What is Neotron?

Neotron is an attempt to make computers simple again, whilst also taking advantage of the very latest in programming language development. We are saddened by chat clients that require multi-Gigabyte installs, and systems with hundreds of millions of lines of source code that no one person could ever hope to understand. We want to build a machine that is sized for an individual to comprehend, not a trillion-dollar corporation.

If you want a pithy sound-bite, it's like CP/M for tiny ARM microcontrollers, but written in Rust.

Tell me more...

Neotron is based around four fundamental components.

  • A standardised OS interface, for portable Applications to call. This provides APIs for reading/writing files, accessing devices, writing to the screen, playing audio, etc.
  • A standardised BIOS interface, for the Operating System to call. The BIOS abstracts the specific hardware implementation of the Video, Audio, UART, SPI, I2C, GPIO, Disk Drive, Parallel Printer, Keyboard and Mouse interfaces. By using the BIOS, we should be able to run the exact same Neotron OS on a variety of different microcontrollers.
  • Use of the Rust Programming Language to write as much of the software as possible (we avoid raw assembler as much as possible, but we're happy to port existing applications that are written in C even if we avoid that language in the system software).
  • The ARM Thumb-v7M instruction set (as supported by ARM Cortex-M based microcontrollers from the M3 and up). This is what allow us to run the same programs on microcontrollers from different vendors.

Looking back at classic home computers of the 1980s and early 1990s though, we see systems that were (and still are) simple enough to understand, or even - with time - to learn to master. Here's a rough comparison with just a few of the classic systems we have taken as inspiration (where not otherwise specified, these are the first version launched of a given system):

FeatureNeotron 32Neotron PicoIBM PCBBC MicroCommodore 64Apple MacintoshAmstrad PCWAmigaAcorn Archimedes
Launch Year202020211981198119821984198519851987
Instruction SetARMv7E-MARMv6-MIntel x86MOS 6502MOS 6502Motorola 68kZilog Z80Motorola 68kARM v2
CPUCortex-M42x Cortex-M0+80886502A651068000Z80A68000ARM2
Clock Speed80 MHz2x 133 MHz4.77 MHz2 MHz1 MHz8 MHz4 MHz8 MHz8 MHz
Low Level OSNeotron BIOSNeotron BIOSIBM BIOSAcorn MOSKERNALToolboxXBIOSKickstartRISC OS
High Level OSNeotron OSNeotron OSPC-DOS 1.0Acorn MOSN/ASystemCP/M PlusAmigaDOSRISC OS
ShellNeotron ShellNeotron ShellCOMMAND .COMBBC BASICBASIC v2FinderCP/M CCPWorkbenchRISC OS Desktop
Primary LanguageRustRustAssembly / CAssemblyAssemblyObject PascalAssemblyBCPL / CAssembly / BBC BASIC
ROM256K2048K8K32K16K64K256 bytes256K512K
RAM32K256K16K to 256K32K64K128K64K256K512K
Self-hostingNoNoYesYesNoYesYesYesYes

The IBM PC BIOS was stored in a ROM chip on the motherboard. It provided a certain level of hardware abstraction, with APIs for writing to the screen, setting the video mode and reading/writing from block devices such as floppy drives. The BIOS initialised the hardware, loaded the first sector of a chosen block device into RAM and then executed the code contained within. This was the Boot Sector and contained enough code to load the rest of the Operating System. PC-DOS made use of BIOS APIs, but often games would bypass both MS-DOS and the BIOS and access hardware directly. Famously, Microsoft was able to sell copies of PC-DOS (relabelled as MS-DOS) to manufacturers of 'PC compatibles', provided they had a BIOS ROM which offered the same (reverse-engineered) API as the IBM BIOS.

The BBC Micro had a very advanced Operating System for the time, known as the Acorn Machine Operating System (MOS). You could add extra ROMs to the system, such as the Disk Filing System (DFS). BBC BASIC was also very advanced for the time, including a built-in 6502 assembler.

The Commodore 64 contained two 8 KiB ROM chips - one contained the OS (called the KERNAL) and one contained a rebadged Microsoft 6502 BASIC. The KERNAL was very low level and Microsoft BASIC didn't include any commands to produce graphics or sound - developers were expected to interact with memory mapped hardware directly. The C64 KERNAL could be assembled using PET RESIDENT ASSEMBLER on a Commodore PET, but the Microsoft BASIC source code was written on a PDP-10 using the MACRO-10 assembler.

The original Apple Macintosh had a ROM on the motherboard which initialised the hardware and drew a graphical image on the screen indicating that the user should insert the System disk. The ROM then loaded the OS (known as System up to version 7, and Mac OS for versions 8 and 9) into RAM, along with a graphical desktop called Finder. Applications on the Macintosh (including the Finder) made use of a number of graphical routines stored in the ROM, known as the Macintosh Toolbox.

The Amstrad PCW8256 was similar to the Amiga 1000 in that the main BIOS was loaded from floppy disk. Going further than the Amiga though, the PCW didn't include a ROM chip at all. Instead the 256 bytes of bootstrap code were loaded from the microcontroller responsible for managing the printer interface. The bootstrap loaded the so-called XBIOS from floppy disk into RAM. XBIOS then initialised the hardware and loaded CP/M Plus (also known as CP/M 3.0). The shell was the familiar CP/M Command Console Processor (CCP), and both the OS and the CCP were the same across a wide range of CP/M machines from many different vendors, with the BIOS providing the hardware abstraction layer.

The Amiga 1000 hardware didn't include much in the way of a ROM at all. A basic bootstrap program stored in ROM was able to load most of the low-level OS (known as Kickstart) into a special write-only area of RAM. Kickstart could then load either the particular game being played, or AmigaDOS and a graphical shell known as Workbench. On later machines (such as the A500), the Kickstart was stored in ROM.

The Acorn Archimedes was first shipped with an OS in ROM called Arthur, but this was soon replaced with the more familiar RISC OS 2 (and later RISC OS 3). The entire OS - bootstrap, HAL, filesystem and GUI - was one on ROM chip, meaning it booted up very quickly, without needing to read from any sort of disc.

The key feature for many these systems (apart from the Commodore 64), was portability across other machines in the family (or, indeed, third-party clones). The PC, the Amiga, the Macintosh and CP/M all provided a platform, and if you respected certain limits when writing your software, that software was then portable across all the systems which provided that platform. For Neotron, this is a key concept - because microcontrollers vary so wildly, we have a BIOS that implements hardware abstraction, just like with the PC or CP/M machines. We then run a standard OS (indeed, the same OS image should work on every Neotron machine - more-or-less), either from ROM or loaded into RAM by the BIOS. On top of the OS is the text-mode Neotron Shell (like CP/M's CCP, or MS-DOS's COMMAND.COM). Booting to a graphical desktop would be nice, but given the Neotron 32 only has 32 KiB of RAM (barely enough for a low resolution frame-buffer), text mode is the default. Ultimately, a Neotron 32 should be able to 'compete' on a functional level with an un-expanded IBM PC 5150 or a BBC Microcomputer Model-B. The Neotron Pico meanwhile, could be more like a Macintosh, Archimedes or Amiga in terms of functionality and in time we do hope to develop a GUI for this system.

As with the CP/M and MS-DOS machines, we hope that in the future there will be a wide range of machines in the Neotron family. These Neotron systems won't generally aim to be super cheap, although we will tend to target commodity microcontrollers that only cost circa $10 or less, so they shouldn't be outrageously expensive. They will, however, aim to be usable computers that can do interesting things, while being simple enough to understand in their entirety and open enough to allow you to gain that understanding.

What can I do with it?

You can do what you can do with most 1980s home computers:

  • Type things on the keyboard.
  • Use a joystick or a mouse.
  • Manage files on internal or removable storage.
  • Load programs from internal or removable storage.
  • Type in your own programs.
  • Put text and graphics on the screen.
  • Make various beepy noises.
  • Connect various internal expansion cards or external peripherals.
  • Expand the system in ways the designer couldn't imagine.

But most importantly, you can learn the fundamentals of what it takes for a computer to be a computer. And you can study the source code and hardware schematics required to make that happen. You can even take the designs and go off and produce your own version - maybe to add a specific interface for a particular peripheral that interests you - all with no licence fees to pay.

What can't I do with it?

A Neotron system will probably never:

  • Support multiple processes (although Windows 3.1-style co-operative task switching is plausible).
  • Support 3D graphics (e.g. OpenGL).
  • Support virtual addressing (i.e. make use of an MMU).
  • Be POSIX compatible.
  • Have a huge software library (or probably any real library of software).
  • Run existing MS-DOS, Windows or Linux programs.
  • Be able to run rustc.
  • Have a port of Rust's libstd.
  • Be directly targetable from Rust with --target=thumbv7em-unknown-neotron-eabi.
  • Be useful for day to day use.
  • Be finished.

If you want a decent open-source UNIX Operating System, have a look at FreeBSD (or NetBSD, or OpenBSD). If you want a small teaching-oriented open-source UNIX Operating System, look at XV6, or maybe MINIX 3. If you want to learn about Linux, try Linux from Scratch. If you want to learn an ancient Arm based Operating System which still has a flavour of the original BBC Microcomputer, look at RISC OS (it's open source now). If you want a proper OS written in Rust, look at Redox. And if you want to do any of that on a system you don't have, try qemu, or rpcemu.

Is this a good idea?

It's certainly not a profitable idea. It's not even likely to be an efficient use of our time and resources. But it is proving to be a fun and educational project to work on, and we hope others find it useful and/or enjoyable too.

But what about ${EXISTING_PRODUCT}?

Raspberry Pi

Yes, you can buy a Raspberry Pi for a little as $5 - and it's a wonderful product that has done arguably more than anything since the BBC Microcomputer in terms of putting hardware you can actually program into the hands of young people. But, the downside is that you get a big, complicated piece of silicon, a proprietary GPU subsystem, 25 million lines of kernel source code, and even more in a user-land which has parts dating back over 30 years. No one person could hope to understand all of that! While we could probably port the Neotron OS to the Raspberry Pi, we'd have to treat the video sub-system as a black-box (like RISC OS does) and the complexity and lack of documentation of that subsystem presents a big barrier to fully understanding the system. Not to mention the the fact that only partial schematics are available, there are no PCB designs available, and there's no general availability on the main processor. It does what it needs to do for its target market quite admirably - but it's not a Neotron.

x86 based systems, like the original IBM PC

You could build yourself a clone of the original IBM PC (kits do exist), but it involves a lot of components that are very difficult to obtain nearly 40 years since that design first came out. Rust is also designed around a flat memory model (rather than the segmentation:offset model used by the 16-bit 8086), and that means using at least a 32-bit Intel 80386. And, of course, these are plain CPUs rather than microcontrollers, so you'll need to find a 'chipset' containing interrupt controller, DRAM memory controller and timers; as well as separate video, sound and IO sub-systems. Our System-on-Chip based design simplifies the motherboard design and reduces cost, and unlike with modern x86 SoCs, we don't have to deal with complicated legacy subsystems such as UEFI, ACPI or PCI.

6502 based systems (like the PE6502 and Commander X16)

You could build a 6502 based system, and many people do, but the Rust programming language doesn't (and probably never will) support an 8-bit CPU with only 256 bytes of stack.

68000 based systems

At the present time, there is no 68k backend in LLVM. If there was, a 68000 system would certainly make an interesting alternative to Neotron, although the 68000 processors available are more expensive and less powerful than a modern commodity Arm microcontroller.

PowerPC based systems

LLVM does have a PowerPC backend, but unfortunately most PowerPC based chips only come in monster 380+ pin BGA packages, with multiple power rails. This unfortunately puts them beyond the scope of a simple hobby project, much as the author would love to build a machine that harks back to the IBM RS/6000 and Power Macintosh machines of the 1990s.

RISC-V based systems

There are an increasing number of RISC-V based microcontrollers with very small SRAMs, matched by an increasing number of multi-core 64-bit SoCs designed to run Linux from a huge bank of DDR3. At the current time, however, there isn't much in the middle.

A Neotron system built around an open-source RISC-V code run from an FPGA would be an interesting way to increase the openness of the system and remains a future possibility. The simplicity of the RISC-V ISA is also appealing, as compared to the, umm, evolved nature of ARMv6-M.

SPARC based systems

The Gaisler LEON3 is available in VHDL form under the GPL, along with a number of other components required to make a full SoC. The LEON3 implements the SPARC V8 ISA, support for which is available in the Rust compiler. However, this would require an FPGA based system and it's unknown whether the full GRLIB SoC would fit into any of the FPGAs supported by the various open-source FPGA synthesis tools (such as the Lattice iCE40).

Atmel AVR based systems

Many people have built Atmel AVR based systems, but those CPUs are fairly limited in terms of performance and tend to need to be programmed in raw assembler, or at least non-portable C (such as when storing strings in program memory with a 24-bit pointer instead of in data memory with an 8-bit pointer). There is a Rust AVR port, but it's only in an alpha state at the moment.

MIPS32 based systems, like the PIC32

The PIC32 family would make a very interesting home computer. Indeed, a PIC32 can be found in the Colour Maximite. I think it is telling though that the next revision of the Colour Maximite switched over to a Cortex-M7 based STM32H7. You could also point to the fact that MIPS themselves have publicly switched to producing RISC-V designs that maybe this architecture doesn't have the best future ahead of it.

What is this book?

This book describes the Neotron system - from the hardware schematics, all the way up to how to write applications for the system. It is intended to be the canonical reference, although where the source code differs from what is described in this book, we reserve the right to be pragmatic and change either to match the other (or leave them in disagreement...). This book also represents our latest thoughts on a particular topic, and the source code may lag behind while we get around to the implementation. We endeavour to note where this is the case.

Versioning

Each component has a semantic version number - major.minor.patch. The association is:

  • The BIOS will require a compatible hardware version.
  • The OS will require a compatible BIOS version.
  • The Shell and Applications will require a compatible OS version.

Licence

Neotron is designed to be open - the user must have free rein to inspect the source code and the schematics, and change them to suit their needs. To this end, the main BIOS and OS implementations are licensed under the GNU Public Licence v3 or any later version. To encourage the adoption of Rust for embedded development, most of the library crates developed for this project are licensed under both the MIT and Apache 2.0 licences, just like the Rust compiler itself. We do intend to sell a range of kits and pre-built PCBs, but you can (and should!) take our designs as inspiration and put your own spin on them.

This book is licensed under Creative Commons CC-BY-SA 4.0. Any source examples in this book may also be used under the MIT or Apache 2.0 licences.

