
paul@24 | 86 | ------------------------
|
paul@24 | 87 |
|
paul@24 | 88 | The height of the screen could be configurable in order to reduce screen
|
paul@24 | 89 | memory consumption. This is not quite done in MODE 3 and 6 since the start of
|
paul@24 | 90 | the screen appears to be rounded down to the nearest page, but by reducing the
|
paul@24 | 91 | height by amounts more than a page, savings would be possible. For example:
|
paul@24 | 92 |
|
paul@24 | 93 | Screen width Depth Height Bytes per line Saving in bytes Start address
|
paul@24 | 94 | ------------ ----- ------ -------------- --------------- -------------
|
paul@24 | 95 | 640 1 252 80 320 &3140 -> &3100
|
paul@24 | 96 | 640 1 248 80 640 &3280 -> &3200
|
paul@24 | 97 | 320 1 240 40 640 &5A80 -> &5A00
|
paul@24 | 98 | 320 2 240 80 1280 &3500
|
paul@0 | 99 |
|
paul@0 | 100 | Palette Definition
|
paul@0 | 101 | ------------------
|
paul@0 | 102 |
|
paul@0 | 103 | Since all memory accesses go via the ULA, an enhanced ULA could employ more
|
paul@0 | 104 | specific addresses than &FE*X to perform enhanced functions. For example, the
|
paul@0 | 105 | palette control is done using &FE*8-F and merely involves selecting predefined
|
paul@0 | 106 | colours, whereas an enhanced ULA could support the redefinition of all 16
|
paul@0 | 107 | colours using specific ranges such as &FE18-F (colours 0 to 7) and &FE28-F
|
paul@0 | 108 | (colours 8 to 15), where a single byte might provide 8 bits per pixel colour
|
paul@0 | 109 | specifications similar to those used on the Archimedes.
|
paul@0 | 110 |
|
paul@4 | 111 | The principal limitation here is actually the hardware: the Electron has only
|
paul@4 | 112 | a single output line for each of the red, green and blue channels, and if
|
paul@4 | 113 | those outputs are strictly digital and can only be set to a "high" and "low"
|
paul@4 | 114 | value, then only the existing eight colours are possible. If a modern ULA were
|
paul@4 | 115 | able to output analogue values, it would still need to be assessed whether the
|
paul@4 | 116 | circuitry could successfully handle and propagate such values.
|
paul@4 | 117 |
|
paul@4 | 118 | Palette Definition Lists
|
paul@4 | 119 | ------------------------
|
paul@4 | 120 |
|
paul@4 | 121 | It can be useful to redefine the palette in order to change the colours
|
paul@4 | 122 | available for a particular region of the screen, particularly in modes where
|
paul@4 | 123 | the choice of colours is constrained, and if an increased colour depth were
|
paul@4 | 124 | available, palette redefinition would be useful to give the illusion of more
|
paul@4 | 125 | than 16 colours in MODE 2. Traditionally, palette redefinition has been done
|
paul@4 | 126 | by using interrupt-driven timers, but a more efficient approach would involve
|
paul@4 | 127 | presenting lists of palette definitions to the ULA so that it can change the
|
paul@4 | 128 | palette at a particular display line.
|
paul@4 | 129 |
|
paul@4 | 130 | One might define a palette redefinition list in a region of memory and then
|
paul@4 | 131 | communicate its contents to the ULA by writing the address and length of the
|
paul@4 | 132 | list, along with the display line at which the palette is to be changed, to
|
paul@4 | 133 | ULA registers such that the ULA buffers the list and performs the redefinition
|
paul@4 | 134 | at the appropriate time. Throughput/bandwidth considerations might impose
|
paul@4 | 135 | restrictions on the practical length of such a list, however.
|
paul@4 | 136 |
|
paul@4 | 137 | Palette-Free Modes
|
paul@4 | 138 | ------------------
|
paul@4 | 139 |
|
paul@4 | 140 | Palette-free modes might be defined where bit values directly correspond to
|
paul@4 | 141 | the red, green and blue channels, although this would mostly make sense only
|
paul@4 | 142 | for modes with depths greater than the standard 4 bits per pixel, and such
|
paul@4 | 143 | modes would require more memory than MODE 2 if they were to have an acceptable
|
paul@4 | 144 | resolution.
