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r33339 Tuesday 11th November, 2014 at 08:50:42 UTC by Alex W. Jackson
some Taito documentation (nw)
[src/mame/video]tc0100scn.c tc0480scp.c

trunk/src/mame/video/tc0100scn.c
r241850r241851
11/*
22Taito TC0100SCN
33---------
4Tilemap generator. The front tilemap fetches gfx data from RAM,
5the others use ROMs as usual.
4Tilemap generator. Manages two background tilemaps with 8x8 tiles fetched
5from ROM, and one foreground text tilemap with tiles fetched from RAM.
6Both background layers support rowscroll and one of them additionally
7supports columnscroll. The three tilemaps are mixed internally (the text
8tilemap is always on top, the other two are selectable) and output as
915 bits of pixel data.
10The TC0100SCN uses 0x10000 bytes of RAM, plus an optional 0x4000 bytes to
11allow wider tilemaps (mainly used by multiscreen games). It can address
12up to 0x200000 bytes of ROM (0x10000 tiles), 16 bits at a time.
613
7Standard memory layout (three 64x64 tilemaps with 8x8 tiles)
14Inputs and outputs (based on Operation Thunderbolt schematics):
15- CPU address bus (VA1-VA17)
16- CPU data bus (D0-D15)
17- CPU control lines (CS, UDS, LDS, R/W, DTACK)
18- RAM address bus (SA0-SA14)
19- RAM data bus (SD0-SD15)
20- RAM control lines (WEH, WEL, SCE0, SCE1)
21  (SCE0 is connected to CS of two 32Kx8 SRAMs. SCE1 is unconnected.
22   SCE1 is probably for the optional RAM, which isn't present on
23   Operation Thunderbolt)
24- ROM address bus (AD0-AD19)
25- ROM data bus (RD0-RD15)
26- Pixel output (SC0-SC14)
27- Clocks and video sync (HSYNC, HBLANK, VSYNC, VBLANK)
828
29Standard memory layout (three 64x64 tilemaps)
30
9310000-3fff BG0
10324000-5fff FG0
11336000-6fff gfx data for FG0
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1436c000-c3ff BG0 rowscroll (second half unused*)
1537c400-c7ff BG1 rowscroll (second half unused*)
1638c800-dfff unused (probably)
17e000-e0ff BG0 colscroll [see info below]
39e000-e0ff BG1 colscroll [see info below]
1840e100-ffff unused (probably)
1941
2042Double width tilemaps memory layout (two 128x64 tilemaps, one 128x32 tilemap)
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234508000-0ffff BG1 (128x64)
244610000-103ff BG0 rowscroll (second half unused*)
254710400-107ff BG1 rowscroll (second half unused*)
2610800-108ff BG0 colscroll [evidenced by Warriorb inits from $1634]
4810800-108ff BG1 colscroll [evidenced by Warriorb inits from $1634]
274910900-10fff unused (probably)
285011000-11fff gfx data for FG0
295112000-13fff FG0 (128x32)
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107129columns [rows, as the game is rotated] scroll across with the ship.
108130$84fc0 and neighbouring routines poke col scroll area.
109131
132TC0620SCC
133---------
134The TC0620SCC seems to be similar to the TC0100SCN except that the ROM tiles
135are 6bpp instead of 4bpp. It probably has a 24-bit bus to the ROMs instead
136of 16-bit, but nothing else is known about it (such as whether it supports
137the wide tilemap mode)
138
110139*/
111140
112141#include "emu.h"
trunk/src/mame/video/tc0480scp.c
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11/*
22Taito TC0480SCP
33---------
4Tilemap generator, has four zoomable tilemaps with 16x16 tiles.
5It also has a front tilemap with 8x8 tiles which fetches gfx data
6from RAM.
4Tilemap generator. Manages four background tilemaps with 16x16 tiles fetched
5from ROM, and one foreground text tilemap with 8x8 tiles fetched from RAM.
6All four background tilemaps support zooming and rowscroll, and two of them
7additionally support per-row zooming and column scroll. The five tilemaps
8are mixed internally (the text tilemap is always on top, the order of the
9other four is selectable) and output as 16 bits of pixel data.
10The TC0480SCP uses 0x10000 bytes of RAM. It seems to be able to address
11up to 0x800000 bytes of ROM (0x10000 tiles) as it has 21 address lines and
1232 data lines, but no known game uses more than 0x400000 bytes.
713
8BG2 and 3 are "special" layers which have row zoom and source
9columnscroll. The selectable layer priority order is a function
10of the need to have the "special" layers in particular priority
11positions.
14Inputs and outputs (based on Gunbuster schematics):
15- CPU address bus (VA1-VA17)
16- CPU data bus (VD0-VD15)
17- CPU control lines (CS, UDS, LDS, R/W, DTACK)
18- RAM address bus (RA0-RA14)
19- RAM data bus (RAD0-RAD15)
20- RAM control lines (RWAH, RWAL, RAOE)
21- ROM address bus (CH0-CH20)
22- ROM data bus (RD0-RD31)
23- Pixel output (SD0-SD15)
24- Clocks and video sync (HSYNC, HBLANK, VSYNC, VBLANK)
1225
1326Standard memory layout (four 32x32 bg tilemaps, one 64x64 fg tilemap)
1427


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