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TECH: Dot Matrix (Plasmadot) displays

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Clive Jones

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Mar 19, 1996, 3:00:00 AM3/19/96
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Hello again Chaps, it's Technical posting time.....

(groans of - "it's Clive - lets hit the delete button")
Following up a recent post on using Dot Matrix displays I thought this
might be of interest to the tech's out there (if not I appologise)...

The PlasmaDot display was first used by Data East in a year I can't
remember (1990?) on a game I can't remember either (oh dear!...it does
get better - honest).
The only Display manufacturer I know of is Cherry although I've heard
they're made by another company too.

Cherry make PlasmaDot (tm) displays of various resolutions and sizes
these are (or were);

PD01-A220, 32 rows x 128 columns, round pixel 1.27mm in diameter

PD02-A100, 64 rows x 128 columns, square pixel 0.51mm sq.

PD03-A220, 9 rows x 106 columns, round pixel 1.27mm in diameter

PD04-A220, 24 rows x 106 columns, round pixel 1.27mm in diameter

PD05-A220, 32 rows x 106 columns, round pixel 2.54mm in diameter

Typically all displays are high voltage requiring;

Supply - 185 volts DC (+/- 15v)
Firing - 147 volts DC
Sustain - 132 volts DC

The displays use "DC plasma technology" utilizing neon-argon gas which
glows orange when ionized.

The displays contain NO memory except latches for column and row data.
All the pixel drivers are present onboard too so its only a matter of
clocking the data into the display in serial fashion according to the
usual timing diagram rules (you need the data sheet for this one).

Okay, thats all good and well anyone can blind people with science (I do
it to my Mother all the time - "Mum your video's not working because one
of the op-amps is reversed biased and the case is the wrong colour" (I
change the fuse without her looking because thats all thats really wrong
and she's *well* impressed ) - "Clive, I'll never understand why you
didn't go and work for NASA" she states proudly.

Seriously though.......

Without getting dangerously deep in signal specs and timing diagrams
we'll jump straight into the juicy bit - "how do you use one"?.

Well lets say we use the 32 rows x 128 columns display. If we just need
to turn a pixel on and off, we would only have to reserve 1 bit of memory
for each pixel - equate this to bytes and it's 32 bits x 128 bits divided
by 8 - or 512 bytes in total. Thats hardly going to tax most 8 bit
'processors! Given that it also only gives us two colours - black
(background) and orange (foreground), thats pretty boring.

Why not go for 8 colours - black and 7 shades of orange?, you could get
quite "arty" with this much flexibilty.

This is a different story - we need to use 8 times the memory per pixel,
which equates to - 32 bytes x 128 bytes or 4096 bytes (4Kb).

Now throw into the formula the "refresh" timing. This is the speed that
the display is updated - it must be quick enough to fool the human eye,
Cherry state the minimum time to be 60Hz or 60 times per second, if we
use eight levels of luminance we need to times this frequency by eight -
480Hz.

So to drive a 32 x 128 pixel display that has 8 colours we need - 4096
bytes of memory minimum (used to hold the display data) and a refresh
rate of 480Hz.
Consider too the display data has to be continually pumped into the
plasmadot display because of the lack of onboard memory. Also, you always
need to write 128 bits of data per row and you can only latch *one* row
at a time.

It's not difficult to see why so much processor overhead (work/time) is
needed.

Okay - so to display different levels of orange (luminance) we need to
pulse-width modulate each pixel (don't worry it's not that scary)

For every "frame" to be displayed we need to show the same data *8 times*
to achieve different levels of orange. For the brightest pixels - they
will remain on for seven of the eight scans, for the least brightest -
only one of the eight scans. The first scan is *always* blank or "off"
(we need to do this to ensure we get the black background - 1 or more
pixels remain off for the full 8 scans).

So each pixel/byte, this would be;

d7 d6 d5 d4 d3 d2 d1 d0
[bit7][bit6][bit5][bit4][bit3][bit2][bit1][bit0]
128 64 32 16 8 4 2 1

byte value - 00 (dec), black (background)
byte value - 02 , dimmest pixel
byte value - 06 , dimmer pixel
byte value - 14 , dimmer pixel
byte value - 30 , dimmer pixel
byte value - 62 , dimmer pixel
byte value - 126 , dimmer pixel
byte value - 254 , brightest pixel

If you were to show this as a timing diagram;

Clocks __ __ __ __ __ __ __ __ __
Periods __:00:__:01:__:02:__:03:__:04:__:05:__:06:__:07:__:08:__......

off_____________________________________________________off (black)

__
off_______:on:__________________________________________off (dimmest
pixel)

______________
off_______:on :______________________________off (mid bright)

______________________________________
off_______:on :______off (brightest)

Here the "on" period (pulse) changes length according to how long and
therefore brighter the pixels are, the pulse is stretched or shortend
according to our needs - pulse-width modulated.

Okay, so if we work this into our memory map we have eight 512 byte
frames worth of data giving us 4096 bytes as previously discussed.

For arguments sake we'll make the first frame of data start at RAM
address 1000h and continue for 512 bytes. In memory mapping this would
look like;

1000h - 11FF, frame 0
1200h - 13FF, frame 1
1400h - 15FF, frame 2
1600h - 17FF, frame 3
1800h - 19FF, frame 4
1A00h - 1BFF, frame 5
1C00h - 1DFF, frame 6
1E00h - 1FFF, frame 7

Breaking the frames down still further;

frame 0 - row 1, 128 bits (pixels) or 16 bytes. Each bit of the 16 bytes
represents an "on" pixel when 1 or "off" when 0. You always need to pump
128 bits of row data into the display to ensure that previous data in the
display latches is overwritten.

