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  1. https://multigesture.net/wp-content/uploads/mirror/zenogais/Dynamic%20Recompiler.html
  2. https://jahej.com/alt/2011_06_12_jit-cpu-emulation-a-6502-to-x86-dynamic-recompiler-part-1.html
  3. https://c74project.com/microcode/
  4.  
  5. ====================== Atari 2600: 6507, 11-bit address space
  6. Memory Map:
  7. ntsc: 1.19 mhz (262 lines)
  8. pal: 1.18 mhz (312 lines)
  9. 0000-007F TIA Registers
  10. 0080-00FF RAM/Stack
  11. 0200-02FF RIOT (Timer) registers
  12. 1000-1FFF Cartridge ROM (bankswitch)
  13. https://problemkaputt.de/2k6specs.htm
  14. http://www.classic-games.com/atari2600/specs.html
  15. http://7800.8bitdev.org/index.php/Atari_2600_VCS_Sound_Frequency_and_Waveform_Guide
  16. https://atariage.com/forums/topic/297759-part-1-cdfj-overview/
  17. http://www.ataricompendium.com/archives/articles/longevity/longevity.html
  18. https://www.randomterrain.com/atari-2600-memories-tutorial-andrew-davie-07.html
  19. https://www.masswerk.at/nowgobang/2021/6502-illegal-opcodes
  20. https://forums.atariage.com/topic/297759-part-1-cdfj-overview/
  21. https://forums.atariage.com/topic/255177-so-what-is-dpc/
  22. 1xxx = bank 0 hs=fff5
  23. 2xxx = bank 1 hs=fff6
  24. 3xxx = bank 2 hs=fff7
  25. 4xxx = bank 3 hs=fff8
  26. 5xxx = bank 4 hs=fff9
  27. 6xxx = bank 5 hs=fffa
  28. 7xxx = bank 7 hs=fffb (default)
  29.  
  30. ====================== Space Invaders: i8080
  31. Memory Map:
  32. 0000-1FFF ROM
  33. 2000-23FF RAM
  34. 2400-3FFF Video RAM
  35. https://www.x-ways.net/winhex/kb/resources/Intel_x86_Commands.txt
  36. http://www.emulator101.com/reference/8080-by-opcode.html
  37. http://www.emulator101.com/memory-maps.html
  38. http://dunfield.classiccmp.org/r/8080.txt
  39. https://pastraiser.com/cpu/i8080/i8080_opcodes.html
  40. https://www.walkofmind.com/programming/side/hardware.htm
  41. https://floooh.github.io/2021/12/06/z80-instruction-timing.html#extra-clock-cycles
  42.  
  43. ====================== NES: 6502
  44. 341 cycles x 262 scanlines = 89342 (89341.5) cycles.
  45. Skip 1 clock every even frame
  46. 341/3 = cpu ticks (113.6667) per scanline
  47. hblank = 256+85=341, cpi ticks 28.33333
  48. nmi to start of render: 2273.33333
  49. 256x240 resolution, 20 vblank, 2 dummy
  50. 64 sprites, max 8 per line
  51. OAM: 64x4 = 256 bytes
  52. Memory Map:
  53. cpu:
  54. 0000-1FFF RAM (mirrored)
  55. 2000-3FFF PPU registers (mirrored)
  56. 4000-4013 APU registers
  57. 4014 DMA
  58. 4015 APU registers
  59. 4016-4017 Input Controller registers
  60. 8000-FFFF PRG Game ROM (bankswitch)
  61. ppu:
  62. 0000-1FFF CHR BG/Sprite Tile bitmaps (bankswitch)
  63. 2000-3EFF BG Tile Maps
  64. 3EF0-3EFF Palette (mirrored)
  65. https://bugzmanov.github.io/nes_ebook/chapter_5.html
  66. https://github.com/christopherpow/nes-test-roms/
  67. https://wiki.nesdev.com/w/index.php/Nesdev_Wiki
  68. http://nesdev.com/6502_cpu.txt
  69. http://nesdev.com/undocumented_opcodes.txt
  70. https://www.nesdev.org/wiki/PPU_rendering
  71.  
