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SubjectRe: Bart, some thoughts on my PSP dev Reply to this message
Posted byBart T.
Posted on12/12/07 01:15 PM



It's been a while for me, but here are some thoughts:

Most CPU cores are written to be flexible and reusable and are therefore not aware of the system's memory map. They call handlers to read/write the address space and these handlers are defined elsewhere in the emulator and passed to the CPU emulator during initialization. If you're going for absolute speed and don't mind trading off design elegance, I suppose there may be an opportunity to optimize this process by identifying when a write to memory is occurring and somehow inlining it. It ultimately might not gain you very much in an interpreter, it's hard to say.

As for registers, I think you've got the basic idea, but have you looked at other CPU cores? Typically, registers are stored in a CPU context which describes the complete state of the CPU. If you wanted to go for maximum flexibility and re-usability, you would have this context passed as a parameter to every CPU function, thereby eliminating global variables and allowing an unlimited number of CPUs to be emulated within a program. Of course, this might be overkill. I don't know of any systems that use more than one of these processors, so there's no point in over-designing. Some CPU cores have a fixed, statically allocated area for the context and provide functions (GetContext(), SetContext()) to read the context out and write it back in. In your case, this is probably what you'd want to do. To take advantage of the large MIPS register set, you should be able to keep the 65C816 registers inside a subset of the MIPS registers during CPU emulation: load them up at the beginning of a call to CPU_Run(), and then save them to your context at the end. IIRC, the 65C816 has few registers, so this should involve only a handful of loads and stores.

Finally, it's a good idea to write assembly language CPU cores in the form of a program (C or whatever language you're most comfortable with) that emits them. There is a ton of redundancy in a CPU emulator that this helps manage and, if done properly, is more maintainable. I did it once with Turbo68K and it was a disaster because I didn't have the necessary practice and had only seen it done with Starscream and Neil Bradley's emulators. It might take a couple of revisions and a lot of work, but it would be well worth it. Should you decide that you want to change how something is handled (registers for example, or memory handling -- inlined or using callbacks), you'll need to modify less actual code.


Anyway, I would recommend using a known C core first. It's not a good idea to start writing an emulator with a CPU core if you don't absolutely have to. You'll have a hard time finding core bugs which will stop games from running, and even worse, you'll be optimizing prematurely. I would say, get the basic structure of the rest of the emulator worked out and running entirely in C, and then start optimizing from there. It's a much more sound design process and you'll be able to see more progress quickly.


> So I've gotten myself all set up with PSP dev. I have the libraries, SDK and
> Eclipse for the IDE. Everything was written for Linux so I'm running on my
> Ubuntu partition. I've managed to compile programs and I've gotten past the
> Hello, world! stuffs.
>
> Now I'm looking at implementing my first CPU core using MIPS assembler. Seeing
> as you've written one or two cores of your own I just wanted to bounce some
> ideas off of you.
>
> So here's my first idea. Upon initialization of the program I allocate memory
> to mirror the memory available to the CPU I'm emulating (5A22 aka custom
> 65c816). I also allocate memory to store the registers. Once execution begins
> I load up the initial state of the registers from memory and put them resident
> to the many available registers of the Allegrex (PSP's custom MIPS32 processor).
> I then interpret incoming opcodes and manipulate the registers almost as if
> it's the emulated CPU performing the activities itself (and taking advantage of
> the speed). When it comes time to perform other duties (give up the CPU, run
> another emulated processor, etc.) I just save the contents of the registers to
> memory to perform a pseudo context switch.
>
> I'm sure things will change once I get into the nitty gritty. These are just my
> initial thoughts. I'm far from effective in MIPS32 ISA. I'm going to spend my
> time writing functions to emulate the opcodes of the SNES's main processor. I
> think the PPU needs the help more but I'm more comfortable with the 5A22
> documentation.
>
> pixel-eight.com
>


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Entire Thread
Subject  Posted byPosted On
*Bart, some thoughts on my PSP dev  Snowball 212/11/07 08:04 PM
..Re: Bart, some thoughts on my PSP dev  Bart T.12/12/07 01:15 PM
..*Re: Bart, some thoughts on my PSP dev  Snowball 212/13/07 00:24 AM
...*Re: Bart, some thoughts on my PSP dev  Bart T.12/13/07 03:25 AM