EP9312-IBZ Cirrus Logic Inc, EP9312-IBZ Datasheet - Page 269

IC ARM920T MCU 200MHZ 352-PBGA

EP9312-IBZ

Manufacturer Part Number
EP9312-IBZ
Description
IC ARM920T MCU 200MHZ 352-PBGA
Manufacturer
Cirrus Logic Inc
Series
EP9r
Datasheets

Specifications of EP9312-IBZ

Core Size
16/32-Bit
Package / Case
352-BGA
Core Processor
ARM9
Speed
200MHz
Connectivity
EBI/EMI, EIDE, Ethernet, I²C, IrDA, Keypad/Touchscreen, SPI, UART/USART, USB
Peripherals
AC'97, DMA, I&sup2:S, LCD, LED, MaverickKey, POR, PWM, WDT
Number Of I /o
16
Program Memory Type
ROMless
Ram Size
32K x 8
Voltage - Supply (vcc/vdd)
1.65 V ~ 3.6 V
Data Converters
A/D 8x12b
Oscillator Type
External
Operating Temperature
-40°C ~ 85°C
Controller Family/series
(ARM9)
A/d Converter
12 Bits
No. Of I/o Pins
65
Clock Frequency
200MHz
Processor Series
EP93xx
Core
ARM920T
Data Bus Width
32 bit
3rd Party Development Tools
MDK-ARM, RL-ARM, ULINK2
Lead Free Status / RoHS Status
Lead free / RoHS Compliant
Eeprom Size
-
Program Memory Size
-
Lead Free Status / Rohs Status
 Details
Other names
598-1260

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Quantity
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DS785UM1
8.4.1 Memory Organization for 1 Bit Per Pixel (bpp)
8.4.2 Memory Organization for 4-Bits Per Pixel
8.4.3 Memory Organization for 8-Bits Per Pixel
The 1 bpp storage format is for storing compressed image data for remapping only. This data
cannot be displayed until it is remapped into a supported color depth.
compressed 1 bpp images are stored in memory as 8 pixels per byte.
The 4 bpp storage format can be used to support monochrome, 8 levels of grayscale, and 8
or 16 color displays. The actual frame buffer can be organized as 2 pixels per byte or 1 pixel
per byte. The Graphics Accelerator engine treats 4 bpp with 1 pixel per byte as 8 bpp mode.
Table 8-3
The 8 bpp storage format can be used to support 8 level grayscale and color displays. For
color displays, this mode would use a software changeable palette in the Raster Engine to
map 256 color selections to 24-bit colors.
memory as 1 pixel per byte.
0x0000
0x0004
0x0008
0x0000
0x0004
0x0008
0x0000
0x0004
shows how 4 bpp images are stored in memory as 2 pixels per byte.
31
31
P(7,3)....... ......P(0,3) P(7,2)....... ......P(0,2) P(7,1)....... ......P(0,1) P(7,0)....... ......P(0,0)
X
P(6,0)
P(6,1)
P(6,2)
P(6,3)
P(6,4)
P(6,5)
28 27
P(7,0)
P(7,1)
P(7,2)
P(7,3)
P(7,4)
P(7,5)
Table 8-3. 4 bpp Memory Organization
Table 8-2. bpp Memory Organization
24 23
X X
24 23
Copyright 2007 Cirrus Logic
P(4,0)
P(4,1)
P(4,2)
P(4,3)
P(4,4)
P(4,5)
20 19
Table 8-4
P(5,0)
P(5,1)
P(5,2)
P(5,3)
P(5,4)
P(5,5)
16 15
X P(7,5)....... ......P(0,5) P(7,4)....... ......P(0,4)
16 15
P(2,0)
P(2,1)
P(2,2)
P(2,3)
P(2,4)
P(2,5)
shows how 8 bpp images are stored in
12 11
P(3,0)
P(3,1)
P(3,2)
P(3,3)
P(3,4)
P(3,5)
8 7
8 7
P(0,0)
P(0,1)
P(0,2)
P(0,3)
P(0,4)
P(0,5)
Table 8-2
4 3
Graphics Accelerator
EP93xx User’s Guide
P(1,0)
P(1,1)
P(1,2)
P(1,3)
P(1,4)
P(1,5)
shows how
0
0
8-5
8

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