How did people program for Consoles with multiple CPUs? The Next CEO of Stack OverflowHow were analytics gathered on software built for retrocomputing platforms?Did Apple not originally allow anyone to develop software for the Macintosh?How did software engineers test their code in 19xx?Did any major corporation ever successfully sue Microsoft for intellectual property theft?Instruction set support for multiplication with a constantBack in the late 1980s, how was commercial software for 8-bit home computers developed?Why did some CPUs use two Read/Write lines, and others just one?

Is it my responsibility to learn a new technology in my own time my employer wants to implement?

MAZDA 3 2006 (UK) - poor acceleration then takes off at 3250 revs

What is meant by a M next to a roman numeral?

How should I support this large drywall patch?

Is the concept of a "numerable" fiber bundle really useful or an empty generalization?

Would this house-rule that treats advantage as a +1 to the roll instead (and disadvantage as -1) and allows them to stack be balanced?

I believe this to be a fraud - hired, then asked to cash check and send cash as Bitcoin

How do I go from 300 unfinished/half written blog posts, to published posts?

Unreliable Magic - Is it worth it?

What makes a siege story/plot interesting?

Apart from "berlinern", do any other German dialects have a corresponding verb?

How do I solve this limit?

How to get regions to plot as graphics

How to write papers efficiently when English isn't my first language?

How to make a variable always equal to the result of some calculations?

Anatomically Correct Mesopelagic Aves

Is a stroke of luck acceptable after a series of unfavorable events?

When airplanes disconnect from a tanker during air to air refueling, why do they bank so sharply to the right?

Why does C# sound extremely flat when saxophone is tuned to G?

How to use tikz in fbox?

Is it okay to store user locations?

How do I construct this japanese bowl?

Opposite of a diet

Robert Sheckley short story about vacation spots being overwhelmed



How did people program for Consoles with multiple CPUs?



The Next CEO of Stack OverflowHow were analytics gathered on software built for retrocomputing platforms?Did Apple not originally allow anyone to develop software for the Macintosh?How did software engineers test their code in 19xx?Did any major corporation ever successfully sue Microsoft for intellectual property theft?Instruction set support for multiplication with a constantBack in the late 1980s, how was commercial software for 8-bit home computers developed?Why did some CPUs use two Read/Write lines, and others just one?










3















I'm specifically interested in the Sega Mega Drive/Genesis, which used a 68000 CPU, but also a Z80, mainly used to control the sound hardware and provide backward compatibility with the Master System.



There was also the Atari Jaguar, with it's Tom and Jerry RISC chips, the Sega Saturn, Featuring a total of eight processors, and probably a lot more.



When writing code (assuming ASM), how would these additional processors be used/accessed? Did one write regular 68000 code (even for sound) and the 68000 itself handled talking to the Z80? Did one need to write two different programs, one for each CPU? If yes, how did they communicate with each other? Or is memory mapping used, which would require a binary that has both 68000 and Z80 instructions in them, making sure that the Z80 code is in a specific memory region?



(This isn't about "regular" multi-processing, like on newer consoles with multi-core CPUs that are all the same. This is about consoles with a main CPU and specialized co-processors for e.g., Sound. Basically, the Sega Genesis, though I'm looking at building my own custom system, so I'm more interested in the basic principles.)










share|improve this question







New contributor




Michael Stum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
























    3















    I'm specifically interested in the Sega Mega Drive/Genesis, which used a 68000 CPU, but also a Z80, mainly used to control the sound hardware and provide backward compatibility with the Master System.



    There was also the Atari Jaguar, with it's Tom and Jerry RISC chips, the Sega Saturn, Featuring a total of eight processors, and probably a lot more.



    When writing code (assuming ASM), how would these additional processors be used/accessed? Did one write regular 68000 code (even for sound) and the 68000 itself handled talking to the Z80? Did one need to write two different programs, one for each CPU? If yes, how did they communicate with each other? Or is memory mapping used, which would require a binary that has both 68000 and Z80 instructions in them, making sure that the Z80 code is in a specific memory region?



