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The Memotech MTX Series

Martin Allcorn's Games ROM

 

Prototype

The finished product (V1.0)

MAGROM Development

 

MAGROM started out as an idea for a games ROM board for Martin's personal use. This page documents how it morphed from that idea to a "product" that is available to anyone else who wants one. (Do you want one ?) Although I helped with the productisation, designing the PCB and getting them fabricated, the concept and logic design is all down to Martin.

The original idea came when Martin wanted to added additional RAM to a 32KB MTX500, before seeing Andy's MTX Memory card or REMEMOrizer, he wanted to design an external RAM board that would also be capable of holding a couple of large ROMs filled with MTX games. The idea stalled until he got to thinking about doing a cut down games ROM board while he was waiting for Andy to ship the REMEMOrizer that he had ordered and the MAGROM concept was born.

With a lot of input from Martin, I have described how the MAGROM hardware and software evolved below :

Hardware

Design Development - in pictures

Martin's expansion RAM board - the inspiration for the idea of adding a Games ROM to his MTX.

(Also note the ex-BBC red function keys on Martin's MTX - I think that they make quite a nice contrast against the black case.)

"Since I wanted to fit more RAM I pulled the 32k on board and fitted 64k externally since I had loads of space I was going to fit a couple of big ROMs, load them up with .RUN files and wedge some code into the OS in place of the tape loader to load from ROM – Instant game machine."

"Then I got side-tracked and have never written the OS wedge. In the mean time, for testing I re-wired a couple of pins on the game ROM sockets, and put 512k RAM in each, this was before I found Andy’s site."

Basis of Design - ROM Based Expansion

The MTX memory map in ROM mode always has a 1/2 size page where the RAM goes from 08000h, so Martin's intention was to page in a ROM in that page from 04000h to 07FFFh and fill it with MTX500 friendly games in .RUN format. The jumper on the board was there to choose between page 0,1 or 3 for a MTX500, 512 or RS128.

Any software can find the 1/2 page by looking in the LSTPG system variable at 0FA52h If you use straight 16k chunks you could fit in between 16 and 32 games, depending on how many are over 16k and so need 2 pages. None will be over 32k as that would rule out the MTX500, make the whole thing a lot more complicated and for the most part be unnecessary as the majority of the games ran on the 500 anyway. The “loading” software is pretty straightforward for .RUN files, LDIR it in to RAM and do a JP to the first location. I don’t think writing a loader for tape format .MTX files would be too much work, as Andy’s already got the file format details on his site. To save needing 2 ROMs. the first 16k slot has to share with the controlling software, but with Astromilon only being around 6k there’s no problem putting that in the first half of the slot and the controlling software in the upper 8k.

Martin wanted to create a board that was as small as physically possible and mount vertically on the left side of the keyboard like the original Memotech ROMPAKs did.

Ideally it would have been no higher than the case edge, but that was very restrictive, at the front of the keyboard the height of the MTX case is only just over an inch.

Martin uses Excel to layout has prototypes matrix boards and came up with "Version 1" of his idea. At that stage, he had a 512KB flash chip to hand and considered having the ability to reprogram the chip in situ.

Games ROM board layout - Version 1

This was Martin's proposed layout for the concept which suggested that the board could be around 2" x 4", a little taller than the front edge of the MTX keyboard, but still a neat enough size to be mounted vertically on the expansion connector

Version 2 of the board - the one that made it into "production". The initial idea of programming the flash on-board has now been dropped.

When laying out the components on prototyping board, Martin found that the jumpers were fouling on the side of the MTX, so moved them to the top edge of the board.

With the board mated to the MTX edge connector, you can see that the final board would probably be around 1/2" to 3/4" taller than the case.

"Too close for comfort. Problem 2 revealed. Prototyping on a single sided board means there’s no clearance to put chips in those socket, and if the chips were soldered direct, space would have to be found for the capacitors that are currently squeezed inside the sockets."