Credits

Neotron started as a project called 'Monotron', by @thejpster. This was based on the work of the Rust Embedded Working Group, and inspiration from the following (in no particular order):

  • Colour Maximite - A modern PIC32 based single-board home computer.
  • PE6502 - A modern 6502 based single-board home computer.
  • Gigatron - A single-board home computer, with a custom CPU built from TTL logic chips.
  • Commander X16 - A single-board home computer, with a 6502 and an FPGA based video chip.
  • Craft - Demonstrates bit-bashing VGA from an AtMega88
  • AVR-ISA - Demonstrates driving an ISA bus (and an ISA VGA card) driven from an AtMega128
  • The Commodore 64C - @thejpster's first home computer
  • The BBC Microcomputer range (the Model B through to the Archimedes A3000) - as used in UK schools in the 1980s
  • The Amstrad range of CP/M machines, particularly the PCW9512

After meeting @IGBC at Oxidize 2019, discussions started around a next-generation system with higher performance. This led to the Neotron 1000, and then to the whole Neotron concept. We've also great benefited from conversations with @jamesmunns, and others in the Rust Embedded Working Group.

Introduction

The software in a Neotron system is divided into layers. This approach allows each layer to concentrate on its own areas of responsibility (known as separation of concerns). These layers are arranged into a stack, with the interface to the physical hardware at the bottom, and the user application at the very top.

+---------+-------------+
|         |             |
|  Shell  | Application |
|         |             |
+---------+-------------+
|                       |
|    Operating System   |
|                       |
+-----------------------+
|                       |
|         BIOS          |
|                       |
+-----------------------+
|                       |
|     Embedded HAL      |
|                       |
+-----------------------+
|                       |
|Peripheral Access Crate|
|                       |
+-----------------------+
|                       |
|      Raw Hardware     |
|                       |
+-----------------------+

The Neotron BIOS

Introduction

The Neotron BIOS is the hardware-abstraction layer for the Neotron Operating System. It allows the OS to run on different hardware platforms with the minimum number of changes.

+-------+-------------+
|       |             |
| Shell | Application |
|       |             |
+-------+-------------+
|                     |
|  Operating System   |
|                     |
++===================++
||                   ||
||       BIOS        ||
||                   ||
++===================++
|                     |
|    Raw Hardware     |
|                     |
+---------------------+

What goes in the BIOS and what goes in the OS?

As a general rule, the BIOS should contain all the drivers for the main system-on-chip (SoC) in that particular Neotron system. It should also understand which pins on the SoC have been assigned to which functions. It is therefore a function of the netlist for the main PCB, and the components fitted to it.

If a particular function might apply to SoCs from different manufacturers, or to an expansion card that could be inserted into multiple different models of Neotron system, it is probably better placed in the Neotron OS.

Interfaces

A BIOS should offer an interface upwards to the OS so that the OS can:

  • Discover the hardware in the system
  • Select and use various video modes:
    • Text modes
    • Bitmap graphics modes
    • Split modes
    • Layered Modes
    • Hooking video scan-line interrupts
  • Read any keyboard key events
  • Access (read from, write to and/or configure) any Serial/UART interfaces
  • Access any I²C buses, and any devices attached to its bus
  • Access any SPI buses, and any devices attached to its chip selects
  • Access any USB Host Controllers, and any USB devices attached
  • Access any block devices, via whatever interface they are connected to
  • Read from / write from any audio FIFOs
  • Configure a periodic 'system tick' timer
  • Obtain / set the current calendar time
  • Measure elapsed time since boot-up (e.g. in microseconds)
  • Hook interrupts for the external IRQ lines
  • Access any OS-specific non-volatile configuration

On top of these APIs sits the Neotron OS, which should be portable with almost zero changes to any device with a Neotron BIOS. While you could write an application which uses the BIOS directly, most applications will use the higher-level APIs exposed by the Neotron OS.

Configuration

Many Neotron sytems will have an element of user configuration to them - e.g. which cards are fitted to which expansion slots, or whether an optional item has been fitted to the PCB. To handle this, it is expected that the BIOS have some kind of configuration application, and some non-volatile storage that will hold the configuration across a power cycle. Typically this will be in the battery-backed real-time clock, but it could equally be in an EEPROM.

Calling a BIOS API

On ARM systems, calling a kernel API is usually done through a SWI or SVC machine instruction. This effectively triggers an interrupt, putting the CPU into interrupt mode where it starts executing the SWI exception handler. Unfortunately, calling the SWI instruction and passing arguments via registers can only be performed from assembly language, and is not supported by the cortex-m crate at this time.

Monotron instead used a simple alternative - when the application was started by the OS, the OS passed it a pointer to a structure of function pointers. You can think of this as being like an old-fashioned jump table. When the application wanted to get the OS to do something, the application just called the appropriate function through the given pointer. The downside was that the Monotron OS functions used the same stack as the application, and it was impossible for an application to exit back to the OS unless it returned from main (i.e. there was no exit() function you could call). The Neotron BIOS accepts these downsides in the same of simplicity, and takes the Monotron approach - at least for the BIOS-OS ABI.

The BIOS is responsible for starting the system and performing hardware initialisation. It will also search for the OS, either in Flash memory, on disk, or perhaps even loaded over a UART. The OS then has its initialisation function called, to which the structure of BIOS function calls is passed. The initialisation function is specified as a function pointer stored at a specific offset (most likely the first four bytes of the OS image). To avoid undefined behaviour, that initialisation function should memset the .bss section to all-zeroes and, if necessary, initialise the .data section using values stored in Flash memory.

Most of the BIOS APIs will be 'blocking' - that is, the function call will not return until the BIOS has completed the operation (e.g. read the sector from disk, or written the bytes to the UART). It is possible in the future that BIOS APIs will be added which allows operations to be asynchronous - that is, to return immediately once the operation has been queued and then either call some function or set some marker value in memory once the operation has been completed. Such an API is more complex to develop, and has interesting challenges around ensuring the memory passed to the function remains available (i.e. it isn't just on the stack of the calling function). However, these APIs are generally more efficient in terms of CPU time, as the CPU does not have to waste cycles spinning in the main thread whilst it waits for the operation to complete - for example, you could be writing some sectors to disk and performing an I²C read from the HID controller asynchronously, whilst also calculating new display graphics and audio in the main thread.

For now however, the blocking APIs were sufficient for MS-DOS, and they will be sufficient here.

Why split the OS and the BIOS?

We could take the Linux / Windows NT approach, with a boot-loader that performs the bare minimum required to get the kernel (or, in our case, what we call the 'OS') into RAM and start it running. The boot-loader for a PC is usually a UEFI BIOS but on an older system might be an IBM PC-compatible 'legacy' BIOS. The operations performed typically include DRAM setup, rudimentary console setup (either frame-buffer or over UART) and accessing the kernel from some kind of block device or non-volatile memory (e.g. SD Card). The kernel then replaces the boot-loader, which is never used again.

Because our Neotron systems generally have Flash memory, we don't actually need a boot-loader in that sense. Instead, we implement something more like the interface provided by an IBM PC-compatible 'legacy' BIOS for running MS-DOS, which itself was modeled on the design of CP/M's BIOS and BDOS components. In that case, the BIOS provides a fixed application binary interface (ABI) which is unchanging. This allowed development of MS-DOS (and CP/M) to be performed against a fixed target (or rather, multiple implementations of a fixed ABI), allowing the same copy of MS-DOS or CP/M to run on a variety of PCs from a variety of manufacturers. The alternative would be to require all of the drivers and board support packages to be added into OS kernel (as usually happens with Linux), or for the drivers to be loaded from disk at boot-up (as with Windows). We have seen with Linux that, for whatever reason, not all boards and peripherals get their driver support upstreamed, and because Linux does not maintain a binary ABI for drivers, anything that isn't upstream quickly becomes obsolete. As a case in point, try to update the version of Linux used on circa-2015 Android tablet - you'll quickly find yourself stuck on an old Kernel version with bespoke patches (or worse, binary blobs) that weren't upstreamed or open-sourced. Whilst Windows maintains a binary ABI for drivers, they are usually closed-source and of varying quality, leading to system instabilities that are almost impossible to debug.

The Neotron approach allows for:

  • Less centralised development: the Neotron developers do not need to look after (or even know about) your BIOS implementation, as long as it meets the ABI
  • Easier upgrades: any system with a Neotron BIOS should be updateable to a newer version of the Neotron OS
  • A smaller OS: the amount of code in the OS (e.g. for drivers) is reduced, which means the OS is easier to understand and review
  • Simpler builds: everyone can run basically the same build of the OS (subject to some constraints about the specific Arm architecture being targeted) as everything board specific is in the BIOS
  • Better portability: because anything CPU specific is in the BIOS, it should
    • in theory - be possible to port the Neotron OS to another CPU architecture with just a re-compile.

The downsides are:

  • It's slower: there can be no optimisation across the OS / BIOS boundary.
  • Limited support: it's harder to add new classes of peripheral bus (e.g. if we ever wanted to add support for I3C), as the old BIOSes won't know about them.
  • Harder to design: a binary-stable ABI is harder to design in Rust than a plain function-call API, as you have to use extern "C" and #[repr(C)], and therefore can't use significant portions of the Core Library in your API definition.

Testing

For BIOS testing, there will be a special 'cut-down' version of the OS which offers only a very basic console, and direct access to all the BIOS APIs via that console.

Character Sets

The video display engines on a Neotron system only support monospaced 8-bit fonts (that is, fonts with only 256 glyphs and where each glyph occupies the same horizontal space on screen), and so the mapped text buffer memory works exclusively in the character set defined by the font. The rest of the BIOS API works exclusively in UTF-8 encoded text, and mapping functions are provided by the BIOS to convert from a Unicode codepoint to the font-specific character set. Generally the first 128 glyphs will match basic ASCII (and hence the first 128 Unicode code points) for performance reasons, although that isn't necessarily required.

It is possible that Neotron could be adapted to support multi-byte character sets (e.g. for Chinese, Japanese or Korean text display where more than 256 glyphs are required), but there is no support for that planned at this time.

The Neotron BIOS - API Calls

The BIOS exports its functionality to the OS through a structure of function pointers. This structure exists in BIOS memory (probably in Flash, but it could be in RAM) and a pointer to it is passed to the Operating System (OS) when the OS is started by the BIOS.

The OS should only access the hardware through the function pointers contained within the given structure. The only assumption the OS can make is about the location of the memory regions defined in its Linker Script.

The BIOS API is documented at https://docs.rs/neotron-common-bios/latest/neotron_common_bios/.

The Neotron OS

The Neotron OS is the hardware-agnosting implementation of the Neotron API. It uses the BIOS to interact with the hardware, allowing it to run on different hardware platforms with the minimum number of changes.

+-------+-------------+
|       |             |
| Shell | Application |
|       |             |
+=======+=============+
|                     |
|  Operating System   |
|                     |
+=====================+
|                     |
|        BIOS         |
|                     |
+---------------------+
|                     |
|    Raw Hardware     |
|                     |
+---------------------+

It should implement:

  • File/Device handling (open, read, write, seek, etc)
  • A FAT16/32 compatible filesystem with MS-DOS MBR partitions (max 2 TiB disk size - 232 sectors of 512 bytes)
  • A text-mode console, with cursor
  • Basic line-based input and character based raw input
  • Simple bitmap graphics primitives (lines, rectangles, fill, etc)
  • An audio synthesiser
  • Input/output stream handling
  • Digital (Atari) joystick support
  • A TCP/IP networking stack
  • MIDI support
  • Jumping to applications located in RAM or ROM, giving them access to the OS
  • Supporting special 'shell' applications which can chain-load small programs (e.g. command-line utilities) without being unloaded
  • Memory allocation/deallocation routines
  • Run-time volume mounting/unmounting

Selected non-goals (i.e. things we aren't going to support) include:

  • Co-operative multi-tasking
  • Pre-emptive multi-threading
  • Virtual Memory (although we might support a special API for paging to and from disk)
  • Processes / process isolation

Our ultimate goal is that one day we could offer a version of the Rust Standard Library (std) which uses the Neotron OS API - albeit without the sub-process and thread support.

Programming on the Neotron usually involves first loading the specific interpreter for that language - unless you've swapped out the standard shell for something like a BASIC interpreter.

Filename Convention

Files live in volumes. Volumes on fixed or removable disks must be formatted with the FAT12, FAT16 or FAT32 filesystem and live either live in a disk partition identified by a PC Master Boot Record (with a suitable Filesystem Type), or live at the start of the drive. Volumes are allocated a volume number, starting with 0:, then 1: etc. File paths are relative to a volume number. Paths are separated with a / character. The root directory is called /.

When a volume has a name, you can refer to it as <name>: instead of <id>:. For example work:/Documents/hello.txt refers to a file called hello.txt inside a folder called Documents which lives on a volume called work.

It is an error to try and create a file containing a : character. Any files or directories which do contain invalid characters are as if the character was replaced with _. When a directory contains multiple files with the same name, any attempt to read the file will only be able to access the one that is found first. Any attempt to create a new file will cause any existing files of the same name in the same folder to be deleted.

For example:

0:/> dir 1:
Listing files in 1:/
FOO.TXT      1234  2019-10-17 23:20:01 A--
COMMANDS.SH    34  2019-10-17 23:20:11 AR-
FOLDER       <DIR> 2019-09-13 20:20:11 D--

0:/> dir 1:/FOLDER
Listing files in 1:/FOLDER
BAR.TXT      1234  2019-10-18 10:11:13 ---

0:/> cd 1:/FOLDER

1:/FOLDER> dir
Listing files in 1:/FOLDER
BAR.TXT      1234  2019-10-18 10:11:13 ---

1:/>

Unlike MS-DOS, which has a separate current directory for each volume (i.e. drive letter), Neotron maintains a UNIX-like single current directory which includes the name of the current volume. Where a volume is given without a directory path, the root directory (/) is presumed.

File Permissions

Files can be opened as read-only (write-none), write-truncate or write-append. Because Neotron is single-tasking and non-re-entrant, there is no support for lock files or exclusive file creation, but files are locked when they are opened so they can only be opened once at any one time. Files on disk support the standard FAT16/FAT32 attributes - Archive, Read-Only, Hidden and System. Seeking uses 64-bit byte offsets, although note that FAT32 limits files to 4 GiB in size.

File Operations

A file handle, whether pointing to a file on a volume, or to a Special Device, generally has the following functions available. These functions broadly follow the POSIX model.

