From 480062b87c08a89976428befaac781432cd37474 Mon Sep 17 00:00:00 2001 From: lonkaars Date: Tue, 14 Feb 2023 14:07:53 +0100 Subject: move architecture from research into architecture.md and update ppu design files --- assets/ppu-level-1.svg | 2 +- assets/ppu-level-3.svg | 2 +- docs/architecture.md | 208 ++++++++++++++++++++++++++++++++++++++++++++++++ docs/ppu.drawio | 2 +- docs/research.md | 209 ++----------------------------------------------- 5 files changed, 216 insertions(+), 207 deletions(-) create mode 100644 docs/architecture.md diff --git a/assets/ppu-level-1.svg b/assets/ppu-level-1.svg index 2770d7d..e0d1949 100644 --- a/assets/ppu-level-1.svg +++ b/assets/ppu-level-1.svg @@ -1,3 +1,3 @@ -
Basys3 FPGA
PPU
Basys3 FPGA...
Display output
(VGA)
Display output...
STM32F091RC
CPU
STM32F091RC...
VSYNC
VSYNC
HSYNC
HSYNC
RESET
RESET
VRAM-ADDR
VRAM-ADDR
VRAM-DATA
VRAM-DATA
VRAM-WEN
VRAM-WEN
G
G
B
B
R
R
NVSYNC
NVSYNC
NHSYNC
NHSYNC
TVSYNC
TVSYNC
THSYNC
THSYNC
Text is not SVG - cannot display
\ No newline at end of file +
Basys3 FPGA
PPU
Basys3 FPGA...
Display output
(VGA)
Display output...
STM32F091RC
CPU
STM32F091RC...
RESET
RESET
VRAM-ADDR
VRAM-ADDR
VRAM-DATA
VRAM-DATA
VRAM-WEN
VRAM-WEN
G
G
B
B
R
R
NVSYNC
NVSYNC
NHSYNC
NHSYNC
TVSYNC
TVSYNC
THSYNC
THSYNC
TVBLANK
TVBLANK
THBLANK
THBLANK
HBLANK
HBLANK
VBLANK
VBLANK
VSYNC
VSYNC
HSYNC
HSYNC
Text is not SVG - cannot display
\ No newline at end of file diff --git a/assets/ppu-level-3.svg b/assets/ppu-level-3.svg index e63c6f1..ec69709 100644 --- a/assets/ppu-level-3.svg +++ b/assets/ppu-level-3.svg @@ -1,3 +1,3 @@ -
tiny VGA signal generator
tiny VGA signal generator
CLK
CLK
R
R
G
G
B
B
R
R
G
G
B
B
X
X
Y
Y
VSYNC
VSYNC
HSYNC
HSYNC
100MHz
100MHz
CLK
CLK
Palette lookup
Palette lookup
CLK
CLK
CIDX
CIDX
WEN
WEN
ADDR
ADDR
DATA
DATA
R
R
G
G
B
B
RESET
RESET
Address decoder
Address decoder
WEN
WEN
ADDR
ADDR
BAX
BAX
PAL
PAL
FAM
FAM
BAM
BAM
TMM
TMM
Pipeline clock edge generator
Pipeline clock edge generator
S5
S5
S4
S4
S3
S3
S2
S2
S1
S1
CLK
CLK
RESET
RESET
Compositor
Compositor
CIDX
CIDX
BGEN
BGEN
CIDX
CIDX
FG00HIT
FG00HIT
FG01HIT
FG01HIT
FG7AHIT
FG7AHIT
( - )
( - )
FG80HIT
FG80HIT
FG7AEN
FG7AEN
FG01EN
FG01EN
FG00EN
FG00EN
( - )
( - )
FG80EN
FG80EN
Tilemap memory
Tilemap memory
ADDR
ADDR
DATA
DATA
DATA
DATA
WEN
WEN
CLK
CLK
Background attribute memory
Background attribute memory
ADDR
ADDR
DATA
DATA
DATA
DATA
WEN
WEN
CLK
CLK
Foreground sprite
Foreground sprite
CLK
CLK
CIDX
CIDX
FETCH
FETCH
WEN-FAM
WEN-FAM
ADDR-FAM
ADDR-FAM
DATA-FAM
DATA-FAM
ADDR-TMM
ADDR-TMM
DATA-TMM
DATA-TMM
X
X
Y
Y
HIT
HIT
OE
OE
Background sprite
Background sprite
CLK
CLK
CIDX
CIDX
WEN-BAX
WEN-BAX
ADDR-BAX
ADDR-BAX
DATA-BAX
DATA-BAX
ADDR-BAM
ADDR-BAM
DATA-BAM
DATA-BAM
X
X
Y
Y
OE
OE
ADDR-TMM
ADDR-TMM
DATA-TMM
DATA-TMM
Inputs
Inputs
RESET
RESET
WEN
WEN
ADDR
ADDR
DATA
DATA
native VGA signal generator
native VGA signal generator
CLK
CLK
R
R
G
G
B
B
R
R
G
G
B
B
VSYNC
VSYNC
HSYNC
HSYNC
X
X
Y
Y
Outputs
Outputs
R
R
G
G
B
B
NVSYNC
NVSYNC
NHSYNC
NHSYNC
TVSYNC
TVSYNC
THSYNC
THSYNC
Text is not SVG - cannot display
\ No newline at end of file +
100MHz
100MHz
CLK
CLK
