- Oct 31, 2021
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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
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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!
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