  • read - obtain some bytes from this handle. A &mut [u8] is supplied, and either an integer is returned which reports how many bytes in that buffer were filled by the function call, or an error is returned. The call will wait until the buffer is full, or the timeout has been met - the timeout may be zero, some finite value, or infinite. Some files (e.g. block devices) only support reading fixed size blocks and attempts to read any other size block will give an error.

  • write - sent some bytes to this handle. A &[u8] is supplied, and either an integer is returned which reports how many bytes from that buffer were sent by the function call, or an error is returned. The call will wait until all the bytes have been sent, or the timeout has been met - the timeout may be zero, some finite value, or infinite. Some files (e.g. block devices) only support writing fixed size blocks and attempts to write any other size block will give an error.

  • seek - adjust the current pointer in the file. Files opened for reading start with the pointer at the beginning. Files opened for writing start with the pointer at the end. Some special devices are not seekable and this function will return an error. The pointer can be adjusted with a number of bytes relative to a) the current position, b) the start of the file, or c) the end of the file. Seeking beyond the end of a file on disk is not supported. Some files (e.g. block devices) only support seeking to particular offsets (e.g. a multiple of the block size) and attempting to seek to any other offset will give an error.

Special Devices

There are special devices which look like files, but are not. They have names which are like volumes, but contain a '$' character. It is an error to try and use a regular volume with $ in the name. Where the device name contains an x, the x should be replaced with a single digit (e.g. 0 or 1) to identify a specific device.

  • CON$: - The console. You can read from here to get line-buffered text input and write here to put UTF-8 text on the screen (with ANSI code sequence support).
  • KBD$: - The raw keyboard. You can read from here to get raw keyboard events (such as Up Arrow key, or Page Down).
  • TIME$: - Gets/sets the system time (read/write).
  • GFX$: - A bitmap framebuffer device.
  • PRNx$: - A printer. Write here to send data to the printer, read to get print status.
  • DISCx$: - An SD card or other block device (can read/write raw 512 byte blocks).
  • SERx$: - An RS-232 serial device (read/write).
  • TONEx$: - A tone generator device (write-only).
  • PCMx$: - A PCM device (write for playback, read for record).
  • JSx$: - A Joystick (read-only).

Additional parameters may be specified after the $, separated by ;. For example:

  • SER0$bps=9600;parity=N;timeout=100: - The first RS-232 serial device, at 9600 bps, with a 100 frame read/write timeout.
  • PCM0$channels=2;bit=8;samplerate=8000: - A PCM interface configured for stereo 8kHz 8-bit.

Special devices do not support filenames or paths. To access something like a network volume, the volume must be mounted and given a normal volume ID. The API for this is TBD.

Writing to CON$:

The Console device CON$:, like every other file, is a bi-direction octet pipe. Unfortunately, one octet is not enough to represent the full set of characters a modern computer needs to support. Rust handles this by insisting that text (&str string slices and String owned strings) is in Unicode Translation Format 8 (UTF-8). This is a mechanism by which Unicode characters (which are around 21 bits in size) can be encoded as between one and six octets. The useful property is that the first 127 Unicode characters map to a single octet, which makes it interchangeable with standard ASCII.

In text mode, most Neotron systems will only have one octet avilable per text cell to record which particular character being displayed in that cell, therefore placing a limit of 256 different glyphs in any given font. The font must therefore also provide a translation function which can convert from a 21-bit Unicode character to an octet for storage in the screen buffer. Typically the fonts will follow some standard 8-bit code page, such as Code Page 850, but this is not enforced and aside from some characters failing to render correctly on the screen, is invisible from an application point of view.

Ordinarily the OS will maintain a cursor position and any text written to the Console will be added to the screen at that position. The screen has a nominal width and height, and when the cursor gets to the end of a line it moves down to the start of the next line. The console will also handle the following special characters in the usual way:

ASCII CodeC Escape SequenceKeypressNameFunction
0x07\aCtrl+HBellProduces a beep from the speaker
0x08\bCtrl+HBackspaceMove to one character to the left
0x09\tCtrl+ITabMove to next column which is a multiple of 8
0x0A\nCtrl+JLine FeedMove to start of next line
0x0C\fCtrl+LForm FeedClear the screen and move to start of first line
0x0D\rCtrl+MCarriage ReturnMove to start of current line

For some text mode applications, more precise control is required over the position of the cursor, the colour of the text, and so on. This is acheived by inserting ANSI Escape Sequences into the octet stream. The sequences supported are a subset of those defined in ECMA-48, and broadly align with those commonly used on Linux/UNIX systems, although support for the specific colours, etc, depends on the video support available in the BIOS. In the following table:

  • ESC means Escape. It is represented by the single Unicode character U+001B (0x1B in UTF-8).
  • CSI means Control Sequence Introducer. It is represented by the the single Unicode character U+009B (or 0xC2 0x9B in UTF-8), or alternatively the two character sequence ESC [ (0x1B 0x5B in UTF-8).
  • The lowercase characters n and m represent optional integer parameters, rendered as decimal in ASCII using the characters 0 to 9.
  • Rows and Columns are 1 indexed, with 1,1 being the top left of the screen.
SequenceFunction
ESC cReset to Intial State
CSI n ACursor Up n (default 1) rows
CSI n BCursor Down n (default 1) rows
CSI n CCursor Forward n (default 1) columns
CSI n DCursor Back n (default 1) columns
CSI n ; m HCursor Position to row n (default 1) and column m (default 1)
CSI n [ ; m ] mSelect Graphic Rendition (see below for valid parameters)

The Select Graphic Rendition codes are as follows. Note that multiple codes can be specified in one escape sequence, separated by semicolons. Most of the codes only affect text which is subsequently printed to the console - the only exception is the font select commands 10 to 13 which change the font for the entire screen. The loading of custom fonts is performed through a separate OS call.

SGR CodeFunction
0All attributes off
1Subsequent text is bold
8Subsequent text is concealed (replaced with *)
4Subsequent text is underlined
7Swap foreground/background colours
10Select default font (usually VGA Code Page 850)
11Select alternative font 1 (usually Teletext)
12Select alternative font 2 (user defined)
13Select alternative font 3 (user defined)
28Turns off conceal mode
30Set foreground colour to Black
31Set foreground colour to Red
32Set foreground colour to Green
33Set foreground colour to Yellow
34Set foreground colour to Blue
35Set foreground colour to Magenta
36Set foreground colour to Cyan
37Set foreground colour to White
40Set background colour to Black
41Set background colour to Red
42Set background colour to Green
43Set background colour to Yellow
44Set background colour to Blue
45Set background colour to Magenta
46Set background colour to Cyan
47Set background colour to White

The Neotron application library allows access to the console via two means:

  • Implicitly, through the use of the println! macro.
  • Explicitly, through the use of the Standard Output file handle, obtained with neotron::io::stdout() or by opening the CON$: device for writing.

The Neotron OS doesn't have a concept of 'Standard Error' as distinct from 'Standard Output'. Application libraries may wish to emulate this feature by, for example, printing any text output by eprintln! in a different colour.

Reading from CON$:

Performing a read on the console device will block the application until either the Enter key is pressed on the keyboard, or Control + C is pressed on the keyboard. If the Enter key is pressed, the UTF-8 encoding of the characters entered by the user are copied to the given buffer (up to as many as will fit). If too many characters are entered to fit in to the given buffer, the Console will beep and the user must use Backspace to remove some characters and free up some buffer space. Characters being entered are echoed to the console (although Conceal mode will help if the user is entering a password).

In the background during this function, the OS is polling the keyboard for key events, handling special keys (like Backspace, or Shift) and when a valid key is pressed, the matching Unicode character is UTF-8 encoded and added to the buffer.

On some Neotron systems, pressing the 'Up' arrow key will restore the previous command line contents (like when using the readline library on GNU/UNIX systems).


#![allow(unused)]
fn main() {
use neotron::fs::File;
let mut buffer = [0u8; 16];
/// The standard Neotron file read functions can be used to read from the console.
let mut console = File::open("CON$:")
	.expect("Failed to open console for reading");
match console.read(&mut buffer) {
	Ok(0) => {
		println!("You entered an empty string");
	}
	Ok(n) => {
		// The Neotron OS guarantees this will be valid UTF-8
		let read_string = unsafe {
			core::str::from_utf8_unchecked(&buffer[0..n])
		};
		println!("You entered {:?}", read_string);
	}
	Err(e) => {
		eprintln!("Oh, I got read error {:?} reading from the console", e);
	}
}
/// There is also a Neotron Application Library helper function which reads to a buffer (unlike the normal Rust Standard Library function which reads to a `String`).
let bytes_read = neotron::io::stdin()
	.read_line(&mut buffer)
	.expect("Failed to read from console");
}

Reading from KBD$:

For some applications, such as games, the application will need raw key up/down events rather than the Unicode characters those key events correspond to. For this, there is a device which returns raw key events. Reading from this device is non-blocking. Mapping is performed if the current keyboard layout is non-QWERTY (e.g. the top left letter key on an AZERTY keyboard is Key::LetterA not Key::LetterQ), but you must perform your own handling of shifted characters (for example how Shift + . gives you a > character when using a United Kingdom keyboard layout). The easiest way to handle this is to allow users to map their own keys (e.g. "Press the key you want to use for 'Jump': ").


#![allow(unused)]
fn main() {
enum Key {
	LetterA,
	LetterB,
	LetterC,
	LetterD,
	...
	Digit0,
	Digit1,
	...
	Dot,
	Comma,
	PrintScreen,
	Up,
	Down,
	Left,
	Right,
	Home,
	End,
	Delete,
	...
}

struct KeyEvent(u8);

impl KeyEvent {
	unsafe fn from_octet(u8) -> KeyEvent;
	fn is_keydown(&self) -> bool;
	fn is_keyup(&self) -> bool;
	fn get_key(&self) -> Key;
}

use neotron::fs::File;
let mut kb = File::open("KBD$:").expect("Failed to open raw keyboard");
let buffer = [0u8; 16];
/// The standard file read function is used to read from the keyboard
match kb.read(&mut buffer) {
	Ok(0) => {
		println!("No raw key events available");
	}
	Ok(n) => {
		for octet in buffer[0..n].iter() {
			let ev = unsafe { KeyEvent::from_octet(octet) };
			println!("Received event {:?}", ev);
		}
	}
	Err(e) => {
		eprintln!("Oh, I got read error {:?} reading from the keyboard", e);
	}
}

}

Writing to KBD$:

The least significant (1) bit of any byte written to KBD$ sets the Num Lock light. The next (2) bit of any byte written to KBD$ sets the Caps Lock light. The next (4) bit of any byte sets the Scroll Lock light. This is useful if you are using raw keyboard mode to handle key events and want to perform your own Num Lock, Caps Lock and Scroll Lock handling.

Writing to TIME$:

Write an ASCII string in ISO-8601 format (e.g. 2020-01-01T15:44:21.031Z) to set the time.

Reading from TIME$:

Reading from this device will return an ASCII/UTF-8 string in ISO-8601 format (e.g. 2020-01-01T15:44:21.031Z).

# Reading the time in the Neotron Shell with the cat command
$ cat TIME$:
2020-01-01T15:44:21.031Z
$

Writing to GFX$:

Opening the GFX$mode=X: device puts the system into specified video mode X and gives access to the underlying video RAM. Optional x, y, width and height parameters allow a window to be created into video RAM, which is useful if you want to update a small region. Setting pixels on the screen is simply a case of seeking to the correct position and writing out as many bytes as required. The specific format of the bytes written to this device will depend on the current video mode. There is some other (TBD) mechanism obtain the list of supported video modes and their formats, but they will include Chunky modes (where multiple consecutive bits/bytes map to Red, Green and Blue components for each pixel) and Planar modes (where Red, Green and Blue each have their own distinct regions). This device is useful to blitting bitmaps to the screen, but drawing lines and circles is more efficiently performed through other OS APIs.

# Using the copy command in the Neotron Shell to put a picture at the top of the screen in Mode 7
$ copy 0:/EXAMPLE.GFX GFX$mode=7;height=150:
30000 bytes copied
$

Reading from GFX$:

Reading from this device allows an application to determine what is currently on the screen. The data is in the same format as when writing to the device.

Writing to PRNx$:

Ordinarily, every byte written to this device is sent to the Parallel Port, followed by high pulse on the STROBE pin and a busy-wait for the BUSY pin to return low. If any error signals are activated by the printer, the write is ended early.

Opening this device with the option raw, enables raw mode. In this mode, each write must be a two byte value:

  • Byte 0 is 0x00 to write to the data pins or 0x01 to write to the control pins
  • Byte 1 is the value to write to all eight data pins, or to the control pins as per the following table.
Bit NumberDescription
01 to enable STROBE (active high)
11 to enable LINE_FEED (active low)
21 to enable RESET (active high)
31 to enable SELECT_PRINTER (active low)

In raw mode you can use the Parallel Port as a generic GPIO port with 12 output pins, and 5 input pins.

Reading from PRNx$:

A read will return one byte which is a bitmask of the status bits, regardless of whether it was opened in raw mode or normal mode.

Bit NumberDescription
01 when ERROR is active (low)
11 when SELECT_IN is active (high)
21 when PAPER_OUT is active (high)
31 when ACK is active (low)
41 when BUSY is active (low)

Writing to DISCx$:

Allows access to the raw blocks on a disk. Useful for writing out disk images. Support for creating partition tables is TBD, and may have to be done at the application level by writing to the first sector on disk. Writing to raw disk structures whilst files are open on that volume is likely to lead to filesystem corruption.

Reading from DISCx$:

Allows access to the raw blocks on a disk. Useful for taking disk images, or inspecting raw disk structures. The option partition=X allows a specific partition to be selected, where 1 to 4 are the first four Primary partitions, and 5 or greater selects a Logical Partition located within the Extended Partition. Inspecting the partition metadata (start, end, filesystem type, etc) must be done at the application level by reading the first sector.

Opening 'SERx$:'

OptionDescription
handshaking=rtsctsEnable RTS/CTS handshaking
handshaking=xonoffEnable XON/XOFF handshaking
handshaking=noneDisable handshaking (default)
bps=XSet bitrate to X bits per second
timeout=XSet read/write timeout to X frames
timeout=noneBlock forever on read/write
timeout=0Never block on read/write

Writing to SERx$:

A write will block until all of the octets have been transmitted to the remote device at the specified bit rate, or a timeout occurs (if specified).