|
paul@4 | 145 |
|
paul@4 | 146 | Display Suspend
|
paul@4 | 147 | ---------------
|
paul@4 | 148 |
|
paul@4 | 149 | Especially when writing to the screen memory, it could be beneficial to be
|
paul@4 | 150 | able to suspend the ULA's access to the memory, instead producing blank values
|
paul@4 | 151 | for all screen pixels until a program is ready to reveal the screen. This is
|
paul@4 | 152 | different from palette blanking since with a blank palette, the ULA is still
|
paul@4 | 153 | reading screen memory and translating its contents into pixel values that end
|
paul@4 | 154 | up being blank.
|
paul@4 | 155 |
|
paul@4 | 156 | This function is reminiscent of a capability of the ZX81, albeit necessary on
|
paul@4 | 157 | that hardware to reduce the load on the system CPU which was responsible for
|
paul@4 | 158 | producing the video output.
|
paul@4 | 159 |
|
paul@35 | 160 | Hardware Sprites
|
paul@35 | 161 | ----------------
|
paul@0 | 162 |
|
paul@0 | 163 | An enhanced ULA might provide hardware sprites, but this would be done in an
|
paul@0 | 164 | way that is incompatible with the standard ULA, since no &FE*X locations are
|
paul@34 | 165 | available for allocation. To keep the facility simple, hardware sprites would
|
paul@34 | 166 | have a standard byte width and height.
|
paul@34 | 167 |
|
paul@34 | 168 | The specification of sprites could involve the reservation of 16 locations
|
paul@34 | 169 | (for example, &FE20-F) specifying a fixed number of eight sprites, with each
|
paul@34 | 170 | location pair referring to the sprite data. By limiting the ULA to dealing
|
paul@34 | 171 | with a fixed number of sprites, the work required inside the ULA would be
|
paul@35 | 172 | reduced since it would avoid having to deal with arbitrary numbers of sprites.
|
paul@0 | 173 |
|
paul@35 | 174 | The principal limitation on providing hardware sprites is that of having to
|
paul@35 | 175 | obtain sprite data, given that the ULA is usually required to retrieve screen
|
paul@35 | 176 | data, and given the lack of memory bandwidth available to retrieve sprite data
|
paul@35 | 177 | (particularly from multiple sprites supposedly at the same position) and
|
paul@35 | 178 | screen data simultaneously. Although the ULA could potentially read sprite
|
paul@35 | 179 | data and screen data in alternate memory accesses in screen modes where the
|
paul@35 | 180 | bandwidth is not already fully utilised, this would result in a degradation of
|
paul@35 | 181 | performance.
|
paul@34 | 182 |
|
paul@24 | 183 | Additional Screen Mode Configurations
|
paul@24 | 184 | -------------------------------------
|
paul@24 | 185 |
|
paul@24 | 186 | Alternative screen mode configurations could be supported. The ULA has to
|
paul@24 | 187 | produce 640 pixel values across the screen, with pixel doubling or quadrupling
|
paul@24 | 188 | employed to fill the screen width:
|
paul@24 | 189 |
|
paul@24 | 190 | Screen width Columns Scaling Depth Bytes
|
paul@24 | 191 | ------------ ------- ------- ----- -----
|
paul@24 | 192 | 640 80 x1 1 80
|
paul@24 | 193 | 320 40 x2 1, 2 40, 80
|
paul@24 | 194 | 160 20 x4 2, 4 40, 80
|
paul@24 | 195 |
|
paul@24 | 196 | It must also use at most 80 byte-sized memory accesses to provide the
|
paul@24 | 197 | information for the display. Given that characters must occupy an 8x8 pixel
|
paul@24 | 198 | array, if a configuration featuring anything other than 20, 40 or 80 character
|
paul@24 | 199 | columns is to be supported, compromises must be made such as the introduction
|
paul@24 | 200 | of blank pixels either between characters (such as occurs between rows in MODE
|
paul@24 | 201 | 3 and 6) or at the end of a scanline (such as occurs at the end of the frame
|
paul@24 | 202 | in MODE 3 and 6). Consider the following configuration:
|
paul@24 | 203 |
|
paul@24 | 204 | Screen width Columns Scaling Depth Bytes Blank
|
paul@24 | 205 | ------------ ------- ------- ----- ------ -----
|
paul@24 | 206 | 208 26 x3 1, 2 26, 52 16
|
paul@24 | 207 |
|
paul@24 | 208 | Here, if the ULA can triple pixels, a 26 column mode with either 2 or 4
|
paul@24 | 209 | colours could be provided, with 16 blank pixel values (out of a total of 640)
|
paul@24 | 210 | generated either at the start or end (or split between the start and end) of
|
paul@24 | 211 | each scanline.
