Sega MegaDrive

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SEGA MegaDrive / Genesis

Please note

This page is a work in progress. There are chapters missing and some information has to be revised.


The SEGA MegaDrive / Genesis is a 16-bit videogame console released by SEGA in 1989.


It features:

  • 320x224 screen resolution by default, read "Screen Resolutions" for more information.
  • 4x 16 color palettes.
  • Tile based display chip with 2 scrolling tilemaps.
  • Full plane or 16 pixel column independent vertical scroll.
  • Full plane, 8 pixel row or scanline independent horizontal scroll.
  • 80 Sprites (up to 4x4tiles in size each) in H40 mode, 64 sprites in H32 mode. Read "Sprites" for more information.
  • 64K of dedicated Video Memory (VRAM)
  • YM2612 FM Sound Chip + SN76489 PSG Sound Chip (Integrated in the VDP)

Setting up

Cartridges have a ROM header that can normally be ditched entirely, since it's only used by emulators to display information or choose correct emulation settings / peripherals. This is not true for all console revisions, though; one part of the header is mandatory for systems equiped with the TradeMark Security System. Read "ROM Header" and "TMSS" for more information.

CPU Vector table

This must be the very first thing in the ROM. On power up or reset the CPU initializes the stack pointer held at address $000000 and jumps to the reset vector held at address $000004. The rest of the vectors can be discarded competely, since they are only used for exception handling and video interrupts (more information about interrupts can be found in the "VDP" section). If a cartridge doesn't want to process a particular interrupt, or wants to ignore it, standard procedure is to set that vector to a dummy handler that simply returns from the exception (RTE). For our purposes, if only the stack pointer and reset vector will be used, we can use the remaining address space used by the vector table as executable code space.

Below are examples that illustrate how the vector table is conventionally set up and how we might want to do it.

	; Example 1: Standard procedure, where all vectors are initialized to something.
	; If a particular vector is not to be used, a "null" or "dummy" handler is put.
	dc.l   0x00FFE000			; Initial stack pointer value
	dc.l   CPU_EntryPoint		; Start of program
	dc.l   CPU_Exception		; Bus error
	dc.l   CPU_Exception		; Address error
	dc.l   CPU_Exception		; Illegal instruction
	dc.l   CPU_Exception		; Division by zero
	dc.l   CPU_Exception		; CHK CPU_Exception
	dc.l   CPU_Exception		; TRAPV CPU_Exception
	dc.l   CPU_Exception		; Privilege violation
	dc.l   INT_Null				; TRACE exception
	dc.l   INT_Null				; Line-A emulator
	dc.l   INT_Null				; Line-F emulator
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Spurious exception
	dc.l   INT_Null				; IRQ level 1
	dc.l   INT_Null				; IRQ level 2
	dc.l   INT_Null				; IRQ level 3
	dc.l   INT_HInterrupt		; IRQ level 4 (horizontal retrace interrupt)
	dc.l   INT_Null  			; IRQ level 5
	dc.l   INT_VInterrupt		; IRQ level 6 (vertical retrace interrupt)
	dc.l   INT_Null				; IRQ level 7
	dc.l   INT_Null				; TRAP #00 exception
	dc.l   INT_Null				; TRAP #01 exception
	dc.l   INT_Null				; TRAP #02 exception
	dc.l   INT_Null				; TRAP #03 exception
	dc.l   INT_Null				; TRAP #04 exception
	dc.l   INT_Null				; TRAP #05 exception
	dc.l   INT_Null				; TRAP #06 exception
	dc.l   INT_Null				; TRAP #07 exception
	dc.l   INT_Null				; TRAP #08 exception
	dc.l   INT_Null				; TRAP #09 exception
	dc.l   INT_Null				; TRAP #10 exception
	dc.l   INT_Null				; TRAP #11 exception
	dc.l   INT_Null				; TRAP #12 exception
	dc.l   INT_Null				; TRAP #13 exception
	dc.l   INT_Null				; TRAP #14 exception
	dc.l   INT_Null				; TRAP #15 exception
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)
	dc.l   INT_Null				; Unused (reserved)

	; Example 2: For sizecoding purposes, we only specify the initial stack pointer
	; and the reset vector, the rest of the space we can use as executable code space.
	; In theory this should work, in non TMSS systems. In practice TMSS compatibility should
	; be taken into account (read "TMSS" for more information) and some emulators might not like this.
	dc.l   0x00FFE000			; Initial stack pointer value
	dc.l   CPU_EntryPoint		; Start of program
CPU_EntryPoint:
	<our demo>
	bra.s	CPU_EntryPoint

This vector table is then followed by the ROM header at 0x100

ROM Header

The ROM Header is a structure located at 0x100 that specifies some metadata about the ROM, like its name, author, version number, release date, region, and any special peripherals used.