    (This isn't about "regular" multi-processing, like on newer consoles with multi-core CPUs that are all the same. This is about consoles with a main CPU and specialized co-processors for e.g., Sound. Basically, the Sega Genesis, though I'm looking at building my own custom system, so I'm more interested in the basic principles.)










    share|improve this question







    New contributor




    Michael Stum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.






















      3












      3








      3








      I'm specifically interested in the Sega Mega Drive/Genesis, which used a 68000 CPU, but also a Z80, mainly used to control the sound hardware and provide backward compatibility with the Master System.



      There was also the Atari Jaguar, with it's Tom and Jerry RISC chips, the Sega Saturn, Featuring a total of eight processors, and probably a lot more.



      When writing code (assuming ASM), how would these additional processors be used/accessed? Did one write regular 68000 code (even for sound) and the 68000 itself handled talking to the Z80? Did one need to write two different programs, one for each CPU? If yes, how did they communicate with each other? Or is memory mapping used, which would require a binary that has both 68000 and Z80 instructions in them, making sure that the Z80 code is in a specific memory region?



      (This isn't about "regular" multi-processing, like on newer consoles with multi-core CPUs that are all the same. This is about consoles with a main CPU and specialized co-processors for e.g., Sound. Basically, the Sega Genesis, though I'm looking at building my own custom system, so I'm more interested in the basic principles.)










      share|improve this question







      New contributor




      Michael Stum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.












      I'm specifically interested in the Sega Mega Drive/Genesis, which used a 68000 CPU, but also a Z80, mainly used to control the sound hardware and provide backward compatibility with the Master System.



      There was also the Atari Jaguar, with it's Tom and Jerry RISC chips, the Sega Saturn, Featuring a total of eight processors, and probably a lot more.



      When writing code (assuming ASM), how would these additional processors be used/accessed? Did one write regular 68000 code (even for sound) and the 68000 itself handled talking to the Z80? Did one need to write two different programs, one for each CPU? If yes, how did they communicate with each other? Or is memory mapping used, which would require a binary that has both 68000 and Z80 instructions in them, making sure that the Z80 code is in a specific memory region?



      (This isn't about "regular" multi-processing, like on newer consoles with multi-core CPUs that are all the same. This is about consoles with a main CPU and specialized co-processors for e.g., Sound. Basically, the Sega Genesis, though I'm looking at building my own custom system, so I'm more interested in the basic principles.)







      software-development cpu sega-genesis






      share|improve this question







      New contributor




      Michael Stum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      share|improve this question







      New contributor




      Michael Stum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      share|improve this question




      share|improve this question






      New contributor




      Michael Stum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      asked 2 hours ago









      Michael StumMichael Stum

      1163




      1163




      New contributor




      Michael Stum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.





      New contributor





      Michael Stum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      Michael Stum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.




















          1 Answer
          1






          active

          oldest

          votes


















          3














          It varies machine to machine; at the simplest end is the Neo Geo — its 68000 and Z80 have completely independent buses. You write one program for the 68000 and one for the Z80 and a single pipe of communication joins the two: post a byte to the Z80 and it'll trigger an NMI; the Z80 can read the command byte from a certain port and write a response to another, the 68000 can poll for the response. Neo Geo also supplied a sample set of Z80 code so you could just treat it as an advanced sound generator and not worry about the implementation if you prefer.



          The Mega Drive has a more complicated system of shared buses; the Z80 has some memory on a private bus but the cartridge bus is a shared resource and I think the Z80 can also share some RAM. In that system the VDP can also act as a bus master so in net it's the Z80 getting access to the shared resources only when nobody else is attempting an access, the 68000 having priority only when it doesn't chose to start a VDP transfer, and the VDP having top priority for those periods when the 68000 has command it to do something.



          If you ever hear scratchy sampled audio in a Mega Drive game then it's likely to be the Z80 trying to stream from the cartridge but frequently losing out on access slots.



          The Saturn is like a more advanced Mega Drive except that the main CPUs have caches that can also be configured as small local memory pools. So if you're careful you can mostly keep them off the shared bus, gaining a significant performance benefit — Virtua Fighter 2 manages to keep most of the data for each player local to a single CPU for most of a frame, the laziest PlayStation ports do nothing in particular and either end up only using a single CPU or effectively doing so as a result of collection.



          The Jaguar is supposed to work similarly to the Saturn but, quelle surprise, Atari rushed it to market so there's a significant bug affecting the RISC CPU's accesses to RAM when performing certain types of jump. That's how it often ends up being treated as a machine with a 68000 central processor when really the 68000 was intended just to be an intelligent scheduler.



          So: across these systems one generally writes a different program for each processor, and either nominates one as a coordinator or uses a series of ad hoc means of point-to-point communication.



          If it sounds hard to get right, that's because it is — programmers much prefer systems like the original PlayStation with a single CPU that just goes quickly.






          share|improve this answer























            Your Answer








            StackExchange.ready(function()
            var channelOptions =
            tags: "".split(" "),
            id: "648"
            ;
            initTagRenderer("".split(" "), "".split(" "), channelOptions);

            StackExchange.using("externalEditor", function()
            // Have to fire editor after snippets, if snippets enabled
            if (StackExchange.settings.snippets.snippetsEnabled)
            StackExchange.using("snippets", function()
            createEditor();
            );

            else
            createEditor();

            );

            function createEditor()
            StackExchange.prepareEditor(
            heartbeatType: 'answer',
            autoActivateHeartbeat: false,
            convertImagesToLinks: false,
            noModals: true,
            showLowRepImageUploadWarning: true,
            reputationToPostImages: null,
            bindNavPrevention: true,
            postfix: "",
            imageUploader:
            brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
            contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
            allowUrls: true
            ,
            noCode: true, onDemand: true,
            discardSelector: ".discard-answer"
            ,immediatelyShowMarkdownHelp:true
            );



            );






            Michael Stum is a new contributor. Be nice, and check out our Code of Conduct.









            draft saved

            draft discarded


















            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fretrocomputing.stackexchange.com%2fquestions%2f9458%2fhow-did-people-program-for-consoles-with-multiple-cpus%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown

























            1 Answer
            1






            active

            oldest

            votes








            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            3














            It varies machine to machine; at the simplest end is the Neo Geo — its 68000 and Z80 have completely independent buses. You write one program for the 68000 and one for the Z80 and a single pipe of communication joins the two: post a byte to the Z80 and it'll trigger an NMI; the Z80 can read the command byte from a certain port and write a response to another, the 68000 can poll for the response. Neo Geo also supplied a sample set of Z80 code so you could just treat it as an advanced sound generator and not worry about the implementation if you prefer.



            The Mega Drive has a more complicated system of shared buses; the Z80 has some memory on a private bus but the cartridge bus is a shared resource and I think the Z80 can also share some RAM. In that system the VDP can also act as a bus master so in net it's the Z80 getting access to the shared resources only when nobody else is attempting an access, the 68000 having priority only when it doesn't chose to start a VDP transfer, and the VDP having top priority for those periods when the 68000 has command it to do something.



            If you ever hear scratchy sampled audio in a Mega Drive game then it's likely to be the Z80 trying to stream from the cartridge but frequently losing out on access slots.



            The Saturn is like a more advanced Mega Drive except that the main CPUs have caches that can also be configured as small local memory pools. So if you're careful you can mostly keep them off the shared bus, gaining a significant performance benefit — Virtua Fighter 2 manages to keep most of the data for each player local to a single CPU for most of a frame, the laziest PlayStation ports do nothing in particular and either end up only using a single CPU or effectively doing so as a result of collection.



            The Jaguar is supposed to work similarly to the Saturn but, quelle surprise, Atari rushed it to market so there's a significant bug affecting the RISC CPU's accesses to RAM when performing certain types of jump. That's how it often ends up being treated as a machine with a 68000 central processor when really the 68000 was intended just to be an intelligent scheduler.



            So: across these systems one generally writes a different program for each processor, and either nominates one as a coordinator or uses a series of ad hoc means of point-to-point communication.



            If it sounds hard to get right, that's because it is — programmers much prefer systems like the original PlayStation with a single CPU that just goes quickly.






            share|improve this answer



























              3














              It varies machine to machine; at the simplest end is the Neo Geo — its 68000 and Z80 have completely independent buses. You write one program for the 68000 and one for the Z80 and a single pipe of communication joins the two: post a byte to the Z80 and it'll trigger an NMI; the Z80 can read the command byte from a certain port and write a response to another, the 68000 can poll for the response. Neo Geo also supplied a sample set of Z80 code so you could just treat it as an advanced sound generator and not worry about the implementation if you prefer.



              The Mega Drive has a more complicated system of shared buses; the Z80 has some memory on a private bus but the cartridge bus is a shared resource and I think the Z80 can also share some RAM. In that system the VDP can also act as a bus master so in net it's the Z80 getting access to the shared resources only when nobody else is attempting an access, the 68000 having priority only when it doesn't chose to start a VDP transfer, and the VDP having top priority for those periods when the 68000 has command it to do something.



              If you ever hear scratchy sampled audio in a Mega Drive game then it's likely to be the Z80 trying to stream from the cartridge but frequently losing out on access slots.



              The Saturn is like a more advanced Mega Drive except that the main CPUs have caches that can also be configured as small local memory pools. So if you're careful you can mostly keep them off the shared bus, gaining a significant performance benefit — Virtua Fighter 2 manages to keep most of the data for each player local to a single CPU for most of a frame, the laziest PlayStation ports do nothing in particular and either end up only using a single CPU or effectively doing so as a result of collection.



              The Jaguar is supposed to work similarly to the Saturn but, quelle surprise, Atari rushed it to market so there's a significant bug affecting the RISC CPU's accesses to RAM when performing certain types of jump. That's how it often ends up being treated as a machine with a 68000 central processor when really the 68000 was intended just to be an intelligent scheduler.



              So: across these systems one generally writes a different program for each processor, and either nominates one as a coordinator or uses a series of ad hoc means of point-to-point communication.



              If it sounds hard to get right, that's because it is — programmers much prefer systems like the original PlayStation with a single CPU that just goes quickly.






              share|improve this answer

























                3












                3








                3







                It varies machine to machine; at the simplest end is the Neo Geo — its 68000 and Z80 have completely independent buses. You write one program for the 68000 and one for the Z80 and a single pipe of communication joins the two: post a byte to the Z80 and it'll trigger an NMI; the Z80 can read the command byte from a certain port and write a response to another, the 68000 can poll for the response. Neo Geo also supplied a sample set of Z80 code so you could just treat it as an advanced sound generator and not worry about the implementation if you prefer.



                The Mega Drive has a more complicated system of shared buses; the Z80 has some memory on a private bus but the cartridge bus is a shared resource and I think the Z80 can also share some RAM. In that system the VDP can also act as a bus master so in net it's the Z80 getting access to the shared resources only when nobody else is attempting an access, the 68000 having priority only when it doesn't chose to start a VDP transfer, and the VDP having top priority for those periods when the 68000 has command it to do something.



                If you ever hear scratchy sampled audio in a Mega Drive game then it's likely to be the Z80 trying to stream from the cartridge but frequently losing out on access slots.



                The Saturn is like a more advanced Mega Drive except that the main CPUs have caches that can also be configured as small local memory pools. So if you're careful you can mostly keep them off the shared bus, gaining a significant performance benefit — Virtua Fighter 2 manages to keep most of the data for each player local to a single CPU for most of a frame, the laziest PlayStation ports do nothing in particular and either end up only using a single CPU or effectively doing so as a result of collection.



                The Jaguar is supposed to work similarly to the Saturn but, quelle surprise, Atari rushed it to market so there's a significant bug affecting the RISC CPU's accesses to RAM when performing certain types of jump. That's how it often ends up being treated as a machine with a 68000 central processor when really the 68000 was intended just to be an intelligent scheduler.



                So: across these systems one generally writes a different program for each processor, and either nominates one as a coordinator or uses a series of ad hoc means of point-to-point communication.