Reading from SERx$:

A read will block until the given number of octets have been received from the remote device at the specified bit rate, or a timeout occurs (if specified).

Opening 'TONEx$:'

No options when opening TONE devices.

Writing to TONEx$:

A tone is specified with three parameters:

  • A frequency, in Hertz.
  • A waveform (e.g. Square, Sine, Triangle, White Noise, etc)
  • A volume (between 1 and 16)

These three parameters are packed into four bytes:

 Byte 0        Byte 1        Byte 2        Byte 3
+-------------+-------------+-------------+-------------+
|Frequency LSB|Frequency MSB|Waveform     |Volume       |
+-------------+-------------+-------------+-------------+

The buffer written must be a multiple of four octets in length.

Reading from TONEx$:

Not supported.

Opening 'PCMx$:'

OptionDescription
channels=NEnable N channels (default is 1)
bits=U8Set 8-bit linear unsigned samples
bits=S8Set 8-bit linear signed samples
bits=U16Set 16-bit linear unsigned samples
bits=S16Set 16-bit linear signed samples
rate=XConfigure for X samples per second

Writing to PCMx$:

When the PCM device is opened, the number of channels (mono/stereo), sample rate (e.g. 22,050 Hz), bit depth (e.g. 8 bits) are specified. The bytes written are the samples to be played, as little-endian integers. If there are multiple channels, the samples for each channel are supplied in turn before moving on to the next sample (e.g. Left Sample N, Right Sample N, Left Sample N+1, Right Sample N+1). You should write sufficiently often to avoid underflowing the internal PCM buffer.

Reading from PCMx$:

When the PCM device is opened, the number of channels (mono/stereo), sample rate (e.g. 22,050 Hz), bit depth (e.g. 8 bits) are specified. The bytes read are the samples which have been recorded, as little-endian integers. If there are multiple channels, the samples for each channel are supplied in turn before moving on to the next sample (e.g. Left Sample N, Right Sample N, Left Sample N+1, Right Sample N+1). You should read sufficiently often to avoid overflowing the internal PCM buffer.

Writing to JSx$:

Not supported

Reading from JSx$:

Returns a bitmask of inputs from that joystick:

Bit NumberDescription
0Up
1Down
2Left
3Right
4Fire 1 (B)
5Fire 2 (C)
6Fire 3 (A)
7Fire 4 (Start)

Yes, the fire buttons are in that order - mainly because on a Master System pad, you only have Fire Button 1 and Fire Button 2, but on a Mega Drive pad, those same pins on the interface correspond to Fire Buttons B and C. If you have a standard Atari/Commodore joystick, you will probably only have Fire Button 1.

The OS will poll the joystick once per video frame, so attempting to read more often than that will given repeated results. A fire button is very likely to be held for multiple frames, so you will need to store the previous reading and check which bits have flipped since last time.

Threads and Processes

The Neotron OS has no support for running multiple processes, nor for multi-threading, nor for multi-core systems. It is very much like MS-DOS and CP/M in this regard. It does, however, use locks to ensure that should the use of interrupts cause a function to be 're-entered', the situation is caught gracefully rather than leading to system instability. A user is, therefore, free to implement multi-threading within their application if they so wish.

Memory Allocation

The Neotron BIOS initialise all of the RAM, configures a stack, reserves a further portion of RAM for its own use, and passes the OS a structure which describes the start and end address of each contiguous block of remaining memory (and there may be several if your CPU has multiple separate SRAMs). From this remainder, the Neotron OS allocates what it needs for its own purposes.

The Neotron OS has a built-in heap memory allocation routine (like malloc) and matching deallocation routine (like free) and it offers these to the currently running application. This saves the application having to include its own memory allocation routines. When an application is loaded, the heap is automatically set to use all of the remaining un-used RAM (which varies depending on the size of the application). Applications are usually (but not always) given the same stack as the OS and the BIOS, and so it is very possible for a badly behaved application to corrupt and/or crash the entire system.

An application can always assume its own RAM for code and global variables starts at address 0x2000_0000. The memory allocation routines may return an address from some other range (e.g. the AXI SRAM on an STM32H7 is at 0x2400_0000).

Networking

The TCP/IP stack offers a Berkley Sockets style API. Supported devices will include an SPI based Ethernet MAC/PHY devices (such as the Microchip ENC28J60) using smoltcp, and UART based Ethernet/WiFi/Cellular devices with on-board TCP/IP stack (such as the ESP-01).

The Neotron OS - API Calls

The OS exports its functionality to each Application through a structure of function pointers. This structure exists in OS memory (probably in Flash, but it could be in RAM) and a pointer to it is passed to the Application when it is started by the OS. This is the same process as used when the BIOS starts the OS.

The Application should only access the hardware and the operating system state through the function pointers contained within the given structure. The only assumption the Application can make is about the location of the memory regions defined in its Linker Script.

The OS API is (or will be) documented at https://github.com/Neotron-Compute/Neotron-API.

The Neotron Command Shell

Introduction

The Neotron Shell is the first application started by the OS. It allows the user to give the system commands, including:

  • Browsing filesystems on the SD card
  • Loading files from SD card into RAM
  • Inspecting the contents of RAM and ROM
  • Executing applications

The Shell uses the standard OS API and hence is much like a normal application. The only difference is that it uses a special region of memory, allowing it to remaining running whilst it loads another application into the main program area. Once that application is started, it can use the shell's memory region as it's own - the OS will re-initialise the shell when the application exits.

Analogies from the PC world would include MS-DOS's COMMAND.COM and CP/M's CCP, but at a functional level it's more like the U-Boot Shell.

Shell Expansion

Any argument of the form ${VAR} is replaced with the value stored in the environment variable called VAR.

Any argument containing a * character is taken to be a glob and is expanded to all the filenames matching that glob. Note that there are a limited number of arguments that can be given to a command, so attempts to glob more files than that number will generate an error.

Magic Devices

The OS supports a number of magic device filenames. The shell is unaware of this and just asks the OS to perform the specified operation on the given filenames.

Shell Commands

DIR [/S] [<path>]

Performs a directory listing, either for the current drive and directory or of the given absolute or relative path.

The /S option displays directories recursively.

MKDIR [/P] <path>

Creates a new directory, given either an absolute path or a relative path. Can optionally make all the intermediate paths too.

TYPE <path>

Displays the contents of a file, assuming it is ASCII text.

HEXDUMP <path>

Displays the contents of a file as hex encoded binary.

COPY [/S] <source1> [<source2>...] <dest>

Copies one or more files from one location to another. If one sourceX is specified dest can be a file or a directory. If multiple sourceX files are specified, dest must be a directory. The argument /S makes COPY look in subdirectories recursively.

RENAME <old> <new>

Changes the name of a file. Cannot move files between directories or drives.

MOVE <src> <dest>

Moves a file from one directory to another. The dest path can be on a different drive or in a different directory.

DEL <path> [<path2>...]

Deletes one or more files.

RMDIR <path> [<path2>...]

Deletes one or more empty directories.

DELTREE <path> [<path2>...]

Recursively deletes one or more directories.

PEEK <addr>

Displays the contents of ROM or RAM at the given address.

POKE <addr> <value>

Writes a new value to RAM at the given address. Attempts to write to ROM are ignored.

SAVE <addr> <length> <file>

Copies RAM or ROM to a file on disk.

LOAD <path>

Copies the contents of a file on disk to RAM.

EXEC <path>

Performs a LOAD of the given file, followed by a RUN. This command is implied if a command is given which matches the name of a file in the current directory, or in the system's PATH environment variable.

RUN

Runs a program already in memory (e.g. having used LOAD)

SET <var> <value>

Sets an environment variable to the given value. The value var should not include ${ or }.

$ SET PATH 0:/BIN;0:/OS/BIN

ECHO <text>

Prints some text to the console.

$ ECHO "Hello, world"

LOADENV <path>

Loads environment variables from a file.

$ LOADENV ./FILE.ENV

SAVEENV <path>

Saves environment variables to a file.

$ SAVEENV ./FILE.ENV

SCRIPT <path>

Runs the shell commands found in the given filename.

$ SCRIPT ./FILE.CMD

EDIT <path>

Starts a full-screen text editor.

$ EDIT 1:/README.TXT

DEV

Shows the list of devices reported by the BIOS.

VOL

Shows the current list of volumes, by drive. Includes their volume names, format and storage capacity.

SCAN

Re-scans the given device for volumes. Volumes which are no longer present (e.g. because the disk has been removed) are de-allocated their volume ID. New volumes are allocated new volume IDs.

CD [<dir>]

Change the current directory. May include a volume ID, or be relative to the current volume, or the current directory. Unlike MS-DOS, there is only one current directory for the whole system (instead of one for each drive).

ATTR [/A] [/A-] [/H] [/H-] [/R] [/R-] [/S] [/S-] <path>

Gets or sets a file's attributes (Archive, Hidden, Read Only, and System).

The /X flag sets a the relevant bit. The /X- flag unsets it.

$ # Set System, Hidden and Read Only, but clear Archive
$ ATTR /A- /S /H /R SYSTEM.DAT

The Neotron Menu Shell

In some cases, the Neotron Command Shell is a little too bare-bones. Perhaps the primary use of the Neotron is to play some games, or perhaps you want to browse the SD quickly using a GUI. For these situations, you can set your default shell to be the Menu Shell.

The Menu Shell is inspired by the boot-up menu on NextOS for the Spectrum Next.

The Spectrum Next NextOS boot menu

The Neotron Menu is displayed in text-mode (nominally 48x36) and offers a series of options the user can scroll between using the arrow keys on a PS/2 keyboard or a Joystick in Port 1. These options all correspond to an item in the Neotron Command Shell, and so there is no extra functionality offered by the Neotron Menu Shell - it just makes existing functionality easier to access. Note that the final item on the list exits the Neotron Menu Shell and replaces it as the current shell with the Neotron Command Shell.

  • File Manager - allows the user to browse the list of volumes, and the files and directories on those volumes. It supports the usual Create/Move/Rename/Copy/Load/Delete operations.
  • Tiny BASIC - loads Tiny BASIC compiled as Neotron Application.
  • 6502 BASIC - loads a 6502 Emulator, which then runs Enhanced BASIC.
  • Test Video - runs through the various graphical/text video modes.
  • Test Audio - runs through the various tones that can be generated.
  • Test Parallel Port - displays the printer status, and optionally sends some ASCII text to the parallel printer port.
  • Configure Date/Time - displays the current RTC status and allows the date/time to be set.
  • Configure Keyboard - allows the keyboard to be tested, and the layout selected
  • MIDI Keyboard - allows you to use the Neotron as a synthesiser, by connecting a MIDI Keyboard to the MIDI In port.
  • Configure WiFi - allows you to browse the WiFi networks, and join a particular network.
  • Serial Terminal - allows you to exchange characters with any serial port in the system, including the RS-232 port and the WiFi interface.

Neotron Applications

Neotron Applications are loaded into RAM and then executed. For portability, they should use the API provided by the OS, but the system implements no security features or memory-protection, so once they are running, they have complete control of the entire system.

Existing applications include:

  • A text-mode Snake game
  • A 6502 emulator which runs 6502 Enhanced BASIC
  • Tiny BASIC
  • A slideshow/presentation tool
  • A simple synthesiser which plays notes according to MIDI input

Neotron Hardware

The Netron OS is intended to be binary-portable across any machine with a Neotron BIOS. How that works out in practice remains to be seen, but that's the goal. As the BIOS API, example BIOS implementations and the OS itself are entirely open, anyone can build their own Neotron-compatible system, using any ARMv7-M compatible processor. However, there will naturally be value in having some commonality between Neotron systems, in order to reduce development effort.

Another important factor in the Neotron Hardware is that, like the software, it should be fully Open. That is, anyone should be able to pick up a Neotron System and understand it right down to the component parts (and why those component parts were chosen). It isn't sufficient to simply post some Gerbers on GitHub and call it done - any more than it would be to post some compiled firwmware binaries. Making an Open System means making a system where people are invited and encouraged to learn everything there is to know about that system.

Components

A Neotron System will naturally be comprised of:

  • A microcontroller, also known as a System On Chip (SoC) - this will contain one or more Processor Cores, RAM, possibly Flash, and some internal peripherals
    • The processor core will be compatible with the ARMv6-M ISA*.
  • External peripherals - such as UART level shifters, audio amplifiers, SD cards
  • A baseboard (tradtionally known as a motherboard) - a PCB which holds the SoC, the external peripherals, and any connectors

* The ARMv6-M ISA (as implemented by the Cortex-M0/M0+ processore cores) has fewer instructions, and so is easier to understand. However, ARMv6-M has no Compare-and-Swap Atomic instructions, meaning that sharing data between the main thread and interrupts can be more complicated in some situations. It is TBD as to whether this is too much of a burden for the OS to carry and we may need to raise the minimum to ARMv7-M ISA, i.e. a Cortex-M3 or higher.

