This information was gathered by Kevin K. Darling. NOTE !! This is a text for you to use to study the capabilities of the CoCo-3. Some minor parts may be in error (??). Insiders should clue us in on these. Purpose of release is to show some of the extra thought in the machine. In NO way should it be construed as an "official map". Now have fun! -- Kevin * Many Thanks from All of Us to the Contributors who shall remain UnKnown! * ----------------------------------------------------------------------------- I COCO-3 MEMORY, and GIME REGISTER MAP (1 Sept 86) KD ver1 I ----------------------------------------------------------------------------- SYSTEM MEMORY MAP: RAM 00000 - 7FFFF (512K bytes) ROM 78000 - 7FEFF when enabled I/O XFF00 - XFFFF I/O space and GIME regs 64K PROCESS MAP: RAM 0000 - FEFF (possible vector page FEXX) I/O FF00 - FFFF (appears in all pages) Note: the Vector Page RAM at 7FE00 - 7FEFF (when enabled), will appear instead of the RAM or ROM at XFE00 - XFEFF. (see FF90 Bit 3) XFF00-0X PIA0 (not fully decoded) XFF10-1F reserved XFF20-2X PIA1 (not fully decoded) XFF30-3F reserved XFF40-5F SCS see note below XFF60-7F undecoded (for current peripherals) XFF80-8F reserved Note: IF MC2=0, then XFF50-5F is SCS, and XFF40-4F will be internal to CoCo. ----------------------------------------------------------------------------- FF90 INITIALIZATION REGISTER 0 Bit 7 - CoCo Bit 1= Color Computer 1/2 Compatible Bit 6 - M/P 1= MMU enabled Bit 5 - IEN 1= GIME IRQ output enabled to CPU Bit 4 - FEN 1= GIME FIRQ " " Bit 3 - MC3 1= Vector page RAM at FEXX enabled Bit 2 - MC2 1= Standard SCS Bit 1 - MC1 ROM mapping 0 X - 16K internal, 16K external Bit 0 - MC0 " " 1 0 - 32K internal 1 1 - 32K external CoCo bit set = MMU disabled, Video address from SAM, RGB/Comp Palettes => CC2. ----------------------------------------------------------------------------- FF91 INITIALIZATION REGISTER 1 Bit 6 - 0=64K chips, 1 = 256K chips Bit 5 - TINS Timer INput Clock Select: 0= 70 nsec, 1= 63 usec Bit 0 - TR MMU Task Register Select (0/1 - see FFA0-AF) ----------------------------------------------------------------------------- FF92 IRQENR Interrupt Request Enable Register (IRQ) FF93 FIRQENR Fast Interrupt Request Enable Reg (FIRQ) (Note that the equivalent interrupt output enable bit must be set in FF90.) Both registers use the following bits to enable/disable device interrupts: Bit 5 - TMR Timer Bit 4 - HBORD Horizontal border Bit 3 - VBORD Vertical border Bit 2 - EI2 Serial data input Bit 1 - EI1 Keyboard Bit 0 - EI0 Cartridge (CART) I have no idea if both IRQ & FIRQ can be enabled for a device at same time. ----------------------------------------------------------------------------- FF94 Timer MSB Write here to start timer. FF95 Timer LSB Load starts timer countdown. Interrupts at zero, reloads count & continues. Must turn timer interrupt enable off/on again to reset timer IRQ/FIRQ. FF96 reserved FF97 reserved ----------------------------------------------------------------------------- FF98 Alpha/graphics Video modes, and lines per row. Bit 7 = vidmode 0 is alphanumeric, 1= bit plane (graphics) Bit 6 = na ... Bit 5 = DESCEN 1= extra DESCender ENable Bit 4 = MOCH MOnoCHrome bit (composite video output) (1=mono) Bit 3 = H50 50hz vs 60hz bit Bit 2 = LPR2 Number of lines/char row: Bit 1 = LPR1 (Bits 2-1-0 below:) Bit 0 = LPR0 000 - 1 line/row 100 - 9 001 - 2 101 - 10 010 - 3 110 - 11 (??) 