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  1. -------------------------------------------------------------------------------
  2.  
  3. C64 Technical Data
  4.  
  5. CPU - 6510 @ 0.9852486MHz (PAL)
  6. - 1.0227273MHz (NTSC)
  7.  
  8. RAM - 64 Kb DRAM
  9. - 0.5 Kb SRAM (colour RAM $d800-dbff)
  10.  
  11. ROM - 20kB ROM together, in 3 ROMs :
  12. - 8k BASIC V2 ($a000-bfff)
  13. - 8k Kernal ($e000-ffff)
  14. - 4k Character ROM ($d000-dfff)
  15. (In new versions BASIC and Kernal are together in a 16 Kb-ROM)
  16.  
  17. Graphic - VIC-II ($d000-d3ff)
  18.  
  19. Sound - SID ($d400-d7ff)
  20.  
  21. Interfaces - User port
  22. - Expansion port
  23. - Audio/Video connector
  24. - Cassette interface
  25. - Game port (2x)
  26. - Serial IEC-Port
  27. - TV Connector
  28.  
  29. Keyboard - 66 Keys (included Graphic Letters)
  30.  
  31. Power Supply - Extern (9V AC, +5V DC)
  32.  
  33. -------------------------------------------------------------------------------
  34.  
  35. Game Boy Technical Data
  36.  
  37. CPU - 8-bit (Similar to the Z80 processor)
  38. Clock Speed - 4.194304MHz (4.295454MHz for SGB, max. 8.4MHz for CGB)
  39. Work RAM - 8K Byte (32K Byte for CGB)
  40. Video RAM - 8K Byte (16K Byte for CGB)
  41. Screen Size - 2.6"
  42. Resolution - 160x144 (20x18 tiles)
  43. Max sprites - Max 40 per screen, 10 per line
  44. Sprite sizes - 8x8 or 8x16
  45. Palettes - 1x4 BG, 2x3 OBJ (for CGB: 8x4 BG, 8x3 OBJ)
  46. Colors - 4 grayshades (32768 colors for CGB)
  47. Horiz Sync - 9198 KHz (9420 KHz for SGB)
  48. Vert Sync - 59.73 Hz (61.17 Hz for SGB)
  49. Sound - 4 channels with stereo sound
  50. Power - DC6V 0.7W (DC3V 0.7W for GB Pocket, DC3V 0.6W for CGB)
  51.  
  52. -------------------------------------------------------------------------------
  53.  
  54. SGB Description
  55.  
  56. General Description
  57. Basically, the SGB (Super Gameboy) is an adapter cartridge that allows to play
  58. gameboy games on a SNES (Super Nintendo Entertainment System) gaming console.
  59. In detail, you plug the gameboy cartridge into the SGB cartridge, then plug
  60. the SGB cartridge into the SNES, and then connect the SNES to your TV Set.
  61. In result, games can be played and viewed on the TV Set, and are controlled by
  62. using the SNES joypad(s).
  63.  
  64. More Technical Description
  65. The SGB cartridge just contains a normal gameboy CPU and normal gameboy video
  66. controller. Normally the video signal from this controller would be sent to the
  67. LCD screen, however, in this special case the SNES read out the video signal
  68. and displays it on the TV set by using a special SNES BIOS ROM which is located
  69. in the SGB cartridge. Also, normal gameboy sound output is forwared to the SNES
  70. and output to the TV Set, vice versa, joypad input is forwared from the SNES
  71. controller(s) to the gameboy joypad inputs.
  72.  
  73. The original Super Game Boy is known to play the game program and its audio
  74. 2.4% faster than other Game Boy hardware. This is due to the use of the Super
  75. NES's clock speed divided by 5, which ends up being 4.295 MHz instead of
  76. 4.194 MHz. The timing issue can be rectified by adding an appropriate
  77. crystal oscillator to the Super Game Boy and disconnecting the Super NES's
  78. clock source.
  79.  
  80. SNES = 21.477MHz Clock
  81. 21.477MHz / 5 = 4.2954 MHz = 102% gameboy speed
  82. you would need 20,9736 MHz to get 100% gameboy speed
  83.  