The System On Chip

Picking a SoC

When it comes to picking an SoC for a new Neotron model, the following are important criteria:

Mandatory (MUST):

  • Use an ARMv6-M compatible core (i.e. any Arm Cortex-M)
  • Generate digital RGB video at 25.175 MHz or 40 MHz, or some integer fraction thereof
    • Anything between 1-bit and 24-bits per pixel is acceptable.
    • VESA specify a 0.5% clock tolerance, so between 25.05 MHz and 25.3 MHz is OK
    • 40 MHz gives you 800x600 (and hence 400x600, 200x600, etc)
    • 25.175 MHz gives you 640x480 (and hence 320x480, 160x480, etc)
    • If you aren't performance sensitive (i.e. playing games), you could have off-chip video support implemented on a second processor, with a fast communications link (e.g. Quad SPI) between them
    • You can easily scan-double the output just by playing each line twice (or three times...)
  • Have a four-wire UART, or an ARM Serial Wire Debug interface, for debug logging
  • Have at least 256 KiB of memory for BIOS / OS code (in Flash or RAM)
  • Have enough RAM to support the desired video modes (80x25 text mode is 4,000 bytes, while 800x600 @ 8bpp needs around 470 KiB)
  • Have at least 64 KiB of free application RAM (ideally 256 KiB or more)
  • Have an SPI Controller interface which can run at least 25 MHz
  • Have 7 or more chip-select output pins
    • If you are limited on pins, you can use a 74LS138 3:8 decoder for the chip-selects
  • Have 8 interrupt input pins
    • If you are limited on pins, you can use an MCP23S17 to mux 16 interrupts inputs down to 1
  • Have an I²C Controller interface which can run at 400 kHz
  • Have either an I²S audio codec interface, or stereo PWM audio output pins
  • Have a ROM bootloader which can boot from UART, USB or SD Card
    • This is so home-made systems do not require an ARM debug probe for initial programming
  • Have a footprint that is easy to professionally assemble on a simple 4-layer PCB without micro-vias, i.e. one of
    • 0.8mm+ pitch ball grid array (BGA) package
    • 0.5mm+ pitch quad flip-chip package (QFP), shrink small-outline package (SSOP) or small-outline IC (SOIC)
  • Have 3.3V I/O
  • Cost under $20 in one-off quantities
  • Be available from mainstream catalog vendors (e.g. Digikey)

Desirable (SHOULD)

  • Use an ARMv7-M compatible core (i.e. Arm Cortex-M3, Cortex-M4, Cortex-M7 or Cortex-M33)
  • Have at least one USB 2.0 Host or OTG port (High-Speed or Full-Speed)
  • Has a footprint that is easy (or at least possible) to hand-assemble at home:
    • 0.8mm pitch QFP (e.g. 7x7mm QFP32)
    • 1.27mm pitch SOIC
  • Takes a 3.3V power input which is internally regulated down to the desired core voltage
    • Where multiple rails are required, we either need relaxed requirements in sequencing, or an available PMIC chip which brings the rails up in the right order
  • Be available from the JLCPCB Parts Catalog
  • Supports additional external RAM (either SRAM, SDRAM or QSPI HyperRAM)

We've identified the following parts as meeting some or more of the above criteria:

Manuf.Part NumberCoreClock (MHz)PackageRAM (K)Flash (K)Price (10 off)Notes
STSTM32L552ZET6Cortex-M33110LQFP 144256512£6.65Supports HyperRAM, and TrustZone, and is low-cost
STSTM32H730ZBT6Cortex-M7550LQFP 144564128£6.97Great value due to small Flash. SPI SRAM support.
STSTM32H7A3ZIT6Cortex-M7280LQFP 14413442048£11.00Big SRAM - might not need external RAM?
STSTM32H743ZGT6Cortex-M7480LQFP 14410241024£13.75Cheapest H7 with 1 MiB SARM. No SPI SRAM support - will require SDRAM
TITM4C1299KCZADI3Cortex-M4120VFBGA 212256512£11.78Poor value, but same family as Neotron-32
NXPIMXRT1062DVJ6ACortex-M7600BGA 1961024External£10.41As used on Teensy 4.1. HyperRAM support.
Raspberry PiRP20402x Cortex-M0+133 MHzQFN 56256External£0.85Incredibly cheap. Cortex-M0 only supports ARMv6-M. No RAM upgrades

It is worth also considering the Lattice range of small, low-cost FPGAs, and loading an RISC-V soft-core like the VexRiscv.

Video from a System On Chip

Video support from your SoC can vary greatly - from SoCs which basically have no video support but can be 'tricked' into generating a signal that's sort-of VGA compatible, to SoCs which have on-board graphics accelerators that can render multiple semi-transparent planes together.

Video Modes

First, we should discuss the concept of a video mode. This is a collection of parameters which describe the picture that is being generated.

Timing

In this section, we generally assume that the video is VGA-like - that is, each frame is drawn line-by-line, starting with the top line and moving downwards. A line comprises pixels, which are drawn from left to right. Each pixel has a colour, which can be anywhere between 'on or off' or 'one of 16.8 million colours'. As the pixels are drawn left to right, there will be some extra non-visible 'off-screen' pixels, which are designed to give an old-fashioned cathode-ray tube (CRT) monitor time to move the scanning 'gun' back over to the left hand side of the image ready to draw the next line. In the same fashion, there will be some non-visible 'off-screen' lines which give a CRT's gun time to move back to the top of the frame. Although we almost universally use LCD monitors now, the standards still include these 'blanking periods'.

The monitor is able to find the visible picture within the signal, thanks to the provision of two extra signals - Horizontal Sync and Vertical Sync. These pulse high (or low) during the middle of the relevant blanking period.

The relevant parameters are:

  • Horizontal Visible Pixels - the number of visible pixels on each line
  • Horizontal Front Porch - the number of non-visible pixels before the sync pulse
  • Horizontal Sync Width - the number of non-visible pixels during the sync pulse
  • Horizontal Back Porch - the number of non-visible pixels after the sync pulse
  • Horizontal Pixels - the total number of pixels on each line
  • Horizontal Scan Rate - the number of lines (visible or non-visible) drawn per second
  • Vertical Visible Lines - the number of visible lines in each frame
  • Vertical Front Porch - the number of non-visible lines before the sync pulse
  • Vertical Sync Width - the number of non-visible lines during the sync pulse
  • Vertical Back Porch - the number of non-visible lines after the sync pulse
  • Vertical Lines - the total number of lines in each frame
  • Frame Rate (or Refresh Rate, or Vertical Scan Rate) - the number of complete frames drawn per second
  • Pixel Clock (or Dot Clock) - the number of pixels (visible or non-visible - we'll get to that shortly) produced per second

These terms are related as follows:

Horizontal Pixels = Horizontal Visible Pixels + Horizontal Front Porch + Horizontal Sync Width 
+ Horizontal Back Porch
Vertical Lines = Vertical Visible Lines + Vertical Front Porch + Vertical Sync Width 
+ Vertical Back Porch
Horizontal Scan Rate = Pixel Clock / Horizontal Pixels
Frame Rate = Horizontal Scan Rate / Vertical Lines

Your monitor will place limits on the values for Frame Rate, Horizontal Scan Rate and Vertical Lines. An analog CRT generally doesn't care about Horizontal Pixels and Pixel Clock - provided the Horizontal Scan Rate is within range - although if you push this beyond the maximum bandwidth of you display (or your cable) the signal starts to get 'smoothed' and the greater definition is lost. A digital display, like an LCD monitor, will sample the analog horizontal signal at fixed intervals and if your source doesn't match perfectly, you may get a fuzzy picture. Generally, the number of horizontal pixels your monitor is looking for is a function of the number of vertical lines, calculated from some look-up table of common video standards.

Colours

The monitor generally doesn't care about the number of colours each pixel can take, as the pixels are transmitted as analog red, green and blue signals (0.7V peak). However, the SoC will care as the pixels must be stored digital and the more bits per pixel, the more bytes of framebuffer RAM we require!

Standards

The original IBM standard for the Video Graphics Array included the following video modes:

H. VisV. VisH. TotV. TotH. FreqFrame RatePixel ClockUsed for
72040090044931.469 kHz70 Hz28.322 MHzDefault 80x25 Text mode
64048080052531.469 kHz60 Hz25.175 MHzHigh-res graphics mode
64040080044931.469 kHz70 Hz25.175 MHz80x25 text with mixed graphics
72035090044931.469 kHz70 Hz28.322 MHzMDA compatible text mode (720x400 with extra blanking)
64035080044931.469 kHz70 Hz25.175 MHzEGA compatible text/graphics (640x400 with extra blanking)
640200 (2x)80044931.469 kHz70 Hz25.175 MHzCGA compatible text/graphics mode
320240 (2x)40052531.469 kHz60 Hz25.175 MHzLow-res, high-colour mode
320200 (2x)40044931.469 kHz70 Hz25.175 MHzCGA compatible text/graphics graphics mode

We see from this table that there are only two values for the Vertical Total Lines - 525 for 480-line modes and 449 for 350/400-line modes - corresponding to frame rates of 60 Hz and 70 Hz respectively. There is also the option to increase the pixel clock up from 25.175 MHz to 28.322 MHz, increasing the number of pixels per line from 800 to 900. This, in turn, increases the number of pixels per character on an 80-column text mode display from 8 to 9. Finally, we can simply halve the pixel clock to lower the horizontal resolution, which saves video memory and allows for more colours on screen.

The rates marked (2x) simply have each line drawn twice by the VGA card, in order to keep the Horizontal Frequency at the standard value.

During the 1990s, the resolutions and colour depths supported by video cards increased greatly, and monitors began to support a wider range of horizontal frequencies. These various modes were standardised by the Video Electronics Standards Association (VESA), and there are too many to list here. However, some modes of note include:

H. VisibleV. VisibleH. TotalV. TotalH. FreqFrame RatePixel Clock
800600105662837.9 kHz60 Hz40.0 MHz
1024768134480648.4 kHz60 Hz65.0 MHz
1280720166474844.8 kHz60 Hz74.5 MHz
192010802576112067.2 kHz60 Hz173.000 MHz

We don't really think much of 1080p (1920x1080) video these days - often preferring QuadHD (2560x1440) or 4K (3840x2880) for our desktop PC monitors. These tables show, however, that even 1080p is a staggering amount of data for an SoC to generate - especially without any built-in hardware acceleration. The higher resolution modes also consume vast amounts of framebuffer RAM - 1080p in 24-bit True Colour (usually stored as 32-bits per pixel) needs 8100 KiB of RAM, just for a single frame!

Video Hardware

If we want to generate a VGA compatible signal, we have several options:

Misuse the wrong peripheral

We can generate pixels on basically any SoC peripheral which has a synchronous (clock-driven) output. Even a basic SPI peripheral can be used, which will generate a 1 bit-per-pixel (black and white) video signal. The Monotron project used three SPI periperals on a TM4C to produce a 3-bit-per-pixel (8 colour) signal, and with a 20 MHz pixel clock to generate a 400x600 image (like 800x600 but with half as many pixels across, and each pixel twice as wide). Various projects for the Espressif ESP32 have used the I²S interface to push out up to 14 pixels per clock cycle (16,384 colour).

The Raspberry Pi Pico takes peripheral abuse even further, by driving a DC-balanced 251.75 MHz TMDS (transition minimised differential signallling) signal out of some standard GPIO pins using a high-speed FIFO, some pre-calculation and some serious over-clocking. This signal is almost exactly like DVI-D video, which thanks to backwards compatibility, can be sent over an HDMI cable to any HDMI or DVI-D compatible display.

Use a TFT-LCD Controller Peripheral

Many SoCs include hardware for driving an RGB TFT LCD panel. The good news is that these RGB panels are designed to look just like a VGA monitor (but with digital bits for each pixel rather than three analog signals), and these controllers can often be programmed to generate VGA compatible signals.

Look for the LTDC (LCD TFT Display Controller) on the STM32 line, for example.

Use an MIPI DSI Controller Peripheral

MIPI DSI (Mobile Industry Processor Interface Display Serial Interface) is a standard for pushing pixels into a display using a high-speed serial interface. This reduces pin-count and electronic magnetic interference, compared to waggling the 26 individual signal lines required to send 24-bit-per-pixel digital video. DSI is often sent over flexible ribbon cable, you can see a DSI port on most Raspberry Pi boards.

You can get chips which will take in a DSI signal and output HDMI, such as the Analog Devices ADV7533 but implementing an proper 'HDMI' output will require licensing and for this reason the chips are often only available under NDA.

Use an off-chip video controller

If there really is nothing suitable, you can always get a second SoC or dedicated video controller to drive your display. Such chips are popular for driving LCD panels (e.g. the ILI9341 or the ST7920) but can sometimes be configured to generate VGA compatible signals.

Text vs Graphics

Neotron's video support is based broadly on that of the IBM PC Video Graphics Array. In the previous section, we discussed the physical attributes of the analog video signal generated by a VGA card. What we didn't cover, is how we generate that signal based on the contents of Video RAM (VRAM).

Broadly, the IBM PC has two kinds of video modes - text mode and graphics mode. Text mode is what MS-DOS would boot up in, and Graphics mode (also known in Linux as framebuffer mode) is what Windows 3.1 or a game like Doom would switch to. Whilst some systems (in particular 1990s RISC workstations, and modern ARM systems) have no concept of a 'text mode' and instead draw text to a graphical framebuffer, we retain the two distinct types of mode in Neotron in order to save on VRAM.

Text Modes

Text modes divide the screen into a rectangular grid of cells. Each cell contains a character and a set of attributes (such as the foreground and background colour for that cel). Each character is represented by a image, known as a glyph. All of the glyphs in a given font have the same width and height in pixels, and they each use precisely two colours - foreground and background. The specific value of foreground and background can be set for each cell on the screen, meaning that each cell takes up two bytes: one for the character, and one for the attributes. As the raster beam moves across the display, the video card will fetch the character for that cell from VRAM, then load the corresponding glyph from the font (which may be in VRAM, or it may be in the card's ROM). The appropriate horizontal slice is taken from the glyph, which is then converted to a sequence of coloured pixels by applying the foreground and background colour for that cell. These coloured pixels are then transmitted to the monitor in real-time.

Typically (and certainly in VGA text modes), each character is an 8-bit value, and so there can only be 256 glyphs in a font. Merging multiple characters into a single glyph (as you might do in Unicode with a U+0041 LATIN CAPITAL LETTER A followed by a U+02CA MODIFIER LETTER ACUTE ACCENT to produce an Á) is generally not supported, although a swap for a single character could be performed by the OS when the string was first written to the VRAM if the current font had a suitable glyph available.

The two main text mode resolutions for VGA are 80 columns by 25 rows, and 80 columns by 50 rows (plus some others that are much less common). The video output resolutions these correspond to depend on the glyph size, as follows:

Columns x RowsGlyph WidthGlyph HeightHorizontal PixelsVertical PixelsStandard
80 x 25914720350MDA, Hercules
40 x 2588320200CGA, EGA
80 x 2588640200CGA, EGA
80 x 25814640350EGA
80 x 4388640350EGA
80 x 25916720400VGA
80 x 5098720400VGA
80 x 30816640480VGA
80 x 6088640480VGA

Because a Neotron system might support other video resolutions (e.g. the native 400x300 of a Neotron 32), there is no prescriptive list of Neotron text modes. Instead, there is a BIOS API to query which modes are supported, and the width in columns and height in rows of each mode. It is assumed that each mode supports 16 foreground colours and 8 background colours, just like VGA, and that memory is arranged in a linear array of 16-bit values, where the first (lower) 8-bits identify the character and the second (higher) 8-bits identify the foreground and background colour.

+-----+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
|             Attribute           |           Character           |
+-----+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
|  7  | 6 | 5 | 4 | 3 | 2 | 1 | 0 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
+-----+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
|Blink| Backgr'nd |  Foreground   |           Code Point          |
+-----+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+

(Diagram courtesy https://en.wikipedia.org/wiki/VGA_text_mode)

The Blink bit causes the text to alternate between being drawn normally, and being drawn entirely in the background colour (thus rendering it invisible).