Palette lookup
Palette lookup
CLK
CLK
CIDX
CIDX
WEN
WEN
ADDR
ADDR
DATA
DATA
R
R
G
G
B
B
RESET
RESET
Address decoder
Address decoder
WEN
WEN
ADDR
ADDR
BAX
BAX
PAL
PAL
FAM
FAM
BAM
BAM
TMM
TMM
Pipeline clock edge generator
Pipeline clock edge generator
S5
S5
S4
S4
S3
S3
S2
S2
S1
S1
CLK
CLK
RESET
RESET
Compositor
Compositor
CIDX
CIDX
BGEN
BGEN
CIDX
CIDX
FG00HIT
FG00HIT
FG01HIT
FG01HIT
FG7AHIT
FG7AHIT
( - )
( - )
FG80HIT
FG80HIT
FG7AEN
FG7AEN
FG01EN
FG01EN
FG00EN
FG00EN
( - )
( - )
FG80EN
FG80EN
Tilemap memory
Tilemap memory
ADDR
ADDR
DATA
DATA
DATA
DATA
WEN
WEN
CLK
CLK
Background attribute memory
Background attribute memory
ADDR
ADDR
DATA
DATA
DATA
DATA
WEN
WEN
CLK
CLK
Foreground sprite
Foreground sprite
CLK
CLK
CIDX
CIDX
FETCH
FETCH
WEN-FAM
WEN-FAM
ADDR-FAM
ADDR-FAM
DATA-FAM
DATA-FAM
ADDR-TMM
ADDR-TMM
DATA-TMM
DATA-TMM
X
X
Y
Y
HIT
HIT
OE
OE
Background sprite
Background sprite
CLK
CLK
CIDX
CIDX
WEN-BAX
WEN-BAX
ADDR-BAX
ADDR-BAX
DATA-BAX
DATA-BAX
ADDR-BAM
ADDR-BAM
DATA-BAM
DATA-BAM
X
X
Y
Y
OE
OE
ADDR-TMM
ADDR-TMM
DATA-TMM
DATA-TMM
Inputs
Inputs
RESET
RESET
WEN
WEN
ADDR
ADDR
DATA
DATA
native VGA signal generator
native VGA signal generator
CLK
CLK
R
R
G
G
B
B
R
R
G
G
B
B
VSYNC
VSYNC
HSYNC
HSYNC
X
X
Y
Y
Outputs
Outputs
R
R
G
G
B
B
NVSYNC
NVSYNC
NHSYNC
NHSYNC
TVSYNC
TVSYNC
THSYNC
THSYNC
TVBLANK
TVBLANK
THBLANK
THBLANK
tiny VGA signal generator
tiny VGA signal generator
CLK
CLK
R
R
G
G
B
B
R
R
G
G
B
B
X
X
Y
Y
VSYNC
VSYNC
HSYNC
HSYNC
VBLANK
VBLANK
HBLANK
HBLANK
Text is not SVG - cannot display
\ No newline at end of file diff --git a/docs/architecture.md b/docs/architecture.md new file mode 100644 index 0000000..eb20cce --- /dev/null +++ b/docs/architecture.md @@ -0,0 +1,208 @@ +# General system architecture + + + +## PPU + +Here's a list of features our PPU has: + +- 320x240 @ 60Hz VGA output (upscaled to 640x480) +- single tilemap with room for 1024 tiles of 16x16 pixels +- 8 colors per palette, with 4096 possible colors (12-bit color depth) +- 640x480 background canvas with scrolling +- NO background scrolling splits +- 128 total sprites on screen (NO scanline sprite limit) +- sprites are always drawn on top of the background layer +- PPU control using DMA (dual-port asynchronous RAM) +- tiles can be flipped using FAM or BAM +- no frame buffer +- vertical and horizontal sync and blank output + +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 + impossible, or much more difficult, this is a restriction that will likely + lead to frustrating debugging sessions, so will not be replicated in our + custom PPU. +- Sprites are 16x16 + + Most NES games already tile multiple 8x8 tiles together into "metatiles" to + create the illusion of larger sprites. This was likely done to save on memory + costs as RAM was expensive in the '80s, but since we're running on an FPGA + cost is irrelevant. +- Single 1024 sprite tilemap shared between foreground and background sprites + + The NES OAM registers contain a bit to select which tilemap to use (of two), + which effectively expands each tile's index address by one byte. Instead of + creating the illusion of two separate