Jumat, 27 Oktober 2017

electronic media I / O in VGA Adapter RF--COMPOSITE--S-VIDEO--VGA--COMPONENT--HDMI CONNECTION AMNIMARJESLOW GOVERNMENT 91220017 LOR EL MEDIA EXCITATION IC CLEAR EL AUVI 02096010014 LJBUSAF I/O BUILT XAM$$ *^

         

    AND  DIGITAL
      
Video Graphics Array (VGA), is a standard analog computer display first marketed by IBM in 1987. Although the VGA standard is no longer in use because it has been replaced by newer standards, VGA is still implemented on Pocket PC. VGA is the last graphical standard followed by the majority of manufacturers of computer graphics card maker. Display Windows until now still using VGA mode because it is supported by many manufacturers of monitors and graphics cards.A graphics card: "Cirrus Logic").Video Graphics Array (VGA) is also called video card, video adapter, display card, graphics card, graphics board, display adapter or graphics adapter. The term VGA itself is also often used to refer to a screen resolution size of 640 × 480, whatever the graphics card manufacturer. The VGA card is useful for translating computer output to the monitor. For the graphic design process or playing a video game, a high-powered graphics card is required. Manufacturers of famous graphics cards include ATI and nVidia.In addition, VGA can also refer to the 15-pin VGA connector which is still widely used to deliver analog video signals to the monitor. The VGA standard was officially replaced by the XGA standard from IBM, but in fact the VGA was superseded by Super VGA.

Today's VGA cards already use the Graphic Accelerator chipset, which is today's chipset which already incorporates three-dimensional (3D) acceleration capabilities integrated into the chipset it owns. In addition to the VGA card, there is now a "peripheral" computer peripheral called "3D Accelerator" [1] [2], which is the function of this 3D accelerator to process / translate 3D image data more perfectly. 3D accelerators whose existence no longer requires IRQs are capable of more complex and more perfect 3D graphic manipulations, for example computer games that support three dimensional displays are capable of being displayed with a much more realistic image, which can give a very real impression . This is because the many functions of three-dimensional graphics processing that was done by the processor on the "board" (English: motherboard), can now be done by three-dimensional graphics processor on the 3D accelerator. With this division of labor, the processor on the motherboard can do more processing tasks other data. In addition programmers do not need to create three-dimensional graphics function, because the function has been provided by itself by three-dimensional accelerator.A graphics card: "Oak Technology").Also note that the 3D chipset on the VGA card is not as good as if using a 3D accelerator as a supporter (3D accelerator installed separately along with VGA card). However, the 3D Chipset on the VGA card also supports some three-dimensional acceleration facilities in 3D accelerator. As an important note that, 3D accelerator function will be optimal if the "software" (English: software) game is run using the special functions of the 3D accelerator. The "game" software (English: game) that supports this facility is now beginning to evolve, the notable is support for 3D accelerator which has VooDoo 3D FX chipset, Rendition Verite and Permedia 3D Labs 

                                  
                                             A graphics card: "Oak Technology"). 

VGA Card function, often called Graphic Card (graphics card) or Video Card, is a function to translate / convert digital signals from computer into a graphical display on the monitor screen. The VGA card (Video Graphic Adapter) is useful for translating the computer output to the monitor. To draw / design graphics or to play games. VGA Card is often also called Card display, VGA card or graphics card. The embedded graphics card is called an expansion slot. Chipset / processor on the VGA card, so many kinds because each VGA card factory has its flagship Chipset. There are many manufacturers of VGA card chipsets like NVidia, 3DFX, S3, ATi, Matrox, SiS, Cirrus Logic, Number Nine (# 9), Trident, Tseng, 3D Labs, STB, OTi, and so on.

 The ISA VGA Card is a type of VGA card inserted in the ISA (Industry Standard Architecture) expansion slot of a bus that is still 8-bit or 16-bit I / O. VGA card of this type is now no longer used, because in addition to data transfer speed is very slow, display smoothness of the image and also the combination of colors that are also very limited. The ISA expansion slot bus technology with an 8-bit I / O system was first introduced in 1981, while the ISA expansion slot bus technology with a 16-bit I / O system was first introduced in 1984 

         
          The model expansion slot model ISA (Industry Standard Architecture) bus with 16-bit I / O system otherwise known as "AT bus


                                    
          Image of EISA expansion slot model (Extended Industry Standard Architecture) bus with 32-bit I / O system 

                                        
   Image of PCI expansion slot (Peripheral Component Interconnect) expansion bus model with 32-bit or 64-bit I / O system 

                                        

   Features of VGA card physical form: AGP 3.3 volts, 1.5 volt AGP, AGP Universal, AGP Pro 3.3 volts, AGP Pro 1.5 volt, and AGP Pro Universal 

                                       
      Image model of AGP expansion slot (Accelerated Graphics Port) bus with 128-bit or 256-bit I / O system. 
  
                                    
  Physical details of expansion slots PCI bus and PCIe bus (PCIe 1x and PCIe 16x). 

                                     
   Physical details of PCIe bus expansion slots (PCIe 1x, PCIe 4x, PCIe 8x, and PCIe 16x).

                                     
Image of PCIe expansion slot model (Peripheral Component Interconnect Express) bus which is a series circuit of its I / O system, with transfer speed is up to 32 GByte / s. 



X  .  I  Homemade VGA Adapter An inexpensive solution, pushing the envelope on MCU clock             Cycle optimization

Introduction

Motivation

The goal of our project is to create a VGA video adapter. This “homemade video card” should be able to connect to any monitor that subscribes to VGA standards with a standard connector and display the desired material reliably. The challenges involved here stem from adapting a general use microprocessor that we are familiar with to a specific task that it may (or may not) be suited to. The project required the researching and understanding the VGA standard of how a picture is displayed on a computer screen, identifying the shortcomings or advantages of the MEGA644 processor in accomplishing this, development and fabrication of the necessary hardware to interface with the screen, and in converting images to a format that can be stored in memory and displayed on the microprocessor.
We divided our goals for this project into a progression of three different tasks, each building off of the previous one.
  • First, we wanted to display color bars on the screen, by means of direct output from the microcontroller to an analog circuit that transformed pin outs to VGA output.
  • Next, we wanted to display color bars or a static image to the screen, by means of triggering RGB outputs from static random-access memory (SRAM).
  • Finally, we wanted to render an animation or video to the screen, by means of triggering outputs from SRAM but also writing to SRAM live data simultaneously.


Our ultimate goal, originally, was to stream a live CCD camera to VGA output using our device. However, upon delivery of the CCD camera and studying its output, we observed very quickly that its transmitted signals were not suitable to be converted to VGA in the scope of the remaining time in our 5-week project. This will be described at greater length after a brief background about the standards and parameters relating to VGA.
While this is a “solved problem” by industry standards, it poses a number of interesting challenges to the inquiring student.
  • The clock speed of the processor versus the needed clock speed of the VGA standard (overclocking).
  • The onboard memory the MEGA644 has versus the needed memory (external memory).
  • The exact timing needed for the VGA output standard (cycle accuracy).
  • Fabrication of appropriate hardware to address shortcomings of the processor for the above tasks or in simply building hardware filters/interfaces for the VGA standard.

Research

Video Graphics Array (VGA) is a video standard devised by IBM for their PS/2 computers in 1987. The widespread adoption has since made this the baseline for all displays and is still the baseline for operation today. The standard specifies a set of screen resolutions, operating modes, and minimum hardware requirements.
There are five signals in the VGA connection that we are most interested in: two for timing conditioning and three for colorization.
For conditioning, the vertical sync pulse is a digital active low signal whose negative edge triggers the monitor moving focus to the topmost line, leftmost pixel of the screen to display RGB; the horizontal sync pulse is a digital active low signal whose negative edge triggers the monitor focus to the leftmost pixel of the next line down from where current focus is. When not in the presence of sync pulses, the monitor moves focus to the pixel to the right of existing focus, one pixel per clock cycle on a 25.175 MHz clock.
The other three signals with which we are concerned are for Red, Blue, and Green, which are each analog signals sent to the monitor. Thus, since we store values (like the colors in an image) as digital elements in the MCU, part of the hardware for such a device would require a Digital-to-Analog conversion.
Pinout diagram of a VGA adapter


VGA Waveform Guide, from Altera
Given these five signals, we can divide each line into four distinct sections. During the first section (Vertical and Horizontal Syncs), the necessary syncs are driven low and RGB must be set to digital low, as well, for the monitor to observe the syncs correctly. To skip ahead to the third section (RGB), this is when the syncs are kept high and the RGB signals are of variable output depending on screen colorization. The two other sections (the second: Back Porch, and the fourth: Front Porch) are spare cycles that keep the syncs high and RGB low, with the direction (Back, Front) referring to the location of the porch relative to nearest sync section of relative magnitude.
Summary of stages and stage overlap in VGA standard
Timing of stages in VGA standard
During observation, we noticed that the porches can be used for additional computation and preparation time for the next line to be printed; however, the syncs need not be as long as shown in the diagrams above. Rather, if one wanted to, they could trigger RGB immediately following the positive edge of the horizontal sync and drive it low immediately preceding the negative edge of the horizontal sync—so as to maximize the length of color printed to the screen.

Reconsideration of Project Scope

Now, with the insight about how VGA signals and timing works, we return to the original proposal of CCD camera live display to VGA. Upon learning more about a sample WiseCom miniature camera and its limited accompanying documentation, we learned that output is a single signal consisting of sync pulses for each line and rapidly changing RGB values in between the sync pulses at a notably higher voltage. The signal appeared to be compliant with NTSC standards, which has a period of 50 uS between sync pulses (versus 31.78 uS for our VGA output).
Because of this time difference, even with implementation of a buffer and additional digital circuitry, our VGA screen could change at most once every two samples, as a result of the timing difference, making the change from NTSC to VGA functionally insignificant in terms of quality. Moreover, having to isolate the sync pulse and decode RGB values from a single signal would add to the complexity of this goal. Though possible to convert NTSC to VGA through precise edge-based interrupts, timing, sampling, and buffering, that goal seemed incredibly unlikely and also risky for the amount of time that had been remaining, and would likely have entailed in entire project in and of itself.
To replace the live camera feed as our ultimate goal for VGA display, we needed to choose another application, and, at that, one that could exhibit real time memory loading and animation during porch time. An added goal was to include user-interactivity, which would, in turn, require the use of more ports than we have availability, thus needing a design solution to address the limited number of ports.
We decided to implement a ‘Paint’-like application, to accompany the already existing Image Mode functionality, where the user loads a static images to memory. In Paint Mode, the device would take advantage of the image the user loaded previously, storing this as the background. Using a joystick, the user would then move a colored cursor around the screen, painting their choice of 16 4-bit colors superimposed on the background. In addition to allowing for user interactivity, more ports than available, and real-time updated animation functionalities, Paint Mode would require the use of multiple memory blocks, having the image stored more than once, because we need to preserve the color of the background image that is obscured by the cursor to be replaced once the cursor moves away. This added design capability would not be necessary if there did not exist a “clear” paint color that the user can select to move around the screen without painting on top of the background, thus affording an addition functionality.
Aside from working to develop a VGA driver on an MCU that is not intended to have the memory or speed to drive such a device, the most significant takeaways from this project are the understanding of VGA as a precision data vehicle and the achievement of creating a standalone and self-sufficient application to fulfill these goals. As mentioned in the initial project description, our goals, including VGA output and, now, creating Paint, are not broaching on uncharted technological territory; however, implementing these functionalities in something as low-level as assembly has the potential to offer greater optimization capabilities (and as such, reward and satisfaction at the end of the day).

High-Level Design   

System Organization

In order to meet the requirements of our final design—including display of both painted and loaded data images, we needed to implement three different programs, each executed for a different purpose.


High-Level Block Diagram
Firstly, to display an image to the screen, we need to have a data point for each pixel in the image to display. We used a storage scheme of dividing our 8-bits of color data into 2-bit pairs for the colors Red, Green, Blue, and also 2-bits for shading, representing different brightness levels. For this, we created a Java application that samples, analyzes, and averages RGB data from a user-provided image for processing it into our 8-bit styled RGBS format and exported as a file.
The contents of this file can then be loaded into program memory of a second application which writes the data to SRAM, saving the pixel colors to memory for later use. After loading completes, this application displays the loaded image to the VGA monitor in 8-bit color. To display an image to the monitor at high enough of a resolution, the pixel data for the image will exceed the storage capacity of the MCU. Thus, a series of files are created for each image that is processed, which can be loaded into SRAM over the course of numerous program executions. This procedure represents Image Mode.
A separate application affords the user the functionality of the Paint Mode application described above.
On the hardware side, the necessary connections need to be made between the MCU and memory. Furthermore, MCU and SRAM output are digital, but VGA color input is analog, requiring a Digital to Analog Converter circuit. Finally, a Tri-state stands between memory and the VGA so as prevent memory’s RGBS output pins to be sending to the monitor when our sync pulses are low, so as to not interfere with pixel alignment and ruin the integrity of the signal and image.
Other important considerations and high-level design tradeoffs regarding port assignments, timing, and implementation are described in more detail below.