011 - 8 111 - 12 (??) ----------------------------------------------------------------------------- FF99 VIDEO RESOLUTION REGISTER Bit 7 - na ... (bits 6-5): Bit 6 - LPF1 Lines Per Field: 00= 192 lines 10= 210 lines Bit 5 - LPF0 " " " 01= 200 lines 11= 225 lines Bit 4 - HR2 Horizontal Resolution Bit 3 - HR1 " " Bit 2 - HR0 " " (see below for HR, CRES bits) Bit 1 - CRES1 Color RESolution bits Bit 0 - CRES0 " " --------------------------------------------- TEXT MODES: Text: CoCo Bit= 0 and FF98 bit7=0. CRES0 = 1 for: attribute bytes are used. HR2 HR1 HR0 (HR1 = don't care for text) 80 char/line 1 X 1 64 " 1 X 0 40 " 0 X 1 32 " 0 X 0 --------------------------------------------- GRAPHICS MODES: X Colors HR2 HR1 HR0 CRES1 CRES0 640 4 - 1 1 1 0 1 640 2 - 1 0 1 0 0 512 4 - 1 1 0 0 1 512 2 - 1 0 0 0 0 320 16 - 1 1 1 1 0 Other combo's are 320 4 - 1 0 1 0 1 possible, but not 320 2 - 0 1 1 0 0 supported. 256 16 - 1 1 0 1 0 256 4 - 1 0 0 0 1 256 2 - 0 1 0 0 0 160 16 - 1 0 1 1 0 Old SAM modes work if CC Bit set. HR and CRES are Don't Care in SAM mode. Note the correspondence of HR2 HR0 to the text mode's bytes/line. Also that CRES bits shifted left one = number of colors. --Ke ----------------------------------------------------------------------------- FF9A Border Palette Register RGBRGB (XX00 0000 = CoCo 1/2 compatible) FF9B Reserved FF9C Vertical Fine Scroll FF9D Screen Start Address Register 1 (bits 18-11) FF9E Screen Start Address Register 0 (bits 10-3) FF9F Horizontal Offset Register Bit 7 = horizontal offset enable bit = 128 char width always Bit 6 = X6 ... offset count (0-127) Bit 0 = X0 If Bit 7 set & in Text mode, then there are 128 chars (only 80 seen)/line. This allows an offset to be specified into a virtual 128 char/line screen, useful for horizontal hardware scrolling on wide text or spreadsheets. ----------------------------------------------------------------------------- FFA0-AF MEMORY MANAGEMENT UNIT (MMU) FFA0-A7 Task #0 DAT map (8K block numbers in the 64K map) FFA8-AF Task #1 DAT map (Task map in use chosen by FF91 Bit 0) Each register has 6 bits into which is stored the block number 0-63 ($00-$3F) of the Physical 8K RAM block (out of 512K) that you wish to appear at the CPU Logical address corresponding to that register. Also can be shown this way: the 6 register bits, when the Logical Address in the range of that register, will become the new Physical RAM address bits: 18 17 16 15 14 13 MMU Register: CPU: Task0 Task1 Logical Address / Block# FFA0 FFA8 0000 - 1FFF 0 FFA1 FFA9 2000 - 3FFF 1 FFA2 FFAA 4000 - 5FFF 2 FFA3 FFAB 6000 - 7FFF 3 FFA4 FFAC 8000 - 9FFF 4 FFA5 FFAD A000 - BFFF 5 FFA6 FFAE C000 - DFFF 6 FFA7 FFAF E000 - FDFF 7 ------------------------------------------------------------------- Ex: You wish to access Physical RAM address $35001. That Address is: A- 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 .....3.... .......5...... .......0...... .......0...... .......1...... 0 1 1 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 1 Taking address bits 18-13, we have: 0 1 1 0 1 0, or $1A, or 26. This is the physical RAM block number, out of the 64 (0-63) available in a 512K machine. Now, let's say you'd like to have that block appear to the CPU at Logical Block 0 (0000-1FFF in the CPU's 64K memory map). You would store the Physical Block Number ($1A) in either of the two Task Map registers that are used for Logical Block 0 (FFA0 or FFA8). Unless your pgrm that is doing this is in the Vector RAM at FEXX (set MC3 so ALWAYS there), you would want to use your current Task Map register set. If the TR bit at FF91 was 0, then you'd use MMU register FFA0 for the $1A data byte. To find the address within