memory areas for tiles, having one + large tilemap seems like a more sensible solution to indexed tiles. +- 8 total palettes, with 8 colors each + + More colors is better. Increasing the total palette count is a very memory + intensive operation, while increaing the palette color count is likely slower + when looking up color values for each pixel on real hardware. +- Sprites can be positioned paritally off-screen on all screen edges using only + the offset bits in the FAM register + + The NES has a separate PPUMASK register to control special color effects, and + to shift sprites off the left and top screen edges, as the sprite offsets + count from 0. Our PPU's FAM sprite offset bits count from -15, so the sprite + can shift past the top and left screen edges, as well as the standard bottom + and right edges. +- No status line register, only V-sync and H-sync outputs are supplied back to + CPU + + The NES status line register contains some handy lines, such as a buggy + status line for reaching the max sprite count per scanline, and a status line + for detecting collisions between background and foreground sprites. Our PPU + doesn't have a scanline limit, and all hitbox detection is done in software. + Software hacks involving swapping tiles during a screen draw cycle can still + be achieved by counting the V-sync and H-sync pulses using interrupts. +- No background scrolling splits + + This feature allows only part of the background canvas to be scrolled, while + another portion stays still. This was used to draw HUD elements on the + background layer for displaying things like health bars or score counters. + Since we are working with a higher foreground sprite limit, we'll use regular + foreground sprites to display HUD elements. +- Sprites are always drawn on top of the background layer + + Our game doesn't need this capability for any visual effects. Leaving this + feature out will lead to a simpler hardware design + +### Hardware design schematics + +#### Top (level 1) + +![PPU top-level design](../assets/ppu-level-1.svg) + +Important notes: + +- 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 + +![PPU level 2 design (data flows from top to bottom)](../assets/ppu-level-2.svg) + +Important notes: + +- The pixel fetch logic is pipelined in 5 stages: + 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 + 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 + - (VGA signal generator) output real color to VGA signal generator +- The pipeline stages with two clock cycles contain an address set and memory + read step. +- The pipeline takes 5 clock ticks in total. About 18 are available during each + pixel. For optimal display compatibility, the output color signal should be + stable before 50% of the pixel clock pulse width (9 clock ticks). +- Since the "sprite info" and "sprite render" steps are fundamentally different + for the foreground and background layer, these components will be combined + into one for each layer respectively. They are separated in the above diagram + for pipeline stage illustration. +- The BAX, FAM, and PAL registers