Port Assignments

Both Image Mode and Paint Mode will be displaying data from SRAM to the screen, meaning that they will each require 18 address bits as outputs (to point to a location in SRAM). Overall, SRAM has 19 address bits, but we need not use all of them. The distribution of these bits is described in more detail under the Memory Loading heading of the Software section.
Both modes also share a need to have an enable bit for the Tri-state, a Vertical sync pulse to signal the monitor for a new screen, a Horizontal sync pulse to signal the monitor for a new line, an SRAM write bit, and an SRAM output or read bit—all of which are active low.
With 23 bits occupied in each of our modes, we are left with nine to use.
In the Image Mode, it is critical that we load 8-bits of color into SRAM, allowing for 256 different colors to be sent to VGA. This leaves only one vacant port which will go unused.
In the Paint Mode, the user needs to be able to interact with the application via joystick and button, thus requiring 5 inputs and leaving 4 remaining. In order for the cursor in paint to move about the screen (and thus be written and re-written to SRAM), we need output ports from the MCU. However, in order to restore the portion of the image obscured by the cursor once it has moved, we also need to have input ports to read from SRAM.
This point represents an integral design decision in our development process where more bit functions exist than there are ports. To resolve this, we first considered the different applications of the ports in demand. Realizing that we do not have space for 8 inputs and 8 outputs for SRAM I/O RGBS data, we decided that—solely for the paint application—colorization will be reduced to 4-bits instead of 8-bits. While the Image Mode will preserve 256 colors, the paint modes pigment selections will be limited to just 16.
After this decision, we have need for 4 SRAM inputs, 4 SRAM outputs, and 5 joystick inputs (for four directions and a button), but only nine pins exist to fit these. Seeing that there are nine inputs, including two groups of four (for joystick directions and SRAM I/O), we decided to multiplex these together. Using the horizontal sync (which goes low for ~70 clock cycles per line displayed to the screen) as a multiplexing control bit, we can read the joystick inputs while the horizontal sync is low, and otherwise read the outputs of SRAM on those pins. This allows the joystick button and the outputs to write to SRAM to receive their own (un-shared or un-multiplexed) pins, unperturbed.


Output Port Assignments


Input Pin Assignments
The final choice came to distribution of the pin assignments. The first 16 bits of SRAM address are kept together in PORTA and PORTC, so as to be easily incremented. We then wanted to put the five input pins alongside other bits that could be changed in isolation without altering them all at once (since we should not be reassigning port values for the input bits, so as to enable pull-up resistors and potentially alter our circuit conditions; meanwhile, other operations to affect a cluster of bits in a single port but not others will be more costly in terms of time, which is disadvantageous to us in this project).
Thus, the input pins were matched alongside the Horizontal and Vertical sync in addition to the Tri-state output enable—each of which is assigned as an individual bit and independently of the others—on PORTD. It was beneficial to leave the four related data RGBS outputs to SRAM I/O on another port that could be assigned as a cluster (along with the remaining two address bits, and SRAM’s write- and output-enable bits) since we note that, when looking at the library of available assembly instructions, a cycle cost of 1 is assessed for reassigning a port’s entire 8-bit value simultaneously, but a cost of 2 is assessed to alter each individual bit in isolation, making it a poor decision to have put these four data bits that are assigned to all at once alongside the input values, and instead put them on PORTB.

Timing Considerations

Next, we need to assess the timing of our operation. Although we generally use a 16 MHz crystal in lab, 25.175 MHz is the VGA standard, and gives us more clock cycles to work with, giving us more flexibility in operation during time that we are outputting to the display. As such, we decided to overclock the MCU by ~25% using a 25.175 MHz crystal, and, provided that, we can identify the following:




Now, we can observe how this will impact our capacity for output, knowing that we will follow the general VGA standard and spend 800 cycles processing each line at the proper frequency, and use this to identify an optimal number of lines to process to match a standard 60 Hz refresh rate as closely as possible.




For convenience, we decided to have 512 lines per screen, and can proceed to identify the following.


Timing Tradeoffs

The most critical feature of VGA is precise and consistent timing. We observed from various examples that a single clock cycle difference between horizontal screen lines of output results in a jagged, zigzag appearance since one clock cycle difference equates to a one pixel shift.
Since each clock cycle represents a pixel, this indicates that the only way to obtain full resolution across a line is to change the output for every pixel, and thus, every clock cycle. Although our original proposal acknowledged an interest in implementing a VGA-output program in C, it became very evident through initial testing that programming in C or any other even higher level language would sacrifice our granularity over control of clock cycles, and possibly compromise consistency and precision of our output—particularly for not being able to control the compiler’s output and how many clock cycles are used for a given line of code, depending on the singular or sequence of instructions. With this in mind, we proceeded to implement the body of our code in assembly language.
Even with the body in assembly, we were left to consider different design implementations as to how to output VGA signal to the screen. Two ideas were having the assembly body output a single line to the screen versus having the assembly body output an entire screen. Having the routine called once per line means that the code needs to respond and be prepared within ~31.78 uS, but more importantly, this preparation needs to take place during the fraction of that time not being used for display (when the function can be released—less than one-fourth of that, or less than 7.9 uS). Having the routine called once per screen means that the code needs to respond and be prepared within ~16.7 mS, or the fraction of that time during which lines at the bottom of the screen are not being printed but rather withheld, which, for 32 of 512 lines would be ~1.03 mS).
These considerations were as follows:
  1. Executing the assembly body called from an interrupt in C
    Tradeoffs: easy to implement regular interrupt; need to have a timer count to ~400,000 if implemented once per screen; losing ~70 clock cycles from entering the interrupt; losing ~10 clock cycles from entering the assembly function
  2. Executing the assembly body called from a naked interrupt in C
    Tradeoffs: more challenging to implement and preserve registers; losing ~5 clock cycles from entering the interrupt; losing ~10 clock cycles from entering the assembly function
  3. Executing the assembly body called from an interrupt in assembly
    Tradeoffs: not too challenging to implement, simply a new technique; minimal overhead; (like the above) would need to account for latency—since the processor completes the current instruction before entering an interrupt, even if it costs numerous clock cycles—so that each line of display starts at the same precise pixel; (also like the above) we would need to use caution when assigning tasks to the main routine, since we are not always guaranteed to finish them, which is arguably dangerous if the program relies on these tasks completing to re-write part of the pixels in memory before the next screen
  4. Executing the assembly body in an assembly loop
    Tradeoffs: the most intuitive to implement; most granular control over allocation of cycles; least associated overhead; requires the rest of the application to be programmed in assembly; requires the most time to construct, debug, and track memory, register assignments, cycle accuracy, and other low-level parameters that are generally taken care of in higher-level languages

In the interests of pushing the capacity of the MCU as far as possible, we began testing concept [1] just to see if it would work. We could observe that the output was consistent and the interrupt was being called in equal intervals in trials with a prescaler of 1024. However, as the prescaler was lowered to approach the realistic and required value of one, we noticed significant performance degradation and lag time on interrupt calls, eliminating this from our list of viable solutions.
We proceeded to investigate naked interrupts for concept [2], and began conducting trials with those but noticed performance degradation here, as well, although it took longer to reach lag here than in the previous case, but it still occurred before reaching a prescaler of one.
Between remaining concepts [3] and [4], we decided in the interests of granular control to pursue concept [4] since we would consistently be fully cognizant of the number of clock cycles for performance and could use that insight to keep our options open for project extensions and a larger pool of potential applications to display on the VGA later in the process once image display was successfully achieved.

Hardware    

Schematics of the displayed circuity available in the Appendix.

Hardware Selection

The necessary considerations for the selection of the hardware were driven by the need to execute tasks that the microprocessor that we had the most familiarity with [the Atmel MEGA 644] is not particularly suited for the task of driving video. While not totally impossible, a professional hardware designer would make different architecture choices to leverage innate capabilities of different processors and their I/O configurations. We saw this as a primary challenge to the project and set about initially to improve upon other examples in terms of screen resolution and execution features.
The initial hardware platform was inspired through a reference project where someone attempted to build a VGA driver using the 644. The basic platform was adapted to our needs and then added ot as necessary to confront the hacks others used to overcome the system limitations.
The basic task is to write pixels to a screen. Considering the VGA standard of 640 x 480 active pixels, this yields over 300,000 pixels sent to the screen 60 times per second. Each pixel can be represented as a byte to yield a 256 color palette, and this in turn, generates 2.45 gigabits of information to output to the screen at 60 Hz! Needless to say, this is far beyond the memory capability of the MEGA 644, even if were to co-opt all of the EEPROM, which is only good for 2KB. Therefore some serious outboard memory will be required.
Additionally, the flow control of this data stream needs to be tightly controlled and data bus collisions must be avoided for this to work. Therefore, a traffic cop is needed to enforce blanking intervals to ensure proper synchronization and to allow for writing information to the outboard memory as well as reading the stored memory to send it to the screen. For this we will use an Octal Bus Transceiver (here after referred to as a ‘tristate’) because it has the attractive features of enabling through 1-bit control and effectively prevents reverse biasing, an important consideration which will be revisited later in the project.
The last component of the core hardware is a DAC to interpret the color palette we have sent to the screen and generate the analog R-G-B information that the VGA monitor is waiting for. While DAC’s are available, a simple passive component DAC was chosen for several reasons most important of which is that it works well.
With these needs in mind we confirmed our use of the MEGA644 and selected a 512 x 8 Static RAM chip, a LS74245 octal bus Transceiver, and used lab surplus resistors and diodes to build the analog DAC. The choices of the hardware reflect the concept that we will be dealing with the data a byte at a time and do not need bit-accurate recall; one command reads, writes or passes through a byte (colored pixel) in one motion. Given that the response time of the SRAM is on the order of 10 nS, this will be quick enough to work; older hardware such as the eeprom chips kicking around our shop have both insufficient capacity and their access times were too long by at least an order of magnitude.
The real difficulty in the SRAM concept was the package. Chips of the capacity and speed to fit our needs are not available in a PDIP format. I saw a number of ‘creative solutions’ to this problem on hobby websites and came up with the idea of soldering ribbon cables to the j-pins of the SOJ chip we had and terminating them to a 40-pin IC socket. (It seems that a 36-pin adapter either does not exist or is sufficiently rare as to avoid detection.)

SOJ SRAM Conversion
Next, the logic gate array that will interface with the processor was built using standard LS-series logic linear circuits; these are industry standard and even if our processing time is fast, the switching characteristics of these common chips are generally fast enough: on the order of 8-15 nS.
The last selection was to be that which drove the entire project: the timing crystal. The AT MEGA 644 is rated to run at 20 MHz, however the VGA standard is 25.175 MHz. This would mean ‘overclocking’ by almost 29%. Overclocking results in higher power draw, higher operating temperatures, and the possibility of processor breakdown through timer errors or the inability of outport ports to cycle fast enough. Obviously, we took the overclock route and selected a 25.275 MHz oscillator crystal.
Power was supplied by a standard 7805-style voltage regulator, a 340T5. This supplies a regulated 5VDC supply at 1.0 A (more than enough!) and we added 2 bolt-on heat sinks to accomplish sufficient dissipation. The circuits were assembled on spare solderboards found in the MAE and ECE labs that had friendly configurations and were populated by hand.


Hardware Layout

Signal Flow

Signal flow is generally not as one would expect, that is that the MCU would access the byte stored in memory and send it to the screen. Not only could the processor run fast enough to accomplish this, but there is no real need to do so. Rather, the MCU sends a stream of addresses to the SRAM, which then dumps the needed byte directly to the tristate to be exported to the screen.


Image Mode Hardware Flow, write information to SRAM and display a static image
In the Paint Mode, the image needs to be updated by some method and then sent to the screen, thus requiring the additional steps of updating the pixel information and writing the byte to the SRAM so that it may be sent to the screen in the future. The block diagram would look the same; the MCU would simply add the process of repeatedly iterating the write process as well as the read process of the SRAM. This would affect an animation or a trace being drawn across the screen, for example.
If a user interface is desired, then the flow is more complex with the selection of enabling the signal from the user (such as a joystick) when there is no signal being sent to the screen.


