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LaC's n64 hardware dox... v0.5 (public release)

---------------
 release notes
---------------
  This little doc is my attempt to make the n64 coding scene a little
better I hope. It is a compilation of stuff i've been working on for some
months... a result of alot of reversing of several games compiled with
libultra, and some help from certain people.   It is mainly for people who
wish to code without using a developement library (like libultra). It is
specfically for doing intros,trainers, etc... to attach to roms. It is very
simplistic, and assumes you have some knowledge already. In other words this
doc isnt really meant for people just starting. You should probably have read
the libultra docs and be familiar with the n64 hardware... and the purpose of
things like the AI,PI,SI,VI etc...
I suppose some emulation author could find use of this too.
 Some people will probably be mad I released this doc, but I guess since
nothing is really happening in the n64 scene it might get things moving?
Especially from people that really want to hack. Also I have noticed some
really crappy and inaccurate info being released which basically looks like
stuff ripped from czn intros or something and contains no real knowledge. Yes
all you freedom of information people... you want info... hack it yourself.
Or read this doc, then hack some more ;)
Also I can't guarantee the 100% accuracy of any of this document. Also I liked
to be greeted if you are using my dox or my source code in your work.

 NOTE:
   SOME symbols in the follow text will reference symbols #define'd in RCP.H
   or r4300.h so make sure you look there when you are confused. Yes I know t
   hey are part of the standard devkit and some people dont have it... but i'm
   sure you can find these files if you really need to.

-VI  (video interface)

  Accessing the video on the n64 is very easy (like most things in this doc)

  * initialization:
     The video hardware is initialized by simply writing all the necessary
     values to the vi regs.  I'm only going to discuss one mode here, but u
     can easily find the values for other modes by just printing out reg
     values to the screen after initing your favorite mode with libultra.  
     You can also alter values of course to make your own modes.  That I will
     not discuss here.  The one i'm discussing is the simple 320x240 RGBA
     16bit non-antialiasing mode.

     The base address of the VI regs are mapped at 0xa4400000, so to simply
     write a value to a reg in r4300 asm would be like this:
       ;;this is just an example but it happens to be the write to the
       ;;VI_H_WIDTH_REG defined in RCP.H
       lui      at,0xa440     ;at=0xa4400000
       li       t0,0x140      ;t0=0x140
       sw       t0,0x8(at)    ;write t0 to reg at $at+0x8 

      in C:

       IO_WRITE(VI_H_WIDTH_REG,0x140);  //IO_WRITE and IO_READ are in r4300.h

      Ok to initialize this mode here are the values to write for each reg:

  -> (VI_CONTROL_REG, 0x0000320e)
  -> (VI_DRAM_ADDR_REG,0)
  -> (VI_H_WIDTH_REG,0x140)
  -> (VI_V_INTR_REG,0x2)
  -> (VI_V_CURRENT_LINE_REG,0x0)
  -> (VI_TIMING_REG,0x03e52239) 
  -> (VI_V_SYNC_REG,0x0000020d)
  -> (VI_H_SYNC_REG,0x00000c15)
  -> (VI_H_SYNC_LEAP_REG,0x0c150c15)
  -> (VI_H_VIDEO_REG,0x006c02ec)
  -> (VI_V_VIDEO_REG,0x002501ff)
  -> (VI_V_BURST_REG,0x000e0204)
  -> (VI_X_SCALE_REG,0x200);
  -> (VI_Y_SCALE_REG,0x01000400)

    All the values are pretty obvious and dont need much explaining. And with
    a little hacking you can come up with your own modes.

    If you've managed to get this far you know that the video screen is just
    showing zebra stripes or some garbage. The reason for this is you have
    not set the frame buffer for this video mode.  This is what
    osViSwapBuffer() is for (if you have used libultra). to set your frame
    buffer simply write the rdram address of the buffer to VI_DRAM_ADDR_REG
    or just change the init code to have it set it up.
    Now you can simply write your graphics to the buffer and they'll be
    updated.