are implemented in the component that + directly accesses them, but are exposed to the PPU RAM bus for writing. +- Each foreground sprite render component holds its own sprite data copy from + the RAM in it's own cache memory. The cache updates are fetched during the + VBLANK time between each frame. + +#### Level 3 + +This diagram has several flaws, but a significant amount of time has already +been spent on these, so they are highlighted here instead of being fixed. + +![PPU level 3 design](../assets/ppu-level-3.svg) + +Flaws: + +- Pipeline stages 1-4 aren't properly connected in this diagram, see level 2 + notes for proper functionality +- The global RESET input resets all PPU RAM, but isn't connected to all RAM + ports +- All DATA inputs on the same line as an ADDR output are connections to a + memory component. Not all of these are connected in the diagram, though they + should be. +- All ADDR and ADDR drivers are also tri-state. EN inputs need to be added to + support switching the output on/off. + +Important notes: + +- The background sprite and foreground sprite component internally share some + components for coordinate transformations +- The foreground sprite component is only shown once here, but is cloned for + each foreground sprite the PPU allows. +- The CIDX lines between the sprite and compositor components is shared by all + sprite components, and is such tri-state. A single sprite component outputs a + CIDX signal based on the \*EN signal from the compositor. +- All DATA and ADDR lines are shared between all RAM ports. WEN inputs are + controlled by the address decoder. + +### Registers + +|Address|Size (bytes)|Alias|Description| +|-|-|-|-| +|`0x00000`|`0x00000`|TMM |[tilemap memory][TMM]| +|`0x00000`|`0x00000`|BAM |[background attribute memory][BAM]| +|`0x00000`|`0x00000`|FAM |[foreground attribute memory][FAM]| +|`0x00000`|`0x00000`|PAL |[palettes][PAL]| +|`0x00000`|`0x00000`|BAX |[background auxiliary memory][BAX]| + +[TMM]: #tilemap-memory +#### Tilemap memory + +- TODO: list format + +[BAM]: #background-attribute-memory +#### Background attribute memory + +- TODO: list format + +[FAM]: #foreground-attribute-memory +#### Foreground attribute memory + +- TODO: list format + +[PAL]: #palettes +#### Palettes + +- TODO: list format + +[BAX]: #background-auxiliary-memory +#### Background auxiliary memory + +- background scrolling + +[nesppuspecs]: https://www.copetti.org/writings/consoles/nes/ +[nesppudocs]: https://www.nesdev.org/wiki/PPU_programmer_reference +[nesppupinout]: https://www.nesdev.org/wiki/PPU_pinout +[custompputimings]: https://docs.google.com/spreadsheets/d/1MU6K4c4PtMR_JXIpc3I0ZJdLZNnoFO7G2P3olCz6LSc + diff --git a/docs/ppu.drawio b/docs/ppu.drawio index a9e20e8..18970be 100644 --- a/docs/ppu.drawio +++ b/docs/ppu.drawio @@ -1 +1 @@ 