Paint Mode Hardware Flow, interact with user input

Logical Design

The purpose of the logic gates is to enable/disable data flow based on the state of the MCU and therefore the SRAM. We could have done this through a separate pinout from the MCU, unfortunately, the ports are fully populated and so we required a passive method of doing this.
The logic gates are also buffered by the TriState #2, as previously mentioned. If this was not done and simple And gates were used, then when the user signal was disallowed the output would be driven to a logical low and data collisions would occur. Moreover, by using a truth-table style approach to scheduling of user interface we were able to exploit those valuable times when the processor was not parsing data to the screen to interact with the user or to process the image itself.


Logical Enabling of User Interface

Final Architecture

Our final hardware architecture evolved into something quite different than what it started as due to the limitations of the microprocessor and the desire for enhanced functionality. In order for us to be able to implement a paint-style application it became necessary to create additional functionality independent of the MEGA 644. Additionally, we used a set of manual jumpers and multipin headers to switch between operational modes.
For example Jumper J1 selects which half of the SRAM’s memory addresses are accessed by manually setting the Most Significant Bit to 1 or 0. We were simply out of Pins on the 644 to access all the addresses any other way. Likewise, Jumper J2 selects or deselects the logic set depending on which operating mode you are using, much like any number of computer components such as hard drives.


Mode Selection Jumpers
In similar fashion we access the I/O ports from the SRAM differently depending on whether we are programming to a 256-color palette or drawing using a 4-bit color choice. This low-tech solution to a high-tech limitation is a great way to leverage your resources when needed.
Lastly, it should be observed that we now understand completely why today’s modern video cards are so resource-intensive or resort to using system memory to render viable graphics. In order to render VGA-standard resolution with a reduced color palette, we overdrove our little microcontroller to a ‘screaming’ 25.175 MHz and loaded up just over 4MB of external memory; todays video cards often exceed 3 GB of memory and utilize processor speeds exceeding 3 GHz in order to drive a modern high resolution monitor with the millions of colors we demand….and they have no part in the implementation of the application that they are displaying!

Software    

Image Processing

One of the component functionalities of our product allows users to display their own image on the VGA monitor. In order to resolve the provided image of variable input resolution to 256 x 480 (shown on a 512 x 480 canvas), a Java application retrieves the input image and divides it into 122,880 (or 256*480) equally sized rectangles, each taking up 1/255 of horizontal space and 1/480 of vertical space.
For each rectangle in the prospective newly-resolved image, the program reviews all pixels in the input image that lie within that rectangular space and collect their RGB values. Then, it will compute Red, Green, and Blue values for the rectangle by summing the Red, Green, and Blue values of the pixels in the input image that lie within that rectangular space, weighting each value by the fractional area the given pixel inhabits in the area of the whole rectangle whose RGB is being identified.
This weighted average (for each Red, Green, and Blue) is between 0 and 255, and is calculated using the formula below where: x represents a pixel in the newly-resolved image, i represents a pixel in user’s provided image, and X represents the subset of all pixels i that are contained in rectangle x when the new and old images are scaled to be of equal dimensions and superimposed.




For our 8-bit colors, we assign two bits for Red, two bits for Blue, two bits for Green, and two bits for Shading (which makes the displayed color brighter or more white-based, which we will return to later). Thus, we needed to map the domain of 0 to 255 to the range of 0 to 3 for each color. For the entirety of the domain 0 to 255, the goal is to identify a function that has each of the output values (0 to 3) evenly represented. We do this keeping in mind that for the paint mode of the application, values will re-be colorized from 8-bit to 4-bit; since the most significant bit of each color element (RGBS) will be used independently for that conversion, we want to ensure that having the color asserted or not asserted happens for an equal range of our 8-bit or the standard original image's 8-byte input domain. For this, we can right-shift the RGB values by six to reduce the initial 8-bit value to a 2-bit one, also maintaining evenness of domain distribution across the range.
Finally, we calculate the shading—with higher shading values indicative of more brightness. For this, we surveyed 8-byte colors to qualitatively observe trends that dictate noticeable brightness changes. Namely, we saw that increasing the Red, Green, or Blue in isolation (with the others set to zero) results in—obviously—increasing the presence of the color, but lacks a noticeable change in brightness, even when the changing color has been adjusted to 255. As such, the mapping function that we use to determine the two shading bits from RGB will likely not include R, G, or B values by themselves in a sum. Rather, increasing a pairwise combination of Red, Green, or Blue results in noticeable brightness changes.
Thus, we can calculate a shading score as follows, where WA stands for the weighted average from above, and x represents the position of a pixel in our newly-resolved image:


We continue using the weighted averages since they offer more control over granularity for our calculations. Next, we analyzed greyscale colors (where Red = Green = Blue exactly) to look for the qualitative point at which brightness levels change dramatically. We selected 190, 210, and 230 as those points, and solved the above equation for Shading with those as input parameters. Thus, if a given pixel in the newly-resolved image maps to a Shading(x) below that of the first threshold (190), shading is zero. For values above 190's shading but below 210's, shading is set to one; above 210's but below 230's, shading is two; and above 230's, shading is three.

Memory Loading

First, we needed to determine how to assign the 19-bits address bits of SRAM so as to store pixel information. 8-bits were assigned to represent the x-component of the pixel position on the screen (which does, in fact, range from 0 to 255). 9-bits were assigned to represent the y-component of the pixel position (since these range from 0 to 480, where 512 is the lowest power of two to contain them); furthermore, we actually write 512 lines to the screen (although the bottom-most 32 lines are empty and only used for processing and memory-interaction time), this simplifies things. There are two unused bits, indicating that our 512 kb SRAM can store four images in all. For the purposes of our paint application, we can toggle between two images using bit 17, controlled by the program. Bit 18 is left as a manual switch that the user can toggle to choose the half of memory that they want displayed (or which two-image storage cluster, high or low).


Assignment of SRAM Address Bits
Now that the algorithm is complete, the Java program requests the user to input a file path for analysis, and then asks the user for a path to write a collection of files containing a snippet of C source code to be included—holding an array declaration of byte values to be stored for part of the image. Program memory offers a storage space of 65,536 bytes. For our 256 x 480 resolution (displayed in a 512 x 480 frame), a still image occupies 122,880 bytes of memory. The entirety of the screen (which will require eight defining bits for the address’ x-component and nine defining bits for the address’ y-component) will occupy a space in memory of size 256 x 512, or 131,072 bytes, ignoring unused lines at the bottom—exactly twice the size of the program memory capacity with no extra space. As such, we decided that it was best to write to SRAM a minimum of three times.
Furthermore, arrays in C cannot occupy more than 32,767 bytes, so since each of the elements of our array is a byte, the largest number of entities that can be stored in the array is 32,767 (or one less than 2^15). For simplicity and convenience, we have devised a scheme that writes to SRAM four separate times; each time, we write the values stored in an array of maximum length to 32,767 addresses in SRAM (losing one pixel at the end, but avoiding visual incongruities by hiding the last column of each line when displayed on the screen so that a crisp line exists at the right-side of the image). Bits 17 and 16 are held constant for each program execution. As such, the Java program outputs four files, each containing an array of length 32,767 where the value is the 8-bit RGBS value and the index represents the 15 least-significant address bits. Accompanying the array is another variable, representing the two most-significant address bits for the partner array.
Alternative solutions could have carried out in only two or three program memory writes to SRAM; however, these solutions would have sacrificed code readability, intuitiveness, ease-of-use, and convenience when a single program execution is capable of adjusting any combination of the 17 address bits that we are using, instead of keeping the two uppermost constant and the others gradually incremented. This was a design tradeoff with which we were satisfied. Moreover, we opted to continue using a single array for each memory load for much of the same reasons. Even with multiple arrays, we could not increase the memory load of a single program execution by a single power of two over the existing implementation, more so discouraging deviation from the existing design as there is not much to stand to gain as a result.

Image Mode

The first mode in which our VGA adapter can be used is to load and display static images to the screen. Since the precision of the loading component of this mode need not be cycle-sensitive like sending images to the screen, we can implement this in C. Then, as discussed earlier, actually sending the SRAM data to VGA is implemented in cycle-accurate assembly.
The procedure for the C routine is relatively simple.
We take the code snippet from our image processor and include it in variable declarations storing the array in program memory. When the program begins to execute, we stall for a milliseconds to allow SRAM to initialize, so as to not blow the internal transistors in the chip and render it non-functional. Then, we iterate over the elements of the array, output the value to the I/O ports of SRAM, and output the address of the value to the SRAM address ports.
Once this is complete, we can briefly set the SRAM Write-Enable to low to write the value to memory while keeping the other active low enable pins at a logical high (including the SRAM Output Enable, Tri-state enable, and Vertical sync pulse). The Horizontal sync pulse is kept low for reasons of multiplexing the versatile pins on the microcontroller that serve multiple purposes at different times or in different modes; however, this has no impact on the output since the Tri-state enable is kept high, preventing signals from being transmitted to the monitor.
As mentioned before, the fifteen least-significant bits of the pixel’s SRAM address are determined by the index of the array value while the two next-least-significant bits are defined for all values in a particular load file code snippet. Meanwhile, the most significant bit is set manually. Generally speaking: enable, write-enable, and read-enable pins are kept on for a few clock cycles to allow for the estimated logic propagation to take place in the breadboarded digital circuits such that the signals reach their destination before enable bits (as potential multiplexing bits) are disabled once again.
Upon completion, we proceed to the display stage.
Based on our earlier calculations, it is essential to be cycle accurate, regardless of what branches are being executed throughout the program: the RGBS must start and end at the same exact same time and pixel, every time. Knowing this, each required operation was recorded, and the total number of clock cycles throughout the program was managed to ensure cycle accuracy.


Summary of AVR Assembly Instruction Set, from Atmel
In the display mode, using a loop, we assert the vertical sync as low to begin a screen, the horizontal sync as low to begin a line, and enable Tri-state and SRAM output to send 8-bit RGBS values to the DAC for processing and to the monitor for display. During RGB display time, it will always cost us one clock cycle to increment the memory address and another clock cycle to output it; thus, in our current implementation, the best performance that we can maintain with a reliance on external memory is having each splotch of color last for two clock cycles and, as such, two pixels horizontally. Other considerations for improving or expounding upon this issue are addressed later in our Results.


Program Flow of Image Mode

Paint Mode

The second mode in which our VGA adapter can be used includes a ‘Paint’-like application. The user can start with a blank screen or an image already having been loaded into SRAM and then draw on top of the image in 4-bit colors—where one bit is used to represent each Red, Green, Blue, and Shading.
From the user perspective, their interactions with the application abide by the following usability requirements:
  • See the image already loaded in SRAM with 16-bit color displayed to the screen. (A)
  • See a cursor (a square, serving as your paint brush) displayed on the screen, having a write border outside and your selected paint color inside. (B)
  • Press a button to toggle the color of your brush between 16 different 4-bit color options. (C)
  • Draw in the selected color on top of the image as your cursor moves about the screen. (D)
  • Have the ability to select a “clear” or null color so as to not draw on the image as your cursor moves about the screen. (Since we have the shading bit, binary 1111 and 0111 will appear the same, so we can have one of these serve as white pigment and the other serve as clear.) (E)

Fulfillment of this application included the following operational requirements, derived from the above user-display interactions:
  • Draw the image stored in SRAM to VGA. (a)
  • Allow the user cursor to move about the screen, storing last movement. (b1)
  • Superimpose the user cursor on top of the image. (b2)
  • Read joystick directional input to determine cursor movement. (b3)
  • Return pixel contents to their original form after cursor has moved away. (b4)
  • Read and debounce the button to determine pigment changes. (c)
  • Superimpose the selected pigment color on top of the center of the cursor. (d1)
  • Store permanent changes to the screen from painting non-clear colors. (d2)
  • Disable permanent pigment changes when selected color is clear. (e)

Given the timing constraints, one of the most taxing elements of the project was developing an entire program flow in assembly. Trying to be clock cycle conservative, we worked to maximize available register space by intelligently determining the most necessary and important values to be stored there.


