Difference between revisions of "VRAM access timing"
From MSX Game Library
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* [https://map.grauw.nl/articles/vdp_tut.php#vramtiming VRAM access timing in ''VDP programming tutorial'']. | * [https://map.grauw.nl/articles/vdp_tut.php#vramtiming VRAM access timing in ''VDP programming tutorial'']. | ||
The last article gives a table of possible access times for each screen mode for each VDP generation. | The last article gives a table of possible access times for each screen mode for each VDP generation. | ||
− | Thus, the VDP module of MSXgl automatically adjusts its access times to the screen modes chosen in the library configuration (msxgl_config.h) to allow the best possible access times while ensuring the proper functioning of the application. | + | Thus, the VDP module of MSXgl automatically adjusts its access times to the screen modes chosen in the library configuration (<tt>msxgl_config.h</tt>) to allow the best possible access times while ensuring the proper functioning of the application. |
The problem is that in some situations, we could observe data corruption in a context where the access times were respected. | The problem is that in some situations, we could observe data corruption in a context where the access times were respected. | ||
− | A tool was then created to verify these theoretical access times with concrete cases. | + | A tool was then created to verify these theoretical access times with concrete test cases: [https://github.com/aoineko-fr/VATT VATT] (for VRAM Access Time Tester). |
The results of these tests showed that the reference data had some limitations. Notably a wrong access time for Screen Mode 3 on MSX1 (TMS9918) or an unexpected effect with screen disabling for non-bitmap modes on MSX2 (V9938/58). | The results of these tests showed that the reference data had some limitations. Notably a wrong access time for Screen Mode 3 on MSX1 (TMS9918) or an unexpected effect with screen disabling for non-bitmap modes on MSX2 (V9938/58). |
Revision as of 08:12, 25 April 2023
As MSXGL intends to offer the best possible performance to MSX game creators, special attention has been paid to ensure the highest possible speed when accessing the VRAM. But, MSX hardware is so made that it is sometimes possible (depending on the context) to write or read too quickly in the VDP memory and thus to create data corruptions. To create the VDP module we based our VRAM access times on the information available on the net and in particular on the MSX Assembly Page (from MRC user Grauw) and its articles which are references in this field:
The last article gives a table of possible access times for each screen mode for each VDP generation. Thus, the VDP module of MSXgl automatically adjusts its access times to the screen modes chosen in the library configuration (msxgl_config.h) to allow the best possible access times while ensuring the proper functioning of the application.
The problem is that in some situations, we could observe data corruption in a context where the access times were respected. A tool was then created to verify these theoretical access times with concrete test cases: VATT (for VRAM Access Time Tester).
The results of these tests showed that the reference data had some limitations. Notably a wrong access time for Screen Mode 3 on MSX1 (TMS9918) or an unexpected effect with screen disabling for non-bitmap modes on MSX2 (V9938/58).