Alright, this is a very preliminary specification of what the C256 will be:
(Always Subject To Change)
/***************************************************************/
CPU
65C816 @ 14Mhz (working in 16Bits Expended Mode)
/***************************************************************/
Memory (Updated)
Total of 8Meg of DRAM in the system. (Again, the cost of Dynamic versus Static prevailed). You got to love the fact that you can buy 1 single piece of silicon for $2.50 that has 8Meg compared to $50.00 for Static for half the memory space. Would you have been willing to pay $45.00 dollars more for half the amount of memory?
/***************************************************************/
Video (Updated)
Graphic Chip - Code Name: VICKY
On top of being the graphic chip, VICKY will be the memory controller as well as the DMA controller and will have an interface with the Super IO chip. Which means that the data coming from Floppy for example and/or the Serial ports will be transfered directly into the memory without the need of the CPU.
Standard Graphic (bit map) Resolution 640 x 480 @ 60FPS 256Colors and 800 x 600 @ 256 Colors
out of a 24Bits Palette, DVI (Digital & Analog) Output.
Text Modes: (Preliminary)
Multi-Font Support (PETSCII, ASCII, etc...) 8x8 and 8x16. Monochrome (16 Colors FONT/ 16 Colors Background) Special Character supports. (PS2 Keyboard characters & C64 Keyboard characters support).
Multi Color FONT (256 Colors, 1 byte per pixel) for gaming mostly since the system doesn't store those.
Sprites: (Preliminary)
12x (32x32) 256 Colors (1 Byte per pixel)
Bitmap: (Preliminary)
640x480 or 800x600 @ 256 Colors (1 Byte Per pixel) (2 Layers) (Could be used for Double buffering)
2D Game Engine: (Preliminary)
Fully DMA Data transfer (Blitter)
Layering System (7 Layers)
Inter-layer Collision Detection system with Interrupt.
Example:
1- Sprites (Front of Screen)
2- Multi Color FONT Layer 0 with or without Sprites
3- Multi Color FONT Layer 1 with or without Sprites
4- Multi Color FONT Layer 2 with or without Sprites
5- Multi Color FONT Layer 3 with or without Sprites
6- Bitmap 1 or without Sprites
7- Bitmap 0 or without Sprites (back of Screen)
Etc...
(More details to come, will be detailed in the VICKY user manual.
/***************************************************************/
Sound (Updated)
Sound Controller Chip (local DMA) and Interrupt Controller - Code Name: BEATRIX
Stereo Output on RCA Jack with frontal Headphone Jack with volume.
2x 6581 Chip + 2x YM3812 Chip , Total of 12 Voices for each Channels.
(Early Adopter will have real SID chips, later on because of shortage, other solution will have to be devised)
Midi In / DIN Connector
Midi Out / DIN Connector
Beatrix is essentially a sequencer that will take care of feeding the data to the right chip at the right time. Beatrix has the independent control of all the Audio Chips and will be able to perform a sync write to all the chips at the same time. Vicky's DMA controller will make sure that Beatrix never runs out of Data.
/***************************************************************/
System
System Controller Chip with INT Controller / Timer - Code Name: GAVIN
2x 6522 For Joystick and Old Keyboard Support connector
2x RS-232 Port, internal 10 Pin Headers (Super IO)
1x EPP Parallel Port (Super IO)
1x CBM 5 Pins DIN Serial port for external Floppy connectivity (1541/1571/1581)
1x Internal 3.5" Floppy with DMA Support. CBM Format support as well as FAT. (Super IO)
1x SDCARD Connector -- Deprecated -- No longer supported. Will be supported through a SD2IEC module.
1x Extended Cartridge Port (Compatible with Old C64 with extra adapter board)
2x Joystick (DB9) Port with Analog Input
1x PS2 Keyboard Din Connector (Super IO)
1x PS2 Mouse Din Connector (Super IO)
1x Internal Header Connector for expansion
1x USB to Serial for connectivity to Gavin** (This is for the developer unit only)
Software
Kernel (System Control/Disk OS)
Extended version of Basic to support Hardware features to control graphic and sound and I/Os.
Resident Monitor for Debug and Development
PC Development Suite to help the developer to design software development and games.
C64 Support? (Updated)
In the short term, the C256 Foenix development team won't be investing any time for a C64 support. As I mentioned many time, there are a gazillion ways to have a access to a C64 these days. There is no point into reinventing the wheel again. However, as I also mentioned, I tried to stay as true as possible for the hardware support as I could, like the IEC, the cartridge port, etc... So, if anybody in the future want go about it, then there will be more than welcome!
Cheers, Stefany, August 6th, 2018