  72. ====================== GBOY: i8080/Z80
  73. 160x144 resolution, 10 lines vblank
  74. 114 x 154 = 17566 clocks per screen
  75. 40 sprites, max 10 per line
  76. OAM: 40x4 = 160 bytes
  77. Memory Map:
  78. 0000-00FF Boot ROM/Interrupt Vectors
  79. 0100-3FFF Rom Bank 0
  80. 4000-7FFF Rom Bank 1-N
  81. 8000-9FFF VRAM Tile/Map
  82. A000-BFFF Cart RAM
  83. C000-CFFF Internal RAM Bank 0
  84. D000-DFFF Internal RAM Bank 1-N
  85. E000-FDFF Echo RAM
  86. FE00-FE9F OAM Sprite (40)
  87. FF00-FF7F I/O Registers
  88. FF80-FFFE High RAM
  89. FFFF Interrupt Register
  90. http://bgb.bircd.org/pandocs.htm
  91. https://gbdev.io/gb-opcodes/optables/
  92. https://github.com/retrio/gb-test-roms
  93. https://gbdev.gg8.se/wiki/articles/Main_Page
  94. http://gameboy.mongenel.com/dmg/asmmemmap.html
  95. http://www.devrs.com/gb/files/opcodes.html
  96. http://marc.rawer.de/Gameboy/Docs/GBCPUman.pdf
  97. https://cturt.github.io/cinoop.html
  98. https://gekkio.fi/files/gb-docs/gbctr.pdf
  99. https://github.com/mattcurrie/mealybug-tearoom-tests
  100.  
  101. ======================GBA: ARM ARM7TDMI
  102. 128 sprites
  103. Memory Map:
  104. 00000000-00003FFF BIOS
  105. 02000000-0203FFFF RAM
  106. 03000000-03007FFF RAM (cartridge)
  107. 04000000-040003FF I/O registers
  108. 05000000-050001FF BG Palette [256]
  109. 05000200-050003FF Sprite Palette [256]
  110. 06000000-0600FFFF VRAM Bitmap/BG Map/BG Tiles
  111. 06010000-06017FFF VRAM Bitmap/Sprite Tiles
  112. 07000000-070003FF OAM Sprite Data
  113. 08000000-09FFFFFF ROM
  114. 0A000000-0BFFFFFF ROM
  115. 0C000000-0DFFFFFF ROM
  116. https://emulation.gametechwiki.com/index.php/GBA_Tests
  117. https://www.gregorygaines.com/blog/decoding-the-arm7tdmi-instruction-set-game-boy-advance/
  118. https://problemkaputt.de/gbatek.htm
  119. https://www.coranac.com/tonc/text/toc.htm
  120. https://forums.mgba.io/showthread.php?tid=18
  121. https://medium.com/@michelheily/hello-gba-journey-of-making-an-emulator-part-1-8793000e8606
  122. http://ianfinlayson.net/class/cpsc305/notes/13-tiles
  123. https://github.com/DenSinH/FuzzARM
  124. https://github.com/JimB16/GBABios/blob/master/GBABios.s
  125. https://github.com/PeterLemon/GBA
  126. https://github.com/jsmolka/gba-tests
  127. https://github.com/Powerlated/OptimeGBA
  128. https://github.com/mgba-emu/suite
  129.  
  130. ====================== PSX: MIPS
  131. Memory Map:
  132. 00000000-007FFFFF RAM
  133. 00800000-008003FF SCRATCH
  134. 00801000-00803FFF I/O registers
  135. 00C00000-00C7FFFF ROM
  136. https://student.cs.uwaterloo.ca/~isg/res/mips/opcodes
  137. http://problemkaputt.de/psx-spx.htm
  138. https://github.com/PeterLemon/PSX
  139. https://github.com/unsafepointer/ruby
  140. https://en.wikibooks.org/wiki/MIPS_Assembly/Instruction_Formats
  141. https://emulation.gametechwiki.com/index.php/PS1_Tests
  142. https://github.com/JaCzekanski/ps1-tests
  143.  
  144. ====================== SNES: 65816
  145. 128 sprites, 32 per scanline
  146. Memory Map:
  147. 00000000-003FFFFF SNES Banks 00-3F
  148. 00400000-007DFFFF ROM Banks 40-7D
  149. 007E0000-007FFFFF WRAM
  150. 00800000-00BFFFFF SNES Banks 80-BF
  151. 00C00000-00FFFFFF ROM Banks C0-FF
  152. OAM: 512 + 32 bytes
  153. http://problemkaputt.de/fullsnes.htm
  154. https://media.smwcentral.net/Ersanio/SMWCstuff/Advanced%20documentation/qsnesdoc.html
  155. https://sneslab.net/wiki/SNES_ROM_Header
  156. http://tasvideos.org/EmulatorResources/SNESAccuracyTests.html
  157. https://github.com/PeterLemon/SNES/
  158. https://www.copetti.org/writings/consoles/super-nintendo/
  159. https://github.com/elzo-d/SnesJs/blob/master/snes/cpu.js
  160. https://georgjz.github.io/snesaa04/
  161. https://www.youtube.com/watch?v=3FVN_Ze7bzw
  162. https://www.chibiakumas.com/6502/snes.php
  163.  
