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- -------------------------------------------------------------------------------
- C64 Technical Data
- CPU - 6510 @ 0.9852486MHz (PAL)
- - 1.0227273MHz (NTSC)
- RAM - 64 Kb DRAM
- - 0.5 Kb SRAM (colour RAM $d800-dbff)
- ROM - 20kB ROM together, in 3 ROMs :
- - 8k BASIC V2 ($a000-bfff)
- - 8k Kernal ($e000-ffff)
- - 4k Character ROM ($d000-dfff)
- (In new versions BASIC and Kernal are together in a 16 Kb-ROM)
- Graphic - VIC-II ($d000-d3ff)
- Sound - SID ($d400-d7ff)
- Interfaces - User port
- - Expansion port
- - Audio/Video connector
- - Cassette interface
- - Game port (2x)
- - Serial IEC-Port
- - TV Connector
- Keyboard - 66 Keys (included Graphic Letters)
- Power Supply - Extern (9V AC, +5V DC)
- -------------------------------------------------------------------------------
- Game Boy Technical Data
- CPU - 8-bit (Similar to the Z80 processor)
- Clock Speed - 4.194304MHz (4.295454MHz for SGB, max. 8.4MHz for CGB)
- Work RAM - 8K Byte (32K Byte for CGB)
- Video RAM - 8K Byte (16K Byte for CGB)
- Screen Size - 2.6"
- Resolution - 160x144 (20x18 tiles)
- Max sprites - Max 40 per screen, 10 per line
- Sprite sizes - 8x8 or 8x16
- Palettes - 1x4 BG, 2x3 OBJ (for CGB: 8x4 BG, 8x3 OBJ)
- Colors - 4 grayshades (32768 colors for CGB)
- Horiz Sync - 9198 KHz (9420 KHz for SGB)
- Vert Sync - 59.73 Hz (61.17 Hz for SGB)
- Sound - 4 channels with stereo sound
- Power - DC6V 0.7W (DC3V 0.7W for GB Pocket, DC3V 0.6W for CGB)
- -------------------------------------------------------------------------------
- SGB Description
- General Description
- Basically, the SGB (Super Gameboy) is an adapter cartridge that allows to play
- gameboy games on a SNES (Super Nintendo Entertainment System) gaming console.
- In detail, you plug the gameboy cartridge into the SGB cartridge, then plug
- the SGB cartridge into the SNES, and then connect the SNES to your TV Set.
- In result, games can be played and viewed on the TV Set, and are controlled by
- using the SNES joypad(s).
- More Technical Description
- The SGB cartridge just contains a normal gameboy CPU and normal gameboy video
- controller. Normally the video signal from this controller would be sent to the
- LCD screen, however, in this special case the SNES read out the video signal
- and displays it on the TV set by using a special SNES BIOS ROM which is located
- in the SGB cartridge. Also, normal gameboy sound output is forwared to the SNES
- and output to the TV Set, vice versa, joypad input is forwared from the SNES
- controller(s) to the gameboy joypad inputs.
- The original Super Game Boy is known to play the game program and its audio
- 2.4% faster than other Game Boy hardware. This is due to the use of the Super
- NES's clock speed divided by 5, which ends up being 4.295 MHz instead of
- 4.194 MHz. The timing issue can be rectified by adding an appropriate
- crystal oscillator to the Super Game Boy and disconnecting the Super NES's
- clock source.
- SNES = 21.477MHz Clock
- 21.477MHz / 5 = 4.2954 MHz = 102% gameboy speed
- you would need 20,9736 MHz to get 100% gameboy speed
- -------------------------------------------------------------------------------
- SGB clock (Pin 1 SGB cartridge)
- 1. C64 clock to SNES clock
- C64 clock speed (pal) 0,985248 Mhz * 21 = 20.6902
- 20.6902 / 5 = 4.1380 MHz = 0,9865% gameboy speed
- or apply
- 2. SGB speedfix and solder in 4,194304 Mhz crystal.
- -------------------------------------------------------------------------------
- C64 Expansion Port (for connecting SGB to C64)
- 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
- ┌──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──┐
- │ │
- │ │
- └──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──┘
- Z X Y W V U T S R P N M L K J H F E D C B A
- Pin Signal Meaning Remark
- 1 GND Ground (0 Volt)
- 2 +5V DC Supply voltage +5V DC The maximum load for extensions is 450mA.
- 3 +5V DC Supply voltage +5V DC The maximum load for extensions is 450mA.
- 4 /IRQ Interrupt Request see IRQ
- 5 R-/W Read - /Write High-level during read cycle, Low-level during write cycle
- 6 DOT Clk Dot clock frequency 7,88 MHz at PAL-systems ; 8,18 MHz at NTSC-systems
- 7 /I/O1 Input/Output 1 Low-level, if address bus within $DE00-$DEFF.
- 8 /GAME Game configuration Used for memory re-configuration; see PLA (C64-Chip)
- 9 /EXROM External ROM
- 10 /I/O2 Input/Output 2 Low-level, if address bus within $DF00-$DFFF.