"Solution for the prototype : shove in a bodge board so that the board can be rotated to horizontal, as I don’t have any right angle connectors.

Jumpers move back inboard, to get back to a 2” by 4” board.

Red jumper for machine memory selection. the 2 white ones do the 512k flash/1 meg EPROM selection."

The total size of the prototype including the edge connector was 2.5” by 4” (65mm x 100mm). A longer, thinner board of approx. 6” by 1.5” might also have been possible.

The prototype was fitted with a 512k byte flash, and with a change of jumper settings could take a 1meg EPROM.

A further jumper was there to select the computer type, the prototype had been tested on a MTX500 only, but the software in the ROM should be able to also identify an MTX512 or RS128, and in conjunction with the machine jumper setting, work on those as well.

In the 90's, Martin wrote an MTX emulator to run on Acorn RiscPC.

This is a screen shot of the games ROM running on a hack of the emulator - the menu screen appears to work fine.

Building the Prototype of the 2nd version of the design highlighted a couple of significant problems.

When run on a real MTX, there was a problem with screen corruption which is obvious from the screen image seen here.

The other problem was that only the game in slot 0 ran, but it did run properly. Martin was able to quickly figure out why; the problem occurred when changing the page in the data ROM, in assembly and paging in as ROM 7 at address 02000h.

 

There were a number of options to cure the paging problem :

  • Separate the control ROM, from the data ROM, or

  • Find a way of over-riding the address bits from the flip flop when the control ROM part is accessed as ROM 7, as the bits all need to be 0 to access the code, or

  • Give up some ROM space, by putting a copy of the paging / transfer code in every page.

As a short term fix, Martin used the 3 unused AND gates that were available . . .

"If I AND the output of the latch with A14, and connect that output to the ROM’s A14-A16, When ROM 7 is active, A14 is low, and so the output of the AND is always 0 When the ROM is active as data, A14 is high, and so the latch data is transmitted to the ROM. That gives me 8 pages of ROM I can use.

Another AND chip would have to be fitted do do the same to the remaining address lines from the latch.

However I can get tricky, there are quite a few games that are less than 8k, In theory, Putting one of those in slot 8,16 and 24, a copy of the ROM 7 code could then be fitted in the top half of that block, the same way that ROM 7 currently shares with Qogo in slot 0."

"The modifications worked!

 . . . . . the ROM system quite happily running Nemo

"I’ve tidied up the display a bit too "

However, there was still some corruption to the menu screen display. Martin did some investigation of his screen writing code, until . . . . . 

"It’s done.!

I just need to find more games that will run on it now.

The screen corruption was down to me not setting bit 6 when setting up the screen address on the bulk transfer routines, so the VDP was being set up for read access not write. The Print at routine came from old code and did set the bit."

Martin's finished prototype board (Version 2)

Reverse side, showing the wiring (Version 2)

And finally, fitted to the MTX

The permanent fix to the paging problem required a significant redesign and the addition of a 9th chip to the board.

The physical layout of the prototype board, Version 3

With the paging issues fixed, the new design allowed for 504k of game storage plus the 8k ROM image sharing the first “page”, an increase in available space of 24k.

KiCad schematic for the Version 3 ROM board

During construction of the second prototype board (using the Version 3 design), Martin found that some minor changes to the layout were necessary, resulting in Version 3a of the design using 9 chips.

Support for an EPROM in place of the flash was removed at this stage due to software improvements, removing the need for the 5 pin jumper and simplifying the wiring from the paging chip as one less address line was needed.

Version 3a of the board during construction. The design is now back to the original concept of a vertical board.

To allow adequate clearance between the components and the side of the MTX, the logic chips are soldered directly to the board. To allow the ROM to be used in a socket, it has been relocated to the other side of the board.

Solder side of the Version 3a board during construction, showing the ROM socket on the back side of the board and partially wired logic chips.

This prototype was built using HCT logic chips the same as the original.

Component side of the completed Version 3a development board, with all of the components, apart from the ROM, mounted on this side.