Register Assignments in Paint Mode
In order to accomplish prongs [b2] and [b4] specifically, we realized that we needed to store two copies of the image in memory, since we will recover the bits obscured by the cursor once the user migrates the cursor somewhere else. This is necessary since our time constraints will not afford checking and branching on cursor location while signaling memory addresses to be sent to the Tri-state. Knowing that we have enough space in SRAM and address bits on the port of the MCU, we noted that we could store the entire image in two locations in memory. Although bit 18 is manually toggled, the program has control over bit 17 and as of yet has no use for it. As such, for duplicate images stored in contiguous memory blocks sharing the same bit 18, we can store the foreground image (or what SRAM outputs to the display) in the slots where bit 17 is ‘0’. In the slots where bit 17 is ‘1’, we can store the background image, or the image with permanent paint pigments but not including the cursor.
As such, between each screen print, we can recover the pixels from ‘SRAM[17]=1’ elements where the cursor is covering it in ‘SRAM[17]=0’, write any pigment changes from a moving, non-colorless cursor to the background image in ‘SRAM[17]=1’, and then re-draw the cursor on top of the foreground image.


Tasks by Line Number in Paint Mode
In regards to inputs, we sample the joystick directions approximately thirty times per second, as a balanced speed for the user to move the cursor that is neither too fast nor too slow. Although the directions need no further transformation, the button that is pressed to adjust paint pigment color does need to be debounced to prevent the user from toggling through multiple colors unexpectedly from a single button press.
The following state machine for the button debounce executes only during the time at which the horizontal sync pulse is drawn low and only while line 486 of the screen being displayed (after RGB has finished being sent, but the program is polling user input for cursor movement before printing the cursor once again to the foreground).


Debounce State Machine for Color Toggle Button
Using this bottom-up approach, we can combine the individual components explained above to create a script to execute Paint Mode on the associated hardware, which can be diagrammatically explained as follows, including clock cycle distribution and equality.


Program Flow of Paint Mode

Results    top

Original JPEG
256-Color VGA Bitmap

VGA Standard

We started testing without SRAM or many other circuit elements, but instead, simply sending static colors to the screen directly from the MCU without any intermediate stops. This allowed us to better understand the timing constraints of VGA. Oddly enough, in spite of ample documentation for VGA timing standards, our testing revealed that many of the listed timing requirements are not heavily enforced by the inherent technology. For example, new lines were triggered by the negative edge of the horizontal sync pulse, but the duration of the pulse was irrelevant. Further, the cycles within the porches could also be moved about wherever necessary, and if need be, RGB could begin transmitting immediately before or after the horizontal sync is low. The only constraint that was observed to be detrimental to the display operating correctly was asserting RGB when sync pulses are low.
As such, we adjusted most of the timings in our routines based on logical order and flow, and maintaining RGB sent to the monitor for as long a time and as long a line as necessary, observing that no quality loss existed by deviating from the published times. Even the number of clock cycles between sync pulses is unrestricted (though resulting in a different refresh rate); however, varying the number of cycles between syncs amongst lines in close proximity leads to a jaggedness in the display, and depending on the delay, potentially even a static discontinuity across the full length of the horizontal.
Before continuing, we used the oscilloscope to confirm that the system was behaving as expected. Namely, RGB outputs should consistently be held to zero when the Tri-state is disabled, and the Tri-state should be consistently disabled when either of the syncs are low.
CH1 Horizontal Sync, CH2 Tri-state Enable
The horizontal sync goes low once every 31.78 uS, once every 800 clock cycles. The Tri-state is only enabled to transmit RGB when the sync is not low.
CH1 Horizontal Sync, CH2 RGB
RGB is never asserted when sync active low.
CH1 Tri-State Enable, CH2 Vertical Sync
The vertical sync goes low once every 16.27 mS, once every 800*512 clock cycles. The Tri-state is disabled during lines 480-512 and 1-2 for vertical sync time.
CH1 Tri-State Enable, CH2 RGB
RGB is only asserted when Tri-state enabled low.

Integrating SRAM

We then proceeded to connect SRAM and send values stored in memory to the Tri-state, DAC, and monitor. We started with color bars (greyscale, monochrome, and multi-colored) to confirm that the analog component was wired correctly and the order of the bits was as expected. After this, we advanced to basic pictures, whose conversions to a 256-Color scheme is less lossy than photographs.
As expected, photographs do not convert as well to our 256-Color scheme as drawings or images created with a quantized palette of basic colors do. However, some photos convert better than others. The most lossy range seems to be that of mid-level, semi-bright colors, including some kin tones, indicating that we could return to our algorithm for calculating shading and consider raising the thresholds required for shading bits to be asserted.
One observation of note is the consistency of SRAM. After power cycling, the contents of SRAM are cleared, and the display appears like static, indicating a variety of numbers near to or around 255. When we first began using SRAM, it was extremely reliable and consistently output what we had written to it. However, we noticed after significant amounts of testing that some bits, often random, would get overwritten by static upon further compiles. Since we load an image to memory over the course of four compilations, we noticed that the most recent load was always preserved; however, as later loads took place (even if consecutive loads and compiles were of identical code) a few new pixels would get drowned in static. We attribute this to the rapid frequency with which we are interacting with the chip, and perhaps unreliability between the SRAM to Tri-state connection.


Port Interference

Without a tri-state or other barrier between the pins that write to SRAM during the memory load stage, this connection remains intact during the time that the MCU calls the SRAM to output to the Tri-state and display to the screen. When we forced those outputs low, we observed a generally black screen with few consistent splotches of color and far between. Forcing those outputs high observed a similar result, but white-based. Turning the MCU outputs into inputs with high impedance during the display stage resulted in jagged lines indicative of inconsistent timing across the screen, and generally one of more drastic discontinuities, as can be seen on the left below. Adding a pull-up resistor pacified the drastic discontinuity but left many of the smaller ones intact.
The only way for the image to appear with crisp borders and lines is to remove the connection between those ports and SRAM entirely during the display stage, as seen to the right. This seemed to indicate that even when a port was not asserting any voltage, simply being a connected input causes the monitor to receive the RGB signals late, yielding a jagged edge and sometimes even static. Although we speculate that the cause of this may be processor delay, since the processor directly outputs the sync functions and thus must be lagged from the changing input voltages, or even line delay, we have not been able to confirm the source.
Ports Connected as High Impedance Inputs
MCU's Ports to SRAM I/O Disconnected

Possible Extensions

One of our previous goals that is worth future consideration is achieving full resolution with a MEGA644. We settled for half resolution, since it takes one cycle to increment your address counter and a second cycle to output it, meaning that we can trigger a new pixel at most once every two cycles in this configuration. One possible solution is to clock the crystal at twice VGA standard, or 50.35 MHz, thus executing two instructions in the time that the monitor has shifted focus by a single pixel. Alternatively, one could use double buffered memory with dual processors running concurrently, alternating frames, and synchronized via SPI.
Additionally, if we conduct a brief analysis on the final version of the Paint Mode procedure, we can observe that there are at least 100 free cycles per line that can be used for computation. Furthermore, the operations taking place between line 480 and line 511 can easily be consolidated, seeing as how the cost of many of them is only on the order of tens of cycles rather than hundreds. The current implementation was devised this way nonetheless for readability and debug-ability, but further, since the scope of this project did not have any additional computation to take place, thus not sacrificing anything for the convenience of that design decision. Leveraging these otherwise unused cycles for addition lines or columns, barring memory issues, is certainly possible under this configuration.
Another alternative that was not brought to our attention until the final few days of the project is the possibility of using a MEGA128 instead of a MEGA644, so as to allot for more ports, easing the need for digital logic and simplifying the design.

Conclusions    

Meeting Expectations

Our final design was able to successfully read from and write to SRAM and trigger SRAM addresses to output stored data through the Tri-state and DAC to produce a crisp image of user choice on the display. In terms of usability, our design was satisfactory. The issue with having so many different stages and programs in the design, as a result of circumventing memory restrictions, is that the operator must be familiar with the procedure for the system, and as such, it is accompanied with detailed instructions from the very first step when the user submits an image for processing. The device has not realized any safety flaws, and has no accuracy measure except for the similarity or dissimilarity of submitted images to their on-screen 256-color counterparts. We believe that the device performs well in this capacity, and can further improve as more complexity is added to the 2-bit shading calculation. For interference, we have recognized and sidestepped and issue with port conflicts resulting in static and delays affecting the screen impression. Finally, speed of execution is a regime in which our design reigns superior, having been coded in assembly language for cycle-accurate, optimum performance. Although the speed of the design cannot be improved upon without changing the screen refresh rate, we could, in the future, seek to add or consolidate more computation during the time of processing.
From a personal standpoint, I (Ryan) recognized midway through the design process that our project, originally intended as a simple pursuit to better understand and optimize image displays with an MCU, inadvertently ended up being the perfect capstone to my undergraduate career in ECE, embracing a healthy balance of the broad majority of core classes in the department—ranging from manipulating voltage signals, to design of analog circuits for RGBS output, digital logic for toggling between assignments for our limited number of ports using multiplexers, extensive assembly programming, memory distribution, and knowledge of embedded computing.
Having reached the close of the project, we developed a working product that fulfilled both the letter and the spirit of the project requirements, in the sense that our VGA adapter and application was built around and fully utilized the functionality of the microcontroller. Instead of using the microcontroller for data collection and implementing the display and processing functionalities in a more high-level coding language and with use of a software package, one of the big takeaways here was the satisfaction of having developed a functional product and video driver that executes in isolation, without reliance on external libraries (with the exception of accessing memory in PROGMEM). Furthermore, to go a step further, much of the code involved exists at the basic level of assembly, demonstrating ability and throughput to create, manage, and execute an advanced, time-sensitive design on a very low-level. As such, the scope of this design does more to demonstrate understanding and use of the microcontroller and time-sensitivity than it would be having used it for data collection alone and allocating heavier processing elsewhere.

Societal Impact

There are many applications where the human interface to a microprocessor is integral to the functionality of a task, yet it is often the case that those same interfaces are woefully inadequate past the point of debugging or demonstration of concept. Input devices such as button or keypad presses or even keyboard-and-mouse entries are generally sufficient both from a usability standpoint and from adequacy of the type of information gathered without being excessively onerous to accommodate programming-wise. It is the output however, that is often lacking in clarity.
An LCD screen is quite inexpensive and easy to set up, but you are restricted to small set of characters (mostly alphanumeric) displayed in monochrome dot-matrix style. It does not even execute quickly. While these shortcomings don’t really matter with a simple information stream, such as a reaction timer high score, anything of more complexity is all but lost. The situation improves with a serial communication tool such as Putty or the once-ubiquitous HyperTerminal in that strings, numbers and the like may be sent to a screen with improved flexibility and speed. A graph can be created using ingenuity in placing symbols on the page like dot-matrix printers of the 1970’s did, but that is where the capability ends; a picture is out of the question.
Suppose you wanted to display a photo taken by a robot’s on-board camera. Or perhaps you wish to display the results or condition of the process in question in a truly intelligible fashion. The successful execution of this project and further extension for data transmission and storage can allow for all of that and more. With this system, it would be possible to output full VGA images to nearly any screen available with obvious application to demonstrations in labs or views of working equipment and processes with the interface being made by an $8 chip.

Standards

The standards relevant to this project are fairly straightforward in that the goal is based around being able to get the microprocessor to output a signal that adheres to the VGA Format. Quite obviously the most important standard is that of the Video Graphics Array by IBM which specifies a set of screen resolutions, operating modes, and minimum hardware requirements. Additionally, VGA spells out voltage, impedance, refresh rates and color palettes; NTSC-M dictates color coding. Other standards that have an influence on the parameters of the project albeit tangentially are those referring to VGA configurations [IEEE 1275-1994], SRAM [JEDEC 100B.01, JESD21-C], and microprocessors themselves [ISP 35.160].

Safety Considerations

As with any application using consumer electronics, especially when one is intentionally hacking in to a system, there exists the risk of electrical shock. Fortunately, all of our work was constrained to the low-voltage side of the equipment. All of the voltages that we were dealing with were 5VDC or below, thus effectively removing that danger.
The use of soldering equipment carries with it the obvious burn hazards as well as the not-so-obvious hazard of lead exposure from the solder and smoke as the better solders do indeed contain lead. This was mitigated by frequent hand-washing , especially before eating and in a conscious effort to inhale as little smoke as possible when soldering in well-ventilated areas.
Lastly would be the risk of fire that can arise from electronics, especially those being driven above their ratings. While our setup did indeed get quite hot at times it was never left unattended or in the immediate proximity of combustible materials.

