Wednesday, 7 August 2019

Implementing Multicolor Bitmap Mode

Foreword

In the previous post we added Color RAM to our C64 FPGA design.

In this post we will implement the Multicolor Bitmap Mode within our VIC-II module. This will enable us to render the Splash screen of Dan Dare correctly during the loading process.

To verify the resulting development, I will also be developing a Test Bench in this post to simulate test our VIC-II module in isolation.

Needless to say, the ultimate test would be to see if our Test Bench would be able to render the Dan Dare Splash screen to an image file.

To do this test, we would need to have the image data of the splash screen in our C64 main memory as well as in the Color RAM.

Thus, in this post I will also illustrate how to use the VICE Commodore emulator to extract the image data for the Splash Screen.

Extracting the Image data for the Splash Screen

Let us start by tackling the goal of extracting the image data of the Splash screen.

As mentioned previously we will use the Vice Commodore emulator for this purpose.

We start off by kicking off the loading of the game Dan Dare.

As soon as the Splash screen has been loaded completely, activate the builtin Monitor. We then issue a couple of memory dump commands:


The first memory location to look at is location $DD00. Bits 0 and 1 is the upper two bits of the memory address of the VIC-II, inverted. This result to 11. This results to the last 16KB bank of RAM, which is address range 49152-65535.

Next, we should find out where to look for the image data. The answer to this is memory location D018. The bits in this location is layout as follows:

Bit 7: VM13
Bit 6: VM12
Bit 5: VM11
Bit 4: VM10
Bit 3: CB13
Bit 2: CB12
Bit 1: CB11
Bit 0: -

The bit number staring with VM is the base address of the Video Memory or Screen memory.

The Bit numbers starting with CB is the base address fro the Character Image data. In high resolution modes, which is in our case the case, it is the location for the bitmap data.

From this informstion we see that screen memory starts at $C000 and the bitmap data data at $E000.

The next challenge is to extract the image data into a file that our Test Bench/VIC-II module can use.

The easiest way to this is to to save the state of our running emulator at this point as a snapshot, and to extract the relevant portions from the snapshot.

Vice stores the snapshot as a *.vsf file. When you open this file in a HEX editor, you can identify the relevant sections with header names:



In this example we can see that the 64KB section starts with the header name C64MEM. It is not complete clear where the actual memory starts. We get more info from this in the VICE documention:

Type Name Description
BYTE CPUDATA CPU port data byte
BYTE CPUDIR CPU port direction byte
BYTE EXROM state of the EXROM line (?)
BYTE GAME state of the GAME line (?)
ARRAY RAM 64k RAM dump

Keep in mind that this gets preceded by a header of 22 bytes.

The next piece of information to extract is the Color RAM. The Vice documentation and doing some seraches on the Internet doesn't yield any particular information on where the Color RAM is stored in the vsf file.

Eventually I find the answer by looking into the source code of Vice. Within the file src/vicii/vicii-snapshot.c I found the following:


So, the Color RAM in located indeed within the VIC-II module section in the vsf file.

To convert this info in a format suitable for our Test bench, we just paste the relevant HEX data into a Text Editor and replace all spaces with newlines.

The current plumbing of our VIC-II module

It has been a while since we look into the inner workings of our VIC-II module. I therefore think it would be a good idea for us to do a quick refresher on this so that we can end up with a better idea on how to implement the Multicolor Bitmap mode.

To give us a baseline as a reference, I have created the following diagram:


In this diagram we have basically zoomed into the first three character rows, and on each row I am only showing the first two characters. The area on the left in solid purple represent the border.

You can see that on each line we already start reading while still in the border area.

You can also see that we are only reading the character codes only at the first pixel row of each character row. In fact, when we get the character codes, we are storing it in a 40 byte buffer. For the remaining pixel rows we are getting the character codes from this buffer.

Let us move into a bit more detail on our VIC-II module by looking at some important signals:


If both the visible_vert and visible_horiz signals are high, it means we are in the region of the screen in which we are drawing characters.

Typically we would store the character code to our 40 byte buffer when clk_counter is cycle#3, and load the pixel_shift_register at the end of cycle#7.

You might notice that in this diagram we only only shifting every second clock cycle. Here I am actually trying to show how we would shift the pixels during multi-color mode, in which each pixel is 2 pixels wide.

Implementing Multicolor Bitmap Mode

Let us now continue to implement Multicolor Bitmap Mode.

The following register bits are important to implement for this mode:

  • Register D011: Bit 5: Bitmap mode
  • Register D016: Bit 4: Multicolor Mode
  • Register D018: Memory pointers
To implement these register bits, we would follow more or less the same process as in previous posts, so I will not go into detail on how to implement these register bits.

