NEO-ZMC2: Difference between revisions

From NeoGeo Development Wiki
Jump to navigation Jump to search
m (ChipInfo)
m (Removed link, updated pinout)
Line 9: Line 9:


{{Chipname|NEO-ZMC}} and {{Chipname|PRO-CT0}} in one package.
{{Chipname|NEO-ZMC}} and {{Chipname|PRO-CT0}} in one package.
Die pictures for sale [[https://chipworks.secure.force.com/catalog/productdetails?cartID=9b3949c7-2063-4ea2-8a17-eb3324a3b4ba&sku=SNK-NE0-ZMC2&viewState=DetailView here]].


Found in second revision [[MVS hardware|MVS]] boards (for the PRO-CT0 logic only), and AES cartridges.
Found in second revision [[MVS hardware|MVS]] boards (for the PRO-CT0 logic only), and AES cartridges.
Line 16: Line 14:
=Pinout=
=Pinout=


[[File:Neo-zmc2 pinout.png]]
{{Pinout|NEO-ZMC2|640px}}
 
OpenOffice Draw file: [[File:neo-zmc2.odg]]


NEO-ZMC part:
NEO-ZMC part:
Line 29: Line 25:
*H: When high, reverse bit order of pixels shifted out (used for [[sprites]] horizontal flipping)
*H: When high, reverse bit order of pixels shifted out (used for [[sprites]] horizontal flipping)
*EVEN: Swap A/B pixels.
*EVEN: Swap A/B pixels.
*LOAD: Latch C ROM data (on rising edge ?).
*LOAD: Latch C ROM data on rising edge of 12M.
Outpus:
Outputs:
*DOTA: High when pixel A is opaque (color > 0)
*DOTA: High when pixel A is opaque (color > 0)
*DOTB: High when pixel B is opaque (color > 0)
*DOTB: High when pixel B is opaque (color > 0)
*GAD0~GAD3: Pixel A color data
*GAD0~GAD3: Pixel A color index
*GBD0~GBD3: Pixel B color data
*GBD0~GBD3: Pixel B color index


[[Category:Chips]]
[[Category:Chips]]

Revision as of 02:13, 8 July 2018

Package QFP80R
Manufacturer
First use 1994 ?
Used on MV1FZS Cartridges...

NEO-ZMC and PRO-CT0 in one package.

Found in second revision MVS boards (for the PRO-CT0 logic only), and AES cartridges.

Pinout


Edit this pinout

NEO-ZMC part:

  • SDA0,SDA1,SDA8~SDA15: Z80 address bus
  • MA11~M21: M ROM address outputs

PRO-CT0 part, inputs:

  • 12M: 12MHz clock, outputs next pixel on falling edge.
  • C0~C31: C ROM data bus (2*16 bits). Gives all the pixel data needed for a 8 pixel line.
  • H: When high, reverse bit order of pixels shifted out (used for sprites horizontal flipping)
  • EVEN: Swap A/B pixels.
  • LOAD: Latch C ROM data on rising edge of 12M.

Outputs:

  • DOTA: High when pixel A is opaque (color > 0)
  • DOTB: High when pixel B is opaque (color > 0)
  • GAD0~GAD3: Pixel A color index
  • GBD0~GBD3: Pixel B color index