Intellectual Property Considerations

The VGA standard was implemented in the 1987; it is still the default minimum standard to which all computers must adhere. As it is a standard, and an old one at that it is to be adhered to rather than patented.
The hardware we used was all off-the-shelf grade material and no proprietary software was used. Circuit designs were all standard practice methods and (as stated in the Hardware Development section) the initial core hardware layout was inspired by tutorials on Lucid Science . References on software techniques and the like were all openly published and their use was encouraged. Nonetheless, all computer source code was original with the obvious exception of C libraries used by the Atmel Compiler.
We are not seeking a patent or any other exclusivity for any part of his project; this was done as an investigation of a ‘solved problem’ in order to further our understanding of the use of microcontrollers.

Acknowledgements

We would like to thank Bruce Land and the Spring 2012 ECE 4760 TAs for their ideas, insight, and dedication. In many cases, their advice from experience and suggestions from domain knowledge saved us hours of potential mistakes, component seeking, debugging, and deliberating, and as a result, their efforts contributed greatly to our project's success. Moreover, their commitment to the course and countless hours in lab and lecture not only worked to improve the quality of our final product, but furthermore, improved the overall quality of the design experience from taking this course. Much gratitude goes out to all those involved for using this course as a forum to instill passion and excitement for engineering design.
 
 
 
 
 
 
 
 
 
 
 
 
 
           

   X  .  III  What exactly is VGA, and what is the difference between it and a video card? 


Before VGA was introduced we had a few other graphics standards, such as hercules which displayed either text (80 lines of 25 chars) or for relative high definition monochrome graphics (at 720x348 pixels).
Other standards at the time were CGA (Colour graphic adapter), which also allowed up to 16 colours at a resolution of up to 640x200 pixels. The result of that would look like this:
enter image description here
Finally, a noteworthy PC standard was the Enhanced graphics adapter (EGA), which allowed resolutions up to 640×350 with 64 colours.
(I am ignoring non-PC standards to keep this relative short. If I start to add Atari or Amiga standards -up to 4096 colours at the time!- then this will get quite long.)
Then in 1987 IBM introduced the PS2 computer. It had several noteworthy differences compared with its predecessors, which included new ports for mice and keyboards (Previously mice used 25 pins serial ports or 9 pins serial ports, if you had a mouse at all); standard 3½ inch drives and a new graphic adapter with both a high resolution and many colours.
This graphics standard was called Video Graphics Array. It used a 3 row, 15 pin connector to transfer analog signals to a monitor. This connector is lasted until a few years ago, when it got replaced by superior digital standards such as DVI and display port.
After VGA
Progress did not stop with the VGA standards. Shortly after the introduction of VGA new standards arose such as the 800x600 S uper VGA (SVGA), which used the same connector. (Hercules, CGA, EGA etc all had their own connectors. You could not connect a CGA monitor to a VGA card, not even if you tried to display a low enough resolution).
Since then we have moved on to much higher resolution displays, but the most often used name remains VGA. Even though the correct names would be SVGA, XVGA, UXGA etc etc.
enter image description here



Another thing which gets called 'VGA' is the DE15 connector used with the original VGA card. This usually blue connector is not the only way to transfer analog 'VGA signals' to a monitor, but it is the most common.
Left: DB5HD Right: Alternative VGA connectors, usually used for better quality) enter image description here


A third way 'VGA' is used is to describe a graphics card, even though that card might produce entirely different resolutions than VGA. The use is technically wrong, or should at least be 'VGA compatible card', but common speech does not make that difference.


That leaves writing to VGA
This comes from the way the memory on an IBM XT was devided. The CPU could access up to 1MiB (1024KiB) of memory. The bottom 512KiB was reserved for RAM, the upper 512 KiB for add-in cards, ROM etc.
This upper area is where the VGA cards memory was mapped to. You could directly write to it and the result would show up on the display.
This was not just used for VGA, but also for same generation alternatives.
  G = Graphics Mode Video RAM
  M = Monochrome Text Mode Video RAM
  C = Color Text Mode Video RAM
  V = Video ROM BIOS (would be "a" in PS/2)
  a = Adapter board ROM and special-purpose RAM (free UMA space)
  r = Additional PS/2 Motherboard ROM BIOS (free UMA in non-PS/2 systems)
  R = Motherboard ROM BIOS
  b = IBM Cassette BASIC ROM (would be "R" in IBM compatibles)
  h = High Memory Area (HMA), if HIMEM.SYS is loaded.

Conventional (Base) Memory:   
First 512KB (or 8 chunks of 64KiB). 

Upper Memory Area (UMA):

0A0000: GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
0B0000: MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
0C0000: VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
0D0000: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
0E0000: rrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
0F0000: RRRRRRRRRRRRRRRRRRRRRRRRbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbRRRRRRRR
 
 

Writing to a "fixed address" was essentially writing to a video card directly. All those video ISA video cards (CGA, EGA, VGA) essentially had some RAM (and registers) mapped directly into the CPUs memory and I/O space.
So when you wrote a byte to a certain memory location, that character (in text mode) appeared on screen immediately, since you in fact wrote into a memory located on a video card, and video card just used that memory.
This all looks very confusing today, especially considering that today's video cards sometimes are called VGA (and they have bear resemblance to "true" VGA cards from 1990s). However even modern cards emulate some of the functionality of these older designs (you can boot DOS on most modern PCs and use DOS programs that write to video memory directly). Of course, nowdays it's all emulated in video card's firmware.

Even if you video card is integrated, it is still connected to the rest of the system via some kind of a bus: PCIe, PCI, AGP, ISA, etc. These buses can connect external components to the motherboard, and can connect internal components inside the chipset (SATA, video, etc.)

We have explained that old video cards worked by having having video memory mapped into the processor's address space. This was the cards own memory. The northbridge knows to redirect requests for this mapped memory to the VGA device.
Then on top of that there were amny expansions and new modes for VGA-compatible cards. This lead to the creation of VESA BIOS Extensions (VBE), which operate through int 10h. This supports basic 2D acceleration (BitBlt), hardware cursors, double/tripple buffering, etc. This is the basic method for full color display at any supported resolution (including high resolutions). This normally used memory internal to the card too, with the northbridge performing redirection like with classic VGA. This is the simplest way to utilize full collor/full-resolution graphics.
Next we some direct method of accessing the a GPU without using the bios, which provides access to the same features as VBE, and possibly additional ones.
Then there is the GPU interface that can support 3D acelleration/GP-GPU computation etc. This definately requires manufacturer provided drivers or specifications for full use, and frequently there are substancial differences even between devices of the same manufacturer.



                   X  .  IIII  Reference Design for Switching VGA Signals in a Laptop 

This application shows how the MAX4885E low-capacitance VGA switch can be used to perform the switching function in a laptop computer. The MAX4885E draws nearly zero current, fits into a 4mm x 4mm package, and incorporates most of the switches and active components used in a discrete implementation. All device outputs are protected to ±15kV Human Body Model (HBM) so that the designer can eliminate many ESD components, thereby reducing cost and saving board space. An application circuit shows the MAX4885E used for VGA signal switching between a laptop and docking station.


Introduction

Analog VGA signals have been part of the PC world since IBM introduced PCs in 1987. Today most business-oriented laptops need to work with a docking station and with the vast number of existing projectors. Nearly all projectors have a VGA port which is the only common way for a typical user to hook up a laptop. Although digital connections such as DVI™ and HDMI™ are appearing, the vast majority of projectors still only support VGA.

The requirement to support VGA through the docking station and the VGA port will likely continue for many years, until one digital standard fully replaces the ubiquitous blue VGA connector on the laptop. Maxim introduced the MAX4885E low-capacitance VGA switch to perform that switching function.

The MAX4885E draws nearly zero current, fits into a 4mm x 4mm package, and incorporates most of the switches and active components used in a discrete implementation. All device outputs are protected to ±15kV HBM (Human Body Model), so that the designer can eliminate many ESD components, reduce cost, and save board space.

MAX4885E Is Optimized for VGA Switching

RGB Switching

RGB switching requires high-bandwidth switches. The MAX4885E contains three SPDT switches that exhibit > 900MHz bandwidth at 50Ω, and > 600MHz at the more common 75Ω used for video. The QSXGA format (2560 x 2048) requires ~500MHz of bandwidth so that the third harmonic is passed and the quality of the waveform is preserved. Some designers use the older "bus switches" with 12pF of capacitance which compares to the 6pF for the MAX4885E. Those older bus switches, moreover, need ESD diodes which reduce the bandwidth further and add cost to the system.

DDC Switching

DDC switching is also done on the MAX4885E, which uses a pair of SPDT n-Channel FETs to do the switching for the SDA and SCL. By actually switching the outputs, the system can only hook up to the monitor in use. Switching the outputs further reduces the capacitance that the DDC circuit will see, since only one device is connected at a time. In addition, all outputs are again protected to ±15kV (HBM), so no additional ESD diodes are needed. The gate of the FET is switched to a voltage level, VL. This voltage is normally the same as the GPU I/O (2.5V to 3.3V). The DDC signals are actually I²C signals, with pullup resistors on both sides of the switch. Since the signals going to the monitor can be as high as 5.5V, the GPU needs to be protected and level shifted. By biasing the gate of the switch FET to the same voltage of the GPU, the FET protects the GPU from signals that exceed the VL.¹ By using two SPDT n-Channel FETs, the GPU only has one capacitive load and is protected from high voltages and ESD events.

Horizontal and Vertical Level Translation and Buffering

Horizontal and vertical synchronization signals are required to interface the GPU to full TTL-level signals. Pullups on the monitor can, in fact, pull these signals to +5.5V. The MAX4885E has a pair of level-translating buffers that take a signal between 0.8V and 2V and translate it to a full TTL output; the device can supply ±8mA, which meets the VESA specification. The output is referenced to 5V, so there is no issue with voltage compatibility. Again the horizontal and vertical outputs have ±15kV (HBM) ESD protection, so no added diodes are needed.

Integrated LC Filter for Harmonic Stability

The MAX4885E integrates all the key switches, FETs, and buffers typically used for VGA switching into a tiny 4mm x 4mm TQFN package. However, many systems require some form of bandwidth limiting filter to prevent harmonics from radiating. The MAX4885E did not include any filtering for that function. Passive component values would be too large, and an active filter would require considerable current. While the MAX4885E could have integrated a triple-amplifier/filter, that would have made the device draw as much as 100mA—too much to be tolerated in a laptop. Instead, the device's LC filter draws no current and accomplishes the same task. The MAX4885E draws < 5µA at idle and a few mA when driving the monitor for the horizontal and vertical buffers.

High Integration Reduces Component Count

Table 1 shows how the MAX4885E replaces as many as 14 standard devices. Remember that the MAX4885E fits in a 16mm² package.

Table 1. Components Eliminated with the MAX4885E
 QuantityComponentFunctionPackageSize
(mm²)
 174FST3257R,G,B16-TSSOP35
 274LVC1G125H,VSC708
 42N7002DDCSOT2324
 7NUP2301ESDSC8828
Total
Savings
14   95

The assortment of standard and inexpensive devices shows that the MAX4885E replaces 14 standard parts that require 95mm². There may be ways to reduce the parts count perhaps to 10 parts and 50mm² using more specific and integrated devices, but the resulting component costs would undoubtedly be higher.

The MAX4885E is priced to sell below the sum of the costs of these many components. The MAX4885E thus saves board space and placement cost. It improves reliability and the high-frequency analog performance of RGB switches.

Applications Circuit

The circuit in Figure 1 shows the MAX4885E used in a docking station application for a laptop. All the critical components are present. All ESD concerns are managed, and only one control bit is required to select the dock vs. an internal connector. The circuit only draws a few µA at idle and a few mA to supply the horizontal and vertical buffers.

Figure 1. Application circuit for a VGA connection between a laptop and docking station features the MAX4885E VGA switch. The connector pin assignment for the docking station is determined by the designer. This design is just an illustration of one configuration.
Figure 1. Application circuit for a VGA connection between a laptop and docking station features the MAX4885E VGA switch. The connector pin assignment for the docking station is determined by the designer. This design is just an illustration of one configuration.

