PPU pinout
From SNESdev Wiki
Jump to navigationJump to search
S-PPU1
Pinout
^ / \ / \ / \ TST1 -> / 1 100 \ <- SYSTEM CLK TST0 -> / 2 99 \ <- TST2 /PRD -> / 3 (*) 98 \ <- /RESET /PWR -> / 4 97 \ <- /PIXEL CLK IN PA7 -> / 5 96 \ -- GND PA6 -> / 6 95 \ ?? FIELD PA5 -> / 7 94 \ -> /OVER PA4 -> / 8 93 \ -> /PIXEL CLK OUT PA3 -> / 9 92 \ ?? /HCLD PA2 -> / 10 91 \ ?? /VCLD PA1 -> / 11 90 \ -> COLOR0 PA0 -> / 12 89 \ -> COLOR1 +5V -- / 13 88 \ -> COLOR2 D7 <> / 14 87 \ -> PRIO0 D6 <> / 15 86 \ -> PRIO1 D5 <> / 16 85 \ -> CHR0 D4 <> / 17 84 \ -> CHR1 D3 <> / 18 83 \ -> CHR2 D2 <> / 19 82 \ -> CHR3 D1 <> / 20 81 \ -- +5V D0 <> / 21 \ GND -- / 22 / HVCMODE -> / 23 80 / -> /VRD PALMODE -> / 24 79 / -> /VBWR /MASTER -> / 25 78 / -> /VAWR /EXTSYNC -> / 26 Nintendo 5C77 77 / -- GND GND -- / 27 Package QFP-100, 0.65mm pitch 76 / -> VAA0 VDB0 <> / 28 75 / -> VAA1 VDB1 <> / 29 S-PPU1 74 / -> VAA2 VDB2 <> / 30 73 / -> VAA3 / 72 / -> VAA4 \ 71 / -> VAA5 VDB3 <> \ 31 70 / -> VAA6 VDB4 <> \ 32 69 / -> VAA7 VDB5 <> \ 33 68 / -> VAA8 VDB6 <> \ 34 67 / -> VAA9 VDB7 <> \ 35 66 / -> VAA10 +5V -- \ 36 65 / -> VAA11 VDA0 <> \ 37 64 / -> VAA12 Orientation: VDA1 <> \ 38 63 / -> VAA13 -------------------- VDA2 <> \ 39 62 / -- +5V 80 51 VDA3 <> \ 40 61 / -> VAB0 | | VDA4 <> \ 41 60 / -> VAB1 .-----------. VDA5 <> \ 42 59 / -> VAB2 81-| Nintendo O|-50 VDA6 <> \ 43 58 / -> VAB3 | S-PPU1 | VDA7 <> \ 44 57 / -> VAB4 100-|(*) 5C77 |-31 GND -- \ 45 56 / -> VAB5 .-----------' VA15 <- \ 46 55 / -> VAB6 | | VA14 <- \ 47 O 54 / -> VAB7 01 30 VAB13 <- \ 48 53 / -> VAB8 VAB12 <- \ 49 52 / -> VAB9 Legend: VAB11 <- \ 50 51 / -> VAB10 ---------------------------- \ / --[5C77]-- Power, n/a \ / ->[5C77]<- 5C77 input \ / <-[5C77]-> 5C77 output V <>[5C77]<> Bidirectional
S-PPU2
Pinout
_____ / \ /BURST <- / 1 100 \ -> /CSYNC /PED ?? / 2 99 \ -- GND COLORBURST CLK <- / 3 98 \ <- HVCMODE /TOUMEI ?? / 4 97 \ -> B +5V -- / 5 96 \ -> G /PWR -> / 6 95 \ -> R /PRD -> / 7 94 \ -- +5VA D7 <> / 8 93 \ <- DIGITAL VIDEO ENABLE D6 <> / 9 92 \ <- TST14 D5 <> / 10 91 \ <- TST13 D4 <> / 11 90 \ <- TST12 D3 <> / 12 89 \ ?? TST11 D2 <> / 13 88 \ ?? TST10 D1 <> / 14 87 \ ?? TST9 D0 <> / 15 86 \ ?? TST8 GND -- / 16 85 \ ?? TST7 PA7 -> / 17 84 \ ?? TST6 PA6 -> / 18 83 \ -- +5V PA5 -> / 19 82 \ ?? TST5 PA4 -> / 20 81 \ ?? TST4 PA3 -> / 21 \ PA2 -> / 22 O / PA1 -> / 23 80 / ?? TST3 PA0 -> / 24 79 / ?? TST2 HBLANK <- / 25 78 / ?? TST1 VBLANK <- / 26 Nintendo 5C78 77 / ?? TST0 /PIXEL CLK OUT <- / 27 Package QFP-100, 0.65mm pitch 76 / <- EXT7 /RESOUT1 <- / 28 75 / <- EXT6 EXTLATCH -> / 29 S-PPU2 74 / <- EXT5 PALMODE -> / 30 73 / <- EXT4 / O 72 / <- EXT3 \ 71 / <- EXT2 SYSTEM CLK -> \ 31 70 / <- EXT1 +5V -- \ 32 69 / <- EXT0 /RESOUT0 <- \ 33 68 / -- GND /RESET -> \ 34 67 / <> VDA7 GND -- \ 35 66 / <> VDA6 FIELD ?? \ 36 65 / <> VDA5 /OVER1 -> \ 37 64 / <> VDA4 Orientation: /PIXEL CLK IN -> \ 38 63 / <> VDA3 -------------------- /HCLD ?? \ 39 62 / <> VDA2 80 51 /VCLD ?? \ 40 61 / <> VDA1 | | COLOR0 -> \ 41 60 / <> VDA0 .-----------. COLOR1 -> \ 42 59 / -- +5V 81-|O Nintendo |-50 COLOR2 -> \ 43 58 / <> VDB7 | S-PPU2 | PRIO0 -> \ 44 57 / <> VDB6 100-| 5C78 O|-31 PRIO1 -> \ 45 56 / <> VDB5 \-----------' CHR0 -> \ 46 55 / <> VDB4 | | CHR1 -> \ 47 54 / <> VDB3 01 30 CHR2 -> \ 48 53 / <> VDB2 CHR3 -> \ 49 52 / <> VDB1 Legend: /OVER2 -> \ 50 51 / <> VDB0 ---------------------------- \ / --[5C78]-- Power, n/a \ / ->[5C78]<- 5C78 input \ / <-[5C78]-> 5C78 output V <>[5C78]<> Bidirectional
Signal descrptions
- COLORBURST CLK: 3.58 MHz clock.
- /PIXEL CLK IN, /PIXEL CLK OUT: 5.37 MHz clock. In comes from S-PPU1. Out goes to expansion port pin 22.
- SYSTEM CLK: 21.47727 MHz clock.
- /RESOUT0: S-PPU1 reset.
- /RESOUT1: The main reset signal, connected to the CPU, APU, cartridge, and expansion port.
- /RESET: Reset from CIC.
- EXTLATCH: Lightpen input, connected to joypad IO D7.
- /OVER1, /OVER2: /OVER from S-PPU1.
- EXT7..0: Video input, connected to VDB7..0.
- DIGITAL VIDEO ENABLE: When high, TST4..0, TST9..5, and TST14..10 are digital R4..0, G4..0, and B4..0 output. For correct digital video output, this should be connected to /OVER.[1] As sold, this is connected to ground.
- TST14..12: When DIGITAL VIDEO ENABLE is low, these may select some other kind of functionality for the other TST pins. These are connected to ground.
References
- ↑ Shmups forum thread: Sharp analog RGB for the 3-Chip SNES using digital signals