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# Development notes
These are some development notes I've put together that would be of great aid
to those willing to contribute to the PSn00bSDK project. Many of these came
from my own experience dealing with the PS1 at low-level when I ran into some
unexplained quirks while some are from disassembly observations and
clarification of existing documents. More entries will be added when I run into
more previously undocumented quirks in the future. _- Lameguy64_
Porting PSn00bSDK to CMake also uncovered a lot of bugs and undocumented
behavior in CMake itself. I documented [below](#cmake) all issues I ran into.
_- spicyjpeg_
## MIPS ABI / compiler
- When calling C functions (including BIOS functions) from assembly code you'll
need to allocate one 32-bit word on the stack for each argument the function
takes (`addiu $sp, -(4*N)` where `N` = number of arguments of the function
being called), *even if the function takes its arguments from registers*
*`$a0`-`$a3` rather than from the stack*. When calling a variadic function
(i.e. one with a variable number of arguments, such as `printf`) always
allocate 16 bytes of stack.
- For some reason `mipsel-unknown-elf-nm` and `mipsel-none-elf-nm` (symbol map
generators) insist on outputting 64-bit addresses (with the top 32 bits set,
e.g. `FFFFFFFF80010000`) even when feeding them a regular 32-bit MIPS
executable, while the standard (x86) `nm` tool that ships with most GCC
packages prints the proper 32-bit address. Unclear whether this is a bug,
intended behavior or the result of some ancient ELF ABI flag crap.
`DL_ParseSymbolMap()` will ignore the top 32 bits, so this should only bother
you if you're implementing your own symbol map parser.
- If you are overriding any of the memory allocation functions,
**DO NOT ENABLE LINK-TIME OPTIMIZATION**. GCC has a long-standing bug with
LTO and weak functions written in assembly, also LTO hasn't been tested at
all yet.
## BIOS and interrupts
- Hooking a custom handler using BIOS function `HookEntryInt` (`B(19h)`, known
as `SetCustomExitFromException` in nocash docs) is only triggered when
there's an IRQ that is not yet acknowledged by previous IRQ handlers built
into the kernel. This is also the best point to acknowledge any IRQs without
breaking compatibility with built-in BIOS IRQ handlers and is what the
official SDK uses to handle IRQs. To make sure this handler is triggered on
every interrupt you must call `ChangeClearPad(0)` and `ChangeClearRCnt(3, 0)`
(which are functions `B(5Bh)` and `C(0Ah)` respectively) otherwise the pad
and root counter handlers in the kernel will acknowledge the interrupt before
your handler, preventing you from handling them yourself.
- It is not advisable to handle interrupts using event handlers like in PSXSDK
as it breaks BIOS features that depend on interrupts. Clearing the VBlank IRQ
in a event handler for example prevents the BIOS controller functions from
working as it depends on the VBlank IRQ to determine when to query
controllers. Acknowledge interrupts using a custom handler set by BIOS
function `HookEntryInt` (`B(19h)`, known as `SetCustomExitFromException` in
nocash docs).
- In the official SDK, DMA IRQs appear to be enabled only when a callback
function is set (ie. `DrawSyncCallback()` enables IRQ for DMA channel 2). DMA
IRQs are only triggered on transfer completion.
- PSn00bSDK provides no support yet for replacing the BIOS exception handler
with a custom one, however it can be done (if you are ok with losing all BIOS
controller, memory card and file functionality). In order not to break
anything your exception handler must do the following:
- prevent GTE opcodes from being executed twice due to a hardware glitch (the
nocash docs explain how to do this);
- define `_irq_func_table[12]` as an *extern* array of function pointers,
call the appropriate entry when an IRQ occurs and clear the respective flag
in register `1F801070h`;
- handle syscalls `01h`-`02h`, i.e. `EnterCriticalSection` and
`ExitCriticalSection`, properly. You should also handle syscall `FF00h`
(invalid API usage), as well as breaks `1800h` and `1C00h` (division errors
injected by GCC), by locking up and maybe showing a BSOD or similar;
- overwrite the default BIOS API vectors with a passthrough that checks no
controller- or interrupt-related function is being called. This is necessary
(although ugly) as `libpsn00b` often calls such functions internally.
## Hardware
- When running in high resolution mode you must additionally wait for bit 31 in
`GPUSTAT` (`1F801814h`) to alternate on every frame (frame 0: wait until 0,
frame 1: wait until 1, frame 2: wait until 0) before waiting for VSync
otherwise the GPU will only draw the first field if you don't have drawing to
displayed area enabled. Performing this wait operation in non-interlaced modes
is harmless.