HDMI is a registered trademark and registered service mark of HDMI Licensing LLC



USB Powered DVI/HDMI-to-VGA Converter (HDMI2VGA) with Audio Extraction

Reference Design using part ADV7611 by Analog Devices

 
 
 
 

Description

  • USB Powered DVI/HDMI-to-VGA Converter (HDMI2VGA) with Audio Extraction. The Circuit is a complete solution for the conversion of HDMI/DVI to VGA (HDMI2VGA) with an analog audio output. It uses the low power ADV7611 high-definition multimedia interface (HDMI) receiver capable of receiving video streams up to 165 MHz. The circuit is powered from a USB cable and works for resolutions up to 1600 + 1200 at 60 Hz




 Dvi To Vga Wiring Diagram Vga To Dvi Diy Wiring Diagrams inside Hdmi To Vga Wiring Diagram 


Dvi To Vga Wiring Diagram Vga To Dvi Diy Wiring Diagrams inside Hdmi To Vga Wiring Diagram 

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Semi Trailer Wiring Diagram for 7 Way Semi Trailer Wiring Diagram
Ford Focus – Eu (C307) – (From 2007) – Fuse Box (Eu Version in 2007 Ford Focus Fuse Panel
Ford Escape Wiring Harness Diagram Free Ford Wiring Diagrams intended for 2002 Ford Explorer Radio Wiring Diagram 
 
 
 
                                   X  .  IIII  Component to VGA adapter?  
 
Q  :  I have need for a component video to VGA adapter. I recently ordered the Hauppauge HD PVR high definition capture card (which I love, by the way) but I have nothing that accepts a component signal. Now, the first thought that comes to mind is to buy a cheapo little tv, maybe 10", but that's still too expensive, then I though, well hey, there's this second monitor sitting on my desk, why the heck not try using it. The only problem is, everywhere I look, it looks like I'll need parts like a sync something or other, and some skill with a soldering iron (I own one, but I've only used it a few times, and I'm not by any stretch of the imagination great at it.) I think if I could just sacrifice some of my RCA cables and a spare VGA cable I have laying around, I can match up the pinouts no problem, as long as no additional parts are needed. Truth be told, I really don't care if the video is grainy, black and white, has bars, etc., as long as I can see the picture clearly, I'll be happy.
 
A  :  Hasil gambar untuk circuit diagram VGA
 
           
HHDMI Made Easy of HDMI-to-VGA and VGA-to-HDMI Converters Design Circuit

             

Description

  • HDMI Made Easy of HDMI-to-VGA and VGA-to-HDMI Converters Design Circuit. The consumer market has adopted High-Definition Multimedia Interface (HDMI) technology in TVs, projectors and other multimedia devices, making HDMI a globally recognized interface that will soon be required in all multimedia devices. Already popular in home entertainment, HDMI interfaces are becoming increasingly prevalent in portable devices and automotive infotainment systems
 


 
 
           X  .  IIIIII  HDMI Made Easy: HDMI-to-VGA and VGA-to-HDMI Converters 
 
The consumer market has adopted High-Definition Multimedia Interface (HDMI®) technology in TVs, projectors, and other multimedia devices, making HDMI a globally recognized interface that will soon be required in all multimedia devices. Already popular in home entertainment, HDMI interfaces are becoming increasingly prevalent in portable devices and automotive infotainment systems.
Implementation of a standardized multimedia interface was driven by a highly competitive consumer market where time to market is a critical factor. In addition to improved market acceptance, using a standard interface greatly improves compatibility between projectors, DVD players, HDTVs, and other equipment produced by various manufacturers.
In some industrial applications, however, the transition from analog video to digital video is taking longer than in the consumer market, and many devices have not yet moved to the new digital approach of sending integrated video, audio, and data. These devices still use analog signaling as their only means of transmitting video, possibly due to specific requirements of a particular market or application. For example, some customers still prefer to use video graphics array (VGA) cables for projectors, while others use an audio/video receiver (AVR) or media box as a hub, connecting a single HDMI cable to the TV instead of a batch of unaesthetic cables, as outlined in Figure 1.
Figure 1
Figure 1. Media box converts analog signal to HDMI.
New adopters may see HDMI as a relatively complicated standard to implement, requiring a validated software driver, interoperability checks, and compliance testing to guarantee proper behavior of one device with various other devices. This might seem a bit overwhelming—as is often the case with new technology.
However, advanced silicon solutions are increasingly available to tackle the problem of implementation complexity, achieving improvement in both analog and digital domains; they include higher performance blocks to equalize poor differential signals and more complex algorithms to reduce software overhead and correct bit errors.
This article shows how advanced silicon solutions and smartly implemented software can facilitate HDMI implementation. Two basic devices—HDMI-to-VGA (“HDMI2VGA”) and VGA-to-HDMI (“VGA2HDMI”) converters—provide engineers familiar with video applications with an easy way to transition between analog video and digital video.
While HDMI has become a defacto interface for HD video, VGA is still the most common interface on a laptop. This article also shows how to interconnect these video technologies.

Introduction to HDMI Application and Video Standards

HDMI interfaces use transition-minimized differential signaling (TMDS) lines to carry video, audio, and data in the form of packets. In addition to these multimedia signals, the interface includes display data channel (DDC) signals for exchanging extended display identification data (EDID) and for high-bandwidth digital content protection (HDCP).
Additionally, HDMI interfaces can be equipped with consumer electronics control (CEC), audio return channel (ARC), and home Ethernet channel (HEC). Since these are not essential to the application described here, they are not discussed in this article.
EDID data comprises a 128-byte long (VESA—Video Equipment Standards Association) or 256-byte long (CEA-861—Consumer Electronics Association) data block that describes the video and (optionally) audio capabilities of the video receiver (Rx). EDID is read by a video source (player) from the video sink over DDC lines using an I2C protocol. A video source must send the preferred or the best video mode supported and listed in EDID by a video sink. EDID may also contain information about the audio capabilities of the video sink and a list of the supported audio modes and their respective frequencies.
Both VGA and HDMI have the DDC connection to support the communication between source and sink. The first 128 bytes of EDID can be shared between VGA and HDMI. From the experience of the HDMI compliance test (CT) lab at Analog Devices, Inc. (ADI), the first 128 bytes of EDID are more prone to error, since some designers are not familiar with the strict requirements of the HDMI specification, and most articles focus on EDID extension blocks.
Table 1 shows the portion of the first 128 bytes of EDID that is prone to error. The CEA-861 specification can be referenced for details of the CEA extension block design that may follow the first 128 bytes of the EDID.
Table 1. EDID Basic Introduction
AddressBytesDescriptionComments
00h8Header: (00 FF FF FF FF FF FF 00)hMandatory fixed block header
08h10Vendor and product identification
08h2ID manufacturer nameThree compressed ASCII character code issued by Microsoft®
12h2EDID structure version and revision
12h1Version number: 01hFixed
13h1Revision number: 03hFixed
18h1Feature supportFeatures such as power management and color type. Bit 1 should be set to 1.
36h7218 byte data blocks
36h18Preferred timing modeIndicates one supported timing that can produce best quality on-screen images. For most flat panels, the preferred timing mode is the native timing of panel.
48h18Detailed timing #2 or display descriptorIndicates detailed timing, or can be used as display descriptor. Two words should be used as the display descriptor, one as the monitor range limit, and one as the monitor name. Detailed timing block should precede display descriptor block.
5Ah18Detailed timing #3 or display descriptor
6Ch18Detailed timing #4 or display descriptor
7Eh1Extension block count NNumber of 128-byte EDID extension blocks to follow.
7Fh1Checksum1-byte sum of all 128 bytes in this EDID block shall equal zero.
80…
Block map or CEA extension
The timing formats for VGA and HDMI are defined separately by the two standard-setting groups mentioned above: VESA and CEA/EIA. The VESA timing formats can be found in the VESA Monitor Timing and Coordinate Video Timings Standard; the HDMI timing formats are defined in CEA-861. The VESA timing format covers standards, such as VGA, XGA, SXGA, that are used mainly for PCs and laptops. CEA-861 describes the standards, such as 480p, 576p, 720p, and 1080p, that are used in TV and ED/HD displays. Among the timing formats, only one format, 640 × 480p @ 60 Hz, is mandatory and common for both VESA and CEA-861 standards. Both PCs and TVs have to support this particular mode, so it is used in this example. Table 2 shows a comparison between commonly supported video standards. Detailed data can be found in the appropriate specifications.
Table 2. Most Popular VESA and CEA-861 Standards (p = progressive, i = interlaced)
VESA (Display Monitor Timing)CEA-861
640 × 350p @ 85 MHz720 × 576i @ 50 Hz
640 × 400p @ 85 Hz720 × 576p @ 50/100 Hz
720 × 400p @ 85 Hz640 × 480p @ 59.94/60 Hz
640 × 480p @ 60/72/75/85 Hz720 × 480i @ 59.94/60 Hz
800 × 600p @ 56/60/72/75/85 Hz720 × 480p @ 59.94/60/119.88/120 Hz
1024 × 768i @ 43 Hz1280 × 720p @ 50/59.94/60/100/119.88/120 Hz
1024 × 768p @ 60/70/75/85 Hz1920 × 1080i @ 50/59.94/60/100/200 Hz
1152 × 864p @ 75 Hz1920 × 1080p @ 59.94/60 Hz
1280 × 960p @ 60/85 Hz1440 × 480p @ 59.94/60 Hz
1280 × 1024p @ 60/75/85 Hz1440 × 576p @ 50 Hz
1600 × 1200p @ 60/65/70/75/85 Hz720(1440) × 240p @ 59.94/60 Hz
1920 × 1440p @ 60/75 Hz720(1440) × 288p @ 50 Hz

Brief Introduction to Application and Section Requirements

The key element of HDMI2VGA and VGA2HDMI converters is to ensure that the video source sends a signal conforming to proper video standards. This is done by providing a video source with the appropriate EDID content. Once received, the proper video standard can be converted to the final HDMI or VGA standard.
The functional block diagrams in Figure 2 and Figure 3 outline the respective processes of HDMI2VGA and VGA2HDMI conversion. The HDMI2VGA converter assumes that the HDMI Rx contains an internal EDID.
Figure 2
Figure 2. HDMI2VGA converter with audio extraction.
Figure 3
Figure 3. VGA2HDMI converter.