|
paul@24 | 212 |
|
paul@24 | 213 | Character Attributes
|
paul@24 | 214 | --------------------
|
paul@24 | 215 |
|
paul@24 | 216 | The BBC Micro MODE 7 employs something resembling character attributes to
|
paul@24 | 217 | support teletext displays, but depends on circuitry providing a character
|
paul@24 | 218 | generator. The ZX Spectrum, on the other hand, provides character attributes
|
paul@24 | 219 | as a means of colouring bitmapped graphics. Although such a feature is very
|
paul@24 | 220 | limiting as the sole means of providing multicolour graphics, in situations
|
paul@24 | 221 | where the choice is between low resolution multicolour graphics or high
|
paul@24 | 222 | resolution monochrome graphics, character attributes provide a potentially
|
paul@24 | 223 | useful compromise.
|
paul@24 | 224 |
|
paul@24 | 225 | For each byte read, the ULA must deliver 8 pixel values (out of a total of
|
paul@24 | 226 | 640) to the video output, doing so by either emptying its pixel buffer on a
|
paul@24 | 227 | pixel per cycle basis, or by multiplying pixels and thus holding them for more
|
paul@24 | 228 | than one cycle. For example for a screen mode having 640 pixels in width:
|
paul@24 | 229 |
|
paul@24 | 230 | Cycle: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
|
paul@24 | 231 | Reads: B B
|
paul@24 | 232 | Pixels: 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7
|
paul@24 | 233 |
|
paul@24 | 234 | And for a screen mode having 320 pixels in width:
|
paul@24 | 235 |
|
paul@24 | 236 | Cycle: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
|
paul@24 | 237 | Reads: B
|
paul@24 | 238 | Pixels: 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7
|
paul@24 | 239 |
|
paul@24 | 240 | However, in modes where less than 80 bytes are required to generate the pixel
|
paul@24 | 241 | values, an enhanced ULA might be able to read additional bytes between those
|
paul@24 | 242 | providing the bitmapped graphics data:
|
paul@24 | 243 |
|
paul@24 | 244 | Cycle: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
|
paul@24 | 245 | Reads: B A
|
paul@24 | 246 | Pixels: 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7
|
paul@24 | 247 |
|
paul@24 | 248 | These additional bytes could provide colour information for the bitmapped data
|
paul@24 | 249 | in the following character column (of 8 pixels). Since it would be desirable
|
paul@24 | 250 | to apply attribute data to the first column, the initial 8 cycles might be
|
paul@24 | 251 | configured to not produce pixel values.
|
paul@24 | 252 |
|
paul@35 | 253 | For an entire character, attribute data need only be read for the first row of
|
paul@35 | 254 | pixels for a character. The subsequent rows would have attribute information
|
paul@35 | 255 | applied to them, although this would require the attribute data to be stored
|
paul@35 | 256 | in some kind of buffer. Thus, the following access pattern would be observed:
|
paul@35 | 257 |
|
paul@35 | 258 | Cycle: A B ... _ B ... _ B ... _ B ... _ B ... _ B ... _ B ... _ B ...
|
paul@35 | 259 |
|
paul@24 | 260 | A whole byte used for colour information for a whole character would result in
|
paul@35 | 261 | a choice of 256 colours, and this might be somewhat excessive. By only reading
|
paul@35 | 262 | attribute bytes at every other opportunity, a choice of 16 colours could be
|
paul@35 | 263 | applied individually to two characters.
|
paul@24 | 264 |
|
paul@24 | 265 | Cycle: 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
|
paul@24 | 266 | Reads: B A B -
|
paul@24 | 267 | Pixels: 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7
|
paul@24 | 268 |
|
paul@35 | 269 | Further reductions in attribute data access, offering 4 colours for every
|
paul@35 | 270 | character in a four character block, for example, might also be worth
|
paul@34 | 271 | considering.
