VRAM: Difference between revisions

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VRAM stand for Video RAM.
'''VRAM''' stands for Video RAM.


The NeoGeo has 128kByte (64k + *k in [[LSPC2-A2]] ?) of VRAM (64kWords), which is used to store [[Sprites|sprite]] attributes and the map for the [[fix layer]].
[[File:Aes_cxk5814.jpg|thumb|One of two CXK5814 2KiB RAM chips used for the upper zone of the VRAM ($8000~$87FF) on a AES system]]
Contrary to other systems, the VRAM here '''does not contain actual graphics'''.


It isn't mapped in the [[68k]]'s address space. The only way to read and write to it is by using 3 [[Memory mapped registers]].
The NeoGeo has 68KiB of VRAM split in two: a 64KiB lower zone, and 4KiB higher zone. Contrary to other systems, the VRAM '''does not contain actual graphics'''. It is used to store [[Sprites|sprite]] attributes, the [[fix layer]] tile map and sprite lists for video rendering.
Data in VRAM is always seen as 16 bits words. Every address points to a word, not a byte.


*$3C0000 (VRAM_ADDR) sets the VRAM address
Access to VRAM is always done through 3 [[memory mapped registers]] handled by the [[LSPC]], it does not appear in the [[68k]] address space. Every VRAM address points to a 16-bit word, not a byte.
*$3C0002 (VRAM_RW) is the data to read or write
*$3C0004 (VRAM_MOD) is the signed value added to the VRAM address after a write


== Memory map ==
* {{Reg|REG_VRAMADDR ($3C0000)}} sets the VRAM address for the next read/write operation.
* {{Reg|REG_VRAMRW ($3C0002)}} is the data read or to write.
* {{Reg|REG_VRAMMOD ($3C0004)}} is the signed value automatically added to the VRAM address after a write.


*$0000 to $6FFF : [[Sprites#SCB1|SCB1]]
Due to the different access slots used internally for each of the VRAM zones, the address register must be set directly instead of relying on {{Reg|REG_VRAMMOD}} to cross zones ($0000~$7FFF to/from $8000~$FFFF).
*$7000 to $7FFF : [[Fix layer|Fix map]]
*$8000 to $81FF : [[Sprites#SCB2|SCB2]]
*$8200 to $8400 : [[Sprites#SCB3|SCB3]]
*$8400 to $8600 : [[Sprites#SCB4|SCB4]]
*$8600 to $FFFF : used by GPU, sprite display lists


VRAM can be modified at any time, even during active display.
==Memory map==
[[File:Vrammap.png|right|frame]]


== Timing considerations ==
{| class="regdef"
|'''Start'''
|'''End'''
|'''Words'''
|'''Zone'''
|'''Description'''
|-
|$0000
|$6FFF
|28K
|rowspan=3|Lower
|[[Sprites#SCB1|SCB1]]
|-
|$7000
|$74FF
|rowspan=2|4K
|[[Fix layer|Fix map]]
|-
|$7500
|$7FFF
|[[Fix bankswitching|Extension]]
|-
|$8000
|$81FF
|512
|rowspan=5|Upper
|[[Sprites#SCB2|SCB2]]
|-
|$8200
|$83FF
|512
|[[Sprites#SCB3|SCB3]]
|-
|$8400
|$85FF
|512
|[[Sprites#SCB4|SCB4]]
|-
|$8600
|$867F
|128
|Sprite list for even scanlines
|-
|$8680
|$86FF
|128
|Sprite list for odd scanlines
|-
|$8700
|$87FF
|256
|Unused (free)
|}
 
==Acces timing==
 
Even if VRAM can be modified even during active display, some timing restrictions have to be met in order to avoid skipping writes or reading incorrect data. This is because the [[LSPC]] can only provide a limited number of access slots for the CPU between the video rendering steps.
 
SNK imposed minimum waiting times to always be sure that no read or write operation to VRAM will fail:
 
* After writing the VRAM address, a read will return valid data after 16 CPU cycles or more (>32mclk).
* After writing the VRAM data, a new address can be set after 16 CPU cycles or more (>32mclk).
* After writing the VRAM data, another write can be done after 12 CPU cycles or more (>24mclk).
 
Note that these restrictions only concern the VRAM access, and not the other LSPC registers.
 
[[Overclocking|Overclocked]] systems often produce video glitches because games are trying to access VRAM too quickly.
 
==Speed==
 
* Lower (slow) VRAM must be 120ns or less (3mclk).
* Upper (fast) VRAM must be 35ns or less (1mclk).


[[Category:Video system]]
[[Category:Video system]]

Revision as of 09:38, 22 May 2018

VRAM stands for Video RAM.

File:Aes cxk5814.jpg
One of two CXK5814 2KiB RAM chips used for the upper zone of the VRAM ($8000~$87FF) on a AES system

The NeoGeo has 68KiB of VRAM split in two: a 64KiB lower zone, and 4KiB higher zone. Contrary to other systems, the VRAM does not contain actual graphics. It is used to store sprite attributes, the fix layer tile map and sprite lists for video rendering.

Access to VRAM is always done through 3 memory mapped registers handled by the LSPC, it does not appear in the 68k address space. Every VRAM address points to a 16-bit word, not a byte.

Due to the different access slots used internally for each of the VRAM zones, the address register must be set directly instead of relying on REG_VRAMMOD to cross zones ($0000~$7FFF to/from $8000~$FFFF).

Memory map

Start End Words Zone Description
$0000 $6FFF 28K Lower SCB1
$7000 $74FF 4K Fix map
$7500 $7FFF Extension
$8000 $81FF 512 Upper SCB2
$8200 $83FF 512 SCB3
$8400 $85FF 512 SCB4
$8600 $867F 128 Sprite list for even scanlines
$8680 $86FF 128 Sprite list for odd scanlines
$8700 $87FF 256 Unused (free)

Acces timing

Even if VRAM can be modified even during active display, some timing restrictions have to be met in order to avoid skipping writes or reading incorrect data. This is because the LSPC can only provide a limited number of access slots for the CPU between the video rendering steps.

SNK imposed minimum waiting times to always be sure that no read or write operation to VRAM will fail:

  • After writing the VRAM address, a read will return valid data after 16 CPU cycles or more (>32mclk).
  • After writing the VRAM data, a new address can be set after 16 CPU cycles or more (>32mclk).
  • After writing the VRAM data, another write can be done after 12 CPU cycles or more (>24mclk).

Note that these restrictions only concern the VRAM access, and not the other LSPC registers.

Overclocked systems often produce video glitches because games are trying to access VRAM too quickly.

Speed

  • Lower (slow) VRAM must be 120ns or less (3mclk).
  • Upper (fast) VRAM must be 35ns or less (1mclk).