    NOTE: There is ALOT of other things you can tweek, change, by messing with
    the VI regs... mess around... figure it out. 
    Also note that there can be cache problems with the video if you are using
    a virtual address like 0x80200000 in your VI_DRAM_ADDR_REG, try using the
    physical address 0xa0200000 instead or make sure you are writing back and
    invalidatiing the cache lines. if you are confused about physical and
    virtual addresses or how the cache works, read the r4300 man... and if you
    still don't understand it totally, join the club.

  * end init

  * vertical retrace wait:
     pseudo code:
     while ( VI_CURRENT_REG != 512 )  {wait}  // I got this value from bpoint
  * end retrace wait

-AI  (audio interface)

  The audio interface is probably the easiest thing to do.

  * initialization:

    None needed.  Altho I suppose you can include setting the sound frequency
    and/or enabling the AI_CONTROL_REG as initialization (step #4 below)

  * end init

  * setting frequency:

    1. Set the dac rate
       write to AI_DACRATE_REG this value: (VI_NTSC_CLOCK/freq)-1
                                                ^could be pal
    2. Set the bitrate (4bit, 8bit, or 16bit)
       write to the AI_BITRATE_REG the value: bitrate-1

  * end frequency

  * sending sound buffer

    1. Before sending a buffer, its a good idea to make sure one isnt already
       being played.  Simply read AI_STATUS_REG then AND it with
       AI_STATUS_FIFO_FULL.  if the result is true... then wait.

    2. Write the 64bit aligned address of the sound buffer to AI_DRAM_ADDR_REG

    3. Write the length of the buffer be played to AI_LEN_REG
       NOTE: this length must be multiple of 8, no larger than 262144 bytes.

    4. Write AI_CONTROL_DMA_ON to the AI_CONTROL_REG (only needed once)

  * end sound buffer     

  NOTE: If you have read the libultra manuals you will notice when it
        discusses the AI routines (osAi.man) it says the AI regs are double
        buffered. This is important to realize that you can send one buffer
        while another is playing. Also note that the AI_LEN_REG counts down
        to 0 as the current buffer is being played. This can be useful to tell
        how much of the buffer is left.

-PI  (peripheral interface)

  * init pif:  ( you should do this before you do anything! )

    1. Simply write 0x8 to PIF_RAM_START+0x3c

  * end init pif

  * PI DMA transfer 

    1. Wait for previous dma transfer to finish (see next explanation)
    2. Write the physical dram address of the dma transfer to PI_DRAM_ADDR_REG
       NOTE: To convert from a virtual address to physical, simply
             AND the address with 0x1fffffff.
    3. Write the physical cart address to PI_CART_ADDR_REG.
    4. Write the length-1 of the dma transfer to PI_WR_LEN_REG
       this is from cart->rdram change this to RD   ^  for the other way
       also note you must write a 0x2 to PI_STATUS_REG in order to write to
       the cart space (0xb0000000) 
    NOTE: The cart addr must be 2 byte aligned, and the rdram addres must
          8-byte aligned. Once again make sure you write back the cache lines
          and invalidate the cache lines if needed, or you will run into
          trouble.

  * end PI DMA transfer

  * PI DMA wait

    1. Read PI_STATUS_REG then AND it with 0x3, if its true... then wait until
       it is not true.

    NOTE: Look at RCP.H for more information on the PI_STATUS_REG and the PI
          in general.


  * end PI DMA wait

-reading and writing the new sram chip (DS1) -

  Sram is mapped at 0xa8000000.
  The trick is that you cannot write to it directly, you must us the PI.
  Actually it is possible to write to it directly, but I dont know how because
  it needs to be timed carefully.
  Its a little tricky which requires writing some values into some PI regs
  to initialize the PI correctly for the type of transfer protocol the sram
  needs for successful data transfer.

