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PostPosted: Wed Jul 12, 2017 1:04 pm 
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Request for verification:
Tried to "convert" some part of the VIC-II related VHDL from FPGA64 into sort of a "TTL styled schematic".

My intention was to have a "starting point" for what the logic for something more or less compatible to a VIC-II
might look like just in case we might be going to need this for the C74 project later.

Background is, that from the microscopic VIC-II chip pictures and with the tools and skills I happen to have
I don't have much of a chance of reverse engineering the VIC-II silicon... and that's what had brought me to FPGA64.


Any thoughts about compacting/optimizing this stuff for a TTL implementation better should go into a different thread,
same thing for "low level TTL related timing issues" and "system integration".
Don't have much time for this at hand right now, but maybe in December 2017 or so.

Some links:
Wikipedia about the VIC-II
FPGA64, A realtime Commodore 64 emulator in a FPGA
Christian Bauer's article about the 6567/6569
Rob Finch's FAL6567

;---

Ok, now my assumptions about the VHDL:

clk is the main clock, running at ca. 32MHz (not exactly 32MHz, the value depends on PAL or NTSC and we'll take care about this later).
enaPixel has to be active every fourth clk cycle for having the equivalent of that ca. 8MHz pixel clock.
enaData is supposed to be active once within 16 clk cycles (once during phi=0 and once during phi=1).
baSync always is supposed to be 0.

di (8 Bit) is the input from the data bus.
diColor (4 Bit) is the input from the color RAM.

colorIndex (4 Bit) is supposed to be the output for every pixel displayed.

;---

Sorry for the low quality of the pictures... and for the odd notation.

Feel free to add some text (or better some drawings) when spotting any mistakes in my pictures,
I'm sure that there still might be quite a few in there. :)

;---

Edit: next thread:
TTL VIC-II, some ideas


Last edited by ttlworks on Fri Oct 06, 2017 7:36 am, edited 1 time in total.

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PostPosted: Wed Jul 12, 2017 1:07 pm 
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State machine:

picture 1:
Attachment:
vicII_1.jpg
vicII_1.jpg [ 148.62 KiB | Viewed 6263 times ]


picture 1a:
Attachment:
vicII_1a.jpg
vicII_1a.jpg [ 114.79 KiB | Viewed 6263 times ]


picture 1b:
Attachment:
vicII_1b.jpg
vicII_1b.jpg [ 67.62 KiB | Viewed 6263 times ]


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PostPosted: Wed Jul 12, 2017 1:08 pm 
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Address generator.

Picture 2:
Attachment:
vicII_2.jpg
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PostPosted: Wed Jul 12, 2017 1:11 pm 
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Char storage, Sprite pointer and Refresh.

Picture 3:
Attachment:
vicII_3.jpg
vicII_3.jpg [ 129.69 KiB | Viewed 6263 times ]


Ok, so the refresh counter actually is supposed to be a down counter which is set to -1.
But one could take an up counter instead which is set to 0, and then invert the outputs...


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PostPosted: Wed Jul 12, 2017 1:13 pm 
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Just some stuff...

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PostPosted: Wed Jul 12, 2017 1:14 pm 
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BA signal generation etc.

Page 5:
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vicII_5.jpg
vicII_5.jpg [ 82.08 KiB | Viewed 6172 times ]


Edit:
Spotted an error in the generation of the signal 'ShiftChars'.
New picture, changes are marked red.


Last edited by ttlworks on Thu Sep 14, 2017 5:46 am, edited 1 time in total.

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PostPosted: Wed Jul 12, 2017 1:15 pm 
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BA generation for the sprites.

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PostPosted: Wed Jul 12, 2017 1:16 pm 
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Row and Column counter.

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PostPosted: Wed Jul 12, 2017 1:17 pm 
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Raster X and Raster Y counter.

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PostPosted: Wed Jul 12, 2017 1:18 pm 
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Raster IRQ and light pen.

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PostPosted: Wed Jul 12, 2017 1:19 pm 
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Sync generation and borders.

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PostPosted: Wed Jul 12, 2017 1:21 pm 
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Background pixel shifting.

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PostPosted: Wed Jul 12, 2017 1:22 pm 
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Background color stuff.

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PostPosted: Wed Jul 12, 2017 1:23 pm 
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Address counter for the sprites.

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PostPosted: Wed Jul 12, 2017 1:24 pm 
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Sprite pixel shifting.

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