Note that the Mega Drive console itself doesn't read any of this, it's more a convenience for the programmer, but most emulators will read the title and region. Further header information at: https://plutiedev.com/rom-header

Memory map

Start address 	End address 	Description 	32X SH-2 address
$000000 	$3FFFFF 	Cartridge ROM/RAM 	$2000000-$23FFFFF
$400000 	$7FFFFF 	Reserved (used by the Mega-CD and 32X)
$800000 	$9FFFFF 	Reserved (used by the 32X)
$840000 	$85FFFF 	32X frame buffer 	$4000000-$401FFFF
$860000 	$87FFFF 	32X frame buffer overwrite mode 	$4020000-$403FFFF
$880000 	$8FFFFF 	32X cartridge ROM (first 512kB bank only)
$900000 	$9FFFFF 	32X cartridge bankswitched ROM (any 512kB bank, controlled by 32X registers)
$A00000 	$A0FFFF 	Z80 memory space
$A10000 	$A10001 	Version register
$A10002 	$A10003 	Controller 1 data
$A10004 	$A10005 	Controller 2 data
$A10006 	$A10007 	Expansion port data
$A10008 	$A10009 	Controller 1 control
$A1000A 	$A1000B 	Controller 2 control
$A1000C 	$A1000D 	Expansion port control
$A1000E 	$A1000F 	Controller 1 serial transmit
$A10010 	$A10011 	Controller 1 serial receive
$A10012 	$A10013 	Controller 1 serial control
$A10014 	$A10015 	Controller 2 serial transmit
$A10016 	$A10017 	Controller 2 serial receive
$A10018 	$A10019 	Controller 2 serial control
$A1001A 	$A1001B 	Expansion port serial transmit
$A1001C 	$A1001D 	Expansion port serial receive
$A1001E 	$A1001F 	Expansion port serial control
$A10020 	$A10FFF 	Reserved
$A11000 	Memory mode register
$A11002 	$A110FF 	Reserved
$A11100 	$A11101 	Z80 bus request
$A11102 	$A111FF 	Reserved
$A11200 	$A11201 	Z80 reset
$A11202 	$A12FFF 	Reserved
$A13000 	$A130FF 	TIME registers; used to send signals to the cartridge
$A130EC 	$A130EF 	"MARS" when 32X is attached
$A130F1 	SRAM access register
$A130F3 	Bank register for address $80000-$FFFFF
$A130F5 	Bank register for address $100000-$17FFFF
$A130F7 	Bank register for address $180000-$1FFFFF
$A130F9 	Bank register for address $200000-$27FFFF
$A130FB 	Bank register for address $280000-$2FFFFF
$A130FD 	Bank register for address $300000-$37FFFF
$A130FF 	Bank register for address $380000-$3FFFFF
$A14000 	$A14003 	TMSS "SEGA"
$A14101 	TMSS/cartridge register
$A14102 	$BFFFFF 	Reserved
$C00000 	$C00001 	VDP data port
$C00002 	$C00003 	VDP data port (mirror)
$C00004 	$C00005 	VDP control port
$C00006 	$C00007 	VDP control port (mirror)
$C00008 	$C00009 	VDP H/V counter
$C0000A 	$C0000F 	VDP H/V counter (mirror)
$C00011 	PSG output
$C00013 	$C00017 	PSG output (mirror)
$C0001C 	$C0001D 	Debug register
$C0001E 	$C0001F 	Debug register (mirror)
$C00020 	$FEFFFF 	Reserved
$FF0000 	$FFFFFF 	68000 RAM


Startup

From here it jumps to the CPU entry point and we need to the minimum startup here: The MegaDrive in Supervisor mode already.

