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Firmware - part 2

A project log for Novasaur CP/M TTL Retrocomputer

Retrocomputer built from TTL logic running CP/M with no CPU or ALU

alastair-hewittAlastair Hewitt 09/14/2019 at 06:080 Comments

The following shows a breakdown of the firmware process cycle described in the last log. Each cycle spans 4 lines and consists of 5 machine cycles per line:

The firmware machine cycle consists of 34 hardware process cycles for either the fetch, execute, or horizontal sync. Each machine cycles ends in a decode page jump (DPG) driven by the process cycle state and instruction. This decode takes 6 hardware process cycles resulting in a total length of 40, or 5 uS. Once the fetch is performed, each instruction requires one or two execution cycles. If the instruction is a NOP, then the next instruction is fetched. At the end of the execution cycle the instruction value is set to NOP so that the DPG will jump to fetch.

The 4th machine cycle is reserved for the horizontal sync handling. This also takes 34 hardware process cycles, plus the DPG, and includes an additional 8 cycles for sampling the PS2 port. This is a simple record-and-shift operation performed at the full 38.4 kHz line rate. The PS2 clock and data lines are sampled by two nibbles with the previous sample being shifted. The result after 4 lines is a byte containing 4 bits of the sampled clock and 4 bits of the sampled data. This can be processed to determine what data was received via the port, however, this data is only processed occasionally as described below.

Each firmware process cycle begins with the RST cycle to reset the process state and decide which feature to handle in the following machine cycles. The feature takes up the next one, two, or three machine cycles and can consist of the following:

The first two are exclusive, so audio can not be generated when serial communication is being handled (sorry, no streaming audio on this machine!). Serial may be full duplex, but could also be handled as half duplex and one of the machine cycles can be given back to the interpreter. The audio takes up two machines cycles and will handle at least two melodic voices and one noise channel. More voices, or ADSR, will be added if there is room when the implementation is finalized.

The keyboard is handled as an additional feature so that serial or audio can be processed concurrently with keyboard input (the latter being required for games). All the serial ports are implemented with hardware flow control, so the keyboard can be suppressed until a keyboard feature cycle is used. The plan is to sample the keyboard 15 times per second, or every 4th refresh at the 60 Hz field rate, or 5th refresh at the 75 Hz field rate. The keyboard input is processed for at least 128 lines, which should allow up to 3 bytes to be read. PS2 devices are required to buffer when the clock is inhibited, so this shouldn't be a problem as long as the user doesn't sustain 15 key presses per second.

PS2 interfaces are also bi-directional and the keyboard requires things like a reset command on power up. These are atypical events and are handled by specialized functions rather than handling during the standard firmware process cycle. The keyboard data transmit function includes the horizontal sync timing but does not run the interpreter. This is to facilitate data transmission at the keyboard's clock rate, which is faster and asynchronous to the 9600 process cycle. This will be fairly rare though (reset, cap lock, setting change) and should only last about 2 milliseconds. 

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