For the tech's - row is source and column is sink. Row drivers are known
as "anode drivers" and run between +60 and +70 volts DC and the column
sinks are "cathode drivers" running about -125 volts DC (for a sum total
voltage of approx 185 volts DC).

Thats the mapping done, now to display the data written into these
address's we start by pointing at 1000h and displaying the first 512
bytes of graphics data for a set time period, then 1200h, then 1400h and
so on until all the frames have been displayed. If your just showing this
one frame sequence (for example the "Williams" logo), you would wrap
around from 1FFFh (end) to 1000h (start) again until interrupted (a coin
drop or the next timed attract mode sequence etcetera).

The brightest pixels in the frame would be written into 7 of the 8 frame
memory locations (frames 1-7) and the dimmest in the frame 1 memory
location only.

You are effectively "scrolling" through a 4096 byte window here, - you
could write graphics data into further consecutive RAM locations and do
verticle scrolling or animations or whatever.

Typically 1000h would be known as the "display base address". This would
be workspace RAM of a fixed size (fixed by boundaries in software) and
would be loaded using graphics data held in ROM.

You could alternatively just read the data straight out of ROM, but, the
problem with this method involves continually moving the display base
address pointer to point at the correct graphics data (instead on loading
the data into a predefined RAM location and always pointing at a fixed
address).

The software routine that handles the display/graphics data is commonly
known as the "display handler".

The hardware interface? - hell the Rockwell 6522 VIA was made for this
job, serial shift register, presettable output clocks, easy to interface,
interrupt generating, more flexibility than you could shake a stick
at.......

So thats it.There is more - internal serial shift registers, blanking
timing etcetera but it's a bit too deep to go into - grab a data sheet or
call Cherry for more info. I wondered why Cherry (who quoted to me on th
phone "did you know one of our largest customers are the Pinball
manufacturers?") never installed at least a ROM with various cow images
onboard.


Clive - England, the home of "Mad Cows" disease. Moo.....
<c.j...@sni.co.uk>


Jonathan Neal Deitch

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Mar 19, 1996, 3:00:00 AM3/19/96
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Clive Jones <CJo...@sni.co.uk> writes:

>(groans of - "it's Clive - lets hit the delete button")
>Following up a recent post on using Dot Matrix displays I thought this
>might be of interest to the tech's out there (if not I appologise)...

That's what the "TECH:" prefix is for ... :-)

>The only Display manufacturer I know of is Cherry although I've heard
> they're made by another company too.

Babcock Display Products

>PD01-A220, 32 rows x 128 columns, round pixel 1.27mm in diameter

>PD02-A100, 64 rows x 128 columns, square pixel 0.51mm sq.

Does this mean these two displays actually occupy the same amount of
physical space ? Or is the 64x128 display slightly larger than the 32x128 ?

- Jonathan

"Braves Win ! Braves Win ! Braves Win ! Braves Win !" -- Skip Caray (1992)
We are NOT "Loserville" anymore !!!
--
mus...@panther.gsu.edu | "I Hate it when I can't trust | Atlanta 1996 !!
jde...@gsu.edu | my own technology!" - LaForge | Play Pinball !!
http://www2.gsu.edu/~musjnd |-------------------------------------------------
---------------------------- "Thrills! Chills! Magic! Prizes!" -- Hurricane

Roddenberry, Asimov, Henson, Dr. Seuss, Mel Blanc, Friz Freleng ... Sigh ...

David Smethurst

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Mar 22, 1996, 3:00:00 AM3/22/96
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Clive Jones (CJo...@sni.co.uk) wrote:

: The PlasmaDot display was first used by Data East in a year I can't

: remember (1990?) on a game I can't remember either (oh dear!...it does
: get better - honest).

I think it was Secret Service, in 1989.

Dave
--


--
+----------------------------+----------------------------------------------+
| David Smethurst | "There's no future in computing. I'm going |
| cm4...@bs47c.staffs.ac.uk | to go and fix tellies for a living." - DS |
+----------------------------+----------------------------------------------+

JohnB

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Mar 22, 1996, 3:00:00 AM3/22/96
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In <4iu9dp$q...@bs33n.staffs.ac.uk> cm4...@bs47c.staffs.ac.uk (David
Smethurst) writes:
>
>Clive Jones (CJo...@sni.co.uk) wrote:
>
>: The PlasmaDot display was first used by Data East in a year I can't

>: remember (1990?) on a game I can't remember either (oh dear!...it
does
>: get better - honest).
>
>I think it was Secret Service, in 1989.
>
>Dave
>--
It was Checkpoint, 1991. A pre-production Checkpoint was at Expo 90
and had the reg alpha numerics in it - I still have a picture of it.
(Simpsons was still on the assy line at the time)

John

David Smethurst

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Mar 25, 1996, 3:00:00 AM3/25/96
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JohnB (john...@ix.netcom.com) wrote:

: >I think it was Secret Service, in 1989.


: >
: >Dave
: >--
: It was Checkpoint, 1991. A pre-production Checkpoint was at Expo 90
: and had the reg alpha numerics in it - I still have a picture of it.
: (Simpsons was still on the assy line at the time)

Oooops. Wrong one :-(

Dave

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