1 byte = 2 pixels 560x448@4bpp = 125 440 bytes 560x448@8bpp = 250 880 bytes -> 262144 bytes (256 kB) [USER AREA | HW AREA] Number of pheripherals = 8, of which the computer itself is considered as a peripheral. HW AREA = [Peripherals | MMIO | INTVEC] User area: 8 MB, hardware area: 8 MB 8192 kB User Space 1024 kB Peripheral #8 1024 kB Peripheral #7 ... 1024 kB (where Peripheral #0 would be) MMIO and Interrupt Vectors 128 kB MMIO for Peri #8 128 kB MMIO for Peri #7 ... 128 kB (where Peripheral #0 would be) MMIO for the computer 130816 bytes MMIO for Ports, etc. 256 bytes Vectors for 64 interrupts -------------------------------------------------------------------------------- IO Device Endianness: little Note: Always takes up the peripheral slot of zero Latching: latching is used to "lock" the fluctuating values when you attempt to read them so you would get reliable values when you try to read them, especially the multibyte values where another byte would change after you read one byte, e.g. System uptime in nanoseconds MMIO 0..31 RO: Raw Keyboard Buffer read. Won't shift the key buffer 32..33 RO: Mouse X pos 34..35 RO: Mouse Y pos 36 RO: Mouse down? (1 for TRUE, 0 for FALSE) 37 RW: Read/Write single key input. Key buffer will be shifted. Manual writing is usually unnecessary as such action must be automatically managed via LibGDX input processing. Stores ASCII code representing the character, plus: (1..26: Ctrl+[alph]) 3 : Ctrl+C 4 : Ctrl+D 8 : Backspace (13: Return) 19: Up arrow 20: Down arrow 21: Left arrow 22: Right arrow 38 RW: Request keyboard input be read (TTY Function). Write nonzero value to enable, write zero to close it. Keyboard buffer will be cleared whenever request is received, so MAKE SURE YOU REQUEST THE KEY INPUT ONLY ONCE! 39 WO: Latch Key/Mouse Input (Raw Input function). Write nonzero value to latch. Stores LibGDX Key code 40..47 RO: Key Press buffer stores keys that are held down. Can accomodate 8-key rollover (in keyboard geeks' terms) 0x0 is written for the empty area; numbers are always sorted 48..51 RO: System flags 48: 0b r000 000t t: STOP button (should raise SIGTERM) r: RESET button (should reset the system) 64..67 RO: User area memory size in bytes 68 WO: Counter latch 0b 0000 00ba a: System uptime b: RTC 72..79 RO: System uptime in nanoseconds 80..87 RO: RTC in microseconds 88 RW: Rom mapping 89 RW: BMS flags 0b P000 b0ca a: 1 if charging (accepting power from the AC adapter) c: 1 if battery is detected b: 1 if the device is battery-operated P: 1 if CPU halted (so that the "smart" power supply can shut itself down) note: only the high nybbles are writable! if the device is battery-operated but currently running off of an AC adapter and there is no battery inserted, the flag would be 0000 1001 90 RO: BMS calculated battery percentage where 255 is 100% 91 RO: BMS battery voltage multiplied by 10 (127 = "12.7 V") 1024..2047 RW: Reserved for integrated peripherals (e.g. built-in status display) 4076..4079 RW: 8-bit status code for the port 4080..4083 RO: 8-bit status code for connected device 4084..4091 RO: Block transfer status 0b nnnnnnnn a000 mmmm n-read: size of the block from the other device, LSB (4096-full block size is zero) m-read: size of the block from the other device, MSB (4096-full block size is zero) a-read: if the other device hasNext (doYouHaveNext), false if device not present n-write: size of the block I'm sending, LSB (4096-full block size is zero) m-write: size of the block I'm sending, MSB (4096-full block size is zero) a-write: if there's more to send (hasNext) 4092..4095 RW: Block transfer control for Port 1 through 4 0b 00ms abcd m-readonly: device in master setup s-readonly: device in slave setup a: 1 for send, 0 for receive b-write: 1 to start sending if a-bit is set; if a-bit is unset, make other device to start sending b-read: if this bit is set, you're currently receiving something (aka busy) c-write: I'm ready to receive c-read: Are you ready to receive? d-read: Are you there? (if the other device's recipient is myself) NOTE: not ready AND not busy (bits b and d set when read) means the device is not connected to the port 4096..8191 RW: Buffer for block transfer lane #1 8192..12287 RW: Buffer for block transfer lane #2 12288..16383 RW: Buffer for block transfer lane #3 16384..20479 RW: Buffer for block transfer lane #4 65536..131071 RO: Mapped to ROM -------------------------------------------------------------------------------- VRAM Bank 0 (256 kB) Endianness: little From the start of the memory space: 250880 bytes Framebuffer 3 bytes Initial background (and the border) colour RGB, of which only the lower 4 bits per each channel are used 1 byte command (writing to this memory address changes the status) 1: reset palette to default 2: fill framebuffer with given colour (arg1) 3: do '1' then do '2' (with arg1) then do '4' (with arg2) 4: fill framebuffer2 with given colour (arg1) 