MIPS Assembly programming for the Playstation 1 (PS1/PSX)

The Playstation was Sony's first home console, While inferior in some ways to the more powerful N64, the Playstations huge storage capability, combined with an impressive game library saw the Playstation become the most popular console of the period, catapulting the playstation to the top of the console market.

Cpu 33.87 mhz  R3000 (MIPS I)
Ram 2MB
Video 1MB VRAM
Resolution 256x224 / 320x240 / 640x480

Documentation

Nocash PSXSPX Playstation Specifications

Memory Map

KUSEG KSEG0
(Cached)
KSEG1
(Uncached)
KSEG2
(IO Ports)
Size Purpose
0x00000000 0x80000000 0xA0000000 -- 2048K 
Main RAM (first 64K reserved for BIOS)
0x1F000000 0x9F000000 0xBF000000 -- 8192K Expansion Region 1 (ROM/RAM)
0x1F800000 0x9F800000 -- -- 1K Scratchpad (D-Cache used as Fast RAM)
0x1F801000 0x9F801000 0xBF801000 -- 8K I/O Ports
0x1F802000 0x9F802000 0xBF802000 -- 8K Expansion Region 2 (I/O Ports)
0x1FA00000 0x9FA00000 0xBFA00000 -- 2048K Expansion Region 3 (whatever purpose)
0x1FC00000 
0x9FC00000 
0xBFC00000 
-- 512K BIOS ROM (Kernel) (4096K max)
-- -- -- 0xFFFE0000 
0.5K I/O Ports (Cache Control)

Gpu Commands

Written to port 0x1F801810

Function Byte 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
Clear Cache 0 0x01 0
Function Byte 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
Set Screen Width 0 0x06 End X Start X
Function Byte 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
Send image to Framebuffer 0 0xA0























CPU to VRAM 1 Y X

2 H W

3 Pixel 2 Pixel 1

.. .. ...

n Pixel n*2+1 Pixel n*2
Function Byte 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
Fill Area 0 0x02 Color

1 Y X

2 H W
Function Byte 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
Copy Rectangle 0 0x80























VRAM to VRAM 1 SY SX

2 DY DX

3 H W
Function Byte 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
Get image from Framebuffer 0 0xC0























VRAM to CPU 1 Y X

2 H W
read from GPUREAD port 3 Pixel 2 Pixel 1

.. .. ...

n Pixel n*2+1 Pixel n*2


Screen Memory

Each pixel is represented by one BIG ENDIAN word, in the format %-BBBBBGGGGGRRRRR



Joypad Bits

We want to start the joypad reading routine.

First we set up a valid stack pointer, Next we're going to call the bios function at address 0x000000B0

The command is stored in register T1, A1,A2,A3 and A4 contain the parameters

We point A0 and A2 to 'Joydata'... once we perform these two bios calls, the JoyData memory will automatically be updated with the data from the joypad


The format of the bits in 'JoyData are shown below:


Bits
 Byte 
7     6    
     5    
4      3     
     2     
      1     
     0    
0 N/A
1 0x41 �A�
2 0x5A �Z�
3 LEFT DOWN RGHT UP START 1 1 SELECT
4 SQUARE X O TRIANGL R1 L1 R2 L2


Endian

The N64 is BIG ENDIAN
the PSX is LITTLE ENDIAN