  164.  
  165. ====================== N64
  166. MIPS VR4300i = 93.75 MHz
  167. RSP 62.5 MHz
  168. https://www.copetti.org/writings/consoles/nintendo-64/
  169. https://sites.google.com/site/consoleprotocols/home/homebrew/n64-assembly-home/Exceptions-and-Interrupts
  170. https://github.com/Ryzee119/n64_controller_test
  171. https://www.youtube.com/watch?v=VQHSI42_Ias
  172. https://github.com/rasky/r64emu/tree/master/src
  173.  
  174. ====================== GameCube: PowerPC
  175. 00000000-017FFFFF RAM
  176. 80000000-817FFFFF RAM1 (cached)
  177. C0000000-C17FFFFF RAM1 (uncached)
  178. C8000000-CBFFFFFF Frame Buffer
  179. CC000000-CC000FFF Command Processor registers
  180. CC001000-CC001FFF Pixel Engine registers
  181. CC002000-CC002FFF Video Interface registers
  182. CC003000-CC003FFF Processor interface registers
  183. CC004000-CC004FFF Memory interface registers
  184. CC005000-CC005FFF Audio interface registers
  185. CC006000-CC006FFF DVD interface registers
  186. https://wiibrew.org/wiki/Memory_Map
  187. http://hitmen.c02.at/files/yagcd/yagcd/
  188. http://math-atlas.sourceforge.net/devel/assembly/ppc_isa.pdf
  189. https://www.nxp.com/docs/en/reference-manual/MPC82XINSET.pdf
  190. http://datasheets.chipdb.org/IBM/PowerPC/Gekko/gekko_user_manual.pdf
  191. http://www.csit-sun.pub.ro/~cpop/Documentatie_SMP/Motorola_PowerPC/PowerPc/GenInfo/pemch8.pdf
  192. https://github.com/msierks/rustcube/blob/master/src/gamecube.rs
  193. https://github.com/dingusdev/dingusppc/tree/master/cpu/ppc/test/ppcinttests.cs
  194. https://github.com/dingusdev/dingusppc/tree/master/cpu/ppc/test/ppcfloattests.csv
  195.  
  196. ====================== C64: 6510
  197. NTSC: 1.023 MHz
  198. PAL: 0.985 MHz
  199. 320x200 resolution
  200. border: 403x284 resolution
  201. total: 504x312 resolution
  202. cycles_per_scanline = 63
  203. cycles_per_frame = 312 x cycles_per_scanline = 19656 cycles
  204. Memory Map:
  205. 0000-03FF OS RAM
  206. 0400-07FF Screen Memory (40x25)
  207. 0800-9FFF RAM/CARTLO
  208. A000-BFFF RAM/CARTHI/BASIC
  209. C000-CFFF RAM
  210. D000-DFFF RAM/CHARSET/IO
  211. E000-FFFF RAM/CARTHI/KERNAL
  212. https://www.c64-wiki.com/wiki/Memory_Map
  213. https://www.c64-wiki.com/wiki/Keyboard
  214. http://blog.worldofjani.com/?p=164
  215. https://codebase64.org/doku.php?id=base:vicii_memory_organizing
  216. https://wpguru.co.uk/2014/06/how-to-switch-between-upperlower-case-and-petscii-fonts-on-a-c64/
  217. http://www.coding64.org/?p=164
  218. https://digitalerr0r.net/2011/04/30/commodore-64-programming-7-creating-and-rendering-bitmaps/
  219. https://www.c64brain.com/gamehacks/pitfall-ii-game-reverse-engineered/
  220. https://www.youtube.com/watch?v=-5ASyabVrxg
  221. http://unusedino.de/ec64/technical/formats/crt.html
  222. https://sta.c64.org/cbm64krnfunc.html
  223. https://csdb.dk/forums/index.php?roomid=11&topicid=116402
  224. https://github.com/kondrak/rust64
  225. http://ist.uwaterloo.ca/~schepers/formats/CRT.TXT
  226. https://www.c64-wiki.com/wiki/Bank_Switching
  227. https://retro64.altervista.org/blog/sprite-multiplexing-simple-implementation-using-commodore-64-basic-v2/
  228. http://www.c64os.com/post/sd2iecfilenames
  229. http://www.unusedino.de/ec64/technical/formats/d81.html
  230. https://github.com/floooh/docker-c64/blob/master/m6569.h
  231. https://www.youtube.com/watch?v=lVKPWzJRtl0 - sprite multiplex
  232. d012 raster line (16...50)
  233. d001 sprite y
  234.  