- 11 /ROML ROM Low
- 12 BA Bus Available
- 13 /DMA Direct Memory Access
- 14 D7 data line 7 data bus of the computer
- 15 D6 data line 6
- 16 D5 data line 5
- 17 D4 data line 4
- 18 D3 data line 3
- 19 D2 data line 2
- 20 D1 data line 1
- 21 D0 data line 0
- 22 GND Ground (0 Volt)
- A GND Ground (0 Volt)
- B /ROMH ROM High
- C /RESET Reset
- D /NMI Non Maskable Interrupt see NMI
- E Ø2 Phi 2 system clock (0,98MHz at PAL, 1,02MHz at NTSC)
- F A15 address line 15 address bus of the computer
- H A14 address line 14
- J A13 address line 13
- K A12 address line 12
- L A11 address line 11
- M A10 address line 10
- N A9 address line 9
- P A8 address line 8
- R A7 address line 7
- S A6 address line 6
- T A5 address line 5
- U A4 address line 4
- V A3 address line 3
- W A2 address line 2
- X A1 address line 1
- Y A0 address line 0
- Z GND Ground (0 Volt)
- -------------------------------------------------------------------------------
- Cartridge edge SGB
- 21.477MHz Clock 01 32 /WRAM
- EXPAND 02 33 REFRESH
- PA6 03 34 PA7
- /PARD 04 35 /PAWR
- GND 05 36 GND
- F A11 06 37 A12
- r A10 07 38 A13
- o A9 08 39 A14
- n A8 09 40 A15
- t A7 10 41 BA0
- A6 11 42 BA1
- o A5 12 43 BA2
- f A4 13 44 BA3
- A3 14 45 BA4
- c A2 15 46 BA5
- a A1 16 47 BA6
- r A0 17 48 BA7
- t /IRQ 18 49 /CART
- D0 19 50 D4
- D1 20 51 D5
- D2 21 52 D6
- D3 22 53 D7
- /RD 23 54 /WR
- CIC out data (p1) 24 55 CIC out data (p2)
- CIC in data (p7) 25 56 CIC in clock (p6)
- /RESET 26 57 CPU_CLOCK
- Vcc 27 58 Vcc
- PA0 28 59 PA1
- PA2 29 60 PA3
- PA4 30 61 PA5
- Left Audio Input 31 62 Right Audio Input
- Definitions:
- A0-A15 - address bus A (offset)
- BA0-BA7 - address bus A (bank)
- /RD - read control line for address bus A
- /WR - write control line for address bus A
- /CART - set low by console's address decoder when address bus A is accessing memory
- in the cartridge region
- /WRAM - set low by console's address decoder when address bus A is accessing memory
- in the WRAM region
- /IRQ - a cartridge can pull this low to request an IRQ interrupt on the main CPU
- PA0-PA7 - address bus B
- /PARD - read control line for address bus B
- /PAWR - write control line for address bus B
- CIC - the security chip
- (referred to as CIC because that's how it's labeled on cartridge boards)
- EXPAND - line is pulled high through a resistor
- the only other thing this is connected to is a pin of the expansion port
- (probably meant to allow cartridges to know if something is in the expansion port)
- CPU_CLOCK - I believe this is either the current memory access cycle clock, or it is the
- current clock given to the CPU core. I need to do more verification to be sure.
- I know that a 21.477MHz signal is given to the main CPU (+peripherals) chip, and
- depending on the current memory access cycle, the CPU core is actually clocked at
- 3.58, 2.68, or 1.79 Mhz (divided down from the original 21.477MHz).
- This line connects to the main CPU (+peripherals) chip, which I believe outputs
- this system frequency, probably to allow a cartridge to stay synchronized with the
- CPU's memory access cycles if it needs to.
- REFRESH - This is also some kind of clock I believe.
- I think it is output from the MainChip and connects to the WRAM. It's probably
- some kind of memory refresh signal.
- Audio Inputs - whatever the cartridge puts on these lines will be mixed into the SNES's
- audio output.
- -------------------------------------------------------------------------------
- C64 graphic mode for (Super)Gameboy Display
- MCI Mode
- Multi Color Interlace generates 320*200 pixel resolution.
- You can use 4 colors in each 8*8 points big attribute cell.
- This mode also gives the possibility of mixing two colors together,
- so there are 4 of theoretical amount of 128 colors.
- But how is it realised?
- Here is the answer:
- This mode uses two MultiColor pictures (160*200/4 colors in 4*8 cell),
- each using its own attributes (except the color RAM at $d800,
- which is shared by both).
- spec. of c64 MCI mode
- -320*200 px
- -4 colors
- -in each 8*8 points big attribute cell
- spec. of Gameboy display
- -160*144 px
- -4 grayshades
- -Sprite sizes 8x8 or 8x16
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- How i think it could work.
- -------------------------------------------------------------------------------
- SGB Video transfer to c64
- - C64 reads V-ram from SGB Cartridge via C64 Expansion port
- - C64 convert the gameboy 4 shades of grey to C64 color
- - C64 uses MCI mode to display converted Gameboy display data
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- C64 send controller data to SGB ?
- - C64 writes cotroller data into gameboy ram to FF00 ?
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