The board is now in my possession, as martin has generously donated it to me!

Solder side of the board, showing the ROM and Martin's neat soldering work.

The Version 3a board attached to the MTX - note how the components are located on both sides of the board. The logic chips are mounted straight onto the board to allow the edge connector to mate with the MTX cartridge port.

View from the other side, showing the limited, but, adequate, clearance between the jumpers and the MTX case.

Version 3 of the PCB under test

 - Running Astro-Pac - under software version 0.12

As the design was being developed, there was some discussion on the Memotech Forum and having taken a look at the design, Mark Kinsey identified a number of changes that reduces the chip count from 9 to 7, resulting in Version 4 of the design.
  • Mark simplified the identification of port 0FFh replacing the 2, 4 input, NAND gates with a single 8 input NAND, that meant that one of the 3 to 8 decoders could be eliminated.
  • His second change, to a 3 state flip flop, meant that the pull down resistors could replace the AND gates in forming the address when the ROM 7 is accessed, saving another chip.
The physical layout of the Version 4 board.

The 74HC20 (Dual, 4-input NAND) is replaced with a 74HCT30 (8-input NAND) and one of the 74HCT138s (3-to-8 line decoder) is deleted.

The board was further optimised and further 3 to 8 decoder was eliminated as the MTX motherboard & PAL decode a ROM 7 access as a signal *GROM on the edge connector, bringing the chip count down to 6, including the flash ROM

This eventually resulted in version 5 of the board design, in which access to the ROM, as ROM 7 results in the 374 going 3 state, and the pull down resistors then force the upper address bits of the ROM to 0.

When the paged ROM is active in the memory block between 04000h and 07FFFh, the A14 address line is high activating the output port, the signals which are strong enough to put the paging address on the upper address lines of the ROM.

The physical layout of the Version 5 board.

Version 5 board under test . . . .

 . . . on Martin's workbench

The final improvement at this point was that the ROM selects are combined with the RELCPM signal to ensure that MAGROM is only active when the MTX is running in ROM mode. Should a software glitch cause RAM only CPM mode to be activated, then bus contention will be prevented.

This prototype was again designed with HCT class chips in mind, but was actually put together with HC logic as that was what was available at the time. Any differences in the output signals doesn’t appear to cause any issues."

Just as the board was being finalised, there was some discussion in the Facebook group on having a policy on allocating I/O ports for Memotech hardware add-ons, as a result, Martin changed MAGROM to use I/O Port FBh

Physical layout of the final prototype board - Version 5.1

This required a minor wiring change on the solder side of the board, but component placement was unchanged.
KiCad schematic for the "final" ROM board design

 - Version 5.1, Drawn by Martin

I took Martin's final logic design and designed a suitable PCB, more details of the production of MAGROMs can be found on this page.

With the components placed and routed, the PCB design looks like this

PCB Version 1.0

The KiCad 3D view of the board.

PCB Version 1.0

PCB Version 1.1

Added the REMEMOrizer compatibility patches and an jumper to select the ROM ID between 6 or 7. Allows MAGROM to be used with international versions of the MTX which have "piggy-back" ROMs installed addressed as ROM 7.

 

Design Development - Software

In parallel with the hardware changes there were a number of changes to the software. The two most significant being the move from 16k “sectors” to 2k and the change from a text to a graphics 2 mode display.

The early versions of the code treated each page of the ROM as a single unit and each game either occupied one or 2 of these pages. That turned out to be hugely wasteful of space, with around 1/3 of the space being unused.

Dropping the possibility of using a 1meg x 8 EPROM, and basing the hardware on a 512k flash chip meant that reducing the size of each unit to 2k allowed for the sector start pointer to remain a single byte but reduced the unused space down to around 1k per game, instead of 8k. That plus the hardware fix enabled the ROM contents to be increased from 22 games in 480k to 38 games in 504k.