Where the graphics are drawn by an off-chip GPU, the Neotron BIOS will need to arrange for the on-chip VRAM to be copied to the off-chip GPU during the vertical blanking interval of each frame. A text mode with 80 x 50 characters will require 4000 bytes of VRAM, which at 70 Hz needs a link of just over 41 Mbit/sec in order for the copy to complete during the blanking interval. If you are prepared to 'chase the beam' you can run a little slower. 80x25 video modes will require half that, and using run-length encoding will likely reduce it further (especially as consecutive cells are usually the same colour).

Support in Neotron

To keep things simple, Neotron has an 8-bit video mode value, four components. This means that an application can simply ask for 'Mode 0x25' instead of having to scan through a list of obscure modes to find out which one is closest.

+---------+-----------+----------+-----------+
| Vert 2x |   Timing  | Horiz 2x |   Format  |
+---------+-----------+----------+---+---+---+
|    7    | 6 | 5 | 4 |    3     | 2 | 1 | 0 |
+---------+-----------+----------+---+---+---+

If Vert 2x is set, each output scan-line is drawn twice, which halves the number of rows in memory (of text or pixels).

If Horiz 2x is set, each pixel is drawn twice, which halves the number of columns in memory (of text or pixels).

The Timing table is:

ModeVisibleTotalPixel ClockHorizontal Scan RateFrame Rate
0640 x 480800 x 52525.175 MHz31.5 kHz60 Hz
1640 x 400800 x 44925.175 MHz31.5 kHz70 Hz
2800 x 6001056 x 62840.000 MHz37.9 kHz60 Hz
4..7TBDTBDTBDTBDTBD

The Format table is:

ModeText/GraphicsFont SizeColour Depth
0Text8 x 1616/8 Indexed
1Text8 x 816/8 Indexed
2GraphicsN/A32/24-bpp
3GraphicsN/A16-bpp
4GraphicsN/A8-bpp Indexed
5GraphicsN/A4-bpp Indexed
6GraphicsN/A2-bpp Indexed
7GraphicsN/A1-bpp Indexed

The values marked Indexed have their colours translated with a 256-entry colour palette that converts from the indexed value up to a true-colour 24-bit value. These true-colour values may be truncated when output by the video card's DAC. The 32/24-bpp entry stores 24-bit colours in a 32-bit memory location, for efficiency of access. We assume no Neotron system will ever have better than 24-bit video output!

Example Modes

  • 0x05: 640 x 480 graphics @ 60 Hz, with 16 colours (4-bpp)
  • 0x10: 80 x 25 text mode, with 400 lines at 70 Hz
  • 0x01: 80 x 60 text mode, with 480 lines at 60 Hz
  • 0x9C: 320 x 200 graphics @ 70 Hz, with 256 colours (8-bpp)

These example screen-shots were generated using https://int10h.org/oldschool-pc-fonts/fontlist/:

80x25 text with an 8x8 font (640x200), like an IBM PC-compatible with CGA:

Mode 0x91

80x25 text with an 8x16 font (640x400), like an IBM PC-compatible with MCGA (or VGA in 8x16 mode, instead of the usual 9x16):

Mode 0x10

40x25 text with an 8x8 font (320x200), like an IBM PC-compatible with CGA in multi-colour mode:

Mode 0x99

Complete Mode List

For completeness, here is every one of the currently defined video modes. More will be added as further Timing Mode values are defined.

ModeTimingV2xH2xDescriptionVRAM (bytes)
0x000 (640x480@60)0080x30 text4,800
0x010 (640x480@60)0080x60 text9,600
0x020 (640x480@60)00640x480 True-colour1,228,800
0x030 (640x480@60)00640x480 High-colour614,400
0x040 (640x480@60)00640x480 256-colour307,200
0x050 (640x480@60)00640x480 16-colour153,600
0x060 (640x480@60)00640x480 4-colour76,800
0x070 (640x480@60)00640x480 2-colour38,400
0x101 (640x400@70)0080x25 text4,000
0x111 (640x400@70)0080x50 text8,000
0x121 (640x400@70)00640x400 True-colour1,024,000
0x131 (640x400@70)00640x400 High-colour512,000
0x141 (640x400@70)00640x400 256-colour256,000
0x151 (640x400@70)00640x400 16-colour128,000
0x161 (640x400@70)00640x400 4-colour64,000
0x171 (640x400@70)00640x400 2-colour32,000
0x202 (800x600@60)00100x37 text7,400
0x212 (800x600@60)00100x75 text15,000
0x222 (800x600@60)00800x600 True-colour1,920,000
0x232 (800x600@60)00800x600 High-colour960,000
0x242 (800x600@60)00800x600 256-colour480,000
0x252 (800x600@60)00800x600 16-colour240,000
0x262 (800x600@60)00800x600 4-colour120,000
0x272 (800x600@60)00800x600 2-colour60,000
0x800 (640x480@60)1080x15 text2,400
0x810 (640x480@60)1080x30 text4,800
0x820 (640x480@60)10640x240 True-colour614,400
0x830 (640x480@60)10640x240 High-colour307,200
0x840 (640x480@60)10640x240 256-colour153,600
0x850 (640x480@60)10640x240 16-colour76,800
0x860 (640x480@60)10640x240 4-colour38,400
0x870 (640x480@60)10640x240 2-colour19,200
0x901 (640x400@70)1080x12 text1,920
0x911 (640x400@70)1080x25 text4,000
0x921 (640x400@70)10640x200 True-colour512,000
0x931 (640x400@70)10640x200 High-colour256,000
0x941 (640x400@70)10640x200 256-colour128,000
0x951 (640x400@70)10640x200 16-colour64,000
0x961 (640x400@70)10640x200 4-colour32,000
0x971 (640x400@70)10640x200 2-colour16,000
0xA02 (800x600@60)10100x18 text3,600
0xA12 (800x600@60)10100x37 text7,400
0xA22 (800x600@60)10800x300 True-colour960,000
0xA32 (800x600@60)10800x300 High-colour480,000
0xA42 (800x600@60)10800x300 256-colour240,000
0xA52 (800x600@60)10800x300 16-colour120,000
0xA62 (800x600@60)10800x300 4-colour60,000
0xA72 (800x600@60)10800x300 2-colour30,000
0x080 (640x480@60)0140x30 text2,400
0x090 (640x480@60)0140x60 text4,800
0x0A0 (640x480@60)01320x480 True-colour614,400
0x0B0 (640x480@60)01320x480 High-colour307,200
0x0C0 (640x480@60)01320x480 256-colour153,600
0x0D0 (640x480@60)01320x480 16-colour76,800
0x0E0 (640x480@60)01320x480 4-colour38,400
0x0F0 (640x480@60)01320x480 2-colour19,200
0x181 (640x400@70)0140x25 text2,000
0x191 (640x400@70)0140x50 text4,000
0x1A1 (640x400@70)01320x400 True-colour512,000
0x1B1 (640x400@70)01320x400 High-colour256,000
0x1C1 (640x400@70)01320x400 256-colour128,000
0x1D1 (640x400@70)01320x400 16-colour64,000
0x1E1 (640x400@70)01320x400 4-colour32,000
0x1F1 (640x400@70)01320x400 2-colour16,000
0x282 (800x600@60)0150x37 text3,700
0x292 (800x600@60)0150x75 text7,500
0x2A2 (800x600@60)01400x600 True-colour960,000
0x2B2 (800x600@60)01400x600 High-colour480,000
0x2C2 (800x600@60)01400x600 256-colour240,000
0x2D2 (800x600@60)01400x600 16-colour120,000
0x2E2 (800x600@60)01400x600 4-colour60,000
0x2F2 (800x600@60)01400x600 2-colour30,000
0x880 (640x480@60)1140x15 text1,200
0x890 (640x480@60)1140x30 text2,400
0x8A0 (640x480@60)11320x240 True-colour307,200
0x8B0 (640x480@60)11320x240 High-colour153,600
0x8C0 (640x480@60)11320x240 256-colour76,800
0x8D0 (640x480@60)11320x240 16-colour38,400
0x8E0 (640x480@60)11320x240 4-colour19,200
0x8F0 (640x480@60)11320x240 2-colour9,600
0x981 (640x400@70)1140x12 text960
0x991 (640x400@70)1140x25 text2,000
0x9A1 (640x400@70)11320x200 True-colour256,000
0x9B1 (640x400@70)11320x200 High-colour128,000
0x9C1 (640x400@70)11320x200 256-colour64,000
0x9D1 (640x400@70)11320x200 16-colour32,000
0x9E1 (640x400@70)11320x200 4-colour16,000
0x9F1 (640x400@70)11320x200 2-colour8,000
0xA82 (800x600@60)1150x18 text1,800
0xA92 (800x600@60)1150x37 text3,700
0xAA2 (800x600@60)11400x300 True-colour480,000
0xAB2 (800x600@60)11400x300 High-colour240,000
0xAC2 (800x600@60)11400x300 256-colour120,000
0xAD2 (800x600@60)11400x300 16-colour60,000
0xAE2 (800x600@60)11400x300 4-colour30,000
0xAF2 (800x600@60)11400x300 2-colour15,000

Baseboards

Form Factor

The original Monotron didn't have a particular form-factor - the PCB was simply made large enough to accept all the desired connectors. The Neotron 32 was upsized slightly to fit the Hammond 1598C series case, however, there were so many connectors packed into a tight space that there was nowhere left fit a full-size SD card slot. The work-around was to use a microSD card, but all available examples proved difficult to hand-solder. An upgrade to the larger Hammond 1598D was investigated, but expansion options for the system still remained limited - there were two small expansion headers, but no real space for any extra connectors.

One of the nice features of the IBM PC (and its clones), and also the Apple II series, was the provision of expansion slots. These allowed extra functionality to be added at a later date - often well beyond what the original designer had envisaged at the time the main system was developed. Whilst the Hammond cases work well as a small desktop chassis, they do lack the space for expansion cards - or at least for expansion cards with their own external connectors.

The alternative would be to produce a board based around the ATX standard - either full-size ATX (305x244mm), micro-ATX (244x244mm), or micro-ITX (170x170mm). These boards would include some crucial components (e.g. audio codec, VGA DAC, power supply), but move much of the other functionality off onto expansion cards (MIDI, Parallel Port, Joystick Ports, etc). Rather than use ISA-style card-edge connectors (which require the expansion card to have a harder gold finish which can survive the plugging-unplugging), we're considering using standard IDC headers. These would, however, be located such that the expansion cards would line up with standard ATX case expansion slot holes.

Putting the processor on a separate card

Unfortunately, being quite a large board means it can be quite expensive to produce. We also note that many of our target CPUs are only supplied in BGA package, which means four layers at a minimum. With a BGA SoC the decoupling capacitors would usually be fitted to the reverse of the board, meaning a simple hot-plate cannot be used for re-flow. This seems to place a high-bar on self-assembly at home - requiring basically a full surface-mount rework station. Instead, it seemed to make sense to locate the complex components on a carrier card (CPU, SDRAM, etc) and leave the main board to carry the through-hole connectors and simpler, lower pin-count, parts like the audio codec.

There are a number of standards we could use for the interface to the processor card:

  • Feather: Lots of GPIO (including I²C and SPI) but no defined interface for video, and not specific set of pins assigned for I²S.
  • MikroBus: Designed for expansion cards, rather than processor cards. But our expansion connectors will carry broadly similar sets of pins.
  • Mikro MCU Card: Carries almost all of the connections we'd like to get off a SoC (including the all-important RGB LCD interface we need for VGA output). The only downside is the use of two high density 168-pin headers which look pretty tricky to solder, and cost about £4.50 each.
  • Raspberry Pi CM1/CM3: This pinout is quite specific to the BCM2835 and BCM2837 SoCs used, and includes HDMI, Display Serial Interface and Camera Serial Interface. It does support USB and parallel RGB though.
  • Raspberry Pi CM4: This pinout is quite specific to the BCM2711, and if parallel RGB is used, there are no other GPIO pins available. Uses two 100-pin high-density headers.
  • SparkFun MicroMod: This is specifically designed to allow different SoCs to be inserted into a baseboard, but the specification does not include pins dedicated to video support. It also uses an M.2 header which is surface-mount and has a 0.5mm pitch.

In the end, it's probably easier to come up with our own standard to suit our specific requirements.

Obligatory XKCD reference - 'Standards'

https://xkcd.com/927/

The signals we need include:

  • Parallel RGB video (8 to 29 pins)
    • 3-bit, 6-bit, 9-bit, 12-bit, 15-bit, 18-bit or 24-bit RGB digital video
    • H-Sync
    • V-Sync
    • DDC SDA
    • DDC SCL
    • Pixel Clock
  • 2x USB 2.0 Host @ 480 Mbps (4 pins)
    • Port 0 D+
    • Port 0 D-
    • Port 1 D+
    • Port 1 D-
  • Digital Audio Interface (5)
    • DAC Data
    • DAC Left/Right Clock
    • ADC Data
    • ADC Left/Right Clock
    • Bit Clock
  • I²C @ 400 kHz (2)
    • SDA
    • SCL
  • Control Signals (10)
    • /Reset (in)
    • /Enable (in)
    • 8x External Interrupt (in)
  • Power (8)
    • 2x 5.0V @ 2A max, combined
    • 2x 3.3V @ 200mA max, combined
    • 4x GND
  • SPI Bus @ 25 MHz (11)
    • COPI (out)
    • CIPO (in)
    • CLK (out)
    • 8x Chip Select (out)
InterfacePinsRunning Total
Video2323
USB427
Console UART431
PS/2435
Digital Audio540
I²C242
Control1052
Power860
SPI1171
TOTAL71 pins

This requires at least 71 pins, ideally more as we probably want to include more Ground pins around the high-speed signals. There is a risk that despite this, sending high speed signals (USB 2.0 High-Speed, 40MHz+ parallel RGB) will cause significant EMC issues.

We could include the VGA DAC on the MCU card, reducing the VGA pins from 22 (18x digital RGB + 4) to 7 (3x analog video + 4), but that would then preclude the use of a parallel-RGB to DVI/HDMI encoder at a later date.

If we stick with simple 0.1" pitch pins (easy to solder), one option is two 2xN headers, like the Launchpad uses.

o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o

This has 80 pins, and occupies 51mm by 31mm. As you can see it would produce quite a long CPU card, and seems to waste the space between the two headers. It is, however, the approach taken by the Waveshare CoreH743I board used by the Colour Maximite 2.

