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Virtual Boy Architecture

Chapter 4: CPU


Alrighty, back to the digital architecture, let's see now how games construct the frames and music you see and hear.

For the CPU, Nintendo employed a customised version of the NEC V810, operating at an impressive 20 MHz (considering the SNES averaged at 1.79 MHz and the GameBoy ran at 4.19 MHz, imagine what this one's capable of!). The company refers to it as NVC because the chip shipped with the Virtual Boy combines a V810 core with several additional components, which we'll examine in the next paragraphs.

Image
The NVC chip.

To start with, the V810 is part of the V800 CPU family that NEC designed for the embedded market . While this CPU wasn't as popular as the competition (such as the MIPS series or the Motorola 68000) it does offer a range of cutting-edge functionality, specifically:

This was exceptionally sophisticated for a portable console in 1995, but Nintendo went even further by incorporating additional resources:

While all of this seems fine and dandy, it does come at a big cost: six AA batteries. This likely explains why companies clung to older technologies in portable devices, at least throughout the 90s.

Memory access

32-bit addresses look very tempting on paper, but if the system won't utilise anything close to 4 GB of memory locations, then it's a huge waste of resources. For instance, even though the upper address lines remain unchanged, they are still decoded during every memory read.

So, for good reasons, Nintendo cut down to 27-bit addressing. This means that up to 128 MB of memory can be accessed instead. The system still uses 32-bit words for addresses, but the upper 5 bits are discarded. As a result, some regions of the memory map are mirrored.

Having said that, the memory map layout enables the CPU to access the majority of the components that make up this system. This includes :

This is as far as the CPU goes, now it's time to see what you can do with it!


Previous: 3. Display

Next: 5. Graphics


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