Early versions of the software operated in text mode, as that was the easiest to set up, however, examination of the ROM disassembly from Andy Key’s site revealed that immediately after the decision to transfer to an auto-start ROM, the MTX’s ROM initialises the VDP and sets the initial screen mode.

Including that code in the ROM’s start-up sequence had 3 benefits:

  1. All the character definitions and VDP initialisation code were no longer required 
  2. The RST 10 graphic output routines were now available to the ROM
  3. A number of games that had previously crashed, as they used RST 10, now ran

The next step was to swap from using the text mode to graphics 2 mode. Creating the bitmap initially on the Acorn RiscPC and then converting that image something that could be displayed on a TMS9928 made me realise that the ROM software didn’t need to know what the games were.

All it needed to do was, display the bitmap, wait for a key, then if there was a valid game associated with that key, run whatever was in that “slot”. Another large chunk of ROM code became redundant at that point. The code that remained now occupied less than 500 bytes, the directory of games also reduced from 1k down to 64 bytes, as all it is now is a pointer to the starting sector of each game.

The length of the image is encoded into the game header and so doesn’t need to be stored in the program part of the ROM, nor is the name of the game required, as the software doesn’t care. Press C and you get game “C”. What game it is, is irrelevant to the loading code.

That left 7.5k in the ROM for the bitmap and colour map.

However in graphics 2 mode, the VDP needs 12k for the screen, 6k of that is for the bitmap of the image, the other 6k is the colour map. I considered 3 possible options :

  1. Use a monochrome image, that way the bitmap would take up 6k, and a sort section of code could generate the colour map, easily fitting in the available space.
  2. Borrow 12k of the games space and store the image there
  3. Somehow compress the image into less than 7.5k so it fit in the available space and hope the decompression software fit as well.

Option 1 I discounted immediately, the whole point of going graphics 2 was to make the display more attractive. A Mono Image would have been too much like text mode and of little improvement. At the time there was only 10k game space free, so I decided to examine the possibility of compression, even if 7.5k wasn’t possible, maybe 10k was.

Technical details for generation of the screen display

The Loading screen is created on the Acorn in a 16 colour mode with the colours chosen to mimic the VDP’s output.

The closest mode to the MTX’s resolution results in a true bitmap image of 320 by 256 pixels and is 40k in size, and so care has to be taken in the colour placement to ensure that the VDP’s limit of 2 colours for each 8 pixels is never broken. Output had to be restricted to the 256 by 192 window that the VDP can display.

Conversion is done by scanning the image, a pixel at a time and creating the bitmap and colour map bytes. The last 64 pixels from each row are ignored as are the last 64 rows.

A consequence of this scanning is that 0FFh cannot be produced in either the bitmap or the colour map. The first pixel in each group of 8 is designated as the background for that group, if a second colour is found that becomes the foreground. If a 3rd colour is found an error is reported as the image isn’t suitable and would need editing

This means that if all 8 pixels in one byte of the bitmap are the same then the scan will generate a bitmap of all background pixels (ie 0), all foreground (0FFH) cannot be generated. The colour map byte for that part of the bitmap will have the “ink” set to zero and the “paper” set to the colour of the 8 pixels.

This in turn means that a colour byte with the “ink” and “paper” set the same won’t be generated in the colour map. 0FFh happens to be one of those impossible colour combinations, as that’s white on white.

The compression system chosen had to be simple due as it has to be de-compressed on the Z80 is as short a piece of code as possible. The bitmap and colour mare are compressed separately, each 6k chunk is scanned, any sequence of 3 or more bytes the same is replaced with the sequence 0FFH,Data byte, Count.

The simplicity of the routine meant the compression ratio wasn’t that great, but it is almost 2:1 on the current menu image reducing it from 12k to 7.25k and with the whole decompression and transfer to VDP routine only taking around 65 bytes everything does fit in the available space in the ROM.

It’s important to remember though that it IS only a bitmap, there’s no new character set or anything like that, the text of the game’s names, and boxes etc. are drawn onto the bitmap on the Acorn side before conversion."

