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ColecoVision Opgrade Module

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Presentation on theme: "ColecoVision Opgrade Module"— Presentation transcript:

1 ColecoVision Opgrade Module
Unleashing the Power Within © 2009 Opcode Games - Confidential and proprietary

2 ColecoVision’s Shortcomings
Very little work RAM Rigid BIOS Cartridge port lacks control lines Cartridges with bank-switch are difficult to create Spinners are a pain to deal with Sound generator was clocked too high Cannot generate sounds below 110Hz © 2009 Opcode Games - Confidential and proprietary

3 © 2009 Opcode Games - Confidential and proprietary
More Shortcomings CPU can be slow for some applications Memory wait states makes performance ever worst VDP lacks hardware scroll VDP lacks configurable color palettes Few sprites in the same scanline (4) © 2009 Opcode Games - Confidential and proprietary

4 Introducing the Opgrade Module
Plug-in module (Expansion port) Includes: Memory sub-system Sound and I/O sub-system System control sub-system © 2009 Opcode Games - Confidential and proprietary

5 © 2009 Opcode Games - Confidential and proprietary
Memory Sub-system Expanded RAM Flash RAM MegaRAM © 2009 Opcode Games - Confidential and proprietary

6 © 2009 Opcode Games - Confidential and proprietary
Expanded RAM 24KB of RAM replaces the built-in 1KB Allow for more complex games More faithful arcade ports Bigger frame buffers allow more complex and smoother video animations © 2009 Opcode Games - Confidential and proprietary

7 © 2009 Opcode Games - Confidential and proprietary
Flash RAM 128KB of FlashRAM (includes bank selector) Replaces BIOS with BIOS XP 100% backward compatible Allows for a lot of customization (fonts, boot time, etc) Replaces ColecoVision boot screen Store savegame files BIOS XP includes Savegame manager © 2009 Opcode Games - Confidential and proprietary

8 © 2009 Opcode Games - Confidential and proprietary
BIOS XP © 2009 Opcode Games - Confidential and proprietary

9 © 2009 Opcode Games - Confidential and proprietary
Slot Selector Selects between physical cartridge slot and MegaRAM Divided into 4 pages 8000h-9FFFh A000h-BFFFh C000h-DFFFh E000h-FFFFh Each page can be individually configured to map either cartridge or MegaRAM © 2009 Opcode Games - Confidential and proprietary

10 © 2009 Opcode Games - Confidential and proprietary
MegaRAM 128KB of SRAM Simulates a very flexible bank switch capable cartridge 16 memory pages of 8KB each Memory is mapped to 4 banks Any bank can receive any memory page Mapping is done thru I/O © 2009 Opcode Games - Confidential and proprietary

11 © 2009 Opcode Games - Confidential and proprietary
Expanded Sound Uses AY 3 square wave generators + 1 noise More flexible in terms of frequency range Full audible spectrum Includes envelope generator Doesn’t generate wait states Both PSGs can be used simultaneously Sound is mixed with internal PSG and sent to RF © 2009 Opcode Games - Confidential and proprietary

12 © 2009 Opcode Games - Confidential and proprietary
Parallel port AY includes two 8-bit bi-directional parallel ports Applications: New controllers (Arkanoid analog controller) Communication between ColecoVisions Communication with PCs © 2009 Opcode Games - Confidential and proprietary

13 © 2009 Opcode Games - Confidential and proprietary
System Control 100% backward compatible with the CV Controls I/O and memory decoding Controls Slot selector Spinner interruptions can be disabled (finally) © 2009 Opcode Games - Confidential and proprietary

14 Possible Additional Features
Super CPU Super Video Wave sound © 2009 Opcode Games - Confidential and proprietary

15 © 2009 Opcode Games - Confidential and proprietary
Wave Sound Custom sound generator Uses microcontroller (Parallax SX) 5 wave table sound channels Wave has 32 4-bit sampling points Similar to Namco WSG or Konami SCC © 2009 Opcode Games - Confidential and proprietary

16 © 2009 Opcode Games - Confidential and proprietary
Super CPU Z80 at 6MHz Clock is software selectable between 3.58 and 6MHz (100% backward compatible) Memory wait states can be disabled Combined with 6MHz – twice the performance Certain MSX Konami games with SCC can now run at 60 frames/s (Salamander, Gofer no Yabou) (at 3.58MHz -> 20 frames/s) © 2009 Opcode Games - Confidential and proprietary

17 © 2009 Opcode Games - Confidential and proprietary
Super Video Uses V9958 99% backward compatible Adds hardware scroll Adds selectable color palette (16 of 512) Adds more sprites per scanline (8) Sprites can be combined for extra colors More VRAM (128KB versus 16KB) Adds new bitmapped video modes, with up to 256 colors on screen (19K colors in YJK mode) © 2009 Opcode Games - Confidential and proprietary

18 © 2009 Opcode Games - Confidential and proprietary
Super Video (cont) Default color palette can be configured in the BIOS XP Offers better video output Can be coupled with Sony video encoders for excellent composite, S-video and RGB outputs Native RF can still be used © 2009 Opcode Games - Confidential and proprietary

19 © 2009 Opcode Games - Confidential and proprietary
V9958(top) vs. TMS9918(bottom) © 2009 Opcode Games - Confidential and proprietary

20 © 2009 Opcode Games - Confidential and proprietary
Super Video (cont) Good option for those users looking for better video output Games would be offered with optional “Video enhanced” modes, like custom palettes, hardware scroll or flicker free sprites © 2009 Opcode Games - Confidential and proprietary

21 © 2009 Opcode Games - Confidential and proprietary
The Future… Main schematics have been completed Prototyping should start in a few months Big questions: Casing Price (Opgrade Module for less than $100) © 2009 Opcode Games - Confidential and proprietary

22 That concludes our presentation
Thanks for your time! Questions, comments? © 2009 Opcode Games - Confidential and proprietary


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