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e9Q1pKwiGH2vD5osBL4TfqSO/07Q2GUIZrzl14viaaeScoG9OiP6xfMbk09qqf1/64nUGjjtl4LidluOmII6bYjiuNZHfaZA5jo7XGjTK6jkn6LYAjmsJT5Qmud7AWQ4O5MTy7eRcQ5cNnnop8GymxZPPziwQT6MMeCa7Ox1Pe8/xNONb+Tv0XuObwwB+iPCbb13Mv24Quu8bl2IbZjhKvqEOL0qy0zSQnSbZYt++DZVkF35cs1GM+vZl3FinrItiNLBFicyh06NPbGk2mf32OAndwXz4xa23yI7cZPFL9JfJ7OHEvV88QM2qf1/rx0+1vOgNR6534b9Mwok/i67eRWvuBtEfFms9iWy6E2TAyA9DfxoNGHqTB3BGK/5DuHjjkl/d+p6QqYICjgNbFHDJj60B1z75H4ZadPshAk0Y+M9u2/f8aNE6M3+2EFv3E89DLiXrGywfBlve6WQ8/hJ5EBU2ybKJAcIDnQss75uQJIoggFDzH8Ox8oP00Dh9vbn80/94uvrzPJid9axfFzVDAomjb1Hq14jbAJZF0xgwtz8fnbU/frq3/uNT7/Tnz6B+/7nSk9ZW5WLoRZuiG130fP85WY9dhQ9REAgVSTThQyRNJtnDDUJYF2gKEj7eF1rcZE8d4wUsjXLiFL96DQAiXgjpwPZw3PldQUSGyIBeI15beGLx7rA9ZHra9HtG4vDnpMjATMW3g3+7Z+oSlUwFOlPFiA9cc2l1Ov0KFYr8gBRMfiDh8qPTumpVIFFA0oUKeVxVKljIv29qjIgjQozMx70OPGSLRKbrigayCHiclr0KgQKFuYEr7AcVIGIENyhocbW03x10r9TdXdlYUNA+wg0jrYHBsd8hmqt7u/Vcm18dtO+sT+3zrX9peStbnhqiSVQL3okCNWdTd1iFzxknCtRQ9y0lGQYdb+oWQrF8YXxYTuCCO62Cx87J66ArldLL6zB4M5vnncNfs2vd+N/ANI/G3ealY9bwWFtrPA7clwjt+ti988dugK2SohEmMmtye3lZQAgL192jF9keObN/ClLMUBG0yzKA0jeJe5fFP0XmgnjzBbwfHBO13VN5QeFs0cC3x9jzwUB+wK4PaFXQ1Edm4kTHd8aDFo+4TDGWHpkJqYkKpVKwICpRv14PSLdOKkjEhMbgTReXHYet0woSMf4QGBLcZ3tQQSJqh4UhcTBIrk4rSIRqooZqpSrEbMN1FxSspDHP+s6FDpAlmVYHZeicQWq0BPpmYIxww/5iMne9yWyRgXfn+XfPCYJ6/cGducEw9MvtrjG32R7yuGsMa2eqZ3tkWc0tmOu41jKw1N4hV0Qo3NqCEcFV+4FZISLG2IJvD98kB3jtU8kRERp7NnAn0QCX5iVHRKgz09BxRPD63bIiIgYCxv5kBgoO53gU0cIqd+2FZF4AHQ9IlTJbSBp/GXh7zu4ShJ03AOt+kViEa4ajBmob3CrycPK2/el8YWKX3Ox30vNZCHpwLBwvA+BU6iWRcpIBmXcElUIkD+5yO+hxySJRCiOhZrADKFblK5nMABrnF6npXpy/WvrluDe/mL//8m4bh7U8Dv1sj5vZCAC8+uBGwM3V6ey+NOSl3n1phDy3hUdBD3v1+tFx2bRvZxtgBRlFFu57j4DRKmAkM4ts6AVyWhVOdJyEKig2/j79J/pYi/777/4htdhfhGIl1INvAwlsvUa1KaXASWg00tm9KRwvpQm1hYQoUTauPC72AOVN1PQdxQqR+Dg7FxpUhUqx+pIOGhwVKoJrgHB/DU91SAQSiLvczOKqzvzOiNWH8BjDQh+q3plCtZ+Gai3IiQESev18vM7ik5dhXXKPTvpYvqPJcStaWrzA514dGkNLNk88f7LgtUelACzxSkoyqHg5olvCx9+MtolYCdSVzKX0lUAnICdW5G4sAdNpj5qb7Egnonq9Tid4gXQ56GQjbNIpbELGW9TTScycE1j3QYHRkCG5xkJqDdJ2u2bSBwVaFQv3q1xNPHca6Zx6fepO/fg3StDsmswaKQprYAiBXjZKN5vICxRnSwYGCffJcOqFWox1mReT9E0/+UGE50Cp3a6W0XskFiQ8mVDpbkeMMOIVFYAxKlkFACOMhOapAUlJxWvDIivP4VUBeogM754fvkiz+MEwDCaj16+TYCrl+JtEEivHuNVXQuU4A1BFKMdAcF995TgDJhIox0Ckv4TKcfb3SCxIuJFZPuU4O0ZClWMbtzLLpxxnx4iXcgweaK7vUWBzq36+HscAnxKIOu9VVCxJECksKgZzR4YzNU2ko5fRxA0rzYZeKZuX3MO3pkM/cFeW1cs8mCzMqjzWVGq7CTa7BFpTZOZkK+YVC2PJdq+8QBXh2oEOP1Wp3jovJslfkTC3UIx0oKSpe9U+qt4k2hm1IlECGo9t2cvxjcZhIfl36PQDrA+LY/Lg9cGdApG9WePTCZt3uZeTy6JZUUV88jl8P7i+tfB7VtjIt18bcNy5gqrQKgH49nbPIeMt+M20Fh63tcEj818SZ387viP25JYdnUyU7OqoGLDwcpcvmcMHLMllTnG9+uDMgd1LfjkLGSiYwaKPJGwi4fJE4V5HZCZIwkygtedNBYlMuqS5u/eZs+wwitZPgIPN+HS7kCjHwNzdKyaGrriVet4tm0Qp7uhK+JXfo7IufInTFnElDS/Xo5/gciTHihUd/Ux0r7Qlgcj45L1OXZOVeUKSMsY3uipDERcaXdVjLMSE5eB1wZZlI2+1iq5+M0eS6Cp4k1V0NRNQReQGKd7MOi8kgoOr4O3ivq0te0TOqN22VclsG0FBTRZBO/C28cjzImbH54xnaRx/RJ5IonjjtSdf/vMKGdm2AFwH/fKdV0ClAIpXuA623VLnb4iW+KvmmSLcYfDawF0Davt7Zna6cB2ZKMX7yeD7w+27WOQoHa7Li5UYbFi73JkJGV7hOngZShWuIzNBFmaWKlyXF5IiNEkN1/lVjn8w8vfwqteDb09eHVJkyhf8LFt0SNVTvshEkVSHTHhbspSvvFgJwSZJpFcm5kps80CPucZULTrmaiZtSVYbDyXoik0wBMREk1R/tcmTNNCjkkeXhTzIObrUiD06IekNypc8RlnJQ8yL3nvyWIaAWndDpobi/1gs6HN1b7eea/Org/ad9al9vvUvLa+mOSnpk3hciqaPjXQ+0Gxay+ciWiUYqmWaweRppCSPLcnGZaMHUTs08iATdCHkaZaBPNBRE6SoftHcMZG0Q526b6ETmgKUnsRxogx3iB55quBJKm0KJw8qR6gpqMgE0xQgeEzVbHVi7IBOHkm6Q5kGQh6HRh5kgmmJII9q5has8jRTkifxexVNHhtNfm/