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1 files changed, 23 insertions, 9 deletions
diff --git a/docs/research.md b/docs/research.md
index 9fe4ab5..9b87324 100644
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+++ b/docs/research.md
@@ -100,7 +100,7 @@ int main() {
Here's a list of features our PPU should have:
<!-- TODO: expand list with PPU spreadsheet -->
-- 256x224 @ 60Hz VGA output
+- 320x240 @ 60Hz VGA output
- single tilemap with room for 1024 tiles of 16x16 pixels
- 8 colors per palette, with 4096 possible colors (12-bit color depth)
- 512x448 background canvas with scrolling
@@ -116,6 +116,11 @@ Notable differences:
- NES nametable equivalent is called BAM (background attribute register)
- NES OAM equivalent is called FAM (foreground attribute register)
+- 320x240 @ 60Hz output
+
+ Since we're using VGA, we can't use custom resolutions without an
+ upscaler/downscaler. This resolution was chosen because it's exactly half of
+ the lowest standard VGA resolution 640x480.
- No scanline sprite limit
Unless not imposing any sprite limit makes the hardware implementation
@@ -176,13 +181,22 @@ Notable differences:
Important notes:
-- The STM32 receives 'feedback' lines from the PPU. These are mirrors of the
- VSYNC and HSYNC lines from the VGA signal generator. These lines can be used
- to trigger interrupts for counting frames, and to make sure no read/write
- conflicts occur for protected memory regions in the PPU.
-- The STM32 can enable and reset the PPU. These lines will also be connected to
- physical buttons on the FPGA.
+- The STM32 can reset the PPU. This line will also be connected to a physical
+ button on the FPGA.
- The STM32 uses direct memory access to control the PPU.
+- The PPU's native resolution is 320x240. It works in this resolution as if it
+ is a valid VGA signal. The STM32 is also only aware of this resolution. This
+ resolution is referred to as "tiny" resolution. Because VGA-compatible LCD's
+ likely don't support this resolution due to low clock speed, a built-in
+ pixel-perfect 2X upscaler is chained after the PPU's "tiny" output. This
+ means that the display sees the resolution as 640x480, but the PPU and STM32
+ only work in 320x240.
+- The STM32 receives the TVSYNC and THSYNC lines from the PPU. These are the
+ VSYNC and HSYNC lines from the tiny VGA signal generator. These lines can be
+ used to trigger interrupts for counting frames, and to make sure no
+ read/write conflicts occur for protected memory regions in the PPU.
+- NVSYNC, NHSYNC and the RGB signals refer to the output of the native VGA
+ signal generator.
#### Level 2
@@ -194,8 +208,8 @@ Important notes:
1. - (Foreground sprite info) calculate if foreground sprite exists at
current pixel using FAM register
- (Background sprite info) get background sprite info from BAM register
- 3. - (Sprite render) calculate pixel to read from TMM based on sprite info
- 5. - (Compositor) get pixel with 'highest' priority (pick first foreground
+ 2. - (Sprite render) calculate pixel to read from TMM based on sprite info
+ 3. - (Compositor) get pixel with 'highest' priority (pick first foreground
sprite with non-transparent color at current pixel in order, fallback to
background)
- (Palette lookup) lookup palette color using palette register