  84. -------------------------------------------------------------------------------
  85.  
  86. SGB clock (Pin 1 SGB cartridge)
  87.  
  88. 1. C64 clock to SNES clock
  89.  
  90. C64 clock speed (pal) 0,985248 Mhz * 21 = 20.6902
  91. 20.6902 / 5 = 4.1380 MHz = 0,9865% gameboy speed
  92.  
  93.  
  94. or apply
  95.  
  96. 2. SGB speedfix and solder in 4,194304 Mhz crystal.
  97.  
  98. -------------------------------------------------------------------------------
  99.  
  100. C64 Expansion Port (for connecting SGB to C64)
  101.  
  102. 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
  103. ┌──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──╥──┐
  104. │ │
  105. │ │
  106. └──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──╨──┘
  107. Z X Y W V U T S R P N M L K J H F E D C B A
  108.  
  109.  
  110. Pin Signal Meaning Remark
  111. 1 GND Ground (0 Volt)
  112. 2 +5V DC Supply voltage +5V DC The maximum load for extensions is 450mA.
  113. 3 +5V DC Supply voltage +5V DC The maximum load for extensions is 450mA.
  114. 4 /IRQ Interrupt Request see IRQ
  115. 5 R-/W Read - /Write High-level during read cycle, Low-level during write cycle
  116. 6 DOT Clk Dot clock frequency 7,88 MHz at PAL-systems ; 8,18 MHz at NTSC-systems
  117. 7 /I/O1 Input/Output 1 Low-level, if address bus within $DE00-$DEFF.
  118. 8 /GAME Game configuration Used for memory re-configuration; see PLA (C64-Chip)
  119. 9 /EXROM External ROM
  120. 10 /I/O2 Input/Output 2 Low-level, if address bus within $DF00-$DFFF.
  121. 11 /ROML ROM Low
  122. 12 BA Bus Available
  123. 13 /DMA Direct Memory Access
  124. 14 D7 data line 7 data bus of the computer
  125. 15 D6 data line 6
  126. 16 D5 data line 5
  127. 17 D4 data line 4
  128. 18 D3 data line 3
  129. 19 D2 data line 2
  130. 20 D1 data line 1
  131. 21 D0 data line 0
  132. 22 GND Ground (0 Volt)
  133. A GND Ground (0 Volt)
  134. B /ROMH ROM High
  135. C /RESET Reset
  136. D /NMI Non Maskable Interrupt see NMI
  137. E Ø2 Phi 2 system clock (0,98MHz at PAL, 1,02MHz at NTSC)
  138. F A15 address line 15 address bus of the computer
  139. H A14 address line 14
  140. J A13 address line 13
  141. K A12 address line 12
  142. L A11 address line 11
  143. M A10 address line 10
  144. N A9 address line 9
  145. P A8 address line 8
  146. R A7 address line 7
  147. S A6 address line 6
  148. T A5 address line 5
  149. U A4 address line 4
  150. V A3 address line 3
  151. W A2 address line 2
  152. X A1 address line 1
  153. Y A0 address line 0
  154. Z GND Ground (0 Volt)
  155.  
  156. -------------------------------------------------------------------------------
  157.  
  158. Cartridge edge SGB
  159.  
  160. 21.477MHz Clock 01 32 /WRAM
  161. EXPAND 02 33 REFRESH
  162. PA6 03 34 PA7
  163. /PARD 04 35 /PAWR
  164.  
  165. GND 05 36 GND
  166. F A11 06 37 A12
  167. r A10 07 38 A13
  168. o A9 08 39 A14
  169. n A8 09 40 A15
  170. t A7 10 41 BA0
  171. A6 11 42 BA1
  172. o A5 12 43 BA2
  173. f A4 13 44 BA3
  174. A3 14 45 BA4
  175. c A2 15 46 BA5
  176. a A1 16 47 BA6
  177. r A0 17 48 BA7
  178. t /IRQ 18 49 /CART
  179. D0 19 50 D4
  180. D1 20 51 D5
  181. D2 21 52 D6
  182. D3 22 53 D7
  183. /RD 23 54 /WR
  184. CIC out data (p1) 24 55 CIC out data (p2)
  185. CIC in data (p7) 25 56 CIC in clock (p6)
  186. /RESET 26 57 CPU_CLOCK
  187. Vcc 27 58 Vcc
  188.  