  235. ======================== Macintosh - 68000
  236. Memory Map:
  237. * A23 A22 A21 A20 A19
  238. * 0 0 X X X 00.0000 - 3F.FFFF RAM OVERLAY=0
  239. * 0 1 X 0 X 40.0000 - 4F.FFFF ROM OVERLAY=0
  240. * 0 1 0 0 X 40.0000 - 4F.FFFF ROM OVERLAY=1
  241. * 0 1 1 1 X 60.0000 - 7F.FFFF RAM OVERLAY=1
  242. * 1 0 X 0 X 70.0000 - 0F.FFFF ROM OVERLAY=1
  243. * 1 0 X 0 X 80.0000 - 8F.FFFF ROM OVERLAY=X, SCC
  244. * 1 1 0 0 X C0.0000 - CF.FFFF ROM OVERLAY=X, IWM
  245. * 1 0 0 X X 80.0000 - 9F.FFFF SCC (not 1000X)
  246. * 1 0 1 X X A0.0000 - BF.FFFF SCC (not 1010X)
  247. * 1 1 0 X X C0.0000 - DF.FFFF IWM (not 1100X)
  248. * 1 1 1 0 X E0.0000 - EF.FFFF VIA (not 11100)
  249. * 1 1 1 X 0 E0.0000 - E7.FFFF PHASE (not 11100)
  250. http://www.easy68k.com/files/EASy68KQuickRef.pdf
  251. https://www.bigmessowires.com/rom-adapter/plus-rom-listing.asm
  252. https://www.osdata.com/system/physical/memmap.htm
  253. https://github.com/MicroCoreLabs/Projects/blob/master/MCL68/MC68000_Test_Code/MC68000_test_all_opcodes.X68
  254. https://www.eeeguide.com/exceptions-types-of-motorola-68000/
  255. https://developer.apple.com/library/archive/documentation/mac/pdf/Operating_System_Utilities/Trap_Manager.pdf
  256. http://www.mac.linux-m68k.org/devel/iwm.php
  257. http://www.mac.linux-m68k.org/devel/macalmanac.php
  258. https://vintageapple.org/inside_o/pdf/Inside_Macintosh_Volume_III_1985.pdf
  259. https://brutaldeluxe.fr/documentation/iwm/InsideMac_DiskRegisterInformation.pdf
  260. http://www.toughdev.com/content/2016/11/pcemacplus-the-ultimate-68k-classic-macintosh-emulator/
  261. https://developer.apple.com/library/archive/documentation/mac/pdf/Devices/Device_Manager.pdf
  262. https://ftp.zx.net.nz/pub/archive/ftp.microsoft.com/MISC/KB/en-us/69/177.HTM
  263. https://developer.apple.com/library/archive/documentation/mac/pdf/Devices/Device_Manager.pdf
  264. https://macgui.com/news/article.php?t=496
  265. https://mcosre.sourceforge.net/docs/adb_intro.html
  266. https://github.com/evansm7/umac/tree/main
  267.  
  268. ======================== Appleii
  269. https://www.kreativekorp.com/miscpages/a2info/index.shtml
  270. https://6502disassembly.com/a2-rom/
  271. https://6502disassembly.com/a2-rom/APPLE2.ROM.html
  272. https://github.com/zellyn/goapple2/blob/master/docs/apple2.org
  273.  
  274. ======================== 68000
  275. https://github.com/transistorfet/moa/
  276. https://github.com/fredrequin/j68_cpu/blob/master/roms/rom_testbench.asm
  277.  