    * Init the PI for sram

      1. write 0x05 to the PI_BSD_DOM2_LAT_REG.
      2. write 0x0c to the PI_BSD_DOM2_PWD_REG.
      3. write 0x0d to the PI_BSD_DOM2_PGS_REG.
      4. write 0x02 to the PI_BSD_DOM2_RLS_REG.

    * End init PI for sram

  Now you should be able to use the PI to transfer between rdram and sram.
  (refer to the dox above concerning PI, but replace the ROM address with
  sram address 0xa8000000).


-SI  (serial interface)

   The SI is very similar to the PI for obvious reasons. It is used mainly for
   accessing the joyport and pifram... which will be dicussed in the next
   section.

   * SI DMA transfer
    1. Wait for previous dma transfer to finish (see next explanation)

    2. Write the physical dram address of the dma transfer to SI_DRAM_ADDR_REG

    3. Write PIF_RAM_START to the SI_PIF_ADDR_RD64B_REG or the
      SI_PIF_ADDR_WR64B_REG, depending on what you wish to do (read or write).
      This will cause a 64B read or write between pif_ram and rdram.

    NOTE: The SI addr must be 2 byte aligned, and the rdram addres must
          8-byte aligned. Once again make sure you write back the cache lines
          and invalidate the cache lines if needed, or you will run into
          trouble.

   * end SI DMA tranfer

   * SI DMA wait

    1. Read SI_STATUS_REG then AND it with 0x3, if its true... then wait until
       it is not true.

    NOTE: Look at RCP.H for more information on the SI_STATUS_REG and the SI
          in general.

   * end SI DMA wait

-PIF Usage-  (controller reading/detection)

   If you have done research and peeked at the RCP.h file you should
   already know some things about the pif.  The SI is used to send commands
   to the pif ram that tell the pif what to do.  The SI is also used to read
   the results of those commands back. You can tell the pif to do alot of 
   stuff. for instance... reading joysticks, reading mempacks, detecting
   joysticks, detecting mempacks, activating the rumblepack, detecting the
   rumble pack, reading cartridge eeprom... etc.  In this version of the
   document I will only cover reading joysticks and detection.

   Below is a very brief and not so detailed view of pif command structure
   and an example of using them to perform some operations.

   first this is how pif ram is setup:

   [64byte block] at 0xbfc007c0 (1fc007c0)
   {              command       data recv
    channel 1  -  00 00 00 00 : 00 00 00 00 - 8 bytes 
    channel 2  -  00 00 00 00 : 00 00 00 00 - 8 bytes
    channel 3  -  00 00 00 00 : 00 00 00 00 - 8 bytes
    channel 4  -  00 00 00 00 : 00 00 00 00 - 8 bytes
    channel 5  -  00 00 00 00 : 00 00 00 00 - 8 bytes
                  00 00 00 00 : 00 00 00 00 - 8 bytes  (dummy data)
                  00 00 00 00 : 00 00 00 00 - 8 bytes  (dummy data)
                  00 00 00 00 : 00 00 00 00 - 8 bytes  (dummy data)
   }                                     ^^pif status control byte

   This is how you should visualize it for operations I describe below. For
   other stuff it is setup differently... but in all cases it is just
   64 bytes.

   Each channel can contain a command in the first 4 bytes (the left column).

