Design for High-Level Model Based on an Eight Bit Entertainment System Alejandro Lizaola, Ricardo Castro, Gilberto Beltran. Manuel Salim and Alejandro.

Slides:



Advertisements
Similar presentations
Computer Architecture
Advertisements

Gabriel Honoré 1. What is it? A collection of software emulators –A software emulator is a computer program that imitates an electronic device or another.
Dr. Rabie A. Ramadan Al-Azhar University Lecture 3
Programmable Keyboard/ Display Interface: 8279
Altera FLEX 10K technology in Real Time Application.
Processor System Architecture
Design Methodology for High-Level Model Based on an Eight Bit Entertainment System Alejandro Lizaola, Ricardo D. Castro, Gilberto Beltran. Manuel Salim.
Oscilloscope Watch Teardown. Agenda History and General overview Hardware design: – Block diagram and general overview – Choice of the microcontroller.
Introduction to Information Technology: Your Digital World © 2013 The McGraw-Hill Companies, Inc. All rights reserved.Using Information Technology, 10e©
Embedded Systems Programming
Hardware Basics: Inside the Box 2  2001 Prentice Hall2.2 Chapter Outline “There is no invention – only discovery.” Thomas J. Watson, Sr. What Computers.
History of Game Consoles Caleb Baze Atari 2600  Introduced Microprocessor-based Hardware  Utilized Game Cartridges  Allowed unlimited games to.
Chapter 17 Microprocessor Fundamentals William Kleitz Digital Electronics with VHDL, Quartus® II Version Copyright ©2006 by Pearson Education, Inc. Upper.
Computer Basics Flashcards #2
Microcontroller: Introduction
FPGA-Based Arcade Emulation Danny Funk, Cory Mohling, Tony Milosch, David Gartner, John Alexander Advisor: Philip Jones Client: Joseph Zambreno.
Jonathan Crowe Image Sources:.  What sets video game music apart  How the music and sounds are played  History of video game music and sounds  Current.
2 Outline Digital music The power of FPGA The “DigitalSynth” project –Hardware –Software Conclusion Demo.
Emulation as Test Infrastructure Dan Voss, Varolii Corp. SASQAG May 15, 2008.
1 © Unitec New Zealand Embedded Hardware ETEC 6416 Date: - 10 Aug,2011.
Processing Devices.
C. Pronk 1 The Commodore 64 © Kees Pronk sources: various web locations.
E0001 Computers in Engineering1 The System Unit & Memory.
Revised: Aug 1, ECE 263 Embedded System Design Lesson 1 68HC12 Overview.
Practical PC, 7th Edition Chapter 17: Looking Under the Hood
CPU (CENTRAL PROCESSING UNIT): processor chip (computer’s brain) found on the motherboard.
Chapter Two Hardware Basics: Inside the Box. ©1999 Addison Wesley Longman2.2 Chapter Outline What Computers Do A Bit About Bits The Computer’s Core: CPU.
Understanding Computers, Ch.31 Chapter 3 The System Unit: Processing and Memory.
By Danny Matthews Supervised by Dr Des Watson. “ A very precise form of simulation which enables one type of computer to operate as if it were a different.
Three fundamental concepts in computer security: Reference Monitors: An access control concept that refers to an abstract machine that mediates all accesses.
Introduction CSE 1310 – Introduction to Computers and Programming Vassilis Athitsos University of Texas at Arlington 1.
Pre-Pentium Intel Processors /
Introduction to NES graphics Don Miller / NO CARRIER PlayPower.org Platform Education Director.
Slide 1 – CPU Acronym Definition The CPU is a small square unit that sits behind a fan, the fan keeps the CPU from over heating. The CPU (Central Processing.
© CCI Learning Solutions Inc. 1 Lesson 2: Elements of a Personal Computer System unit Microprocessor chip How memory is measured What ROM is What RAM is.
MULTIMEDIA INPUT / OUTPUT TECHNOLOGIES
Computers Are Your Future Chapter 1 Slide 1 Introduction to the Computers & Internet Chapter 1 Concepts of Information Technology IT.
Chapter 17 Looking “Under the Hood”. 2Practical PC 5 th Edition Chapter 17 Getting Started In this Chapter, you will learn: − How does a computer work.
Computer Organization & Assembly Language © by DR. M. Amer.
An Overview of Hardware Design Methodology Ian Mitchelle De Vera.
By Danny Matthews Supervised by Dr Des Watson. 8 Bit 8 Bit console released in Million 60 Million Units Sold 1000 Released Titles Over 1000 Released.
Fast Fault Finder A Machine Protection Component.
1 CS.217 Operating System By Ajarn..Sutapart Sappajak,METC,MSIT Chapter 2 Computer-System Structures Slide 1 Chapter 2 Computer-System Structures.
Architecture of Microprocessor
Copyright © 2006 by The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill Technology Education Copyright © 2006 by The McGraw-Hill Companies,
Design 6 Project: Michael Popoloski Jack Alvino Jon Lado.
Copyright © 2006 by The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill Technology Education Chapter 5A Transforming Data Into Information.
THE MICROPROCESSOR A microprocessor is a single chip of silicon that performs all of the essential functions of a computer central processor unit (CPU)
Hardware: Input and Processing. Input and Processing Technology Hardware devices can be grouped according to how and where they are used in the four steps.
Discovering Computers 2010
6.111 Final Project A motion sensor baseball game By Chris Falling and JinHock Ong.
1 Basic Processor Architecture. 2 Building Blocks of Processor Systems CPU.
COMPUTER SYSTEM A computer system is define as combination of components designed to process data and store files. A computer system consists of four.
Done by: Chelsea Bryan Friday, October 10,2014.   The BIOS (aka) Basic input/output system, is a built in software that determines what's a computer.
Presentation 2: A More Detailed Look Advanced VLSI Design (ECE 1193) Kent Nixon, Tom Nason, Enes Eken, and Christopher Lukas January 17, 2013.
THE COMPUTER MOTHERBOARD AND ITS COMPONENTS Compiled By: Jishnu Pradeep.
ColecoVision Opgrade Module
Design methodology for Implementing a Microcontroller in a FPGA. Phillip Southard Ohio University EE 690 Reconfigurable Design.
Chapter 17 Looking “Under the Hood”
IF I ONLY HAD A BRAIN THE MICROCONTROLLER
COURSE OUTCOMES OF Microprocessor and programming
Andes Game Emulator Aug ,2009
Microcomputer Architecture
Chapter5.
Introduction to Microprocessors and Microcontrollers
Number Representations and Basic Processor Architecture
AT91RM9200 Boot strategies This training module describes the boot strategies on the AT91RM9200 including the internal Boot ROM and the U-Boot program.
Five Key Computer Components
Chapter 17 Looking “Under the Hood”
NES SNES VS. Compare and Contrast.
Presentation transcript:

Design for High-Level Model Based on an Eight Bit Entertainment System Alejandro Lizaola, Ricardo Castro, Gilberto Beltran. Manuel Salim and Alejandro Moreno Departamento de electronica, Systemas e Informatica Instituto Tecnologico y de Estudios Superiores de Occidente Guadalajara, Mexico.

Outline  Introduction  NES Main Block Description  Design Methodology  Verification Strategies  Results  Conclusions 2

Introduction  NES prototype has been developed in order to increase engineering skills on this area.  This one was not verified, formal verification process has not been executed.  Design lifecycle must be complete. 3

…Introduction  A model reference will be developed in a hardware description and verification language.  Design.  Implementation.  Verification.  Validation.  Reverse engineering will help to speed up the knowledge and design of the NES. 4

NES Arquitecture 5

Design Methodology 1. NES functionality understanding. 2. Emulator election. 3. Reference model design. 4. Reference model main blocks implementation. 5. Reference model integration modules. 6

Main Block Description 7 Main Block Proposal:

…Verification Strategies Reference Model Verification: 8

Verification Plan: All functional areas as well as monitors and checkers are described through the specification of the console. Monitor and checkers are used to know the status of :  Memory.  Flags.  I/O Signals.  Variables. Verification Strategies 9

…Results Mapper comparison between output files using Soccer Game ROM. 10 Reference ModelEmulator

Results Triangular channel outputs for Soccer game. 11 Emulator Reference Model Comparison Results

…Results Delta Modulation outputs for Soccer game. 12 Emulator Reference Model Comparison Results

…Results Audio buffer outputs for Soccer game. 13 Emulator Reference Model Comparison Results

…Results Scroll results for Soccer game. Sprites results for Soccer game. 14 Emulator Reference Model Comparison Results Reference Model Emulator

…Results Game’s name Mapper Number Funtionality Comparision Soccer, Demo Sound, Donkey Kong, Súper Mario Bros 10Correct Contra2Correct Castlevania I, Legend of Zelda, Techno Baseball, Road Race, Megaman I, III 1Correct Hudson Island I,II, III3Correct Punch Out9Correct Megaman II3Incorrect Castlevania III Japanese version24Incorrect Súper Mario Bros III5Correct Nintendo World Cup, Tiny Toons, Mitsufatoru4Correct Dragon Ball Z16Incorrect Result table games. 15

Conclusions  NES functionality, interconnection and architecture was developed.  After several attempt to select an PC emulator, NesCore has been selected.  Reference model was implemented in SystemVerilog in a modular way, adding two none existing modules in the NES prototype. 16

…Conclusions  An automated verification strategy was implemented:  Human Factor Reduction.  Improve efficiency.  Faster results comparison.  The performance of the model behaves as expected due to results comparison. 17

Future Work  Mappers and more expansion chips can be implemented.  Verification´s framework must be implemented.  NES prototype verification can be done. 18

Question & Answers… Any question ?

Slides Background Central Processing Unit: The CPU emulated by the NES is an 8-bit microprocessor produced by Ricoh based on MOS Technology 6502 core. The NTSC version (North America and Japan) of the console use the Ricoh 2A03 (or RP2A03), which operates at 1.78MHz, PAL version (Europe and Australia) use the Ricoh 2A07 (or RP2A07), this is identical to version NTSC with the difference that it works on 1.66MHz.

Slides Background Audio Processing Unit: The APU is responsible for generating the game sound. It is implemented in two chips, RP2A03 for NTSC and RP2A07 for PAL. The APU has 5 channels: 1. Square channel, frequency ranges 54 Hz – 28 KHz. 2. Square channel, frequency ranges 54 Hz – 28 KHz. 3. Triangle channel, frequency ranges 27 Hz – 56 KHz. 4. Noise channel, LFSR, two modes and sixteen programmable frequencies. 5. DPCM channel.

Slides Background MAPPERS: Mappers are chips designed for videogames developers to use them in NES cartridges. Mappers are used to access memory beyond the limits of the 64k memory, allowing special effects in the video and sound, such as forcing some interruptions and instructions among other things. The memory used by the NES is implemented in two blocks, Rom program (PRG-ROM) and Rom Character (CHR-ROM). This includes the memory area where the current code will be executed by the micro as well as the video memory data.

Slides Background Picture Processing Unit: The PPU used by the NES was designed by Ricoh. This unit is responsible for transforming the digital information received from the CPU into video signal to display the game on screen. This process is known as image rendering The PPU contains the following: 1. Background render unit. 2. Sprites render unit. 3. Records of entry and exit. 4. Internal RAM 32B. 5. External RAM 256B.