  278. ======================== Sega Genesis - 68000/Z80
  279. * 32x28 cell = 256x224, 64 sprites
  280. * 40x28 cell = 320x224, 80 sprites
  281. 4 planes: scrollb/sprite 0/scrolla/sprite1
  282. memory map: https://segaretro.org/Sega_Mega_Drive/Memory_map
  283. https://segaretro.org/images/1/18/GenesisTechnicalOverview.pdf
  284. https://segaretro.org/Sega_Mega_Drive/VDP_registers
  285. https://www.copetti.org/writings/consoles/mega-drive-genesis/
  286. https://github.com/vladikcomper/MegaPCM/blob/master/MegaPCM.asm
  287. https://plutiedev.com/using-the-z80
  288. https://www.hdretrovision.com/free-stuff
  289. http://techdocs.exodusemulator.com/Console/SegaMegaDrive/Software.html#test-roms
  290. https://github.com/sonicretro/s1disasm/blob/AS/sonic.asm
  291. https://gendev.spritesmind.net/forum/viewtopic.php?f=8&t=3329&sid=5a7ded3e58fe87a663e27f2f2470b439
  292.  
  293. ======================== Amiga - 68000
  294. 262 lines ntsc
  295. 312 lines pal
  296. 244 count horiz
  297. ntsc: 7.16 MHz 640x200x4
  298. pal: 7.09 MHz 640x256x4
  299. 8 3-color sprites
  300. Memory Map:
  301. 00.0000 - 03.FFFF 256Kb Chip RAM
  302. 04.0000 - 07.FFFF 256Kb Chip RAM
  303. 08.0000 - 0F.FFFF 512Kb Chip RAM
  304. 10.0000 - 1F.FFFF Reserved
  305. 20.0000 - 9F.FFFF Auto-config space
  306. A0.0000 - BE.FFFF Reserved
  307. BF.D000 - BF.DF00 8250-B (even addresses)
  308. BF.E001 - BF.EF01 8250-A (odd addresses)
  309. C0.0000 - D7.FFFF Slow ram
  310. D8.0000 - DB.FFFF Reserved
  311. DC.0000 - DC.FFFF RTC
  312. DF.F000 - DF.FFFF Chip registers
  313. E0.0000 - E7.FFFF Reserved
  314. E8.0000 - E8.FFFF Auto-config space
  315. F0.0000 - FB.FFFF Reserved
  316. FC.0000 - FF.FFFF 256Kb System ROM
  317. https://github.com/Specy/asm-editor
  318. http://amigadev.elowar.com/read/ADCD_2.1/Hardware_Manual_guide/node0060.html
  319. http://goldencrystal.free.fr/M68kOpcodes-v2.3.pdf
  320. https://github.com/MicroCoreLabs/Projects/tree/master/MCL68/MC68000_Test_Code
  321. http://amigadev.elowar.com/read/ADCD_2.1/Hardware_Manual_guide/node00D3.html
  322. http://retrospec.sgn.net/users/tomcat/miodrag/Atari_ST/Atari%20ST%20Internals.htm
  323. http://wpage.unina.it/rcanonic/didattica/ce1/docs/68000.pdf
  324. https://www.nxp.com/files-static/archives/doc/ref_manual/M68000PRM.pdf
  325. http://coppershade.org/articles/Code/Reference/Custom_Chip_Register_List/
  326. https://github.com/TomHarte/CLK/tree/Amiga/OSBindings/Mac/Clock%20SignalTests
  327. https://github.com/MicroCoreLabs/Projects/blob/master/MCL68/MCL68_with_BASIC/mcl68.ino
  328. http://amigadev.elowar.com/read/ADCD_2.1/Hardware_Manual_guide/node0063.html
  329. https://www.youtube.com/watch?v=37OuDZ2g1bQ
  330. https://www.amigaroms.com/
  331. https://github.com/flamewing/68k-bcd-verifier
  332. https://wiki.amigaos.net/wiki/Classic_Graphics_Primitives
  333. https://github.com/petschau/WinFellow/blob/master/fellow/SRC/WinFellow/graphics/DDFStateMachine.cpp
  334. https://www.markwrobel.dk/post/amiga-machine-code-letter12-linedraw2/
  335. ========================= NeoGeo - m68k + z80
  336. 000000-0FFFFF Vector Table, ROM bank 1
  337. 100000-10F2FF WorkRAM:User RAM
  338. 10F300-10FFFF WorkRAM:System ROM/reserved RAM
  339. 110000-1FFFFF WorkRAM mirror
  340. 200000-2FFFFF ROM bank 2-N
  341. 300000-3FFFFF I/O
  342. 400000-401FFF Palette RAM Bank
  343. 402000-7FFFFF Palette RAM mirror
  344. 800000-BFFFFF Memory card
  345. C00000-C1FFFF System ROM
  346. C20000-CFFFFF System ROM mirror
  347. D00000-D0FFFF Backup RAM
  348. D10000-DFFFFF Backup RAM mirror
  349. https://wiki.neogeodev.org/index.php?title=Main_Page
  350. https://wiki.neogeodev.org/index.php?title=68k_instructions_timings
  351.  
