# Graphics Even though the STM32 is a relatively powerful microcontroller, it will likely not be fast enough for running game logic, sound logic and a graphics processor on it's single CPU core. To minimize the risk of overloading the STM32 processor, all graphics processing and compositing will be outsourced to a custom PPU implemented on the Basys 3 FPGA. Because we're creating a sidescrolling 2D platformer, we don't need a very complicated graphics processor. We also lack any knowledge about how 'real-world' graphics processors work, so we're basing our design on a product closest to our target result, the NES. ## NES graphics The NES has a separate coprocessor chip designed to generate video signals called the RP2C02, which is manufactured by Ricoh. This chip has a lot of features, some of which we don't need for our game. Here's a quick rundown of this chip's features and limitations: - composite output at 256x224 @ 60Hz (NTSC) or 256x240 @ 50Hz (PAL) - 256 tiles per tilemap (with 8x8 tiles) - 2 tilemaps (pattern tables) - 4 palettes per sprite with 64 possible colors - 512x480 background canvas with scrolling - background scrolling splits - 64 total sprites on screen (max 8 per scanline) - sprites can be drawn before or after the background layer - PPU control using DMA - 8K character memory (tilemaps) - 2K nametable memory (OAM for background tiles) - 256B object attribute memory (OAM) - tiles can be flipped using OAM - no frame buffer ### Usage The NES PPU has a lot of capabilities, so here's a quick run-down of how the PPU is used by games to produce pictures. On boot, the NES copies the contents of the so-called CHR-ROM (in game cartridge) into the PPU's pattern tables. The NES has two 256-tile tilemaps called the pattern tables which store all sprites in the game. By modifying the nametable memory directly, the game can control which tile, and which palette will be used for any given tile on the background layer. Because the background layer only displays tiles in a fixed grid, the nametable memory area is not very big. The same process happens for the foreground sprites, though these can each be positioned using screen coordinates, and don't have to conform to any grid. The NES also has some limitations on how many sprites can be drawn and how many palettes can be used. An important note is that the first color of any palette used on any foreground sprite, is treated as the transparency color. Our PPU also copies this behavior. The following is a small section of pseudocode, depicting a program that will display a triangle moving in a circle: ```c unsigned frame = 0; void setup() { // copy character rom to PPU memcpy(CHR, PPU->CHR, 0x8000); // character rom contains a sprite of a triangle at index 0 // set palette index 0 to have 4 random colors PAL[0] = (palette) { PALETTE_COLOR_25, PALETTE_COLOR_F3, PALETTE_COLOR_00, PALETTE_COLOR_3D, }; // copy palette data to PPU memcpy(PAL, PPU->PAL, 0x40); } void loop() { frame++; // increment frame counter OAM[0] = (sprite) { .x = sin(frame) * 20 + 10, // calculate circle position using frame counter .y = cos(frame) * 20 + 10, // calculate circle position using frame counter .pattern_index = 0, // triangle sprite .palette_index = 0, // palette 0 (see setup) .attributes = PPU_FX_FLIP_H | PPU_FX_FLIP_V, // flip horizontally and vertically }; memcpy(OAM, PPU->OAM, 0x100); // update PPU with local copy of OAM } int main() { setup(); while(1) loop(); } ``` ## Custom PPU Here's a list of features our PPU should have: - 256x224 @ 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) - 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 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 uses direct memory access to control the PPU. #### 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 3. - (Sprite render) calculate pixel to read from TMM based on sprite info 5. - (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 In order to generate sound for this project, a few posibilities exist (see chapters below) ## Sound chips A sound chip is made to use digital, analog or mixed signals and produce a tone or sound based on that. | Manufacturer | Chip | Year | Channels | Stand-alone | Cost/availability | | ------------------ | ------------------------------------------------------------------------------------------------------------- | ---- | -------- | ----------- | ----------------- | | Atari, Inc. | [POKEY](https://en.wikipedia.org/wiki/POKEY) | 1979 | 4 | Somewhat | N/A | | General Instrument | [AY-3-8910](https://en.wikipedia.org/wiki/AY-3-8910) | 1978 | 3 | Yes | N/A | | General Instrument | [SP0250](https://en.wikipedia.org/wiki/General_Instrument_SP0256) | 1981 | 1 | Yes | N/A | | Konami | [VRC6](https://en.wikipedia.org/wiki/VRC6) | 1987 | 3 | Yes | N/A | | Philips | [Philips SAA1099](https://en.wikipedia.org/wiki/Philips_SAA1099 "Philips SAA1099") | 1984 | 6 | Yes | N/A | | Sunsoft 5B | [Sunsoft 5B](https://en.wikipedia.org/wiki/Memory_management_controller#FME-7 "Memory management controller") | 1992 | 3 | Yes? | N/A | | Texas Instruments | [SN76477](https://en.wikipedia.org/wiki/SN76477) | 1978 | 1 | Yes | N/A | | Texas Instruments | [SN76489](https://en.wikipedia.org/wiki/SN76489 "SN76489") | 1980 | 4 | Yes | N/A | | Texas Instruments | [Sega PSG (SN76496)](https://en.wikipedia.org/wiki/SN76496 "SN76496") | 1982 | 4 | Yes | N/A | This chart shows different audio chips that might have been used in retro consoles. While all of them aren't easily available anymore it is still interesting to take a close look at how these IC's (Intergrated Ciruit) work. Most chips work on one of two pricibles, this being either a "Programmable sound generator" or "Sound Chip" ### Programmable sound generator (PSG) PSG's are a subset of sound chips that generate sound based on a set of pre programmed tones they can generate. For example, this can be done by: modulating a input square wave to a different frequency and or amplitude. ### Pulse-code modulation Pulse-code modulation uses pre-sampled data to generate sounds. This causes a lot more work for the engineer before gaining a working system. The flip side of that coin is that the Output can be of a better quality (depending on the sampled audio used). ## FPGA Circuit