QVB70BJOmCPLIZG7x8xIClRnENuOFkwctB6AaW2h3NlsEeVQztojtnunkkUXyoDpPM6OxZQiRPKoZW8Qex3TyGJKQx8gYn0AnIG5FPuSxVLO2iAKFrvNI6uYxskoeSwh5VLO2iAKFTh5JJQ81PoFOsDQR5NHLQJ5EoFB9hJJUMqMuPyurj9CoC/ARWqpZ6kR5QuVOUxLuoGeTajTuIBMMTQR3TMW489ZtGZ2jN6t/cvl0PLj+7I6Of68yGde5A7uDmAfVcyVbJX4DtdFJ9ltqe3/JwFHNx0Vac7qhKYnYddByblpIGJ2gi/BSWKp5KeAXO62haUvi4nKcjM51dIIhwtC0VTM0YfKkPfRFlyQRDpM8ZkbJ44jgjmr6HkiJ1HYmHx8F0OIKCcKhh0gubzSe9c2B7EYHcvAeLb6DjkcOKuLEQdXOrII5mDYfShgHEb9WQxAHaQpYMRwshfIOWVbFchBxzMf6FXcO0vS4YjioWpwbVs8A30uxHEQSyJuCOEgLWhXDQdUMUZiDQGJ797TZ8cyX49On0XR0fXvWat42V+lg3EmINubU6pxYiHW3o2b8bIw34hwnriRMtGFlSAgbtKlJKEnk1NGzGRPo+M0uu9j4Rp7RQqp+HNUcLaR9lx7Ql4OVlG2SPkFIJpGjK0YdUKSZgH1BzJQtmjycRRqWL5t1vC4iv9ZRLaqYOlEJ3G5lqSnKn6jUpEnCfOOF1Cw5qjkHU6dgwuSURHCiVST0FExkgl2nkM3KN94U0UXAUc1rmDPyJgc3ETFIjbsVkVnuJL3UijwNpIHWjgEnXUGNvtBo1S4pNHBeFt7h/Xg2f12iLeD8D4YnfcBHiex0/seKK5nO/xAKHHCCar876KpzRlleYN43QVl533CMWHRqgzFKfbhEzqfPLIhQHyOwKizOlCCmgm4eKqEMb8lMEN9DkJjwiTTjrEAQ09+XmKuH9NysMBFzKMTwpTfwai9vp0fnH7efrU794Oi8ZuBdsYUrjTpq+Fm4zggdCqTVea0KcBzEbGle6PVfvdZieSJCDRff8+DO3GAYRiwUo0+ilF6pi5kVzaX6mPk8OTKNMumTgkHVMVCVPk8uL1CctwgYo92Pj8j2uJn7i0O2DwsNEl4GwPYpGVELPD4Cvh98o+xVkEglO3Bj9KBCSCZlU8N9cUVLdzj1A+ItP2GPH3uijp1K5oEssh132PCQ7fuJQBGiHDhmhoco32tAhEpuHVdI5ZTcvE55g1cF1wl/DW7O2mpTdcUFSaS3jut9RxUKBUtwQ1pDHgoF8ZMQuG6n8DmQZCbIIi5wZe+mgqQg2WE0LufD/tw9+WOHzvnluG3132uq5Y6CWXdApQbRFSi+Iw2IjWqpkyA2QDkh0ScoCTaqZQ7ClUtAPQDRHSgJOKoV4sLgADnH4GroUmGjWoEqjI2eEhvm6eC5sEned7XBAVqgEe0JWcBRrS0oCA5w3h3RspAFHNX6MKWuDySmf3Cvu3ewU782v4JV2b3UtdOMiwxhgqtmKBLDg+sEh98EOYoMDTIV6OMZl93D1FHNViLGNenUkePwIANtdUnp64WNZ9xXFaaOapYcMQJLp44crTENtOCD0o4LHc+6Qg+mjmqGJjEqSqcOn05ImamDlvlSiuKx8boA6uiqmcHEUC6VOpI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\ No newline at end of file diff --git a/docs/research.md b/docs/research.md index 73618d7..a3e86ff 100644 --- a/docs/research.md +++ b/docs/research.md @@ -33,6 +33,11 @@ this chip's features and limitations: - tiles can be flipped using OAM - no frame buffer +Though this chip is documented very well from a programmer's perspective, we +found very little documentation about any reverse-engineering of the chip's +actual hardware. While our PPU provides mostly the same features as the NES's +PPU, our design is entirely custom. + ### Usage The NES PPU has a lot of capabilities, so here's a quick run-down of how the @@ -93,210 +98,6 @@ int main() { setup(); while(1) loop(); } -``` - -## Custom PPU - -Here's a list of features our PPU should have: - - -- 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 -- NO background scrolling splits -- 128 total sprites on screen (NO scanline sprite limit) -- sprites are always drawn on top of the background layer -- PPU control using DMA (dual-port asynchronous RAM) -- tiles can be flipped using FAM or BAM -- no frame buffer -- vertical and horizontal sync output - -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 - impossible, or much more difficult, this is a restriction that will likely - lead to frustrating debugging sessions, so will not be replicated in our - custom PPU. -- Sprites are 16x16 - - Most NES games already tile