|
paul@34 | 272 |
|
paul@24 | 273 | Consider the following configurations for screen modes with a colour depth of
|
paul@24 | 274 | 1 bit per pixel for bitmap information:
|
paul@24 | 275 |
|
paul@35 | 276 | Screen width Columns Scaling Bytes (B) Bytes (A) Colours Screen start
|
paul@35 | 277 | ------------ ------- ------- --------- --------- ------- ------------
|
paul@35 | 278 | 320 40 x2 40 40 256 &5300
|
paul@35 | 279 | 320 40 x2 40 20 16 &5580 -> &5500
|
paul@35 | 280 | 320 40 x2 40 10 4 &56C0 -> &5600
|
paul@35 | 281 | 208 26 x3 26 26 256 &62C0 -> &6200
|
paul@35 | 282 | 208 26 x3 26 13 16 &6460 -> &6400
|
paul@34 | 283 |
|
paul@34 | 284 | MODE 7 Emulation using Character Attributes
|
paul@34 | 285 | -------------------------------------------
|
paul@24 | 286 |
|
paul@24 | 287 | If the scheme of applying attributes to character regions were employed to
|
paul@24 | 288 | emulate MODE 7, in conjunction with the MODE 6 display technique, the
|
paul@24 | 289 | following configuration would be required:
|
paul@24 | 290 |
|
paul@24 | 291 | Screen width Columns Rows Bytes (B) Bytes (A) Colours Screen start
|
paul@24 | 292 | ------------ ------- ---- --------- --------- ------- ------------
|
paul@35 | 293 | 320 40 25 40 20 16 &5ECC -> &5E00
|
paul@35 | 294 | 320 40 25 40 10 4 &5FC6 -> &5F00
|
paul@24 | 295 |
|
paul@35 | 296 | Although this requires much more memory than MODE 7 (8500 bytes versus MODE
|
paul@35 | 297 | 7's 1000 bytes), it does not need much more memory than MODE 6, and it would
|
paul@35 | 298 | at least make a limited 40-column multicolour mode available as a substitute
|
paul@35 | 299 | for MODE 7.
|
paul@24 | 300 |
|
paul@24 | 301 | Enhanced Graphics and Mode Layouts
|
paul@24 | 302 | ----------------------------------
|
paul@0 | 303 |
|
paul@0 | 304 | Screen modes with different screen memory mappings, higher resolutions and
|
paul@0 | 305 | larger colour depths might be possible, but this would in most cases involve
|
paul@0 | 306 | the allocation of more screen memory, and the ULA would probably then be
|
paul@0 | 307 | obliged to page in such memory for the CPU to be able to sensibly access it
|
paul@0 | 308 | all. Merely changing the memory mappings in order to have Archimedes-style
|
paul@0 | 309 | row-oriented screen addresses (instead of character-oriented addresses) could
|
paul@0 | 310 | be done for the existing modes, but this might not be sufficiently beneficial,
|
paul@0 | 311 | especially since accessing regions of the screen would involve incrementing
|
paul@0 | 312 | pointers by amounts that are inconvenient on an 8-bit CPU.
|
paul@0 | 313 |
|
paul@0 | 314 | Enhanced Sound
|
paul@0 | 315 | --------------
|
paul@0 | 316 |
|
paul@0 | 317 | The standard ULA reserves &FE*6 for sound generation and cassette
|
paul@0 | 318 | input/output, thus making it impossible to support multiple channels within
|
paul@0 | 319 | the given framework. The BBC Micro ULA employs &FE40-&FE4F for sound control,
|
paul@0 | 320 | and an enhanced ULA could adopt this interface.
|
paul@0 | 321 |
|
paul@9 | 322 | The BBC Micro uses the SN76489 chip to produce sound, and the entire
|
paul@9 | 323 | functionality of this chip could be emulated for enhanced sound, with a subset
|
paul@9 | 324 | of the functionality exposed via the &FE*6 interface.
|
paul@9 | 325 |
|
paul@9 | 326 | See: http://en.wikipedia.org/wiki/Texas_Instruments_SN76489
|
paul@9 | 327 |
|
paul@0 | 328 | Waveform Upload
|
paul@0 | 329 | ---------------
|
paul@0 | 330 |
|
paul@0 | 331 | As with a hardware sprite function, waveforms could be uploaded or referenced
|
paul@0 | 332 | using locations as registers referencing memory regions.
|
paul@0 | 333 |
|
paul@0 | 334 | BBC ULA Compatibility
|
paul@0 | 335 | ---------------------
|
paul@0 | 336 |
|
paul@0 | 337 | Although some new ULA functions could be defined in a way that is also
|
paul@0 | 338 | compatible with the BBC Micro, the BBC ULA is itself incompatible with the
|
paul@0 | 339 | Electron ULA: &FE00-7 is reserved for the video controller in the BBC memory
|
paul@0 | 340 | map, but controls various functions specific to the 6845 video controller;
|
paul@0 | 341 | &FE08-F is reserved for the serial controller. It therefore becomes possible
|
paul@0 | 342 | to disregard compatibility where compatibility is already disregarded for a
|
paul@0 | 343 | particular area of functionality.