16: copy Low Font ROM (char 0–127) to mapping area 17: copy High Font ROM (char 128–255) to mapping area 18: write contents of the font ROM mapping area to the Low Font ROM 19: write contents of the font ROM mapping area to the High Font ROM 20: reset Low Font ROM to default 21: reset High Font ROM to default 12 bytes argument for "command" (arg1: Byte, arg2: Byte) write to this address FIRST and then write to "command" to execute the command 1134 bytes unused (1920) !!PENDING FOR REMOVAL!! mapped to font ROM Font Mapping area holds 128 characters in consecutive order, each character is always 15 bytes. (designer's note: it's still useful to divide the char rom to two halves, lower half being characters ROM and upper half being symbols ROM) 2 bytes Cursor position in: (y*80 + x) 2560 bytes Text foreground colours 2560 bytes Text background colours 2560 bytes Text buffer of 80x32 (7x14 character size, and yes: actual character data is on the bottom) 512 bytes Palette stored in following pattern: 0b rrrr gggg, 0b bbbb aaaa, .... Palette number 255 is always full transparent (bits being all zero) (DRAFT) Optional Sprite Card (VRAM Bank 1 (256 kB)) 250880 bytes One of: Secondary layer Other 8-bit of the primary framebuffer (4K colour mode) SPRITE FORMAT DRAFT 1 533 bytes: Sprite attribute table (41 sprites total, of which 1 is GUI cursor) 12 bytes - signed fixed point X-position Y-position Transform matrix A..D 1 bytes 0b 0000 00vp (p: 0 for above-all, 1 for below-text, v: show/hide) 10496 bytes: Sprite table 256 bytes 16x16 texture for the sprite 235 bytes: unused SPRITE FORMAT DRAFT 2 DMA Sprite Area - 18 bytes each, total of ??? sprites 1 byte Sprite width 1 byte Sprite height 12 bytes - signed fixed point Affine transformation A,B,C,D,X,Y 1 byte Attributes 0b 0000 00vp (p: 0 for above-all, 1 for below-text, v: show/hide) 3 bytes Pointer to raw pixmap data in Scratchpad Memory MMIO 0..1 RO Framebuffer width in pixels 2..3 RO Framebuffer height in pixels 4 RO Text mode columns 5 RO Text mode rows 6 RW Text-mode attributes 0b 0000 00rc (r: TTY Raw mode, c: Cursor blink) 7 RW Graphics-mode attributes 0b 0000 rrrr (r: Resolution/colour depth) 8 RO Last used colour (set by poking at the framebuffer) 9 RW current TTY foreground colour (useful for print() function) 10 RW current TTY background colour (useful for print() function) 11 RO Number of Banks, or VRAM size (1 = 256 kB, max 4) 12 RW Graphics Mode 0: 560x448, 256 Colours, 1 layer 1: 280x224, 256 Colours, 4 layers 2: 280x224, 4096 Colours, 2 layers 3: 560x448, 256 Colours, 2 layers (if bank 2 is not installed, will fall back to mode 0) 4: 560x448, 4096 Colours, 1 layer (if bank 2 is not installed, will fall back to mode 0) 4096 is also known as "direct colour mode" (4096 colours * 16 transparency -> 65536 colours) Two layers are grouped to make a frame, "low layer" contains RG colours and "high layer" has BA colours, Red and Blue occupies MSBs 13 RW Layer Arrangement If 4 layers are used: Num LO<->HI 0 1234 1 1243 2 1324 3 1342 4 1423 5 1432 6 2134 7 2143 8 2314 9 2341 10 2413 11 2431 12 3124 13 3142 14 3214 15 3241 16 3412 17 3421 18 4123 19 4132 20 4213 21 4231 22 4312 23 4321 If 2 layers are used: Num LO<->HI 0 12 1 12 2 12 3 12 4 12 5 12 6 12 7 21 8 21 9 21 10 21 11 21 12 12 13 12 14 21 15 21 16 12 17 21 18 12 19 12 20 21 21 21 22 12 23 21 If 1 layer is used, this field will do nothing and always fall back to 0 14..15 RW framebuffer scroll X 16..17 RW framebuffer scroll Y 18 RO Busy flags 1: Codec in-use 2: Draw Instructions being decoded 19 WO Write non-zero value to initiate the Draw Instruction decoding 20..21 RO Program Counter for the Draw Instruction decoding 1024..2047 RW horizontal scroll offset for scanlines 2048..4095 RW !!NEW!! Font ROM Mapping Area Format is always 8x16 pixels, 1bpp ROM format (so that it would be YY_CHR-Compatible) (designer's note: it's still useful to divide the char rom to two halves, lower half being characters ROM and upper half being symbols ROM) 65536..131071 RW Draw Instructions Text-mode-font-ROM is immutable and does not belong to VRAM Even in the text mode framebuffer is still being drawn onto the screen, and the texts are drawn on top of it Copper Commands (suggestion withdrawn) WAITFOR 3,32 80·03 46 00 (0x004603: offset on the framebuffer) SCROLLX 569 A0·39 02 00 SCROLLY 321 B0·41 01 00 SETPAL 5 (15 2 8 15) C0·05·F2 8F (0x05: Palette number, 0xF28F: RGBA colour) SETBG (15 2 8 15) D0·00·F2 8F (0xF28F: RGBA colour) END (pseudocommand of WAITFOR) 80·FF FF FF -------------------------------------------------------------------------------- TSVM MOV file format Endianness: Little \x1F T S V M M O V [METADATA] [PACKET 0] [PACKET 1] [PACKET 2] ... where: METADATA - uint16 WIDTH uint16 HEIGHT uint16 FPS (0: play as fast as can) uint32 NUMBER OF FRAMES uint16 GLOBAL PACKET TYPE (will be deprecated; please use 255,0) byte[12] RESERVED Packet Types: