Quoted from acebathound:Yeah this is what I was thinking. No scratchpad RAM.. so must be using the 6264? And then, is there any endurance issue with SRAM or does it have an unlimited number of writes?
Good point on the lamp matrix data during attract mode. No clue as to the inter-workings of the software.. plenty of people here customize ROMs though, so maybe someone can shed some light on it all.
Exactly, the RAM is being used not only for storage but continually for various background tasks. No calculations on my part but I would expect the RAM to be accessed hundreds of times a second. Yes, most would probably be reads but plenty of it could be writes too. In writing my operating system for the RetroPinball KOD, I know I have a number of "divide by" counters running through the 1 ms and 5 ms background interrupt routines. Fortunately, for my design, using a 8051 core processor, most of that is happening within the built in RAM within the CPU chip, not on the outside data bus. But I still have some tables out there I used for lamp and solenoid on and off times. So those would see hundreds of read and writes even during attract mode.
Unfortunately the 6800 and 6809 bus design does not work like the 8051 Microcontroller cores. There is what is called a "Stack Pointer". This is a register that tells the CPU where in RAM to store values when they are pushed and pulled as well as where to store and retrieve the program counter every time a subroutine is called. A normal machine code program would be jumping all over the memory map many times a second. Even worse with code that is compiled using a higher level language where everything is done using subroutine libraries.
All of this tends to tell me that the better product is to use the Simtek parts and not the Ramtron (personal opinion here), as they perform as regular CMOS SRAM while power is applied and then do a batch transfer of data to the NVRAM portion of the chip on power down.