The TMSS ROM does is place the SEGA text on screen and run a timer, then I think it just unmaps itself from the address space and does a soft reset.

move.l #'SEGA', ($A14000) ; disable TMSS so that accessing the VDP won't lock up the console
tst.w ($C00004)    ; test VDP CONTROL to stop the VDP, this makes it discard anything that was previously in the FIFO
move.w #$2700, sr ; set IPL level 7

This setup should give you fully predictable state on every power cycle or reset that's just to play it safe, but getting a spurious interrupt before you even have the chance to disable interrupt processing is pretty much impossible in the real world

Video display

So after the TMSS boot sequence you'll have a black screen but some leftover stuff in VRAM You'll have to enable display which you already need to to when setting the VDP registers to your desired configuration And no, the TMSS ROM doesn't use any interrupts It doesn't even use DMA, the 68k copies all the graphics and all.

The VDP always initializes to 320x224, to get 320x240 you have to enable V30 mode that's why sonic 1 on PAL has borders at the top and bottom they didn't care to change the video height, and PAL systems have a smaller window for 320x224.

VDP Setup

VDP Access is handled by the following 3 ports and VDP Register constants:

VdpCtrl:    equ $C00004  ; VDP control port
VdpData:    equ $C00000  ; VDP data port
HvCounter:  equ $C00008  ; H/V counter

VDPREG_MODE1:     equ $8000  ; Mode register #1
VDPREG_MODE2:     equ $8100  ; Mode register #2
VDPREG_MODE3:     equ $8B00  ; Mode register #3
VDPREG_MODE4:     equ $8C00  ; Mode register #4

VDPREG_PLANEA:    equ $8200  ; Plane A table address
VDPREG_PLANEB:    equ $8400  ; Plane B table address
VDPREG_SPRITE:    equ $8500  ; Sprite table address
VDPREG_WINDOW:    equ $8300  ; Window table address
VDPREG_HSCROLL:   equ $8D00  ; HScroll table address

VDPREG_SIZE:      equ $9000  ; Plane A and B size
VDPREG_WINX:      equ $9100  ; Window X split position
VDPREG_WINY:      equ $9200  ; Window Y split position
VDPREG_INCR:      equ $8F00  ; Autoincrement
VDPREG_BGCOL:     equ $8700  ; Background color
VDPREG_HRATE:     equ $8A00  ; HBlank interrupt rate

VDPREG_DMALEN_L:  equ $9300  ; DMA length (low)
VDPREG_DMALEN_H:  equ $9400  ; DMA length (high)
VDPREG_DMASRC_L:  equ $9500  ; DMA source (low)
VDPREG_DMASRC_M:  equ $9600  ; DMA source (mid)
VDPREG_DMASRC_H:  equ $9700  ; DMA source (high)

A somewhat limited VDP setup can look something like this:

   lea     (VdpCtrl), a0 
    move.w  #VDPREG_MODE1|$04, (a0)    ; Mode register #1
    move.w  #VDPREG_MODE2|$04, (a0)    ; Mode register #2
    move.w  #VDPREG_MODE3|$00, (a0)    ; Mode register #3
    move.w  #VDPREG_MODE4|$81, (a0)    ; Mode register #4
    
    move.w  #VDPREG_PLANEA|$30, (a0)   ; Plane A address
    move.w  #VDPREG_PLANEB|$07, (a0)   ; Plane B address
    move.w  #VDPREG_SPRITE|$78, (a0)   ; Sprite address
    move.w  #VDPREG_WINDOW|$34, (a0)   ; Window address
    move.w  #VDPREG_HSCROLL|$3D, (a0)  ; HScroll address
    
    move.w  #VDPREG_SIZE|$01, (a0)     ; Tilemap size
    move.w  #VDPREG_WINX|$00, (a0)     ; Window X split
    move.w  #VDPREG_WINY|$00, (a0)     ; Window Y split
    move.w  #VDPREG_INCR|$02, (a0)     ; Autoincrement
    move.w  #VDPREG_BGCOL|$00, (a0)    ; Background color
    move.w  #VDPREG_HRATE|$FF, (a0)    ; HBlank IRQ rate


For more information, check out https://plutiedev.com/vdp-setup

VDP Register

Here is a detailed explaination of the different VDP registers: https://plutiedev.com/vdp-registers


Sprites

To be added

; to be added

Sound

To be added.

; to be added

Additional Resources