   Each command has a structure like so:

   byte 1 = 0xff for new command | 0xfe for end of commands 
   byte 2 = number of bytes to send
   byte 3 = number of bytes to recieve
   byte 4 = Command Type

   Command Types:

   00 = get status
   01 = read button values
   02 = read from mempack
   03 = write to mempack
   ff = reset controller
   04 = read eeprom
   05 = write eeprom

   Here is an example on how to build a command for reading a joystick:

   * Init the joysticks for reading

     send the pif command block to pif_ram using the SI DMA
     -----------------------------++------------------------------
     such a block to read 4 joys: ||  such a block to read 1 joy:
      [64byte block]              ||   [64byte block]
      {    command    data        ||   {
     joy1  ff010401 - ffffffff    ||  joy1  ff010401 - ffffffff
     joy2  ff010401 - ffffffff    ||        00000000 - ffffffff
     joy3  ff010401 - ffffffff    ||        00000000 - ffffffff
     joy4  ff010401 - ffffffff    ||        00000000 - ffffffff
           fe000000 - 00000000    ||        fe000000 - 00000000  
           00000000 - 00000000    ||        00000000 - 00000000
           00000000 - 00000000    ||        00000000 - 00000000
           00000000 - 00000001    ||        00000000 - 00000001
      }                           ||    }
      ----------------------------++------------------------------
      after sending this the joystick values will now be updated in pif RAM
      NOTE: make sure you put the ffffffff in the data column, otherwise it
            will cause errors.

     ff010401 is the command that reads the joystick values.
     |
     ff is basically a flag for a new command.
     01 says we are going to send 1 byte (the command type).
     04 says we are going to read 4 bytes (into the data column)
     01 is the command type (read button values).

     You will notice the 5th channel command is fe, this command signals
     the end of the command block.  The 00000001 tells the pif there is a new
     command block to be processed.  Without this the command block will not 
     be executed. 

    * end Init joysticks


    * Read Joysticks
        The joy values can be read from the spaces marked by 0xFFFFFFFF in the
        block above.  Of course you must first DMA from pif ram back to rdram.
        Or you can just read the data directly by making a pointer to
        0xbfc007c0 (start of the pif_ram), although I would not recommend that
        method.
        Here would be a sufficient C code to read in a controller's values:

        void siReadJoy(int cont,OSContPad *p)
        {                                     
         unsigned char pif_block[64];
         si_DMA_from_pif (pif_block); 
         memcpy (p,pif_block+((cont*8)+4),4);
        }

        The OSContPad structure is in the libultra header file OS.H

    * end Read Joysticks

    * Detecting if Joysticks are connected

      This is very easy and can be done after you send any command to read
      or write something to the controllers.  Whenever you try and execute a
      command on a channel and that device on the channel (like a joystick)
      is not present the pif will write an error value to the command column
      that the error occured in. For instance... lets say you did the example
      above and you tried to read controller values.  Well if you tried to
      read the controller values for all four joystick channels you will
      notice that if you don't have a joystick physically plugged in to the
      port(s) you are reading from, then no values will appear.  Well I think
      this is an obvious result.  But also notice that the pif will put an
      error value into the upper 4 bits of the 3rd byte in the command column.

      The Error values are as follows:

      0 - no error, operation successful.
      8 - error, device not present for specified command.
      4 - error, unable to send/recieve the number bytes for command type.


      This would be an example of the result of trying to read 4 controllers
      (like in above example) and only a joystick in port 3 is connected:

     -----------------------------------+
      [64byte block] read from pif ram  |
      {    command    data              |
     joy1  ff018401 - ffffffff          <--- 8 is the error code for device
     joy2  ff018401 - ffffffff          |    not present.
     joy3  ff010401 - 00000000          <--- read was successful on this 
     joy4  ff018401 - ffffffff          |    channel, no buttons being pressed
           fe000000 - 00000000          |
           00000000 - 00000000          |
           00000000 - 00000000          |
           00000000 - 00000000          |
      }                                 |
     -----------------------------------+

      This would be an example of the result of trying to read 5 bytes for the
      read joystick command:  (all 4 joysticks are connected)

