Nintendo DMG-01 - Game Boy Console Manual page 138

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5.2. Typical timing diagram
point at which /WR goes high after a write.
f: 960ns
point at which CLK goes high. This is also the point
at which /CS goes high and the GameBoy stops
driving the data bus.
g: 990ns
point at which /RD goes low for a read (30ns after
CLK goes high).
(Measurements roundet to the nearest 10ns)
"Some devices (like disk controller chips) require that
the address be valid before you access them (with a
read or write pulse).
The problem is that /RD doesn't go high between
consecutive reads, and the second problem is that when
/RD transitions, it does so at the same time (or
before) the address changes. The result is that from
the device's perspective, an address transition looks
like a bunch of reads from random addresses. These
spurious reads are ok for RAM and ROM, but can really
screw things up for devices with internal buffers,
because they may be fooled into thinking that you have
read more data from them than you actually have.
The way to solve this problem is to feed CLK and /RD
through a OR gate. The downside is that it makes your
allowable read time shorter.
Page 138
TM
Game Boy
CPU Manual
V 1.01

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