- There's a hardware bug in the GPU `FillVRAM` command `GP0(02h)` where if you
set the height to 512 pixels the primitive is drawn with a height of 0 as
the hardware does not appear to interpret the last bit of the height field.
This is most apparent when applying a DRAWENV with the height of 512 pixels
(for PAL standard for example) and isbg is set, hence this method also does
not work in the official SDK either.
- The controller/memory card SPI interface is poorly implemented in most
emulators, making custom controller polling code insanely hard to write and
debug. The only emulator that comes close to real hardware is no$psx, which
seems to correctly implement all features of the SPI port (even those not
used by the BIOS pad driver, such as TX/RX interrupts). DuckStation only
emulates the bare minimum required by the BIOS and Sony libraries, and
pcsx-redux has major bugs that break most custom polling implementations.
This pretty much means TX/RX IRQs and many flags in the `JOY_*` registers
should **not** be used unless you are willing to break compatibility with
emulators.
- As if communicating with controllers wasn't difficult enough already,
DualShock pads also have a built-in watchdog timer that gets enabled when
first putting them in configuration mode (and is **not** disabled after
exiting config mode). If no polling commands are sent to the controller for
about 1 second, vibration motors are switched off and analog mode is
disabled; the same happens if the analog button is pressed while in analog
mode. In order to always keep the pad in analog mode you must:
1. Poll both controller ports at least once per frame by sending command
`42h`. Polling at a higher rate might be desirable in some cases (such as
rhythm games) to increase timing accuracy.
2. If a digital pad response (type = 4) is received from a port that hasn't
previously been flagged as digital-only, attempt to put the pad into
config mode using command `43h` *twice* (as the proper response is
delayed).
- If the pad doesn't recognize the config command, flag it as digital-only
and treat all further digital pad responses from it as valid.
- If the pad recognizes the command, it will reply by identifying as an
analog pad in config mode (type = 15). Send command `44h` immediately
(without sending `42h` first, otherwise the pad will exit config mode)
to enable analog mode and turn on the LED.
- Pressing the analog button will result in the controller identifying as
digital even though it is not flagged as such, thus re-triggering the
configuration process and putting it back into analog mode.
3. All analog pad responses (type = 7) can be treated as valid, as they will
come from controllers that have already been configured.
4. If no valid response is received, assume no controller is connected and
reset the port's digital-only flag.
- The SPU *really* doesn't like 32-bit register writes. It is connected to the
CPU through a 16-bit bus; 32-bit writes are automatically split into two
transactions, however the SPU has a tendency to miss one of them (perhaps due
to the bus controller issuing them too quickly). This might be why nocash
docs claim that writing to the SPU is unstable when in actual fact 16-bit
writes seem to be perfectly stable.
- This is the formula to calculate SPU pitch values for playing musical notes
(`^` is the power operator, not xor):
```
frequency = (ref / 32) * (2 ^ ((note - 9) / 12))
spu_pitch = (frequency * 4096) / 44100
ref = frequency the sample should be played at to play a middle A (MIDI note 69)
note = MIDI note number (usually 0-127, 60 is middle C)
```
## CMake
- Toolchain files are loaded "early" according to the CMake docs. What this
means in practice is that a lot of commands, such as `find_*()`, won't work
properly in a toolchain script as they rely on variables initialized by the
`project()` command. The poorly documented solution to this is to move such
commands to a separate file and set `CMAKE_PROJECT_INCLUDE` to point to it,
so `project()` will execute it immediately after initialization.
- After executing the toolchain file, CMake generates and attempts to build
several dummy projects to test the compiler. Each of these projects
re-includes the toolchain script (which is why you'll see commands executed
multiple times) and uses the same variable values as the main project,
however CMake will *not* pass custom variables through by default. If your
toolchain script has options that can be set via custom variables (like
`PSN00BSDK_TC` and `PSN00BSDK_TARGET` in PSn00bSDK), you'll have to set
`CMAKE_TRY_COMPILE_PLATFORM_VARIABLES` to a list of variable names to be
exported to generated dummy projects. Additionally you may need to set
`CMAKE_TRY_COMPILE_TARGET_TYPE` to `STATIC_LIBRARY` to prevent CMake from
invoking the linker.
- When `project()` is called, CMake uses the value of `CMAKE_SYSTEM_NAME` to
determine default values for several variables and properties. Most of these
defaults are undocumented: e.g. setting the system name to `Generic` (as
suggested by the docs for bare metal targets) will result in CMake assuming
that the target platform does not support dynamic linking, so you'll have to
turn it back on by setting the `TARGET_SUPPORTS_SHARED_LIBS` global property
*after* invoking `project()`.