multiple 8x8 tiles together into "metatiles" to - create the illusion of larger sprites. This was likely done to save on memory - costs as RAM was expensive in the '80s, but since we're running on an FPGA - cost is irrelevant. -- Single 1024 sprite tilemap shared between foreground and background sprites - - The NES OAM registers contain a bit to select which tilemap to use (of two), - which effectively expands each tile's index address by one byte. Instead of - creating the illusion of two separate memory areas for tiles, having one - large tilemap seems like a more sensible solution to indexed tiles. -- 8 total palettes, with 8 colors each - - More colors is better. Increasing the total palette count is a very memory - intensive operation, while increaing the palette color count is likely slower - when looking up color values for each pixel on real hardware. -- Sprites can be positioned paritally off-screen on all screen edges using only - the offset bits in the FAM register - - The NES has a separate PPUMASK register to control special color effects, and - to shift sprites off the left and top screen edges, as the sprite offsets - count from 0. Our PPU's FAM sprite offset bits count from -15, so the sprite - can shift past the top and left screen edges, as well as the standard bottom - and right edges. -- No status line register, only V-sync and H-sync outputs are supplied back to - CPU - - The NES status line register contains some handy lines, such as a buggy - status line for reaching the max sprite count per scanline, and a status line - for detecting collisions between background and foreground sprites. Our PPU - doesn't have a scanline limit, and all hitbox detection is done in software. - Software hacks involving swapping tiles during a screen draw cycle can still - be achieved by counting the V-sync and H-sync pulses using interrupts. -- No background scrolling splits - - This feature allows only part of the background canvas to be scrolled, while - another portion stays still. This was used to draw HUD elements on the - background layer for displaying things like health bars or score counters. - Since we are working with a higher foreground sprite limit, we'll use regular - foreground sprites to display HUD elements. -- Sprites are always drawn on top of the background layer - - Our game doesn't need this capability for any visual effects. Leaving this - feature out will lead to a simpler hardware design - -### Hardware design schematics - -#### Top (level 1) - -![PPU top-level design](../assets/ppu-level-1.svg) - -Important notes: - -- 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 - -![PPU level 2 design (data flows from top to bottom)](../assets/ppu-level-2.svg) - -Important notes: - -- The pixel fetch logic is pipelined in 5 stages: - 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 - 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 - - (VGA signal generator) output real color to VGA signal generator -- The pipeline stages with two clock cycles contain an address set and memory - read step. -- The pipeline takes 5 clock