![]() This is an active high 3. and I think that in turn loads the first 1 MiB into RDRAM and the game "really" starts. Serial Data Interface The controller uses one bi-directional data line (Pin 2 - Red) to communicate with the console. I think I remember reading that it reads a few bytes, setting properties of the Parallel Interface (the name for the cart/expansion port), then loads the first 4 KiB somewhere. The N64 bootstrap expects to be able to read from the cart ROM starting at address 0x1000_0000. It's good enough for any of the save-less games. This flashable board uses a pile of 74-series parts with an ordinary 3V flash ROM. as an I/O interface, this is the block handling communication with the CPU. Upper 16 and lower 16 bits of address bus go through two transparent latches inside the ROM, effectively latching the address on a falling edge of ALE_H or ALE_L.Ī rising edge of /RD or /WR automatically adds 2 (i.e 16-bit aligned) to the current address. RDRAM is connected in serial (where transfers are done one bit at a time). The icequake/crazynation mirror does actually have enough information, although it's a little obtuse.Īddress is 32 bits wide, and specifies a byte offset, even though the bus is not byte-addressable.
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