We could also try a double-square arrangement:

o o o o o o o o o o o o
o o o o o o o o o o o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o                 o o
o o o o o o o o o o o o
o o o o o o o o o o o o

This has (11 + 9) * 4 = 80 pins, and occupies around 31mm x 31mm, with a central area of 20mm x 20mm to fit the SoC and all the decoupling capacitors. Of course, the general shape can be scaled up if required - the Intel 80386 had a 132-pin PGA package laid out as follows:

o o o o o o o o o o o o o o
o o o o o o o o o o o o o o
o o o o o o o o o o o o o o
o o o                 o o o
o o o                 o o o
o o o                 o o o
o o o                 o o o
o o o                 o o o
o o o                 o o o
o o o                 o o o
o o o                 o o o
o o o o o o o o o o o o o o
o o o o o o o o o o o o o o
o o o o o o o o o o o o o o

The problem is an LQFP-144 part is 20mm x 20mm by itself, never mind the decoupling caps and the space needed for routing. All things considered, the 2x20 x 2 design may be the best compromise.

Example systems

To demonstrate the practicality of making a portable OS for ARMv7-M, we are in the process of producing a number of Neotron compatible systems. Note that some (or all) of these may never be completed, but all in-progress designs remain available under an open-licence.

  • Neotron 32 - an open-source PCB which plugs into the Texas Instruments TM4C Launchpad (a derivative of the original Montron project).
  • Neotron 340ST - based on an STM32F7-DISCOVERY PCB; not open-source hardware, but easily available from ST and it comes with schematics.
  • Neotron 500 - an unfinished attempt an an open-source PCB using an STM32H7 and other parts from the JLCPCB catalog so it could be built using their assembly service.
  • Neotron 600 - an open-source PCB which plugs into the Teensy 4.1.
  • Neotron 1000 - an open-source PCB based around the STM32H7, along with a Lattice iCE40 FPGA for hardware accelerated video output.
  • Neotron 9X - an open-source PCB based around the Microchip SAM9X60D5M system-in-package. Possibly not a "Neotron" as it uses a Cortex-A rather than a Cortex-M chip, making it binary-incompatible (although it should be source-compatible).

Neotron 32

The Neotron 32 is the baby of the Neotron range. As the name suggests, it has just 32 KiB of SRAM (along with 256 KiB of Flash ROM). It is based around a Texas Instruments Launchpad board, and uses the same basic design as the earlier Monotron project.

Links

Features

The full specifications are:

  • CPU: Texas Instruments TM4C123 SoC, on a Texas Instruments Tiva-C Launchpad PCB
    • Processor Core: 80 MHz ARM Cortex-M4F
    • RAM: 32 KiB on-die SRAM
    • ROM: 256 KiB on-die Flash
    • GPU: None - software VGA using 3x SPI interfaces
      • 800x600 nominal resolution
      • 400x300 effective resolution
      • 48-column colour text mode and 80-column mono text mode
      • Maximum 8 colours
  • Video Output: SVGA
    • Nominally 800x600 at 60 Hz
    • Simple 330 ohm terminated video output
  • Storage: SD Card slot, supports FAT16/FAT32 and MS-DOS partition tables
  • USB: 1x internal USB 2.0 Full-speed micro-AB port
  • Audio: 37 kHz PWM audio with three channel wavetable synthesiser
    • 3.5mm stereo Line Out
  • Keyboard/Mouse: 2x PS/2 Ports (2x 6-pin mini-DIN)
  • MIDI: MIDI In and MIDI Out (2x 5-pin 180-degree DIN)
  • Serial: RS-232 on 10-pin 2.54mm header suitable for DE-9 plug on IDC ribbon
  • Parallel: 3.3v PC-style Parallel Port with DB-25 port
    • Also functions as 3.3v GPIO with 12 outputs and 4 inputs.
  • Joystick: 2x 9-pin game ports
    • supports Atari-compatible two-button joysticks, or SEGA MegaDrive/Genesis controllers
  • Expansion: 2x internal 2.54mm 2x6 headers carrying power, SPI, I2C and a dedicated IRQ line
  • RTC: MCP7940N and coin-cell battery backup
  • Mechanical Form Factor: Fits Hammond [1598D] case

The Cortex-M4 is responsible for generating the video pixels, at a rate of 40 million mono pixels/second (in high-res text mode) or 20 million colour pixels/second (in all other modes). This leaves only around 4.5% of the CPU available (during the vertical blanking interval) to run your application, which brings the performance down to around the same as a 2 MHz 6502. This is enough to run simple games or a BASIC interpreter. The challenge is to see how much you can squeeze out of such limited resources!

The Neotron 32 uses a Texas Instruments Launchpad board to provide the processing power. This is fitted to a custom PCB which breaks out all of the ports, and adds an AtMega AVR CPU to control the PS/2 and Joystick interfaces. The PCB design is registered open-source hardware, and available on Github. The ROM BIOS and Neotron OS are also fully open-source and available on Github. The ROM BIOS and OS are loaded over the Launchpad's USB debug connection using standard TI Tiva-C flashing tools (such as OpenOCD, or lm4flash). Once flashed, applications can be loaded from a FAT32 formatted SD card.

Architecture

In a typical 8-bit home computer, the main processor was just a CPU, and all the other peripherals (GPIO ports, RAM, video, etc) were external devices that sat on the processor's address and data bus. On the Neotron 32, the Texas Instruments TM4C123 SoC integrates all of those features (well, not video, but we work around that by misusing some of the serial peripherals) into a single package. The main external interfaces from the SoC are narrow serial buses such as SPI, I²C and UART rather than the wide 8-bit data bus and 16-bit address bus of an 8-bit home computer. The I²C bus is ideal for low-bandwidth peripherals, such as real-time clocks, whilst the SPI bus can be driven at up to 20 MHz, giving 20 Mbit/sec (or around 2400 KiB/sec) making it better for mass storage and networking.

On current revisions of the Neotron 32, the I/O controller (responsible for the PS/2 interfaces and the two Joystick ports) is connected to the main SoC via a UART link. It is likely, however, that this will change to be an I²C based device with an interrupt line in future, following the standard Microsoft HID over I²C Protocol.

+-----------------+
|                 |
|     TM4C123     |
|                 |
+-----------------+
   |   |  | | | |
   |   |  | | | +---<UART> Neotron I/O Controller
   |   |  | | +---<UART> Wi-Fi Modem
   |   |  | +---<UART> RS-232 Interface
   |   |  +---<UART> MIDI In/Out
   |   |
   | <I2C>
   |   |
   |   +-- Real-Time Clock
   |   +-- Neotron I/O Controller (future possibility)
   |   +-- Expansion Port A
   |   +-- Expansion Port B
   |
 <SPI>
   |
   +--- SD Card
   +--- GPIO Port / Parallel Port
   +--- Expansion Port A
   +--- Expansion Port B

Video

Video is generated on the Neotron-32 by driving three SPI interfaces in a synchronised fashion - one generating a stream of red pixels, one a stream of green pixels and one a stream of green pixels. There is also a Horizontal Sync line driven from a Timer, which is synchronised to the pixel outputs, and a Vertical Sync line which is a GPIO line driven in the Horizontal Scan-line Interrupt Handler.

With a CPU clock of 80 MHz, the SPI ports can be run at either 40 MHz or 20 MHz. 40 MHz generates an 800x600 pixel image with a 60 Hz refresh rate, and 20 MHz generates a 400x600 pixel image with a 60 Hz refresh rate. To counter the 'stretch' effect of the latter mode, we optionally drop to 300 lines of video but clocking each out one twice, giving an effective 400x300 resolution on a nominal 800x600 signal.

The hardware on the motherboard simply consists of some resistors which, in conjunction with the 75 ohm input impedance of a VGA monitor, drops the 3.3V signal from the SoC down to the 0.7V maximum given in the VGA standard. With the three channels (R, G and B) being either on or off, we get 8 familiar colour combinations:

  • Black
  • Red
  • Green
  • Yellow
  • Blue
  • Magenta
  • Cyan
  • White

As the SoC can only just push out the 8 mA required to drive a VGA signal into 75 ohms, later Neotron systems are likely to use a small active VGA/RGB video filter to act as a line driver.

Supported video modes:

The following video modes are supported:

  • Mode 0x28 - 50x37 text mode at 400x600
  • Mode 0xAF - 400x300 2-colour

Audio

The Neotron 32 generates mono pulse-width-modulated (PWM) audio with 8-bit centre-aligned pulses at a frequency of four times the horizontal video scan rate (giving roughly 151,500 samples per second). At the end of each scan-line, a new 8-bit PCM sample is generated by summing the outputs of three basic wavetable synthesisers. That PCM sample is fed to the PWM hardware at the start of the next scan line (to reduce jitter) and it gets played out four times during that scan line, giving an effective sample rate of just under 38 kHz. The hardware then consists of a simple low-pass filter to remove the PWM carrier frequency, and a headphone jack. As the SoC can't drive a large amount of current, amplified speakers are required.

Each of the three channels on the wavetable synthesiser can produce a square, sawtooth or sine waveforms, or random noise, at a selected frequency. There is also a rudimentary volume control for each channel.

SDMMC

The SD Card Slot takes microSD cards (frustratingly, full size SD card slots don't really fit on the front edge with the Joystick ports, because of the placement of the PCB/case screw holes). These are connected up using the SPI Compatibility mode built into all SD and SDHC memory cards. No interrupt line is required - the SD card responds only when polled and gives out repeated 0xFF bytes when busy completing an operation.

PS/2

The Neotron I/O controller is responsible for the PS/2 interfaces and the two Joystick ports. It consists of an AtMega 328 microcontroller with custom firmware, and speaks a bespoke HID over UART protocol. The Joystick ports can be either standard Atari joysticks, or SEGA MegaDrive / Genesis 3-button pads. With some software work, 6-button pads could possibly also be supported.

In the future, we may change this to speak HID over I²C to reduce the number of UARTs required.

Currently the AtMega firmware is written in C++. As Rust on AVR matures we may look to a Rust implementation to allow us to share code with the BIOS.

WiFi

The Espressif ESP-01 is a Wi-Fi Modem based on the Espressif ESP8266 Wi-Fi chipset. It has an on-board TCP/IP stack, and speaks AT commands. To the Neotron 32 SoC, it basically appears as a classic RS-232 Hayes-compatible AT modem.

Parallel Port

The MCP23S17 I/O Expander sits on the SPI bus, with a dedicated IRQ line. This can be used to drive a PC-style 25-pin Parallel Printer Port, or it can be used as a general-purpose 16-bit GPIO interface. Running at up to 10 MHz, all 16-bits can be written to in 4 bytes, which takes 32 microseconds or 256 clock cycles. As the Parallel Port strobe pin is driven separately from an SoC GPIO line, and with the MCP23S17 able to generate an Interrupt when the remote device raises the ACK line, this interface should be sufficient for around 150 KiB/sec.

RS-232

A four-wire (TX, RX, RTS, CTS) RS-232 interface is provided via a 10-pin 0.1" boxed header. These headers are used on old ISA Serial Port expansion cards for when the 9-pin D-Sub (DE9, not DB9) receptacle didn't fit on the edge of the card and had to be moved to a second bracket, one slot over.

The DTR, DSR, DCD and RI pins are not connected.

MIDI

MIDI is basically an opto-isolated UART based protocol running at a fixed 31,250 bps. The MIDI In port is connected to UART RX via an opto-isolator, and the MIDI Out port is driven from UART TX via a 5V level shifter (two back-to-back inverters from a hex-inverter).

USB

The TM4C Launchpad used in the Neotron 32 has a full-speed (11 Mbps) USB On-The-Go peripheral routed to a USB micro-AB port. This means it is normally a USB Device (e.g. a USB Serial Adaptor, or a USB Human Interface Device), but it can be placed into a mode where it acts as a USB Host. To make this work, we need two things:

  1. A USB micro-AB to USB Type-A Receptacle adaptor.
  • These adaptors are commonly used with the USB micro-AB ports on a Raspberry Pi.
  • We could optionally plug in a USB Hub if we wanted to connect more than one USB Device.
  1. A USB Host stack.

The part latter is going to be difficult - the USB protocol intentionally places the burden of work on the Host developer, because that end of the link generally costs more, and has more power available. We have a couple of options available:

  1. Use the Texas Instruments Tiva-C usblib stack (https://github.com/yuvadm/stellaris/tree/master/usblib).
  2. Use the USB Host stack from Das U-Boot, or some similar project.
  3. Write a USB Host stack from scratch in Rust.

All of these options are out-of-scope for the time being.

RTC

The TM4C SoC has a battery-backed real-time clock function, but the TM4C Launchpad doesn't break out the battery backup pin and so it will always forget the time when the system is powered off.

Instead, an MCP7940N battery-backed real-time clock chip keeps track of calendar time when the system is powered off, and also offers 64 bytes of battery backed SRAM for system settings. Like on an IBM PC-compatible, removing the battery will "reset" the system settings (on a PC this is known as clearing the CMOS, for various historical reasons).

Neotron Pico

The Neotron Pico is micro-ATX sized Neotron, powered by a Raspberry Pi Pico microcontroller board. The Raspberry Pi Pico is fitted with a Raspberry Pi RP2040 microcontroller - a dual-core Cortex-M0+ with 256 KiB of SRAM. The Raspberry Pi Pico also has a 2 MiB external QSPI flash.

Whilst the Cortex-M0+ cores are only ARMv6-M compatible (not ARMv7E-M or even ARMv7-M), there were some very compelling advantages in making the switch. For example, compared to the Texas Instruments Tiva-C Launchpad on the Neotron 32, the Raspberry Pi Pico:

  • Has two cores instead of one
  • Is clocked at 133 MHz instead of 80 MHz (and actually, many units run happily at 250 MHz)
  • Has 256 KiB of SRAM instead of 32 KiB
  • Costs £3.60 instead of £15.00
  • Has hardware designed to generate digital RGB video
  • Can drive an I²S audio codec

Form Factor

The Neotron Pico is a micro-ATX sized board - 244mm x 170mm. It is designed to fit into any micro-ATX or ATX compatible PC case, and includes headers for a reset switch, power switch, power LED and status LED. It provides four card-edge expansion slots, which provide access to the SPI and I²C buses. Each slot has a unique IRQ line and SPI Chip Select, avoiding the classic IBM PC problem of allocating resources to expansion cards.