the block, use Address Bits 12-0 plus the Logical base address (which in this case is $0000): Now you could read/write address $1001, which would actually be $35001. ----------------------------------------------------------------------------- FFB0-BF Color Palette Registers Reg bits- 5 4 3 2 1 0 CMP ... I1 I0 P3 P2 P1 P0 Intensity and Phase (16 colors x 4 shades) RGB ... R1 G1 B1 R0 G0 B0 Red Green Blue (64 RGB combo's) When CoCo Bit is set, and palette registers preloaded with certain default values (ask, if you need these), both the RGB and CMP outputs appear the same color, supposedly. 40/80 Column Text Screen Bytes are Even=char, Odd=attribute, in memory. Characters selected from 128 ASCII. NO text graphics-chars. Char Attributes- 8 bits... F U T T T B B B Flashing, Underline, Text foregrnd, Backgrnd colors 0-7. ----------------------------------------------------------------------------- FFC0-DF SAM : same as before (mostly compatible Write-Only Switches) FFD8 = CPU .895 MHz (no address-dependent speed) FFD9 = 1.79 MHz FFDE = Map RAM/ROM (RAM accesses use MMU translations) FFDF = all RAM ----------------------------------------------------------------------------- GIME2.TXT GIME Update - 21 Nov 86 (plus CoCo-3 misc.) This is an addendum to GIME.TXT elsewhere in this Library. Meant for all, but as FREE distribution only. Please address info to Kevin Darling 73117,1375 for next update. Let's keep the info flowing! The SIG purpose is to share knowledge. Thanks to Greg Law and his friend Dennis W. for much register info. Thanks to Others and Marsha (for my magnifier) on many of the pin-outs. ============================================================================ GIME Register Corrections: $FF91 - Bit 5, Timer Input Select. Looks like 0=slower speed, instead. Haven't had time to put a scope on it to check actual clocks, yet. $FF92-3 - Interrupt Request Regs: You can also read these regs to see if there is a LOW on an interrupt input pin. If you have both the IRQ and FIRQ for the same device enabled, you read a Set bit on both regs if that input is low. For example, if you set $FF02=0 and $FF92=2, then as long as a key is held down, you will read back Bit 1 as Set. The keyboard interrupt input is generated by simply AND'ing all the matrix pins read back at $FF00. Therefore, you could select the key columns you wished to get by setting the appropriate bits at $FF02 to zero. Pressing the key drops the associated $FF00 line to zero, causing the AND output to go low to the GIME. Setting $FF02 to all Ones would mean only the Joystick Fire buttons would generate interrupts. $FF94-95 - Storing a $00 at $FF94 seems to stop the timer. Also, apparently each time it passes thru zero, the $FF92/93 bit is set without having to re-enable that Int Request. $FF98 - Bit 5 is the artifact color shift bit. Change it to flip Pmode 4 colors. A One is what is put there if you hold down the F1 key on reset. POKE &HFF98,&H13 from Basic if your colors artifact the wrong way for you. $FF9F - Horz Offset Reg. If you set Bit 7 and you're in Gfx mode, you can scroll across a 128 byte picture. To use this, of course, you'd have to write your own gfx routines. On my machine, tho, an offset of more than about 5 crashes. $FFB0-BF - As I originally had, and we all know by now, FFB0-B7 are used for the text mode char background colors, and FFB8-BF for char foreground colors, in addition to their other gfx use. ============================================================================ CoCo-3 Internal Tidbits: The 68B09E