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  1. Dec 10, 2021
    • Geo Ster's avatar
      Groundwork for IOP DMA implementation · 1cce9b6f
      Geo Ster authored
      * The DMA routine on the IOP works similarly to the PSX version with a
      few additions. There are 7 channels from the PSX and an additional 6 new
      PS2 exclusive ones. One the PSX, each channel has 3 registers used
      to configure and use it and 3 global registers.
      
      * The PS2 contains all the older DMA registers, but it add 6 more channels
      and duplicates the global registers (DPCR now has a counterpart called DPCR2)
      This is done because each global register can control up to 7 channels.
      An additional register on each channel (tadr) and 2 additional
      global registers have been added as well. For now we don't really
      care to implement them, only read/write to them.
      
      * For reading and writing to the registers structs are used to prevent
      the usage of switch and if statements.
      1cce9b6f
  2. Dec 02, 2021
  3. Nov 30, 2021
    • Geo Ster's avatar
      Introducing the IOP · 1d16fdad
      Geo Ster authored
      * So after a week, it's finally here! The initial implementation of the
      IOP has been added to the emulator. You might wonder why did it take so
      long? This was mostly because I wanted to make the implementation as complete
      as possible and also test it to ensure it's bug free. So this is actually
      based on the MIPS R3000A interpreter I wrote last year for my PS1 emulator.
      So did I just copy the code and call it a day? Hell no, the code in that
      ancient project is awful, even if it works. So I completely rewrote the
      interpreter by using our modern techiniques of storing state. So rewriting the old
      code allowed me to test if it actually worked in that environment
      and could boot PSX games.
      
      * Due to this, the implementation is a bit more complete than the EE
      as it includes interrupt support. In addition we have to account for
      the fact that the IOP runs at 36.864MHz, in constrast to the EE which
      clocks at 295MHz. This maps approximatly to an 1/8 ratio, which means
      that 1 IOP instruction will run every 8 EE cycles. The current implementation
      of this is hacky and a bit inaccurate because some EE instructions
      can take more than 1 cycle to execute, but it's good enough for now
      (Play! assumes this as well and can boot 40%+ of games).
      
      * Because both the CPU emulators can share a lot of naming conventions,
      to avoid confusion each processor has been seperated into a namespace
      so we can always know which CPU we are refering to. Finally, for now
      reads/writes except for the BIOS and IOP RAM, haven't been implemented
      but will come soon.
      1d16fdad
  4. Nov 17, 2021
    • Geo Ster's avatar
      Ignore unrecognized reads/writes · 327c71d0
      Geo Ster authored
      * Currently the BIOS only writes to scratchpad and some very few mysterious
      addresses that don't seem to do anything. However it is important to know
      when it will try to write to DMAC for example so we can implement it. So
      instead of writing anything and uncontrollably into a single large buffer
      let's make an if-else with all the known addresses and how to handle them.
      When the BIOS tries to write somewhere new we will be notified immediately.
      
      * Also rework the disassembly logger to use C FILE* since these are faster
      then std::ofstream. Normally I wouldn't care about this but in our usecase
      which is very performance sensitive, it makes a noticeable difference.
      327c71d0
  5. Nov 16, 2021
  6. Nov 14, 2021
    • Geo Ster's avatar
      Move header files to src dir · 9969bd6f
      Geo Ster authored
      * Having the header files in a seperate dir is only useful when developing
      libraries that are meant to be used by other programs. In our case though
      it makes the file structure more tedious so gather everything in one place.
      9969bd6f
  7. Nov 04, 2021
    • Geo Ster's avatar
      Add scratchpad handler · 49a61fb1
      Geo Ster authored
      * Currently the BIOS tries to write something to scratchpad and it fails
      because its address is not our currently supported range. So add a new buffer
      for the 16KB scratchpad used by the CPU and add a function to use it if the
      address is in the correct range.
      
      * Also shorten some function names and change some array to C-style because we
      like to work with pointers and STL doesn't like that.
      49a61fb1
  8. Oct 31, 2021
    • Geo Ster's avatar
      Implement read/write operations and KUSEG regions · 8653f76f
      Geo Ster authored
      * Now that the BIOS is loaded we can start executing it!
      The starting address the EE uses is 0xbfc00000 which maps
      to KUSEG1. Since all KUSEG regions except KUSEG2 are mirrors
      of each other we only need to translate the address to the
      KUSEG appropriate.
      
      * The functional differences between KUSEG0/1 are minimal and
      very niche so I won't bother emulating them now. Address wise
      we can notice that the only difference between addresses is the
      most significant half byte. By using that byte as an index in
      a mask table we can define an appropriate mask for each KUSEG
      address. Idea taken from a very handy PSX document I discovered
      last year [1]
      
      [1] https://svkt.org/~simias/guide.pdf (43)
      8653f76f
    • Geo Ster's avatar
      Add initial memory map · a54398cc
      Geo Ster authored
      * The ps2tek documentation states the memory map clearly [1].
      It seems to have a similar architecture with the PSX, where
      the main memory map (KUSEG0) is mirrored in multiple regions
      (KUSEG1/KUSEG2) with different access patterns for each region.
      For now we don't have to emulate all of them, just the main
      memory map.
      
      * Allocate the entire 512MB memory into an array and make a convenient
      struct to abstract memory range operations.
      
      [1] https://psi-rockin.github.io/ps2tek/#memorymap
      a54398cc
    • Geo Ster's avatar
      Add initial EE/Bus implementations · 2ad0640f
      Geo Ster authored
      * This commit adds a most basic CPU class that acts as a template
      which we will slowly build.
      
      * The architecture is pretty simple; the ComponentManager will create all
      the seperate components (EE, VP, IOP, GS etc) as unique_ptr's since
      it owns them and only it has access to them. All the other components
      must pass through the manager to read/write data to memory.
      To achieve this they are given a pointer to the ComponentManger in their constructor.
      
      * For now the CPU directly accesses the bios which shouldn't
      happen but will be fixed eventually when I implement generic
      read/writes. The goal is to start implementing the CPU as fast as
      possible in order to get to the GPU/VPU's and display something!
      2ad0640f
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