We've just updated MediaWiki and its underlying software. If anything doesn't look or work quite right, please mention it to us. --RanAS

REFRESH and DRAMMODE: Difference between revisions

From SnesLab
Jump to: navigation, search
(time it takes to refresh)
(→‎References: bullet points -> number)
Line 13: Line 13:


=== References ===
=== References ===
* https://forums.nesdev.org/viewtopic.php?p=62572#p62572
# https://forums.nesdev.org/viewtopic.php?p=62572#p62572
* [2] https://problemkaputt.de/fullsnes.htm#snestimingoscillators
# https://problemkaputt.de/fullsnes.htm#snestimingoscillators


[[Category:SNES Hardware]]
[[Category:SNES Hardware]]
[[Category:Traces]]
[[Category:Traces]]

Revision as of 08:29, 13 July 2023

The REFRESH line keeps DRAM from forgetting. It comes out of pin 40 of the S-CPU. It goes into:

The S-CPU is paused for 40 master cycles while a REFRESH happens. [2]

/DRAMMODE is the name of pin 49 on the S-CPU, tied directly to ground (low).

In 2010, 6502freak theorized that setting this pin high disables the refresh cycle logic and frees up CPU time.

In 2013, nocash tested Donkey Kong Country with /DRAMMODE high. The game ran normally, so he hypothesized that when setting REFRESH low the game would still work too.

References

  1. https://forums.nesdev.org/viewtopic.php?p=62572#p62572
  2. https://problemkaputt.de/fullsnes.htm#snestimingoscillators