Next, let us see how to retrieve and dispatch pixel data for Multicolor Bitmap mode.

We start by generating addresses for retrieving pixel data:

...
wire [13:0] bit_data_pointer;
...
assign bit_data_pointer = screen_control_1[5] ?
                   {mem_pointers[3],(char_line_pointer + char_pointer_in_line),char_line_num}
                 : {mem_pointers[3:1],char_buffer_out[7:0],char_line_num};
...

Here we cater for generating pixel data addresses for both Standard Text Mode and High Resolution mode, which is determined by bit 5 of Screen Control Register #1.

For Standard Text mode we use the character codes in screen memory to determine the address within the Character ROM.

In High Resolution mode, however, we use the pointer to the current location in Screen Memory to assemble the address for retrieving pixel data.

We also need to modify the code that shifts out the pixel data:

   always @(posedge clk_in)
   if (clk_counter == 7)
     pixel_shift_reg <= data_in;
   else begin
     if (screen_control_2[4] & (clk_counter[0]))
       pixel_shift_reg <= {pixel_shift_reg[5:0],2'b0};
     else if (!screen_control_2[4]) 
       pixel_shift_reg <= {pixel_shift_reg[6:0],1'b0};
   end


So, for multicolor mode we shift two bits at a time.

To create the actual multicolor pixel, we add the following statement:

always @*
  case (pixel_shift_reg[7:6])
    2'b00: multi_color = background_color;
    2'b01: multi_color = char_buffer_out_delayed[7:4];
    2'b10: multi_color = char_buffer_out_delayed[3:0];
    2'b11: multi_color = char_buffer_out_delayed[11:8];
  endcase


For bit combinations 01, 10 and 11 we use the value we previously retrieved from Color RAM and Screen RAM. It is therefore important that you buffer these values, so it is is available for the full 8 pixels.

Creating the Test Bench

Our Test bench for the VIC-II will look very similar to our existing C64 module's interface with the ViC-II.

Make sure that both the main 64KB RAM and Color RAM is connected to the VIC-II module. Both mentioned memories should also contain the image data of the splash screen, as we discussed earlier on.

Next we should write an initialisation block for setting the VIC-II registers so that it can show the Splash Screen in Multicolor Bitmap mode:

initial begin
  #50 we_vic_ii = 1;
  addr_in = 6'h11;
  reg_data_in = 8'h30;
  @(negedge clk_1_mhz)
  we_vic_ii = 0;
  
  #20; 
  we_vic_ii = 1;
  addr_in = 6'h20;
  reg_data_in = 8'he;
  @(negedge clk_1_mhz)
  we_vic_ii = 0;

  #20;
  we_vic_ii = 1;
  addr_in = 6'h21;
  reg_data_in = 8'h6;
  @(negedge clk_1_mhz)
  we_vic_ii = 0;

  #20;
  we_vic_ii = 1;
  addr_in = 6'h16;
  reg_data_in = 8'h10;
  @(negedge clk_1_mhz)
  we_vic_ii = 0;

  #20;
  we_vic_ii = 1;
  addr_in = 6'h18;
  @(negedge clk_1_mhz)
  we_vic_ii = 0;

  #20;
  we_vic_ii = 1;
  addr_in = 6'h20;
  reg_data_in = 8'hb;
  @(negedge clk_1_mhz)
  we_vic_ii = 0;

  #20;
  we_vic_ii = 1;
  addr_in = 6'h21;
  reg_data_in = 8'hd;
  @(negedge clk_1_mhz)
  we_vic_ii = 0;

end


Next, we should write an initial block for saving the pixel output of our VIC-II module to an image file:

initial begin  
  f = $fopen("/home/johan/result.ppm","w");
  $fwrite(f,"P3\n");
  $fwrite(f,"404 284\n");
  $fwrite(f,"255\n");
  i = 0;
  while (i < 114736) begin
    @(posedge clk)
    #2;
    if (!blank_signal)
    begin
      $fwrite(f,"%d\n", rgb[23:16]);
      $fwrite(f,"%d\n", rgb[15:8]);
      $fwrite(f,"%d\n", rgb[7:0]);
      i = i + 1;
    end
  end
  $fclose(f);
end

Here we create a PPM, where we store the pixel values in plain text. We precede  the pixel data with the information regarding the resolution of the image and the max value per color component.

The Final Result

Here is a picture of the final simulated result:


This is a bit of motivation that we are on the right track.

In Summary

In this post we implemented the Multicolor Bitmap Mode within our VIC-II module. As a simulation test we checked whether our Test Bench could create the loading Splash screen of the game Dan Dare.

In the next post we will link up our modified VIC-II module to our real FPGA and see if the Splash screen will also be shown when loading the game from the .TAP image.

Till next time!

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