  352. ========================= Wii - PowerPC(Broadway)+ARM(Starlet)
  353. 80000000-817FFFFF MEM1 cached
  354. C0000000-C17FFFFF MEM1 uncached
  355. 90000000-93FFFFFF MEM2 cached
  356. D0000000-D3FFFFFF MEM2 uncached
  357. https://www.copetti.org/writings/consoles/wii/
  358. https://github.com/decaf-emu/decaf-emu
  359.  
  360. ========================== Switch
  361. https://github.com/Ryujinx/Ryujinx
  362. https://github.com/CAS-Atlantic/AArch64-Encoding/blob/master/binary%20encodding.pdf
  363.  
  364. ========================== 8086
  365. 00000-9FFFF RAM
  366. A0000-BFFFF Video
  367. E0000-FFFFF ROM
  368.  
  369. i/o ports:
  370. 020-021 Interrupt
  371. 0A0-0A1 Interrupt
  372. 3B0-3BF Video
  373. 3D0-3DF Video
  374. https://github.com/b-dmitry1/BIOS - bios
  375. https://int10h.org/blog/2015/04/cga-in-1024-colors-new-mode-illustrated/#16_colors_rgbi
  376. https://github.com/davecom/DK86PC
  377. https://github.com/ricardoquesada/bios-8088.git
  378. https://github.com/mikechambers84/XTulator
  379. https://stanislavs.org/helppc/ports.html
  380. http://www.gabrielececchetti.it/Teaching/CalcolatoriElettronici/Docs/i8086_instruction_set.pdf
  381. https://github.com/volkertb/temu-vsb/blob/main/temu/temu.asm
  382. https://github.com/volkertb/temu-vsb/tree/main/sbemu
  383.  
  384. http://archive.gamedev.net/archive/reference/articles/article443.html
  385. https://www.smspower.org/Development/SN76489?sid=ae16503f2fb18070f3f40f2af56807f1
  386. http://www.zeridajh.org/articles/various/sn76489/index.htm
  387. http://www.shipbrook.net/jeff/sb.html
  388.  
  389. ;;=== sse shift
  390. https://wunkolo.github.io/post/2020/11/gf2p8affineqb-int8-shifting/
  391. https://wwwuser.gwdg.de/~parallel/intel_compiler_doc_91/main_cls/mergedProjects/intref_cls/common/intref_sse2_int_shift.htm
  392. https://wwwuser.gwdg.de/~parallel/intel_compiler_doc_91/main_cls/mergedProjects/intref_cls/common/
  393. https://shybovycha.github.io/2017/02/21/speeding-up-algorithms-with-sse.html
  394. https://www.cnblogs.com/qmjc/p/13495724.html
  395.  
  396. ========================== Turbografx 16 - HuC6280
  397. http://shu.emuunlim.com/download/pcedocs/pce_cpu.html
  398. https://www.chibiakumas.com/6502/pcengine.php
  399. https://www.copetti.org/writings/consoles/pc-engine/
  400. http://shu.emuunlim.com/shu_frame.html
  401. http://archaicpixels.com/HuC6280_Instruction_Set
  402. https://cx16.dk/65c02/reference.html
  403. https://github.com/Klaus2m5/6502_65C02_functional_tests
  404. https://github.com/visrealm/vrEmu6502
  405. https://www.chrismcovell.com/PCEdev/HuC6280_opcodes.html
  406. https://retropie.org.uk/docs/PC-Engine/
  407. 8x8 bg tiles
  408. 16x16 sprite layer
  409. 16 colors
  410. 4096 bg tiles
  411. 6 audio channels
  412.  
  413. ========================== ColecoVision
  414. https://colecoboxart.com/faq/FAQ05.htm
  415.  
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