Difference between revisions of "PM RAM"

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(New page: The memory used in the Pokemon Mini is general purpose static ram. It is high speed and there is no performance hit for accessing it other than the instruction processing speed. The bigg...)
 
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|+Ram Memory Break down
 
|+Ram Memory Break down
 
! Start
 
! Start
 +
! End
 
! Size
 
! Size
 
! Description
 
! Description
 
|-
 
|-
 
| $2000
 
| $2000
 +
| $22FF
 
| $0300
 
| $0300
 
| [[PM Frame Buffer|Frame Buffer]]
 
| [[PM Frame Buffer|Frame Buffer]]
 
|-
 
|-
 
| $2300
 
| $2300
 +
| $235F
 
| $0060
 
| $0060
 
| [[PM SAM Memory|Sprite Attributes]]
 
| [[PM SAM Memory|Sprite Attributes]]
 
|-
 
|-
 
| $2360
 
| $2360
 +
| $24DF
 
| $0180
 
| $0180
 
| [[PM MAP Memory|Tile Map]]
 
| [[PM MAP Memory|Tile Map]]
 
|-
 
|-
 
| $24E0
 
| $24E0
 +
| $2FFF
 
| $0B20
 
| $0B20
 
| General Purpose Memory
 
| General Purpose Memory
 
|}
 
|}

Revision as of 15:43, 21 May 2008

The memory used in the Pokemon Mini is general purpose static ram. It is high speed and there is no performance hit for accessing it other than the instruction processing speed. The biggest problem with the system is that the ram is small, and also shared with the picture rendering chip. Sections of this memory can be disabled, but up to 1248 bytes of 4k can be re-purposed for video.

General purpose memory is considered unused and is safe for all use at any time. Disabling various parts of the picture rendering chip can free up additional memory.

Ram Memory Break down
Start End Size Description
$2000 $22FF $0300 Frame Buffer
$2300 $235F $0060 Sprite Attributes
$2360 $24DF $0180 Tile Map
$24E0 $2FFF $0B20 General Purpose Memory