ticks in total. About 18 are available during each - pixel. For optimal display compatibility, the output color signal should be - stable before 50% of the pixel clock pulse width (9 clock ticks). -- Since the "sprite info" and "sprite render" steps are fundamentally different - for the foreground and background layer, these components will be combined - into one for each layer respectively. They are separated in the above diagram - for pipeline stage illustration. -- The BAX, FAM, and PAL registers are implemented in the component that - directly accesses them, but are exposed to the PPU RAM bus for writing. -- Each foreground sprite render component holds its own sprite data copy from - the RAM in it's own cache memory. The cache updates are fetched during the - VBLANK time between each frame. - -#### Level 3 - -This diagram has several flaws, but a significant amount of time has already -been spent on these, so they are highlighted here instead of being fixed. - -![PPU level 3 design](../assets/ppu-level-3.svg) - -Flaws: - -- Pipeline stages 1-4 aren't properly connected in this diagram, see level 2 - notes for proper functionality -- The global RESET input resets all PPU RAM, but isn't connected to all RAM - ports -- All DATA inputs on the same line as an ADDR output are connections to a - memory component. Not all of these are connected in the diagram, though they - should be. - -Important notes: - -- The background sprite and foreground sprite component internally share some - components for coordinate transformations -- The foreground sprite component is only shown once here, but is cloned for - each foreground sprite the PPU allows. -- The CIDX lines between the sprite and compositor components is shared by all - sprite components, and is such tri-state. A single sprite component outputs a - CIDX signal based on the \*EN signal from the compositor. -- All DATA and ADDR lines are shared between all RAM ports. WEN inputs are - controlled by the address decoder. - -### Registers - -|Address|Size (bytes)|Alias|Description| -|-|-|-|-| -|`0x00000`|`0x00000`|TMM |[tilemap memory][TMM]| -|`0x00000`|`0x00000`|BAM |[background attribute memory][BAM]| -|`0x00000`|`0x00000`|FAM |[foreground attribute memory][FAM]| -|`0x00000`|`0x00000`|PAL |[palettes][PAL]| -|`0x00000`|`0x00000`|BAX |[background auxiliary memory][BAX]| - -[TMM]: #tilemap-memory -#### Tilemap memory - -- TODO: list format - -[BAM]: #background-attribute-memory -#### Background attribute memory - -- TODO: list format - -[FAM]: #foreground-attribute-memory -#### Foreground attribute memory - -- TODO: list format - -[PAL]: #palettes -#### Palettes - -- TODO: list format - -[BAX]: #background-auxiliary-memory -#### Background auxiliary memory - -- background scrolling - -[nesppuspecs]: https://www.copetti.org/writings/consoles/nes/ -[nesppudocs]: https://www.nesdev.org/wiki/PPU_programmer_reference -[nesppupinout]: https://www.nesdev.org/wiki/PPU_pinout -[custompputimings]: https://docs.google.com/spreadsheets/d/1MU6K4c4PtMR_JXIpc3I0ZJdLZNnoFO7G2P3olCz6LSc # Generating audio signals -- cgit v1.2.3