Rendering logic
On the NeoGeo hardware, the term GPU (Graphics Processing Unit) may refer to pairs of different chips used to generate the video signal.
- PRO-A0, PRO-B0 (early)
- LSPC2-A2, NEO-B1 (most common)
- NEO-GRC, NEO-OFC (CD systems)
- NEO-GRZ (CDZ, MV-1C ?)
See graphics pipeline for details and interconnections between chips and cartridges.
Video generation
See Display timing for the sync signal timing.
NEO-B1 is used for double-buffering scanlines. While a buffer is output to the TV, the other one is filled up. They're swapped each new scaline. Each of the two line buffers are actually 2 buffers of even/odd pixels. They will be named (1 & 2), and (3 & 4).
- The TMS0 signal lets LSPC chose how the pair of buffers are used:
- 0: Buffers 1&2 are output to the TV. Buffers 3&4 are written to.
- 1: Buffers 1&2 are written to. Buffers 3&4 are output to the TV.
- CSK1~4 signals are used to step to the next pixel (rising edge ?), periodic for video output, VRAM-dependent when filling up. Inactive during H-blank.
- WSE1~4 signals are used to indicate if the pixel color from GAD/GBD needs to be written to the buffer (falling edge ?), matches CSK for video output (ignored ?), depends on DOTA/DOTB (opaque pixel signal) when filling up.
- SS1~2 signals are used to reset the pixel pointers on falling edge ? (probably wrong)
Sprite parsing
This is a draft. The following information shouldn't be considered as exact.
- LSPC runs at 24MHz.
- Fast VRAM is 35ns (28MHz) and is read at 16MHz (24/1.5).
- The read occurs 41.6ns (1clk) after address is set
- LSPC always starts in sprite list A ($8600) each new frame
- Read sequence (100p capacitor delay on AES too on PCKxB ?):
- Timing diagram when the sprite list for the actual line is already filled (no writes):
24M |'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_ Addr | 600 | 200 | 201 | 202 | 203 | 204 | 681 | 00E | 20E | 40E | 600 | 205 | 206 | 207 | 208 | 209 | 682 | 00F | 20F | 40F PCK1 ______|'''|___________________________________________________________|'''|_____________________________________________________ PCK1B '''''''|____|''''''''''''''''''''''''''''''''''''''''''''''''''''''''''|___|'''''''''''''''''''''''''''''''''''''''''''''''''''' LOAD |'''''''|_______________________|'''''''|_______________________|'''''''|_______________________|'''''''|_______________________ 12M __|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|_ 2Pixel | | | | | | | | | | | | | | | | Read ? ! ! ! ! ! ! ! ! ! ? ! ! ! ! ! ! ! ! ! What 1 2 2 2 2 2 3 4 5 6 1 2 2 2 2 2 3 4 5 6...
- 1: ?
- 2: Read SCB3 to see if sprite is in next scanline (just increments), starts frame at sprite 1 ?
- 3: Read sprite list to get sprite #
- 4: Read SCB2 zoom values
- 5: Read SCB3 Y/size/chain
- 6: Read SCB4 X
- Timing diagram when the sprite list is being filled:
24M |'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_ Addr | 600 | 20F | 210 | 211 | 600 | 601 | 684 | 005 | 205 | 405 | 600 | 212 | 213 | 602 | 603 | 214 | 685 | 006 | 206 | 406 PCK1 ______|'''|___________________________________________________________|'''|_____________________________________________________ PCK1B '''''''|____|''''''''''''''''''''''''''''''''''''''''''''''''''''''''''|___|'''''''''''''''''''''''''''''''''''''''''''''''''''' LOAD |'''''''|_______________________|'''''''|_______________________|'''''''|_______________________|'''''''|_______________________ 12M __|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|_ 2Pixel | | | | | | | | | | | | | | | | /WE ''''''''''''''''''''''''''|___|'|___|'''''''''''''''''''''''''''''''''''''''''''''''|___|'|___|''''''''''''''''''''''''''''''''' Read ? ! ! ! ! ! ! ! ? ! ! ! ! ! ! !
- R/W sequences: (2 write buffers ?)
- 600 RRRWW... 600 RRWWR...
- 600 WWRRW... 600 WRRWW... 600 RRWWR ... 600 RWWRR
- Even lines: Write to list A, Read from list B (Start of display)
- Odd lines: Write to list B, Read from list A
- In 16clk, 2 sprites SCB3 max. are checked to fill up sprite list , and 1 sprite's attributes are read for output
- 384px * 4clk/px = 1536clk/line
- 1536clk / 16clk = 96 sprites max/line
- This means that there's at least 2 sprite SCB3 checked each 16clk, 4 writes to sprite list can be done max per 16clk ?
- Slow VRAM is 100ns (10MHz) and is read at ?
P bus
For fix map 7000,7001,7002... Top-down left-right (AES blue self-test passed screen).
When drawn: 7000, 7020, 7040, 7060... 74E0 (NEW LINE) 7001, 7021... 74E1 (NL) 7002, 7022... 74E2
5A5 5A5 5C5 15C5 17E5 17E5 1505 1505 1025 1025