                If it sounds hard to get right, that's because it is — programmers much prefer systems like the original PlayStation with a single CPU that just goes quickly.






                share|improve this answer













                It varies machine to machine; at the simplest end is the Neo Geo — its 68000 and Z80 have completely independent buses. You write one program for the 68000 and one for the Z80 and a single pipe of communication joins the two: post a byte to the Z80 and it'll trigger an NMI; the Z80 can read the command byte from a certain port and write a response to another, the 68000 can poll for the response. Neo Geo also supplied a sample set of Z80 code so you could just treat it as an advanced sound generator and not worry about the implementation if you prefer.



                The Mega Drive has a more complicated system of shared buses; the Z80 has some memory on a private bus but the cartridge bus is a shared resource and I think the Z80 can also share some RAM. In that system the VDP can also act as a bus master so in net it's the Z80 getting access to the shared resources only when nobody else is attempting an access, the 68000 having priority only when it doesn't chose to start a VDP transfer, and the VDP having top priority for those periods when the 68000 has command it to do something.



                If you ever hear scratchy sampled audio in a Mega Drive game then it's likely to be the Z80 trying to stream from the cartridge but frequently losing out on access slots.



                The Saturn is like a more advanced Mega Drive except that the main CPUs have caches that can also be configured as small local memory pools. So if you're careful you can mostly keep them off the shared bus, gaining a significant performance benefit — Virtua Fighter 2 manages to keep most of the data for each player local to a single CPU for most of a frame, the laziest PlayStation ports do nothing in particular and either end up only using a single CPU or effectively doing so as a result of collection.



                The Jaguar is supposed to work similarly to the Saturn but, quelle surprise, Atari rushed it to market so there's a significant bug affecting the RISC CPU's accesses to RAM when performing certain types of jump. That's how it often ends up being treated as a machine with a 68000 central processor when really the 68000 was intended just to be an intelligent scheduler.



                So: across these systems one generally writes a different program for each processor, and either nominates one as a coordinator or uses a series of ad hoc means of point-to-point communication.



                If it sounds hard to get right, that's because it is — programmers much prefer systems like the original PlayStation with a single CPU that just goes quickly.







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered 1 hour ago









                TommyTommy

                15.6k14476




                15.6k14476




















                    Michael Stum is a new contributor. Be nice, and check out our Code of Conduct.









                    draft saved

                    draft discarded


















                    Michael Stum is a new contributor. Be nice, and check out our Code of Conduct.












                    Michael Stum is a new contributor. Be nice, and check out our Code of Conduct.











                    Michael Stum is a new contributor. Be nice, and check out our Code of Conduct.














                    Thanks for contributing an answer to Retrocomputing Stack Exchange!


                    • Please be sure to answer the question. Provide details and share your research!

                    But avoid


                    • Asking for help, clarification, or responding to other answers.

                    • Making statements based on opinion; back them up with references or personal experience.

                    To learn more, see our tips on writing great answers.




                    draft saved


                    draft discarded














                    StackExchange.ready(
                    function ()
                    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fretrocomputing.stackexchange.com%2fquestions%2f9458%2fhow-did-people-program-for-consoles-with-multiple-cpus%23new-answer', 'question_page');

                    );

                    Post as a guest















                    Required, but never shown





















































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown

































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown







                    Popular posts from this blog

                    Nidaros erkebispedøme

                    Birsay

                    Where did Arya get these scars? Unicorn Meta Zoo #1: Why another podcast? Announcing the arrival of Valued Associate #679: Cesar Manara Favourite questions and answers from the 1st quarter of 2019Why did Arya refuse to end it?Has the pronunciation of Arya Stark's name changed?Has Arya forgiven people?Why did Arya Stark lose her vision?Why can Arya still use the faces?Has the Narrow Sea become narrower?Does Arya Stark know how to make poisons outside of the House of Black and White?Why did Nymeria leave Arya?Why did Arya not kill the Lannister soldiers she encountered in the Riverlands?What is the current canonical age of Sansa, Bran and Arya Stark?