Links

Features

  • CPU: Dual 133 MHz 32-bit ARM Cortex-M0+ CPU cores
  • RAM: 256 KiB of internal SRAM
  • Video Output: Super-VGA
    • 640x480 @ 60 Hz (gives a 80x30 text mode)
    • 640x400 @ 70 Hz (gives a 80x25 text mode)
    • 256 colours from a pallette of 4,096
    • RGB video buffer for genuine 75 Ohm output
    • Has ESD protection circuit with VGA DDC level-shifter
  • Audio: 16-bit 48 kHz audio input and output (line-in, mic-in, line-out and headphone-out)
    • Uses Texas Instruments TLV320AIC23BPW audio codec
    • Has triple 3.5mm jack, plus AC'97 header and extra four-pin line-in header
  • Storage: SD/MMC Slot
  • USB: One USB Full-speed OTG port
  • Dedicated board management controller (BMC), supporting
    • Two PS/2 ports (keyboard and mouse)
    • Standby mode and PSU control
    • System reset
  • Expansion: Four Expansion Slots (with SPI and I²C)
  • RTC: MCP7940N Real-Time Clock with backup battery

Video

Video is generated by the BIOS, through the PIO0 peripheral of the RP2040. Two of its state machines (SM0 and SM1) are used to generate a VGA signal:

  • SM0 - "Timing Program" - generates HSYNC and VSYNC signals
  • SM1 - "Pixel Program" - generates the actual 16-bit RGB pixels (in pairs)

The two state machines are synchronized through the IRQ0 line. Data is carried from the timing and pixel buffers to the PIO0 timing and pixel FIFOs using DMA channels 0 and 1 respectively.

                                                     ┌─┬────┐
                                               ┌────►│H│  0 │
                                               │     ├─┼────┤
                                               ├────►│V│  1 │
                                               │     ├─┼────┤
┌────────────────────────┐                     │     │ │  2 │
│                        │                     │     │ ├────┤
│   ┌────────────────┐   │                     │     │ │  3 │
│   │                │   │                     │  ┌─►│R├────┤
│   │                │   │       ┌───────────┐ │  │  │ │  4 │
│   │     Timing     │   │       │           │ │  │  │ ├────┤
│   │     Buffer     │   │DMA CH0│ ┌──┬────┐ │ │  │  │ │  5 │
│   │                ├───┼───────┼─► F│ SM0├─┼─┘  │  ├─┼────┤
│   └────────────────┘   │       │ └──┴─┬──┘ │    │  │ │  6 │
│                        │       │  IRQ0│    │    │  │ ├────┤
│   ┌────────────────┐   │DMA CH1│ ┌──┬─▼──┐ │    │  │ │  7 │
│   │                ├───┼───────┼─► F│ SM1├─┼────┼─►│G├────┤
│   │                │   │       │ └──┴────┘ │    │  │ │  8 │
│   │     Pixel      │   │       │           │    │  │ ├────┤
│   │     Buffer     │   │       └───────────┘    │  │ │  9 │
│   │                │   │            PIO0        │  ├─┼────┤
│   └────────────────┘   │                        │  │ │ 10 │
│                        │                        │  │ ├────┤
│                        │                        │  │ │ 11 │
└────────────────────────┘                        └─►│B├────┤
           RAM                                       │ │ 12 │
                                                     │ ├────┤
                                                     │ │ 13 │
                                                     └─┴────┘

Hardware

┌───────────────────────────────────────────────────────────────┐
│                          RP2040 GPIO                          │
├─────┬─────┬───┬───┬───┬───┬───┬───┬───┬───┬────┬────┬────┬────┤
│  0  │  1  │ 2 │ 3 │ 4 │ 5 │ 6 │ 7 │ 8 │ 9 │ 10 │ 11 │ 12 │ 13 │
├─────┼─────┼───┴───┴───┴───┼───┴───┴───┴───┼────┴────┴────┴────┤
│ Hs  │ Vs  │      RED      │     GREEN     │       BLUE        │
└─────┴─────┴───────────────┴───────────────┴───────────────────┘

The first 14 GPIO pins of the RP2040 are dedicated to generating the VGA signal. The 4-bits of each color are fed through an R-2R resistor ladder DAC. The analog signals are then fed through a video buffer (THS7316 or equivalent). The I2C bus of the BMC is also connected to the DDC pins of the VGA port and may be used in the future for display identification purposes.

Physical connection to the screen is done through a TPD7S019 ESD protection circuit and a female DE-15 connector.

Supported video modes:

The following video modes are supported:

  • Mode 0x00 - 80x30 text mode at 640x480
  • Mode 0x01 - 80x60 text mode at 640x480
  • Mode 0x10 - 80x25 text mode at 640x400
  • Mode 0x11 - 80x50 text mode at 640x400
  • Mode 0x91 - 80x25 text mode at 640x200
  • Mode 0x05 - 640x480 in 16 colours
  • Mode 0x06 - 640x480 in 4 colours
  • Mode 0x07 - 640x480 in 2 colours
  • Mode 0x15 - 640x400 in 16 colours
  • Mode 0x16 - 640x400 in 4 colours
  • Mode 0x17 - 640x400 in 2 colours
  • Mode 0x94 - 640x200 in 256 colours
  • Mode 0x95 - 640x200 in 16 colours
  • Mode 0x96 - 640x200 in 4 colours
  • Mode 0x97 - 640x200 in 2 colours
  • Mode 0x8C - 320x240 in 256 colours
  • Mode 0x8D - 320x240 in 16 colours
  • Mode 0x8E - 320x240 in 4 colours
  • Mode 0x8F - 320x240 in 2 colours
  • Mode 0x9C - 320x200 in 256 colours
  • Mode 0x9D - 320x200 in 16 colours
  • Mode 0x9E - 320x200 in 4 colours
  • Mode 0x9F - 320x200 in 2 colours

Neotron 340ST

The Neotron 340ST is based on the ST 32F746G-DISCOVERY. This is an off-the-shelf evaluation-kit aimed at the hobbyist market featuring an STM32F7 SoC, a colour LCD display, audio output jack and expansion headers. It is not open-source hardware, but it is easily available from ST and it comes with schematics.

Links

Features

  • 216 MHz 32-bit ARM Cortex-M7 CPU core
  • 320 KiB of on-chip SRAM
  • 8 MiB 16-bit SDRAM
  • 16 MiB QuadSPI Flash
  • 480x272 colour TFT LCD
  • Cirrus WM8994ECS Audio codec with:
    • Stereo line output
    • Stereo speaker output
    • Stereo line input
    • S/PDIF input
    • Stereo on-board microphones
  • One high-speed (480 Mbps) USB 2.0 OTG (AB) port in Host mode
  • One full-speed (12 Mbps) USB 2.0 OTG (AB) port in Host mode
  • microSD Slot
  • 10/100 Ethernet Port
  • DCMI digital camera input
  • Arduino headers (3.3V)
  • On-board ST-Link/V2-1 programmer/debugger, with USB Serial interface
  • 7-12V DC barrel jack for power input

Neotron 500

The Neotron 500 is an unfinished attempt an an open-source PCB using an STM32H7. The idea was to only use parts from the JLCPCB catalog so that it could be built using their low-cost surface-mount PCB Assembly service. Unfortunately, it transpires that the STM32H7's QuadSPI controller only supports Flash ROM, not SRAM, meaning to get the targeted 8 MiB of RAM, a DDR SDRAM chip would be required. Currently that appears to be more difficult to lay out, and so the project was abandoned in favour of the Neotron 600.

It should also be noted that almsot all STM32 F7 and H7 series parts currently do not include a High-Speed USB2.0 PHY, instead requiring an external ULPI PHY. There are some very new parts which do include a USB2.0 High-Speed PHY, but they don't include a TFT controller.

Links

Features

  • 480 MHz 32-bit ARM Cortex-M7 CPU core
  • 1024 KiB of internal ECC SRAM
  • 8 MiB external DRAM
  • Super-VGA output
    • 640x480
    • 800x600
    • 256 colours from a pallette of 262,144
  • 16-bit 48 kHz audio input and output (line-in, mic-in, line-out and headphone-out)
  • Four high-speed (480 Mbps) USB 2.0 ports
    • Two USB A ports on-board
    • Header for additional two ports
  • IEEE-1284 Parallel Port
  • RS232 Port (five-wire)
  • SD/MMC Slot
  • PS/2 Keyboard and Mouse ports
  • 2x Atari/Sega joystick ports
  • Battery-backed Real-time Clock and CMOS RAM
  • SPI and I2C based expansion bus

Neotron 600

The Neotron 600 is an open-source PCB which plugs into the Teensy 4.1. Using the Teensy 4.1 gives it excellent performance, an Ethernet PHY and a support for an easy-to-fit external QuadSPI SRAM chip. The only downside is that the pinout limits the colour output to 7 bits (128 colours).

Links

Features

  • Processor Module: Teensy 4.1
    • CPU: NXP i.MX RT1062 SoC
      • Core: 600 MHz Cortex-M7
      • RAM: 1024 KiB FlexRAM
      • ROM: 128 KiB Boot ROM (factory programmed mask ROM)
      • GPU: NXP i.MXRT LCD Controller
        • 1366x768 maximum resolution
        • Supports bitblit, rotation, alpha, chroma-key
    • 8 MiB Flash
    • 8 MiB QuadSPI SRAM (optional)
    • 10/100 Ethernet PHY
  • Video Output: SVGA
    • Nominally 800x600 at 60 Hz
    • Other resolutions TBD (depends on pixel clock)
    • Texas Instruments THS7316 Video Amplifier used to drive 75 ohm VGA output
    • 2x 2-bit + 1x 3-bit 0.1% R2R DACs, to give max 128 (2^7) colours
  • Storage: SD Card slot, supports FAT16/FAT32 and MS-DOS partition tables
  • USB: 2x external USB 2.0 Full-speed Type-A Host ports (with a header for two more)
  • Audio: 16-bit 48 kHz stereo
    • Wolfson WM8731 Audio CODEC
    • 3.5mm stereo Line Out
    • 3.5mm stereo Amplified headphone output
    • Digital volume control
  • Keyboard/Mouse: 2x PS/2 Ports (2x 6-pin mini-DIN)
  • Serial: RS-232 on 10-pin 2.54mm header suitable for DE-9 plug on IDC ribbon, MAX3232 transceiver
  • Ethernet: Standard 100base-TX RJ45 port (driven from PHY on Teensy 4.1)
  • Expansion: 4x internal 2.54mm 2x6 headers carrying power, SPI, I2C and a dedicated IRQ line
  • RTC: MCP7940N RTC and coin-cell battery backup
  • Mechanical Form Factor: microATX

Neotron 1000

The Neotron 1000 is the full-fat, top-of-the-line Neotron, packed into the same form factor as a Raspberry Pi 4. It has an STM32H7 driving one video output, and a Lattice Semi iCE40 FPGA driving a second video output - both via HDMI encoders.

Features

  • CPU: STMicroelectronics H7 Series CPU 400MHz
  • Memory: 8MB DRAM
  • GPU: Lattice ICE40 Series Soft Core (Hardware Accelerated Rendering)
  • GPU RAM: 16MB SRAM
  • Storage: SD Card Slot
  • Network: 10Base-T Ethernet
  • USB: 2x USB2 High speed host ports
  • Audio: Line Out / In Combo Jack
  • Video: Dual HDMI (1 CPU, 1 GPU)
  • Other IO: PS2 Keyboard/Mouse Port, Pi compatible Hat Connector (40 pin)
  • Mechanical Form Factor: Raspberry Pi 4B

Neotron 9X

If the Neotron 32 is like a BBC Micro, the Neotron 9X is like an Acorn RISC PC. It uses the Microchip SAM9X system-in-package, which bundles DDR SDRAM alongside the SoC in the same package. This hugely simplifies PCB routing as compared to the Neotron 500.

As it runs an ARM9 core and has 64 MiB of DDR2 SDRAM, it would run RISC OS, or even Linux quite happily. In future, we may develop a RISC OS or Windows 95 like shell which sits above the Neotron OS. Performance wise, this system is broadly similar to a mid-1990s Pentium 200 MMX.

Because the ARM9 will not run Cortex-M3/4/7 (i.e. ARMv7-M or ARMv7E-M) machine code, it is incompatible with standard Neotron applications, and they will need to be recompiled for the ARM9 (i.e. ARMv5TE architecture). You could make an argument, therefore, that the Neotron 9X isn't a Neotron at all.

Links

Features

  • CPU: Microchip SAM9X60D5M System-in-Package
    • Processor Core: 600 MHz ARM926EJ-S
      • 32 KiB Instruction Cache
      • 32 KiB Data Cache
      • Memory Management Unit
    • RAM: 64 MiB on-package DDR2
      • Also has 64 KiB on-die SRAM
    • ROM: 256 KiB Serial Flash
      • Can load BIOS from "boot.bin" on SD-Card, like an Amiga 1000 loads Kickstart from floppy disk
      • Can also load BIOS into RAM from Serial Flash
    • GPU: Microchip SAM9 LCD Controller
      • 800x600 resolution (chip supports up to 1024x768 resolution maximum)
      • Typically 16 or 256 colour pallete mode to save Video RAM
      • Optional 16-bit mode for improved colour depth
      • Three hardware overlays with transparency
      • Hardware scaling
    • GPU RAM: Shared with main SDRAM
  • Video Output: SVGA
    • Nominally 800x600 at 60 Hz
    • Other resolutions TBD (pixel clock is limited to integer divisors of system clock)
    • Texas Instruments THS7316 Video Amplifier used to drive 75 ohm VGA output
    • Triple 6-bit 0.1% R2R DACs, to give max 262,144 (2^18) colours
  • Storage: SD Card slot, supports FAT16/FAT32 and MS-DOS partition tables
  • USB: 2x external USB 2.0 Full-speed Type-A Host ports (with a header for one more)
  • Audio: 16-bit 48 kHz stereo
    • Wolfson WM8731 Audio CODEC
    • 3.5mm stereo Line Out
    • 3.5mm stereo Amplified headphone output
    • Digital volume control
  • Keyboard/Mouse: 2x PS/2 Ports (2x 6-pin mini-DIN)
  • Serial: RS-232 on 10-pin 2.54mm header suitable for DE-9 plug on IDC ribbon
  • Ethernet: Standard 100base-TX RJ45 port.
  • Expansion: 4x internal 2.54mm 2x6 headers carrying power, SPI, I2C and a dedicated IRQ line
  • RTC: Coin-cell battery backup for the main CPU's RTC.
  • Mechanical Form Factor: microATX