 

Software

Design Development - in pictures

A number of iterations of the MAGROM software are included below. The table shows how the software developed and the number of included games increased as the software developed. The ROM code was made available for download as the software developed, althoughthe intermediate versions of the software are still available, they are of little value - the "final" version of the ROM, version 1.0 is the only version relevant to the production board.

16/11/2013 : ROM Version 0.05

The source code. Showing Martin's Acorn history, the ROM builder is written in BBC BASIC, on a RiscPC.

The Z80 assembly is for a home-brew assembler that uses BBC style labelling.  Initial Release.

ROM Builder
Z80 Assembly
01/07/2019 - Alternative Assembler Available

Until recently, the source code for the firmware in our Memotech hardware projects could only be assembled without modification if Martin's assembler was used. The assembler was written under BBC BASIC for RISCOS which meant that very few people were in a position to assemble the code themselves. Bill Brendling has released a new Z80 assembler written in Python that supports a number of formats, including Martin's assembler format. Bill's program is available for download here.
ROM Version 0.05 contained the 22 games listed
Toado Alice

Mission Alphatron

Astro Pac
Blobbo

Chess

Arcazions Draughts
Hawkwars Knuckles
Nemo Super Minefield
Obloids Turbo
Mission Omega Phaid
Qogo Reversi
Surface Scanner

Tachyon Fighter

Star Command Kilopede
21/11/2013 : ROM Version 0.05a

Martin added another few games to the image

Quazzia Qogo 2
Iceburg Comic Bakery
28/11/2013 : ROM Version 0.12

28/11/2013 : ROM Version 0.12

The ROM now included the 36 games shown, with the menu sorted alphabetically.

Alice           Arcazions      
Astro Pac       Astromilon     
Backgammon      Bakery         
Blobbo          Boris & Bats   
Bouncing Bill   Chess          
Cosmic Raiders  Draughts       
Fathoms Deep    Hawkwars       
Iceburg         Kilopead       
Knuckles        Little Devils  
Miner Dick      Mission Alpha  
Mission Omega   Nemo           
Obliteration Z  Obloids        
Phaid           Qogo           
Qogo 2          Quazzia        
Reversi         Rolla Bearing  
Star Command    SuperMinefield 
SurfaceScanner  TachyonFighter 
Toado           Turbo 
The source code. Showing his Acorn history, the ROM builder is written in BBC BASIC, on a RiscPC. The Z80 assembly is for a home-brew assembler that uses BBC style labelling. 

28/11/2013 : Updated for Software Version 0.12

ROM Builder
Z80 Assembly
05/12/2013 : ROM Version 0.13 (emulated)

Testing a new "Windows" style Menu screen on the MTX  emulator on his RISC-OS PC

06/12/2013 : ROM Version 0.15

"Aero" comes to the MTX   

As noted above, as the VDP has not been set up when the ROM auto-starts, the "characters" printed on the screen are part of a bitmap graphic.

08/12/2013 : ROM Version 0.16

Now with 37 Games and a different backdrop

12/12/2013 : ROM Version 0.17

Now with 38 Games and fixes an issue when running certain games, mainly by Chris Sawyer, on an MTX512.

22/12/2013 : ROM Version 0.18

"Little Devils" did not run properly on an MTX512, so Martin has replaced it with an exciting Pong game from Personal Computer News", issue 106, April 6 1985 !

04/01/2014 : ROM Version 0.21 / 1.0 (Final)

Now allows the MTX to be used as normal with MAGROM connected to save wear & tear on the edge connector.

Holding down the space bar when resetting the MTX will boot MAGROM, otherwise the MTX will start up normally.

Martin's Games ROM Menu running on an MTX500

Running the "finished" version of the software, ROM Version 0.21 became the released version, up revved to Version 1.00, with 38 games loaded, this requires a 512k ROM.

There is also a smaller version of the software available, this is suitable for loading into a 128k ROM and contains a subset of 15 of the best games.

 

 

 

 

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