Neo Geo Architecture: A practical analysis
The Neo Geo system by SNK featured dual processors, advanced I/O handling, and sophisticated graphics capabilities. It supported arcade and home markets with MVS and AES variants, offering rich gaming experiences.
Read original articleThe Neo Geo architecture, designed by SNK, catered to both arcade and home markets with the MVS and AES variants. The system featured a dual-processor setup with a Motorola 68000 and Zilog Z80 CPU for game execution and sound management, respectively. Not constrained by budget limitations, the Neo Geo included numerous support chips to enhance CPU capabilities. The system's sophisticated I/O handling utilized a vectorised interrupt table for efficient communication and an inter-process communication system between the CPUs. To prevent system failures, an auto-repair process with a Watchdog program reset frozen games. Memory allocation included 64 KB of RAM for the 68000 and 2 KB for the Z80, with additional memory for storing game scores in MVS models. The graphics subsystem focused on tile-based graphics with a rich color palette and the ability to display a large number of sprites. The console supported NTSC and PAL signals with a resolution of 320 x 224 or 320 x 256 pixels. The chipset evolved over revisions, with components like the Video Display Processor handling graphics rendering.
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The reason is that IM2 requires interrupt sources to implement a fairly complex 'daisy chain protocol'. Support chips are supposed to place the low byte of a 16-bit interrupt vector address on the data bus when the Z80 starts handling an interrupt, the Z80 will read that byte, and combine it with the special I register as high byte to build a 16-bit address which points into the interrupt vector table. Next the Z80 will read the 16-bit value from that address - which is the entry point of the interrupt service routine - and jump there.
Interrupt priorities are hardwired via the above mentioned 'daisy chain', and this prioritization is what makes the interrupt support logic complicated because pending interrupt requests should not get lost while a higher priority interrupt is serviced (it's all described here in detail: http://www.z80.info/1653.htm).
The standard Z80 family chips (CTC, PIO, SIO) all supported this complex protocol, but not any of the custom chips in western home computers. East German home computers used TTL logic and Z80 family chips instead of custom chips and thus could make full use of the Z80 interrupt capabilties, while western designs typically didn't (I would have taken sprites and hardware-scrolling any day over powerful IM2 interrupts though).
[0] https://www.youtube.com/watch?v=Eog8solD9dc
They placed a penny on the closed lid, and pressed the button to open it.
I forget which moved the penny furthest, but the Neo Geo came last.
https://capturetheflag.withgoogle.com/challenges/rev-arcade
Also, the neo geo development wiki is an absolute goldmine of technical information about the console.
I remember playing and enjoying a side scrolling shooter with weird penis-shaped space ships (Last Resort).
If you have any nostalgia for (or just interest in) old consoles / arcade machines / game system, this article is well worth your time.
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