// SPDX-FileCopyrightText: 2002-2024 PCSX2 Dev Team // SPDX-License-Identifier: GPL-3.0+ #include "IopDma.h" #include "R3000A.h" #include "FW.h" #include "common/Console.h" #include #include static u8 phyregs[16]; s8* fwregs; s32 FWopen() { memset(phyregs, 0, sizeof(phyregs)); // Initializing our registers. fwregs = (s8*)calloc(0x10000, 1); if (fwregs == NULL) { DevCon.WriteLn("FW: Error allocating Memory"); return -1; } return 0; } void FWclose() { // Freeing the registers. free(fwregs); fwregs = NULL; } void PHYWrite() { u8 reg = (PHYACC >> 8) & 0xf; u8 data = PHYACC & 0xff; phyregs[reg] = data; PHYACC &= ~0x4000ffff; } void PHYRead() { u8 reg = (PHYACC >> 24) & 0xf; PHYACC &= ~0x80000000; PHYACC |= phyregs[reg] | (reg << 8); if (fwRu32(0x8424) & 0x40000000) //RRx interrupt mask { fwRu32(0x8420) |= 0x40000000; fwIrq(); } } u32 FWread32(u32 addr) { u32 ret = 0; switch (addr) { //Node ID Register the top part is default, bottom part i got from my ps2 case 0x1f808400: ret = /*(0x3ff << 22) | 1;*/ 0xffc00001; break; // Control Register 2 case 0x1f808410: ret = fwRu32(addr); //SCLK OK (Needs to be set when FW is "Ready" break; //Interrupt 0 Register case 0x1f808420: ret = fwRu32(addr); break; //Dunno what this is, but my home console always returns this value 0x10000001 //Seems to be related to the Node ID however (does some sort of compare/check) case 0x1f80847c: ret = 0x10000001; break; // Include other relevant 32 bit addresses we need to catch here. default: // By default, read fwregs. ret = fwRu32(addr); break; } DevCon.WriteLn("FW: read mem 0x%x: 0x%x", addr, ret); return ret; } void FWwrite32(u32 addr, u32 value) { switch (addr) { // Include other memory locations we want to catch here. // For example: // // case 0x1f808400: // case 0x1f808414: // case 0x1f808420: // case 0x1f808428: // case 0x1f808430: // //PHY access case 0x1f808414: //If in read mode (top bit set) we read the PHY register requested then set the RRx interrupt if it's enabled //Im presuming we send that back to pcsx2 then. This register stores the result, plus whatever was written (minus the read/write flag fwRu32(addr) = value; //R/W Bit cleaned in underneath function if (value & 0x40000000) //Writing to PHY { PHYWrite(); } else if (value & 0x80000000) //Reading from PHY { PHYRead(); } break; //Control Register 0 case 0x1f808408: //This enables different functions of the link interface //Just straight writes, should brobably struct these later. //Default written settings (on unreal tournament) are //Urcv M = 1 //RSP 0 = 1 //Retlim = 0xF //Cyc Tmr En = 1 //Bus ID Rst = 1 //Rcv Self ID = 1 fwRu32(addr) = value; // if((value & 0x800000) && (fwRu32(0x842C) & 0x2)) // { // fwRu32(0x8428) |= 0x2; // FWirq(); // } fwRu32(addr) &= ~0x800000; break; //Control Register 2 case 0x1f808410: // fwRu32(addr) = value; break; //Ignore writes to this for now, apart from 0x2 which is Link Power Enable //0x8 is SCLK OK (Ready) which should be set for emulation fwRu32(addr) = 0x8 /*| value & 0x2*/; break; //Interrupt 0 Register case 0x1f808420: //Interrupt 1 Register case 0x1f808428: //Interrupt 2 Register case 0x1f808430: //Writes of 1 clear the corresponding bits fwRu32(addr) &= ~value; break; //Interrupt 0 Register Mask case 0x1f808424: //Interrupt 1 Register Mask case 0x1f80842C: //Interrupt 2 Register Mask case 0x1f808434: //These are direct writes (as it's a mask!) fwRu32(addr) = value; break; //DMA Control and Status Register 0 case 0x1f8084B8: fwRu32(addr) = value; break; //DMA Control and Status Register 1 case 0x1f808538: fwRu32(addr) = value; break; default: // By default, just write it to fwregs. fwRu32(addr) = value; break; } DevCon.WriteLn("FW: write mem 0x%x: 0x%x", addr, value); }