Theory of Operation

VGA2HDMI: a VGA source reads the EDID content from the sink to get the supported timing list using the DDC lines channel, and then the video source starts sending the video stream. The VGA cable has RGB signals and separate horizontal (HSYNC) and vertical (VSYNC) synchronization signals. The downstream VGA ADC locks to HSYNC to reproduce the sampling clock. The incoming sync signals are aligned to the clock by the VGA decoder.
The data enable (DE) signal indicates an active region of video. The VGA ADC does not output this signal, which is mandatory for HDMI signal encoding. The logic-high part of DE indicates the active pixels, or the visual part of the video signal. A logic-low on DE indicates the blanking period of the video signal.
Figure 4
Figure 4. Horizontal DE generation.
Figure 5
Figure 5. Vertical DE generation
The DE signal is critical in order to produce a valid HDMI stream. The lack of a DE signal can be compensated for by the HDMI transmitter (Tx), which has the capability to regenerate DE. Modern HDMI transmitters can generate a DE signal from the HSYNC and VSYNC inputs using a few parameter settings, such as HSYNC delay, VSYNC delay, active width, and active height—as shown in Figure 4 and Figure 5—ensuring compatibility for HDMI signal transmission.
The HSYNC delay defines the number of pixels from the HSYNC leading edge to the DE leading edge. The VSYNC delay is the number of HSYNC pulses between the leading edge of VSYNC and DE. Active width indicates the number of active horizontal pixels, and active height is the number of lines of active video. The DE generation function can also be useful for display functions such as centering the active video area in the middle of the screen.
Display position adjustment is mandatory for VGA inputs. The first and last pixel of the digitized analog input signal must not coincide with or be close to any HSYNC or VSYNC pulses. The period when the DE signal is low (such as the vertical or horizontal blanking interval) is used for transmitting additional HDMI data and audio packets and, therefore, cannot be violated. The ADC sampling phase can cause this kind of misalignment. An active region misalignment may be suggested by a black stripe on the visual area of the screen. For a composite video broadcast signal (CVBS), this phenomenon can be corrected by overscanning by 5% to 10%.
VGA is designed to display the whole active region without eliminating any area. The picture is not overscanned, so the display position adjustment is important for VGA to HDMI conversion. In a best-case scenario, the black stripe can be automatically recognized, and the image can be automatically adjusted to the middle of the final screen—or manually adjusted according to the readback information. If the VGA ADC is connected to the back-end scaler, the active video can be properly realigned to the whole visible area.
However, using the scaler to fix an active video region misalignment increases the cost of the design and the associated risks. With a scaler and a video pattern, for example, a black area surrounding a small white box inside the active region could be recognized as a useless bar and removed. The white box would become a pure white background when the black area was removed. On the other hand, an image with half white and half black would result in distortion. Some prevention mechanism must be integrated to prevent this kind of incorrect detection.
Once the HDMI Tx locks and regenerates the DE signal, it starts sending the video stream to an HDMI sink, such as a TV. In the meantime, the on-board audio components, such as the audio codec, can also send the audio stream by I2S, S/PDIF, or DSD to the HDMI Tx. One of the advantages of HDMI is that it can send video and audio at the same time.
When a VGA2HDMI conversion board powers up and the source and sink are connected, the MCU should read back the EDID content of the HDMI sink via the HDMI Tx DDC lines. The MCU should copy the first 128 bytes of EDID to the EEPROM for the VGA DDC channel with minor modification since the VGA DDC channel does not usually support the CEA extension used for HDMI. Table 3 provides a list of required modifications.
Table 3. List of Modifications Needed for a VGA2HDMI Converter
ModificationReason
Change EDID 0x14[7] from 1 to 0Indicates analog VGA input
Modify established timing, standard timing, preferred timing, and detailed timingTiming beyond the maximum supported by the VGA converter and HDMI Tx must be changed to maximum timing or below
Set 0x7E to 00No EDID extension block
Change 0x7FChecksum has to be recalculated based on above changes
HDMI2VGA: the HDMI2VGA converter has to first provide proper EDID content to the HDMI source prior to receiving the desired 640 × 480p signal—or other standard commonly supported by the video source and display. An HDMI Rx usually stores the EDID content internally, handles the hot plug detect line (indicating that a display is connected), and receives, decodes, and interprets incoming video and audio streams.
Since the HDMI stream combines audio, video, and data, the HDMI Rx must also allow readback of auxiliary information such as color space, video standards, and audio mode. Most HDMI receivers adapt to the received stream, automatically converting any color space (YCbCr 4:4:4, YCbCr 4:2:2, RGB 4:4:4) to the RGB 4:4:4 color space required by the video DAC. Automatic color space conversion (CSC) ensures that the correct color space is sent to a backend device.
Once an incoming HDMI stream is processed and decoded to the desired standard, it is output via pixel bus lines to video DACs and audio codecs. The video DACs usually have RGB pixel bus and clock inputs without sync signals. HSYNC and VSYNC signals can be output through the buffer to the VGA output and finally to the monitor or other display.
An HDMI audio stream can carry various standards, such as L-PCM, DSD, DST, DTS, high-bit-rate audio, AC3, and other compressed bit streams. Most HDMI receivers do not have a problem extracting any audio standard, but the further processing might. Depending on the backend device, it may be preferable to use a simple standard rather than a complex one to allow easy conversion to the analog output for speakers. HDMI specifications ensure that all devices support at least 32 kHz, 44.1 kHz, and 48 kHz LPCM.
It is, thus, important to produce EDID that matches both the audio capability of the HDMI2VGA converter that extracts the audio and the original capabilities of the VGA display. This can be done by using a simple algorithm that retrieves EDID content from the VGA display via DDC lines. The readback data should be parsed and verified to ensure that the monitor does not allow higher frequencies than those supported by the HDMI Rx or video DAC (refer to Table 4). An EDID image can be extended with an additional CEA block that lists audio capabilities to reflect that the HDMI2VGA converter supports audio only in its linear PCM standard. The prepared EDID data containing all the blocks can, therefore, be provided to the HDMI source. The HDMI source should reread EDID from the converter after pulsing the hot plug detect line (part of the HDMI cabling).
A simple microcontroller or CPU can be used to control the whole circuit by reading the VGA EDID and programming the HDMI Rx and audio DAC/codec. Control of the video DACs is usually not required, as they do not feature control ports such as I2C or SPI.
Table 4. List of Modifications Needed for an HDMI2VGA Converter
ModificationReason
Change 0x14[7] from 0 to 1Indicates digital input
Check standard timing information and modify if necessary (bytes 0x26 to 0x35)Timing beyond the maximum supported by the converter and HDMI Rx must be changed to maximum timing or below
Check DTD (detailed timing descriptors) (bytes 0x36 to 0x47)Timing beyond the maximum supported by the converter and HDMI Rx must be changed to maximum timing or below (to 640 × 480p, for example)
Set 0x7E to 1One additional block must be added at end of EDID
Change 0x7FChecksum must be recalculated from bytes 0 to 0x7E
Add extra CEA-861 block
0x80 to 0xFF describing audioAdd CEA-861 block to indicate audio converter capabilities

Content Protection Considerations

Since typical analog VGA does not provide content protection, standalone converters should not allow for the decryption of content-protected data that would enable the end user to access raw digital data. On the other hand, if the circuit is integral to the larger device, it can be used as long as it does not allow the user to access an unencrypted video stream.

Example Circuitry

An example VGA-to-HDMI board can use the AD9983A high-performance 8-bit display interface, which supports up to UXGA timing and RGB/YPbPr inputs, and the ADV7513 high-performance 165-MHz HDMI transmitter, which supports a 24-bit TTL input, 3D video, and variable input formats. It is quick and convenient to build up a VGA2HDMI converter using these devices. The ADV7513 also features a built-in DE generation block, so no external FPGA is required to generate the missing DE signal. The ADV7513 also has an embedded EDID processing block and can automatically read back the EDID information from the HDMI Rx or be forced to read back manually.
Similarly, building an HDMI2VGA converter is not overly complicated; a highly integrated video path can be built with the ADV7611 low-power, 165-MHz HDMI receiver and the ADV7125 triple, 8-bit, 330-MHz video DAC. The Rx comes with built-in internal EDID, circuitry for handling hot plug assert, an automatic CSC that can output RGB 4:4:4, regardless of the received color space, and a component processing block that allows for brightness and contrast adjustment, as well as sync signal realignment. An SSM2604 low-power audio codec allows the stereo I2S stream to be decoded and output with an arbitrary volume through the DAC. The audio codec does not require an external crystal, as the clock source can be taken from the ADV7611 MCLK line, and only a couple of writes are required for configuration.
A simple MCU, such as the ADuC7020 precision analog microcontroller with a built-in oscillator, can control the whole system, including EDID handling, color enhancement, and a simple user interface with buttons, sliders, and knobs.
Figure 6 and Figure 7 provide example schematics for the video digitizer (AD9983A) and HDMI Tx (ADV7513) essential for a VGA2HDMI converter. MCU circuitry is not included.
Figure 6
Figure 6. AD9983A schematic.
Figure 7
Figure 7. ADV7513 schematic.

Conclusion

Analog Devices audio, video, and microcontroller components can implement highly integrated HDMI2VGA or VGA2HDMI converters that can be powered with the small amount of power provided by a USB connector.
Both converters show that applications using HDMI technology are easy to apply with ADI components. HDMI system complexity increases for devices that are supposed to work in an HDMI repeater configuration, as this requires handling the HDCP protocol along with the whole HDMI tree. Neither converter uses an HDMI repeater configuration.
Applications such as video receivers (displays), video generators (sources), and video converters require a relatively small software stack and, therefore, can be implemented in a fast and easy way.

 

 
                                 X  .  IIIIIII  Connecting Your Game Systems
 
Regardless if you have an old school 19" CRT or a brand spanking new 3D HDTV, connecting your video game system can sometimes be a daunting task.  The myriad of connection types, cords and switches can be overwhelming, even to the most savvy of aficionados.  This article will guide you through this process to produce the best presentation (without modding) on your NTSC display device.

Consoles have utilized a wide assortment of AV (audio/video) connections throughout the years.  The challenge in connecting your video game system boils down to the following:

          What are the console's connection options?
          What type of inputs do I have on my television?
          What other consoles (or other devices) do I need to have connected as well?


Answering these basic questions is paramount for getting your 'game on' and avoiding the entanglement pictured to the right.  Clean, simple and easy to follow diagrams accompany each solution along with our recommendation for achieving the best audio/visual output without spending a ton of coin.  These include connecting basic TV service and multiple systems, along with various video converters to further assist you.

Some consoles support multiple connections, whether it be natively (out of the box) or with an optional video cable upgrade.  These will be identified as such throughout the course of this article.  To ensure compatibility, we will only be listing first party upgrades.
                                   
 
RF  CONNECTION 
What is a RF Connection?
RF, an acronym for Radio Frequency, was the first connection method utilized by electronic devices.  Early sets were designed to accept only over-the-air transmissions from the local networks, using the antenna on your roof (or atop your TV) to acquire the analog signal.  Early game systems had to simulate an actual TV RF broadcast for your television to be able to interpret it (hence the channel 3/4 switch).  This type of connection produced varying levels of picture/audio clarity since it is quite prone to interference from a number of other devices.

Connecting your Game Console
There are many ways to connect consoles that utilize this technology.  The following diagrams depict not only the history of original setup, but also the most common configurations for both SDTVs as well as HDTVs.  Click the pictures to enlarge.




We recommend bypassing the TV\Game Switchbox method to achieve the best picture/audio clarity.  Early systems look best on SDTVs (standard definition television) while games will appear extremely blocky on most HDTVs (high definition television).

Connecting a Japanese System via RF
Older RF systems from Japan, like the original Nintendo Famicom, work the same way as those in North America, with a caveat - those consoles utilize a Channel 1/2 switch, which are transmitted on a non-compatible frequency with NTSC-U televisions.  There are a couple of ways of getting your Japanese RF system to work, but bypassing the TV\Game Switchbox as described above is the way to go in the long run.  Using the RCA Phono to Coaxial F connector will provide you with a basic cable output, which then you can route to your television using whatever method you like.  This is where is gets a little tricky - what channel to select.

The frequency that Japanese systems transmitted its RF signal is sent at 91.25 and 97.25 MHz, respectively Channel 1 and Channel 2 in Japan.  The problem is that neither of these frequencies have a direct match with any standard North American station(s) - these fall in between 'conventional' channels.  The closest channels on your NTSC-U set, frequency wise, are 95 and 96.  Your television must be able to tune to one of these respective channels.  Some televisions can perform per-MHz tuning when receiving a signal that is not identical to the channel.  This feature is a great addition and will provide you with the best picture (in lieu of having a Japanese television).  Do NOT randomly swap out power supplies from these systems and their North American counterparts (where applicable, like the Famicom and the NES) - you may fry your system.
 

 Composite Connection

What is a Composite Connection?
A Composite connection delivers an analog signal to your television.   This connection consists of three cables - a dedicated video cable (Yellow) and Left\Right audio cables (White\Red).  Unlike RF Connections, Composite separates the video stream from the audio.  This produces a significant increase in picture clarity.

Connecting your Game Console
There were a few systems that offered a Composite connection using standard RCA cables.  We love these since it is a breeze (and cheap) to replace the AV cable if you misplace the original cords.  The majority though require a proprietary AV cord to connect your system.  Manufacturers tend to prefer this method to create an additional revenue stream when you have to replace your missing AV cable.  The other reason for this practice is to allow official video 'upgrades'.  An enhanced Component Cable may be offered to produce heightened picture clarity compared to the standard.

In the following diagrams, we included the method to convert your Composite Connection to RF in the event that you have a television that does not support this (rare).  Click the pictures to enlarge.



Later systems utilized the lack of resolution in SDTVs to actually soften/blur their images to produce a better picture.  Playing these systems (notably the SNES) on HDTVs will greatly amplify the imperfections that were meant to originally enhance the picture.  Another thing to consider is that certain HDTVs can exhibit a brief lag time - this is due to upscaling the image to the resolution of your set.  Some HDTVs come with a 'Game Mode' to basically turn off this feature, thus producing zero lag time.  With all of that being said, using a SDTV is preferred since these systems were designed for the 'small screen'.


S-Video Connection 

What is a S-Video Connection?
S-Video improves upon Composite by separating the color information (Chrominance) from the brightness (luminance).  This delivers greater color accuracy and sharper picture detail than delivers a standard Composite connection.  Audio is once again transmitted separately through standard RCA Phono plugs.

Connecting your Game Console
There were a few systems that offered S-Video output.  Many times these systems were also equipped with Composite output since S-Video was not universally embraced as a standard by television manufacturers.  We have provided various ways to convert the S-Video native signal, but please be aware that some signal loss may occur.  Also, converting to Component video will not upgrade the initial S-Video input feed.





Though the picture quality is greater than Composite, these systems are better experienced on SDTVs for the same reasons mentioned above.  Playing the classic systems in their big screen glory is not bad at all - your eyes quickly adjust to the initial jagged edges.  Overall, selecting the display device is purely driven by user preference.
 


