Difference between revisions of "PM RAM"
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(* Corrected start/end locations.) |
(→RAM Layout) |
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Line 7: | Line 7: | ||
{| border="1" style="text-align:left" | {| border="1" style="text-align:left" | ||
− | |+''' | + | |+'''PRC rendering sprites with Tile Map 0, 1 or 2''' |
+ | ! Start | ||
+ | ! End | ||
+ | ! Size | ||
+ | ! Description | ||
+ | |- | ||
+ | | $1000 | ||
+ | | $12FF | ||
+ | | $0300 (768B) | ||
+ | | [[PM PRC#Frame Copy Stage|Frame Buffer]] | ||
+ | |- | ||
+ | | $1300 | ||
+ | | $135F | ||
+ | | $0060 (96B) | ||
+ | | [[PM PRC#Sprite Rendering Stage|Sprite Attributes]] | ||
+ | |- | ||
+ | | $1360 | ||
+ | | $141F | ||
+ | | $00C0 (192B) | ||
+ | | [[PM PRC#Map Rendering Stage|Tile Map]] | ||
+ | |- | ||
+ | | $1420 | ||
+ | | $1FFF | ||
+ | | $0BE0 (3040B) | ||
+ | | General Purpose Memory | ||
+ | |} | ||
+ | |||
+ | |||
+ | {| border="1" style="text-align:left" | ||
+ | |+'''PRC rendering sprites with Tile Map 3''' | ||
! Start | ! Start | ||
! End | ! End | ||
Line 31: | Line 60: | ||
| $1FFF | | $1FFF | ||
| $0B20 (2848B) | | $0B20 (2848B) | ||
+ | | General Purpose Memory | ||
+ | |} | ||
+ | |||
+ | |||
+ | {| border="1" style="text-align:left" | ||
+ | |+'''PRC rendering only sprites''' | ||
+ | ! Start | ||
+ | ! End | ||
+ | ! Size | ||
+ | ! Description | ||
+ | |- | ||
+ | | $1000 | ||
+ | | $12FF | ||
+ | | $0300 (768B) | ||
+ | | [[PM PRC#Frame Copy Stage|Frame Buffer]] | ||
+ | |- | ||
+ | | $1300 | ||
+ | | $135F | ||
+ | | $0060 (96B) | ||
+ | | [[PM PRC#Sprite Rendering Stage|Sprite Attributes]] | ||
+ | |- | ||
+ | | $1360 | ||
+ | | $1FFF | ||
+ | | $0CA0 (3232B) | ||
+ | | General Purpose Memory | ||
+ | |} | ||
+ | |||
+ | |||
+ | {| border="1" style="text-align:left" | ||
+ | |+'''PRC off (no BG or Sprites)''' | ||
+ | ! Start | ||
+ | ! End | ||
+ | ! Size | ||
+ | ! Description | ||
+ | |- | ||
+ | | $1000 | ||
+ | | $1FFF | ||
+ | | $1000 (4096B) | ||
| General Purpose Memory | | General Purpose Memory | ||
|} | |} |
Revision as of 21:20, 17 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
Start | End | Size | Description |
---|---|---|---|
$1000 | $12FF | $0300 (768B) | Frame Buffer |
$1300 | $135F | $0060 (96B) | Sprite Attributes |
$1360 | $141F | $00C0 (192B) | Tile Map |
$1420 | $1FFF | $0BE0 (3040B) | General Purpose Memory |
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 |
Start | End | Size | Description |
---|---|---|---|
$1000 | $12FF | $0300 (768B) | Frame Buffer |
$1300 | $135F | $0060 (96B) | Sprite Attributes |
$1360 | $1FFF | $0CA0 (3232B) | General Purpose Memory |
Start | End | Size | Description |
---|---|---|---|
$1000 | $1FFF | $1000 (4096B) | General Purpose Memory |