  189. PA0 28 59 PA1
  190. PA2 29 60 PA3
  191. PA4 30 61 PA5
  192. Left Audio Input 31 62 Right Audio Input
  193.  
  194.  
  195. Definitions:
  196.  
  197. A0-A15 - address bus A (offset)
  198. BA0-BA7 - address bus A (bank)
  199. /RD - read control line for address bus A
  200. /WR - write control line for address bus A
  201. /CART - set low by console's address decoder when address bus A is accessing memory
  202. in the cartridge region
  203. /WRAM - set low by console's address decoder when address bus A is accessing memory
  204. in the WRAM region
  205.  
  206. /IRQ - a cartridge can pull this low to request an IRQ interrupt on the main CPU
  207.  
  208. PA0-PA7 - address bus B
  209. /PARD - read control line for address bus B
  210. /PAWR - write control line for address bus B
  211.  
  212. CIC - the security chip
  213. (referred to as CIC because that's how it's labeled on cartridge boards)
  214.  
  215. EXPAND - line is pulled high through a resistor
  216. the only other thing this is connected to is a pin of the expansion port
  217. (probably meant to allow cartridges to know if something is in the expansion port)
  218. CPU_CLOCK - I believe this is either the current memory access cycle clock, or it is the
  219. current clock given to the CPU core. I need to do more verification to be sure.
  220. I know that a 21.477MHz signal is given to the main CPU (+peripherals) chip, and
  221. depending on the current memory access cycle, the CPU core is actually clocked at
  222. 3.58, 2.68, or 1.79 Mhz (divided down from the original 21.477MHz).
  223. This line connects to the main CPU (+peripherals) chip, which I believe outputs
  224. this system frequency, probably to allow a cartridge to stay synchronized with the
  225. CPU's memory access cycles if it needs to.
  226. REFRESH - This is also some kind of clock I believe.
  227. I think it is output from the MainChip and connects to the WRAM. It's probably
  228. some kind of memory refresh signal.
  229. Audio Inputs - whatever the cartridge puts on these lines will be mixed into the SNES's
  230. audio output.
  231.  
  232.  
  233. -------------------------------------------------------------------------------
  234.  
  235. C64 graphic mode for (Super)Gameboy Display
  236.  
  237. MCI Mode
  238. Multi Color Interlace generates 320*200 pixel resolution.
  239.  
  240. You can use 4 colors in each 8*8 points big attribute cell.
  241. This mode also gives the possibility of mixing two colors together,
  242. so there are 4 of theoretical amount of 128 colors.
  243. But how is it realised?
  244.  
  245. Here is the answer:
  246.  
  247. This mode uses two MultiColor pictures (160*200/4 colors in 4*8 cell),
  248. each using its own attributes (except the color RAM at $d800,
  249. which is shared by both).
  250.  
  251. spec. of c64 MCI mode
  252.  
  253. -320*200 px
  254. -4 colors
  255. -in each 8*8 points big attribute cell
  256.  
  257. spec. of Gameboy display
  258.  
  259. -160*144 px
  260. -4 grayshades
  261. -Sprite sizes 8x8 or 8x16
  262.  
  263. -------------------------------------------------------------------------------
  264.  
  265. How i think it could work.
  266. -------------------------------------------------------------------------------
  267.  
  268. SGB Video transfer to c64
  269.  
  270. - C64 reads V-ram from SGB Cartridge via C64 Expansion port
  271. - C64 convert the gameboy 4 shades of grey to C64 color
  272. - C64 uses MCI mode to display converted Gameboy display data
  273.  
  274. -------------------------------------------------------------------------------
  275.  
  276. C64 send controller data to SGB ?
  277.  
  278. - C64 writes cotroller data into gameboy ram to FF00 ?
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