Difference between revisions of "PM RAM"

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(RAM Layout)
(* Corrected start/end locations.)
Line 13: Line 13:
 
! Description
 
! Description
 
|-
 
|-
| $2000
+
| $1000
| $22FF
+
| $12FF
 
| $0300 (768B)
 
| $0300 (768B)
 
| [[PM PRC#Frame Copy Stage|Frame Buffer]]
 
| [[PM PRC#Frame Copy Stage|Frame Buffer]]
 
|-
 
|-
| $2300
+
| $1300
| $235F
+
| $135F
 
| $0060 (96B)
 
| $0060 (96B)
 
| [[PM PRC#Sprite Rendering Stage|Sprite Attributes]]
 
| [[PM PRC#Sprite Rendering Stage|Sprite Attributes]]
 
|-
 
|-
| $2360
+
| $1360
| $24DF
+
| $14DF
 
| $0180 (384B)
 
| $0180 (384B)
 
| [[PM PRC#Map Rendering Stage|Tile Map]]
 
| [[PM PRC#Map Rendering Stage|Tile Map]]
 
|-
 
|-
| $24E0
+
| $14E0
| $2FFF
+
| $1FFF
 
| $0B20 (2848B)
 
| $0B20 (2848B)
 
| General Purpose Memory
 
| General Purpose Memory
 
|}
 
|}

Revision as of 20:22, 16 April 2009

RAM Overview

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 Layout

Ram Memory Break down
Start End Size Description
$1000 $12FF $0300 (768B) Frame Buffer
$1300 $135F $0060 (96B) Sprite Attributes
$1360 $14DF $0180 (384B) Tile Map
$14E0 $1FFF $0B20 (2848B) General Purpose Memory