     -----------------------------------+
      [64byte block] sent to pif ram    |
      {    command    data              |
     joy1  ff010501 - ffffffff          <---
     joy2  ff010501 - ffffffff          <--- note we tried to read 5 instead
     joy3  ff010501 - ffffffff          <--- of 4.  The device only allows you
     joy4  ff010501 - ffffffff          <--- to read 4 bytes with that command
           fe000000 - 00000000          |
           00000000 - 00000000          |
           00000000 - 00000000          |
           00000000 - 00000001          |
      }                                 |
     -----------------------------------+
     -----------------------------------+
      [64byte block] read from pif ram  |
      {    command    data              |
     joy1  ff014501 - 00000000          <--- (note that no buttons are being
     joy2  ff014501 - 00000000          <---  pressed on any controller)
     joy3  ff014501 - 00000000          <--- notice the 4. It is the error
     joy4  ff014501 - 00000000          <--- code for send/recieve.
           fe000000 - 00000000          |    
           00000000 - 00000000          |
           00000000 - 00000000          |
           00000000 - 00000000          |
      }                                 |
      ----------------------------------+

      NOTE: Even though we tried to read an extra byte for the buttons values
            the button values will still appear... but the error code will
            still be generated because there is only 4 bytes to be read, not
            5.

    * end Detecting if Joysticks are connected 

    * Getting controller status

     ff010300 is the command used to get the controller status.
     |
     ff is basically a flag for a new command.
     01 says we are going to send 1 byte (the command type).
     03 says we are going to read 3 bytes (into the data column)
     00 is the command type (get controller status).

     Here is and example of reading the status from 4 controllers
     Only the first two controllers are actually plugged in.
     There is a pack in the 1st controller and there is no pack in the second
     controller.

     -----------------------------------+
      [64byte block] sent to pif ram    |
      {    command    data              |
     joy1  ff010300 - ffffffff          |
     joy2  ff010300 - ffffffff          |
     joy3  ff010300 - ffffffff          |
     joy4  ff010300 - ffffffff          |
           fe000000 - 00000000          |
           00000000 - 00000000          |
           00000000 - 00000000          |
           00000000 - 00000001          |
      }                                 |
     -----------------------------------+
     -----------------------------------+
      [64byte block] read from pif ram  |
      {    command    data              |
     joy1  ff010300 - 050001ff          <--- notice only 3 bytes were read
     joy2  ff010300 - 050002ff          <--- that is why the last byte is 
     joy3  ff018300 - ffffffff          |    still ff                     
     joy4  ff018300 - ffffffff          |                          
           fe000000 - 00000000          |    
           00000000 - 00000000          |
           00000000 - 00000000          |
           00000000 - 00000000          |
      }                                 |
      ----------------------------------+

    The first two bytes in the data column is the controller type.  I'm not
    exactly sure what use this is... do steering wheels have a different
    controller type? ;) I dunno.
    The 3rd byte is useful.  Its for detecting if there is something plugged
    into the mempack slot on the controller.
    1 = pack present
    2 = nothing plugged in

    * end Getting controller status

    * reading/writing cart eeprom

      COMING NEXT RELEASE

    * end reading/writing cart eeprom

    * reading/writing mempack eeprom

      COMING NEXT RELEASE

    * end reading/writing mempack eeprom



--------
 Future
--------
  I know this document isnt much as it stands but I plan on adding some rsp
info into it and of course any other info I currently havent included as time 
permits.
Also all my source code for the stuff in this doc might get released.
but right now everything is meant to build with SN's assembler and linker. i
wish to recode it so it compiles with a freeware assembler... so once I do
that I will release source... or maybe before ;)

__-----------------------------------------------__
  greets to people who helped me with some stuff!
__-----------------------------------------------__

  nagra, bpoint, hartec, jovis, wild_fire, datawiz



Questions & Comments: about anything except where to get a devkit or libultra
or roms or header file or whatever.  In other words if you have a question
about stuff in this doc and you are fairly intelligent, or you have a question
about how to implement things in your n64 program or emulator...

contact LaC on IRC efnet in #n64dev
or if you must:

EMAIL: LaC@dextrose.com



-EOF-