Monday, January 14, 2013

bitbox VGA generation

While the preceding post was about generic video generation, this post will specify what is used by bitBox console for Video Generation.

First, the DAC : it will be a simple DAC made of resistors. A R2R ladder could be used, it can be nice to only have few values of resistors when manufacturing. Well, that’s nice but for now we’ll using less resistors since we will manufacture by hand (duh) so a resistor DAC will be used. I first tried a 8bit RRRGGGBB (as 8 bit).

That’s what the uzebox (The 8bit homebrew console, it’s great and has been a great inspiration) used with a 8 bit microcontroller, but here we have the capacity (cpu and momory wise) to do a little more.

How much colors should we be able to display ?

It’s a question of balance : more bits in the DAC looks better, but more bits mean more CPU to build the signal and memory to store the nice graphics, as well as a bigger RAM / Flash to store the graphics and more hardware complexity.

I finally settled for 4096 colors, which is 4-4-4 = 12 bits + 4 unused bits on a 16 bits output bus. The use of a palette will be defined by the software, so let’s not talk about that now.

15 bits could also have been done, but I think 12bits will provide nice colors anyway. The games won’t be photorealistic, so vivid colors is aimed at, not realistic.

Then, how many pixels should we be able to output ? That’s a software thing !  Nothing in hardware sets the number of pixels, as vertically it’s how often we fire the h-sync, and horizontally is how fast we make the pixel vary.

Let's try defining a first video mode (all by software).

We should try to build on a standard VGA timings, which might be easier for VGA screens to sync on because it’s a standard resolution, as well as being compatible with many screens.

The universal resolution is 640x480, 60Hz, which is a resolution supported by quasi everything (even HDMI supports it - but of course we are not generating hdmi with a few resistors).

Note, however, that this will be the resolution the screen thinks it gets. By example, there is no difference between varying the pixel levels twice slower and having horizontally twice larger pixels : it’s the same thing.
As well, if you’re outputting the same line twice, it will effectively provide half the resolution. That will provide you by example 320x240 @ 12 bits if you vary the pixel clock for 240 pixels.

You can also "forget" to send anything for 20 lines after and 20 lines before your signal, so you’ll have black lines and 320x200. Which has the nice property of needing a 64k frame buffer if we use 1 byte per pixel. 128k for double buffering… but more on that later.

Extra reading on that subject : http://www.diycalculator.com/sp-console.shtml

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