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The Opgrade Module
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One of the most useful components of the ColecoVision is the expansion port,
located in the front of the unit, near the right edge. It allows external
hardware to be connected directly to the console. The Expansion Module #1
(which allows ColecoVision owners to play Atari 2600 games) and the
Expansion Module #3 (the ADAM computer) both use this expansion port.
The Opgrade Module project is the logical combination of two past projects,
namely the Memory Pack and the SEM (Super Expansion Module), both of which
were designed to use the ColecoVision's expansion port.
The latest design incarnation of the Opgrade Module uses an FPGA chip
(or in other words, a programmable chip) that will handle the video output,
and also part of the audio output. The final design of the hardware hasn't
been finalized yet, but we can at least give you an overview of its main
features:
1) 16K of additional RAM
The ColecoVision has the built-in capacity to address more than its single
kilobyte of RAM. The Opgrade Module adds 16 kilobytes, for a total of 17K
of available RAM. Any new game can take advantage of this additional
resource, and several of our upcoming ColecoVision releases will do just
that.
2) Opsave Cartridges
Opsave Cartridges are the equivalent of today's modern memory cards, but
in true "retro" style, they only hold a few kilobytes of data (8K or 32K,
to be exact). Data can be written to and read from the cartridge in an
unlimited manner, so it will be possible to preserve high score tables, or
to save other types of game data, such as the stats, items and progress
data of a role-playing game.
The user will be able to insert one Opsave Cartridge at a time into a
special slot on the Opgrade Module. One Opsave Cartridge will be included
with the Opgrade Module package, and you will be able to purchase more from
us if you so desire.
The available data space on each Opsave Cartridge will be segmented into
blocks (again, much like today's memory cards), and a special ColecoVision
cartridge will also be included with software that will allow you to manage
the contents of all your Opsave Cartridges (to remove old data to make room
for new data, for example).
3) The OpSound system
The Opgrade Module will include a set of sound chips which will greatly
enhance the sound-producing capabilities of your ColecoVision console.
Certain design decisions still need to be made, but overall, the sound
output should be either on par, or better than later video game consoles
like the Sega Master System.
At the heart of the OpSound system will be a dedicated Z80 slave CPU which
will relieve the main ColecoVision CPU of most of the sound processing. Other
components (such as dedicated extra RAM) will complement this slave CPU to
help create anything from basic PSG sound to speech sample patterns, with
several sound production options in between. The FPGA chip will then take
whatever the OpSound system produces and output it to whatever external
hardware is connected (TV or sound system).
Again, any new game will be able to take advantage of the OpSound system,
and even better, the Opgrade Module will be equipped with audio output jacks
so you will be able to plug it directly to your home sound system.
4) The custom CV9956 video chip
The ColecoVision's video processor is called the TMS9928, and the FPGA chip
in the Opgrade Module will contain a "virtual" video processor which we call
the CV9956, which will override the TMS9928 while offering new video modes
and exciting new graphic features.
Among the more interesting new features offered by the CV9956 (keep in mind
that these specs are subject to change):
- New graphic mode #3, which is very close to the Nintendo NES in
terms of graphic display: screen resolution of 256 x 224 pixels, 4 colors per
tile, 3 colors per sprite, supports up to 64 sprites on-screen (8 sprites per
scanline max.), two tile planes (which makes basic parallax scrolling effects
possible) with 1024 tiles available per plane, 16 4-color palettes which can
be configured from a global static palette of 512 colors.
- New graphic mode #4, which is very close to the Sega Genesis in
terms of graphic display: screen resolution of 256 x 224 pixels, 16 colors
per tile, 15 colors per sprite, supports up to 64 sprites on-screen (8 sprites
per scanline max.), single tile plane with 1024 tiles available, 4 16-color
palettes which can be configured from a global static palette of 512 colors.
- Horizontal and vertical hardware scrolling is available in all
graphic modes, including the ColecoVision's native graphic modes (generally
known as "graphic mode 1" and "graphic mode 2").
- Split-screen feature with configurable split coordinates is
available in all graphic modes, including the ColecoVision's native graphic
modes.
- Scanline interrupt capability is available in all graphic modes.
Such a capability makes certain split-screen special effects possible.
- The ColecoVision's native graphic modes will also benefit from the
ability to edit colors (16 out of the 512 available colors) and the
ability to display two superimposed tile planes simultaneously.
Aside perhaps for a few exceptions, all existing ColecoVision games will run
flawlessly through the CV9956 in a totally transparent way. In effect, legacy
software will not even realize that it's using the CV9956 instead of the
TMS9928.
Furthermore, the Opgrade Module will also be equipped with video output
jacks (RGB, S-Video and composite output). Yep, that's right: You'll be
able to connect your ColecoVision to modern TV sets without having to
get your console modded!
Frequently asked questions about the Opgrade Module:
Q: Can the Opgrade Module be used with the
ADAM computer?
A: Unfortunately, no. The memory and I/O mappers of the Opgrade
Module conflict with the ones inside the ADAM.
Q: Will you make the full technical
documentation of the Opgrade Module available to everyone?
A: Of course! If you are a ColecoVision homebrew author who would
like to use the Opgrade Module in some fashion for your game(s), rest
assured that you will have our full support and assistance!
Q: Can the Opgrade Module be used on a PAL
ColecoVision system?
A: A PAL version is possible, as both the video processor and the
video encoder can be placed in PAL mode. And since the OpSound system uses
the FM chip timer instead of the video processor for sync its jobs, sound
will always play at the correct speed.
Q: Will the Opgrade Module require external
power from an A/C adaptor, or will it draw its power from the ColecoVision
console?
A: We don't know for sure yet. We need to build and test a full
prototype of the Opgrade Module to answer that particular question. Stay
tuned. :-)
Q: Can OpSave Cartridges be unplugged and
replugged while the ColecoVision system is turned on?
A: Unlike regular ColecoVision carts (which should always be inserted
and removed only when the console is turned off), you can insert and remove
OpSave Cartridges from the Opgrade Module at any time.