address lines finally have pullup resistors on them. Probably put in for the 2MHz mode, they also help cure a little-known CoCo phantom: since during disk access, the Halt line tri-states the address, data, and R/W lines, some old CoCo's would float those lines right into writing junk in memory. Now $FFFF would be presented to the system bus instead. Since the GIME catches the old VDG mode info formerly written to the PIA at $FF22, those four now-unconnected lines (PB4-7 on the 6821) might have some use for us. Also, Pin 10 of the RGB connector is tied to PB3 on the same PIA. Shades of the Atari ST. Could possibly be used to detect type of monitor attached, if we like. Data read back from RAM must go thru a buffer, the GIME, and another buffer. Amazing that it works at 2 MHz. In case you didn't catch the hint from GIME.TXT on FF90 Bit 2, the option of an internal SCS select opens up the possibility of a CoCo-4 with a built-in disk controller. ============================================================================ GIME PINS: . . 61 63 65 67 01 03 05 07 09 09 ------- 01 68 ------ 61 60 62 64 66 68 02 04 06 08 11 10 10 60 58 59 13 12 l l 56 57 15 14 l l 54 55 17 16 l l 52 53 Bottom 19 18 l Top l 50 51 21 20 l l 48 49 23 22 l l 46 47 25 24 l l 44 45 42 40 38 36 34 32 30 28 26 26 44 43 41 39 37 35 33 31 29 27 27 -------------------- 43 01 - GND 18 - D6 35 - +5 Volts 52 - A13 02 - XTAL 19 - D7 36 - Z3 53 - A14 03 - XTAL 20 - FIRQ* ->CPU 37 - Z4 54 - A15 04 - RAS* 21 - IRQ* -->CPU 38 - pullup 55 - VSYNC* 05 - CAS* 22 - CART* Int in 39 - Z5 56 - HSYNC* 06 - E 23 - KeyBd* Int in 40 - Z6 57 - D7 (RAM) 07 - Q 24 - RS232* Int in 41 - Z7 58 - D6 08 - R/W* 25 - A0 (fm CPU) 42 - Z8 59 - D5 09 - RESET* 26 - A1 43 - A4 (fm CPU) 60 - D4 10 - WEn* 0 27 - A2 44 - A5 61 - D3 11 - WEn* 1 28 - A3 45 - A6 62 - D2 12 - D0 (CPU) 29 - S2 46 - A7 63 - D1 13 - D1 30 - S1 47 - A8 64 - D0 14 - D2 31 - S0 48 - A9 65 - Comp Vid 15 - D3 32 - Z0 (RAM) 49 - A10 66 - Blue 16 - D4 33 - Z1 50 - A11 67 - Green 17 - D5 34 - Z2 51 - A12 68 - Red Notes: WEnx = Write Enables for Banks 0 and 1 RAM S2-0 = (address select code -> 74LS138) : 000 -0- ROM 010 -2- FF0X, FF2X 100 -4- int SCS 110 -6- norm SCS 001 -1- CTS 011 -3- FF1X, FF3X 101 -5- n/a 111 -7- ??ram?? ============================================================================ CONNECTORS: (CN5,6 - top to bottom, CN2 - left to right) CN6 - Gnd, +5, D1, D0, D2, D3, D6, D7, D5, D4, WEn1, Gnd CN5 - Gnd, D2, D3, D1, WEn0, D0, CAS, D6, D5, D4, D7, Gnd CN2 - Gnd, RAS, Z0, Z1 , Z2, Z3, Z4, Z5, Z6, Z7, Z8, Gnd Note: Since a lot of this is by a QUICK observation, CHECK first if using! Tho as far as the CN's go, even if I have messed up all but the CAS, RAS, WEn's, and +5, you could connect the extra RAM Dx and Zx pins in parallel to each bank in any order. The RAM's don't care. CN6 and CN5 data lines go to separate 256K banks, of course. ============================================================================ General Info: Data is written to the RAM by byte thru IC10 or IC11, selected by WEn 0 or 1. (write enable 0 = even addresses, write enable 1 = odd addresses) Two bank RAM data is read back to the GIME thru IC12 & IC13, byte at a time. The CPU can then get it from the GIME by byte. IC 10, 11, 12 = 74LS244 buffer. IC13 = 74LS374 latch clocked by CAS* rise. RAM Read --> IC12 --> GIME enabled by CAS low. (read first) RAM Read --> IC13 --> GIME enabled by CAS hi. (latched & read) Test Points: TP 2 = E TP 4 = RAS TP 6 = Comp Video TP 9 = Green TP 3 = Q TP 5 = CAS TP 8 = Red TP10 = Blue