|
paul@0 | 344 |
|
paul@0 | 345 | &FE20-F maps to video ULA functionality on the BBC Micro which provides
|
paul@0 | 346 | control over the palette (using address &FE21, compared to &FE07-F on the
|
paul@0 | 347 | Electron) and other system-specific functions. Since the location usage is
|
paul@0 | 348 | generally incompatible, this region could be reused for other purposes.
|
paul@31 | 349 |
|
paul@31 | 350 | ULA Pin Functions
|
paul@31 | 351 | -----------------
|
paul@31 | 352 |
|
paul@31 | 353 | The functions of the ULA pins are described in the Electron Service Manual. Of
|
paul@31 | 354 | interest to video processing are the following:
|
paul@31 | 355 |
|
paul@31 | 356 | CSYNC (low during horizontal or vertical synchronisation periods, high
|
paul@31 | 357 | otherwise)
|
paul@31 | 358 |
|
paul@31 | 359 | HS (low during horizontal synchronisation periods, high otherwise)
|
paul@31 | 360 |
|
paul@31 | 361 | RED, GREEN, BLUE (pixel colour outputs)
|
paul@31 | 362 |
|
paul@31 | 363 | CLOCK IN (a 16MHz clock input, 4V peak to peak)
|
paul@31 | 364 |
|
paul@31 | 365 | PHI OUT (a 1MHz, 2MHz and stopped clock signal for the CPU)
|
paul@31 | 366 |
|
paul@31 | 367 | More general memory access pins:
|
paul@31 | 368 |
|
paul@31 | 369 | RAM0...RAM3 (data lines to/from the RAM)
|
paul@31 | 370 |
|
paul@31 | 371 | RA0...RA7 (address lines for sending both row and column addresses to the RAM)
|
paul@31 | 372 |
|
paul@31 | 373 | RAS (row address strobe setting the row address on a negative edge)
|
paul@31 | 374 |
|
paul@31 | 375 | CAS (column address strobe setting the column address on a negative edge)
|
paul@31 | 376 |
|
paul@31 | 377 | WE (sets write enable with logic 0, read with logic 1)
|
paul@31 | 378 |
|
paul@31 | 379 | ROM (select data access from ROM)
|
paul@31 | 380 |
|
paul@31 | 381 | CPU-oriented memory access pins:
|
paul@31 | 382 |
|
paul@31 | 383 | A0...A15 (CPU address lines)
|
paul@31 | 384 |
|
paul@31 | 385 | PD0...PD7 (CPU data lines)
|
paul@31 | 386 |
|
paul@31 | 387 | R/W (indicates CPU write with logic 0, CPU read with logic 1)
|
paul@31 | 388 |
|
paul@31 | 389 | Interrupt-related pins:
|
paul@31 | 390 |
|
paul@31 | 391 | NMI (CPU request for uninterrupted 1MHz access to memory)
|
paul@31 | 392 |
|
paul@31 | 393 | IRQ (signal event to CPU)
|
paul@31 | 394 |
|
paul@31 | 395 | POR (power-on reset, resetting the ULA on a positive edge and asserting the
|
paul@31 | 396 | CPU's RST pin)
|
paul@31 | 397 |
|
paul@31 | 398 | RST (master reset for the CPU signalled on power-up and by the Break key)
|
paul@31 | 399 |
|
paul@31 | 400 | Keyboard-related pins:
|
paul@31 | 401 |
|
paul@31 | 402 | KBD0...KBD3 (keyboard inputs)
|
paul@31 | 403 |
|
paul@31 | 404 | CAPS LOCK (control status LED)
|
paul@31 | 405 |
|
paul@31 | 406 | Sound-related pins:
|
paul@31 | 407 |
|
paul@31 | 408 | SOUND O/P (sound output using internal oscillator)
|
paul@31 | 409 |
|
paul@31 | 410 | Cassette-related pins:
|
paul@31 | 411 |
|
paul@31 | 412 | CAS IN (cassette circuit input, between 0.5V to 2V peak to peak)
|
paul@31 | 413 |
|
paul@31 | 414 | CAS OUT (pseudo-sinusoidal output, 1.8V peak to peak)
|
paul@31 | 415 |
|
paul@31 | 416 | CAS RC (detect high tone)
|
paul@31 | 417 |
|
paul@31 | 418 | CAS MO (motor relay output)
|
paul@31 | 419 |
|
paul@31 | 420 | ÷13 IN (~1200 baud clock input)
|