VGA Connection 

What is a VGA Connection?
VGA is an acronym for Video Graphics Array.  This connection transmits an analog video signal - the audio feed is handled separately (typically through standard RCA Phono cables).  What makes a VGA Connection desirable is the high resolution output.  This is mostly utilized when connecting a game console to a PC monitor (or other HD display device).

One of the drawbacks to VGA is that the signal may deteriorate when sending high resolution data over 20-30 feet.  To ensure a clear picture at greater distances, there is a VGA CAT5E Extender (these are pricey - $100 USD) or you can convert the signal to DVI.  DVI handles both analog and digital data streams, but you must ensure that your device allows for DVI-A Mode (analog).  Since VGA is an analog signal, this will not convert to the digital only format of HDMI.

Connecting your Game Console
These systems utilize two screws to connect to the respective display device.  VGA cables are never included with any of the systems, so you will have to purchase one separately.  The system list above only lists officially supported cables (if not included as a standard output).  There are many third party cables that allow many other systems to connect in this manner, but the results are varied.




Please note that PC ports come in all sorts of configurations - we just gave one example above to get you started.  If you are going to connect a system in this manner, definitely use a HD monitor for the best results.
 

 Component Connection 

What is a Component Connection?
With a Component connection, the video signal is further separated into three channels - Luminance (brightness/white levels) and two Chrominance (color) feeds.  This in turn produces a much sharper image with increased color clarity and resolution.  This connection is capable of carrying full HD (high definition) signals.  Audio is once again transmitted separately through standard RCA Phono plugs.

Connecting your Game Console
These systems are a snap to connect to your HDTV, a little more involved (and pricey) to run through your SDTV if you don't have Component jacks.  You can convert the Component signal to RF, but cost wise it just doesn't make sense (dedicated RF Modulators are big money).  Likewise, up-converting Component to HDMI is possible but not realistic for most gamers.  You would need an ultra expensive active converter circuit to get the job done ($300-$1000 USD).




To truly experience these systems, definitely play them in all of their big screen glory!!  Even games that were not specifically designed for HDTVs will appear significantly better than on their SDTV counterparts. 


 HDMI Connection 

What is a HDMI Connection?
HDMI (high definition multimedia interface) is the industry standard for delivering digital audio and video signals.  HDMI is capable of carrying high definition, standard or enhanced video content and supports eight (8) channel digital audio.  HDMI is backwards compatible with DVI (digital video interface), another digital interface found on some HDTVs and many home computers.  The main difference between the two is that HDMI was designed to carry both video and audio content, while DVI typically just delivers the video signal.  HDMI also provides digital copy protection, termed HDCP (high-bandwidth digital copy protection).

Connecting your Game Console
Game systems that employ HDMI deliver extraordinary audio and video content to your HDTV. Since HDMI is designed to carry both the the digital audio and video signals, only one cable is required to connect the device to your television.  You can convert the digital HDMI signal to either Component or Composite, but this is extremely expensive to accomplish (digital vs. analog).  We have included examples of converting an HDMI signal to DVI and VGA, popular digital interfaces for PC monitors and laptops (also included on some televisions).

Another aspect that is typically included on these systems is a S/PDIF port. This allows you to send digital audio as a separate signal to your home theatre system. In most of these systems, you have to identify via the console's set-up menu the audio source (either HDMI or S/PDIF). The cable that provides this optical connection is called a TOSLINK.




HDMI switches can be rather expensive - expect to spend approximately $80 USD or more for the unit.  Also ensure that your switch is HDCP compliant.  There are 1st party converters that will convert your signal to VGA (for use with monitors).  These converters also separate your audio signal into standard RCA jacks, which is helpful if your Surround Sound system or PC does not have an Optical In port.

                                       X  .   IIIIIIIII  Building the Colour Maximite

                                  

The Colour Maximite consists of just a single chip (the Microchip PIC32) that drives everything and does all the work including colour VGA, keyboard, USB and running your BASIC program. The only other significant items in the circuit are the power supply (two simple regulators) and the battery backed clock.
This is illustrated in the circuit diagram below (click on the image for a larger view):
The PIC32 used in the Colour Maximite has 100 pins and is the 14x14 mm TQFP package.  This was chosen because the pins have a reasonable spacing and can be soldered by hand.

You can use one of two variants of this chip, either the PIC32MX695F512L-80I/PF or the PIC32MX795F512L-80I/PF.  The only difference is that the second chip includes a CAN interface which we are not using anyway. Both chips run at 80MHz, have 512KB of flash program memory and 128KB of RAM. It is this huge RAM capacity along with framed SPI that makes the Colour Maximite possible, most high powered chips have only 16K or 32K of RAM and that is insufficient to implement a BASIC interpreter with the capability of that used in the Maximite.
At the top right hand corner is the VGA driver.  For each colour this consists of a resistor and diode who's purpose is to clip the video to 0.7V and approximately match the monitor's input impedance.  The line connected to pin 9 of the VGA connector is used to select composite video (see Composite Video below).
The method of generating the video is the same as in the original (monochrome) Maximite, the only difference is that we have three channels for red, green and blue.  This technique for producing colour was developed by Dr Kilian Singer at the University of Mainz in Germany who modified a monochrome Maximite for his prototype.
The video is generated by standard SPI peripherals within the PIC32 chip.  They are continuously fed with data by the DMA circuitry which reads a section of memory and feeds the data to the SPI peripherals so that there is a constant stream of ones and zeroes being clocked out of the chip.  These bits represent the video signal for a horizontal line with each bit being a pixel.  The beauty of this scheme is that it happens independently of the CPU which only needs to write the required pixel data to the allocated section of memory and service an interrupt for the horizontal sync pulse. 
The technique is described by Lucio Di Jasio in his book "Programming 32 bit microcontrollers in C” which is well worth reading if you are interested in learning more about programming for the PIC32.
An important part of the circuit is pins D9, D14 and G9 which feeds the horizontal sync pulses (on pin D2) back to the SPI peripherals so that the start of the data stream is synchronised to the pulse.  This removes any jitter that may be caused if the CPU was used to start the data stream and results in a very steady image on the screen.
Composite Video Output
You can also get composite video output if you need it (monochrome only).   This is accessed via the VGA connector with this adapter cable. When this cable is plugged in MMBasic will detect (on power up) that pin 9 is connected to ground and will switch to composite output (instead of VGA).
In versions 4.0A and later of MMBasic this feature is disabled by default and to enable it you must run the command:
CONFIG COMPOSITE PAL or CONFIG COMPOSITE NTSC.  Either of these commands will enable the composite detect on pin 9 and set the correct timing for the video.  The command only needs to be run once and will be remembered even when the power is removed.
I/O Connectors
The I/O connectors (20 on the back panel and 20 on the Arduino compatible connector) are around the bottom of the chip in the diagram. Note that other than the standard protection inside the PIC32 these pins are unprotected from damaging voltages.  Where static electricity is concerned the PIC32 is well protected by reverse biased diodes integrated on the chip but you still need to guard against a large static discharge that could blow these diodes.  Generally a high value resistor to ground on floating inputs will protect against this. 
Another danger is SCR latch up which can be caused by a large current (>20mA) being forced through the protective diodes.  This could happen if the Maximite is connected to another circuit that is powered up before the Maximite and in this case the best protection is to include a series resistor to limit the current on any susceptible inputs.
This reference will tell you about both issues and the circuit on the right illustrates the suggested protection measures.
Note that in a most practical situations the input circuitry (be it an accelerometer, voltage divider, etc) will provide enough protection so you do not have to go overboard on the subject.
Sound or PWM Output
The sound output can be used to play stereo music, sound effects or sine wave tones using MMBasic's stereo music synthesiser.  The synthesiser is a complex software routine written by Pascal Piazzalunga of France and is built into version 4.X of MMBasic.
The output on CON9 is pulse width modulated (PWM) with a carrier of about 100KHz.  The 1K resistor and 47nF capacitor in each channel create a low pass filter which averages the output and removes most of the carrier.  The following 4.7K and 1K resistors reduce the signal level to 0.5V suitable for input to powered loudspeakers.
You can also drive a set of earphones. The headphone coil will act as the low pass filter so you can omit resistors R13 to R16 and capacitors C15 and C16. To avoid damaging your hearing you should change R7 and R8 to 4.7K or higher.  If you can live with a low volume you can even drive an efficient speaker. Omit the same components as for headphones and change R7 and R8 to 22 ohms..
The sound output can also be used to generate two independent analogue voltage outputs controlled by the MMBasic PWM command.  For PWM usage you need a much lower filter frequency so you should replace the values shown on the schematic with something more suited to your application. This can be calculated using the formulae:
    R * C = 1/(2 * π * f)
Where R and C are the values in the low pass filter and f is the roll off frequency. Typical values would be 4.7K and 330nF which would give enough response for the output to quickly change while eliminating most of the carrier frequency.
Battery Backed Clock
IC4 (a Maxim DS1307) provides the battery backed clock. This is optional, if the clock area is not populated MMBasic will use its internal clock which is reset to zero on power up. If you do fit this chip (and associated components) MMBasic will recognise that it is there and will place a message under the startup logo displaying the current time or an error message if the time has not been set.

Boot Load Switch
The boot load button is connected to pin 47 which has an internal pullup resistor enabled and is used to initiate the bootload sequence if the button is pressed on power up.   When in the bootload mode the Maximite will appear as a different USB device (a HID device) and wait for new firmware to be downloaded via the USB interface.  A Windows program will be supplied with any updates and it is this software that knows how to communicate with the Maximite and reprogram the firmware while it is in the boot load mode.
The crystal X1 connected to pins 63 and 64 provides the main clock for the chip.  This is multiplied internally to provide the 80MHz clock for the processor core in the PIC32 chip.
The USB interface (CON2) is simple enough, it directly connects to the PIC32 as all the required components (pullup resistors, transceiver, etc) are integrated in the chip.   The firmware monitors the voltage on pin 54 and uses that to detect when the USB interface is connected to a host computer.
Pin 85 on the top of the PIC32 in the schematic is connected to the internal 1.8V regulator that supplies power to the high speed processing core of the chip.  C10 provides noise filtering for that regulator and it is important that the capacitor specified in the parts list is used (10μF 16V Ceramic X5R dielectric).  For example, Element14 1845747.  Pin 30 is the power supply for the analog portions of the chip and R1 in conjunction with C11 provides some isolation from the main 3.3V supply (which is quite noisy).
Prototype PCB - Note that the final PCB is a little different around IC3 and the SD card connector

The power supply is very simple providing +5V (which is only used by the keyboard) and +3.3V which is used by the PIC32 and the SD card.  Diodes D2 and D3 are used to automatically select the external power supply or the USB supply as the source of 5V for the rest of the circuit.  There are many 100nF capacitors on the output of the 3.3V supply and these are distributed on the PC board close to the power pins of the PIC32 where they help reduce transients on the power line.
Construction
When you buy a PIC32 chip from Microchip is is supplied completely blank.  So, the first thing that you must do is program the chip with the firmware included in the construction pack (available at the bottom of this page).  This operation is illustrated on the right. 
This firmware must be loaded by a PIC programmer and includes both the main program (including MMBasic) and a boot loader.  The boot loader sits in a special region of memory and is used to upgrade the firmware at a later date.
   
Once the boot loader is in place you can update the firmware via the USB interface and a Windows computer.  Full instructions will be included with the update but in essence the boot loader is run at power up and its job is to download the new firmware and reprogram the main program memory (as illustrated on the left).
Because the boot loader is located in a protected area of memory it is completely unaffected by failures when programming the main memory. For example, if you loose power or accidentally unplug the USB cable while programming you can just go back to the beginning and restart the boot load process – the boot loader will never be corrupted or lost.
 
Hasil gambar untuk circuit diagram VGA


 ​​The EL-5500 is an advanced rack mountable HDMI, VGA, Composite, and Component presentation switcher. This device can scale and switch input sources to it's two HDMI outputs, with their associated audio signals to the native resolutions supported by the connected display. Control is via the IR remote, RS-232, IP, or via manual selection buttons. Both digital and analogue stereo audio is supported via a built-in DAC (Digital to Analogue Converter) and ADC (Analogue to Digital Converter). The EL-5500 is the perfect solution for any educational or commercial environment requiring integration of multiple sources and signal formats to two HDMI displays. 

                     EL-5500 - 45 degree  

   
                     EL-5500 - Back  


 

== MA THE ELECTRONIC MEDIA I / O  RF-VGA-COMPOSITE-VGA-HDMI MATIC ==

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