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r33221 Wednesday 5th November, 2014 at 17:53:11 UTC by Alex W. Jackson
k007121.c: improve documentation (nw)
[src/mame/video]k007121.c konamiic.txt

trunk/src/mame/video/k007121.c
r241732r241733
77a single 64x32 one, or one of them can be moved to the side of screen, giving
88a high score display suitable for vertical games.
99The chip also generates clock and interrupt signals suitable for a 6809.
10It uses 0x2000 bytes of RAM for the tilemaps and sprites, and an additional
110x100 bytes, maybe for scroll RAM and line buffers. The maximum addressable
10It uses 0x2000 bytes of static RAM for the tilemaps and sprite lists, and two
1164kx4bit DRAMs, presumably as a double frame buffer. The maximum addressable
1212ROM is 0x80000 bytes (addressed 16 bits at a time). Tile and sprite data both
13come from the same ROM space.
13come from the same ROM space. Like the 005885, external circuitry can cause
14tiles and sprites to be fetched from different ROMs (used by Haunted Castle).
15
1416Two 256x4 lookup PROMs are also used to increase the color combinations.
1517All tilemap / sprite priority handling is done internally and the chip exports
16187 bits of color code, composed of 2 bits of palette bank, 1 bit indicating tile
r241732r241733
2729outputs:
2830- address lines for tilemap RAM (AX0-AX12)
2931- data lines for tilemap RAM (VO0-VO7)
30- address lines for the small RAM (FA0-FA7)
31- data lines for the small RAM (FD0-FD7)
32- address lines for the DRAMs (FA0-FA7)
33- control lines for the DRAMs (NWR0, NWR1, NRAS, NCAS, NOE)
34- data lines for the DRAMs (FD0-FD7)
3235- address lines for the gfx ROMs (R0-R17)
3336- address lines for the tile lookup PROMs (VCF0-VCF3, VCB0-VCB3)
3437- address lines for the sprite lookup PROMs (OCB0-OCB3, OCF0-OCF3)
trunk/src/mame/video/konamiic.txt
r241732r241733
211211It manages sprites and 32x32 or 64x32 tilemap (only Double Dribble uses the
21221264x32 one).
213213The chip also generates clock and interrupt signals suitable for a 6809.
214It uses 0x2000 bytes of RAM for the tilemaps and sprites, and an additional
2150x100 bytes, maybe for scroll RAM and line buffers. The maximum addressable
214It uses 0x2000 bytes of static RAM for the tilemaps and sprite lists, and two
21564kx4bit DRAMs, presumably as a double frame buffer. The maximum addressable
216216ROM is 0x20000 bytes (addressed 16 bits at a time). Tile and sprite data both
217217come from the same ROM space. Double Dribble and Jackal have external circuitry
218218to extend the limits and use separated addressing spaces for sprites and tiles.
r241732r241733
234234outputs:
235235- address lines for tilemap RAM (AX0-AX12)
236236- data lines for tilemap RAM (VO0-VO7)
237- address lines for the small RAM (FA0-FA7)
238- data lines for the small RAM (FD0-FD7)
237- address lines for the DRAMs (FA0-FA7)
238- control lines for the DRAMs (NWR0, NWR1, NRAS, NCAS, NFOE)
239- data lines for the DRAMs (FD0-FD7)
239240- address lines for the gfx ROMs (R0-R15)
240241- address lines for the tile lookup PROMs (VCF0-VCF3, VCB0-VCB3)
241242- address lines for the sprite lookup PROMs (OCB0-OCB3, OCF0-OCF3)


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