- It is not possible to use custom toolchains (through toolchain files or by
setting `CMAKE_*_COMPILER` manually) with any of the Xcode or VS generators,
as their respective build systems handle compiler selection internally rather
than relying on variables passed by CMake. Ninja or `make` is thus always
required to build PSn00bSDK and any projects made with it, even if the
host-side tools are built using Xcode or MSVC.
- There is no way to use multiple toolchains (PS1 + host) in a single project,
even if you use `add_subdirectory()` to execute multiple project files
(which, confusingly, adds their targets to the parent project rather than
treating them as separate projects). Thankfully though CMake provides support
for automating the build process of independent CMake projects via the
`ExternalProject` module. Which brings me to the next issue...
- If you run CPack on a "superbuild" project (i.e. a project that calls
`ExternalProject_Add()` to configure, compile and install subprojects at
build time), you'll likely run into a weird issue with CPack bundling folders
from your build directory into DEB and RPM packages. This is caused by the
DEB/RPM generators running `cmake --install` in a chroot/fakeroot to prepare
the files to be packaged, which seems to interfere with absolute paths in the
project cache or something like that (?). The only workaround I know of is to
use `CPACK_PRE_BUILD_SCRIPTS` to trigger a custom script that deletes
anything other than the actual files to be packaged (see
`cpack/fakeroot_fix.cmake`).
- Project installation might fail on macOS (and possibly some Linux distros) if
CMake attempts to set permissions on system directories such as `/usr/local`.
This is usually caused by `install()` commands that copy files to the root
installation directory rather than to a subfolder, like this:
```cmake
install(
DIRECTORY install_tree/
DESTINATION .
USE_SOURCE_PERMISSIONS
)
```
If the `USE_SOURCE_PERMISSIONS` flag is specified CMake will attempt to set
permissions on the `DESTINATION` folder, which in this case would be the root
prefix (`/usr/local` by default on macOS), to match the source directory.
This will however fail as macOS restricts top-level system directories from
having their permissions changed. The simplest workaround is to avoid using
`DESTINATION .` and install each subdirectory explicitly instead, like this:
```cmake
foreach(
_dir IN ITEMS
${CMAKE_INSTALL_BINDIR}
${CMAKE_INSTALL_LIBDIR}
${CMAKE_INSTALL_INCLUDEDIR}
${CMAKE_INSTALL_DATADIR}
)
install(
DIRECTORY install_tree/${_dir}/
DESTINATION ${_dir}
USE_SOURCE_PERMISSIONS
)
endforeach()
```
CMake will scan the executable at install time and copy all the required DLLs
that match the second regex. If no regex is specified CMake will also copy OS
DLLs like `libc` or `msvcrt`, which usually isn't the desired behavior.
- Using interface targets to set include directories can be finicky. Not only
do you have to use generator expressions to conditionally use different paths
depending on whether the targets are installed, but CMake can get confused on
which options to pass to the compiler. I spent hours trying to get CMake to
use `-I` rather than `-isystem` for include directories (for some reason GCC
would ignore `-isystem` completely). I eventually gave up and just set the
include directories manually for each target, and for some reason CMake
actually started passing `-I` instead of `-isystem` to GCC.
- When using CPack with NSIS, all `CPACK_NSIS_*` variables are passed to NSIS
verbatim, i.e. without the usual slash-to-backslash path conversion that
CMake does on Windows. Most Windows programs accept paths with slashes
without issue, unfortunately the NSIS builder is not one of those. To add
insult to injury, CMake doesn't even escape backslashes by default when
quoting strings in the generated CPack config file! So you have to convert
the paths manually *and* tell CMake to enable escaping by setting
`CPACK_VERBATIM_VARIABLES`, like this:
```cmake
set(CPACK_VERBATIM_VARIABLES ON)
foreach(
_var IN ITEMS
CPACK_NSIS_MUI_ICON
CPACK_NSIS_MUI_UNIICON
CPACK_NSIS_MUI_HEADERIMAGE
CPACK_NSIS_MUI_WELCOMEFINISHPAGE_BITMAP
CPACK_NSIS_MUI_UNWELCOMEFINISHPAGE_BITMAP
)
cmake_path(NATIVE_PATH ${_var} ${_var})
endforeach()
```
- Not a CMake/CPack bug per se, but NSIS is picky about the banner and header
images shown in generated installers. They must be Windows BMP version 3
files with no alpha channel, no compression and no metadata. They can either
be 24-bit RGB or indexed, though it's common to use indexed colors to save
space.
-----------------------------------------
_Last updated on 2022-10-30 by spicyjpeg_
|