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<div class="Section1">   
<h2 style="text-align: justify;"><span style="">Hardware changes effecting 
legacy software <o:p></o:p></span></h2>
    
<p class="MsoNormal"><!--[if !supportEmptyParas]-->&#160;<!--[endif]--><o:p></o:p></p>
    
<p class="MsoNormal">This document identifies hardware changes that will impact
the n64 development kit software, and the n64 game code. We will make the
appropriate changes to the n64 development kit code for migration to a BB
dev kit. However, game code will likely need to be updated to compensate for
HW changes in the list below as well (i.e., simply rebuilding the n64 game
code against a BB dev kit will probably not be sufficient). In each case
below the impact of the change: whether it is DevKit, or application is identified.</p>
    
<p class="MsoNormal"><!--[if !supportEmptyParas]-->&#160;<!--[endif]--><o:p></o:p></p>
    
<h3>PIF security functions</h3>
    
<p class="MsoNormal"><!--[if !supportEmptyParas]-->&#160;<!--[endif]--><o:p></o:p></p>
    
<p class="MsoNormal">The PIF is removed completely from the BB system design. 
The security functions that it provided are handled by other parts of the 
system.</p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 1.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>No PIF security code.</b> Applications can 
communicate directly with the PIF for security operations. Since the PIF does
not exist these functions are unimplemented. We will need to go through game
code and remove all these accesses.</p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 2.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>Boot:</b> the boot code was in the PIF. Our 
boot model is similar. We will provide an alternative packaging mechanism 
for game images that matches our boot model. We don&#8217;t expect any issues.</p>
    
<p class="MsoNormal">For item 1 we need to understand from Nintendo what
application code was introduced in games for security functions to gauge
how much effort would be involved in removing it. Our current understanding
is that very few games use this security mechanism.</p>
    
<h3>PIF Controller Functions </h3>
    
<p class="MsoNormal"><!--[if !supportEmptyParas]-->&#160;<!--[endif]--><o:p></o:p></p>
    
<p class="MsoNormal">The controller related functions provided through the 
PIF are emulated in hardware to provide an equivalent mechanism.</p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 1.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>Controllers. </b>For controller access we
are implementing a backward compatible solution that will implement controller 
query, controller read, and controller reset. All other controller commands 
will be unimplemented (See SI specification). We should remove any other functions
from the dev kit.</p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 2.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>No Controller Pak media:</b> games used this 
to store persistent state in SRAM. There is a controller pak file system API
(pfs module) in the n64 dev kit, so for games that used this API our BB implementation
can emulate the behavior using some other storage area. Depending on performance
requirements it may be possible to use Flash directly. Alternatively it may
be possible to use the on-chip SRAM to store the data, then write to application
flash as the game shuts down. The difficulty here is when the transfer from
SRAM to flash would be triggered, since it is possible that the user would
just switch the system off without exiting the game.</p>
    
<p class="MsoNormal" style="">For 2 we need to understand the way games use 
SRAM. It is likely that, given the performance limitations of the serial interface,
we can write directly to Flash.</p>
    
<h3>PIF Pre-NMI/NMI</h3>
    
<p class="MsoNormal"><!--[if !supportEmptyParas]-->&#160;<!--[endif]--><o:p></o:p></p>
    
<p class="MsoNormal">In the N64 the reset button was connected to PIF and
 generated an NMI followed by a cold reset after 0.5 sec. This gave games 
time to stop audio and graphics for a clean shutdown. </p>
    
<p class="MsoNormal"><!--[if !supportEmptyParas]-->&#160;<!--[endif]--><o:p></o:p></p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 1.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>No PIF NMI/Reset:</b> In BB we are providing 
a direct input from the Reset button to the BB chip. The BB will send an INT2
to the embedded MIPS CPU and after 0.5 sec generate a soft reset. The OS
exception handling code will be changed to provide the OS_ EVENT_PRENMI event
based on the new hardware behavior.</p>
    
<h3>Cartridge ROM, EEPROM and SRAM </h3>
    
<p class="MsoNormal"><!--[if !supportEmptyParas]-->&#160;<!--[endif]--><o:p></o:p></p>
    
<p class="MsoNormal">The BB system uses Flash instead of a ROM cartridge and
does not support devices for saving state that existed in some cartridges.</p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 1.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>Flash access time (i/o and DMA):</b> Flash 
has 25 uSec hit for switching blocks (a block is 512 bytes), then 70nSec per
byte. ROM speed was 200nSec per 2 byte word, no hit for random access (double
check with Frank). Our assumption is most time critical code does DMA transfers
which are relatively long (&gt;= 1024 Kbytes), so our performance is around
7 Mbytes/sec peak for this case. For long transfers the asymptotic transfer
rate peak is 14 Mbytes/sec. We assume this is sufficient. </p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 2.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>No ROM contiguous addresses:</b> we will emulate 
this, but since nand-flash will have bad blocks, the application loading must
program new hardware registers to make the flash address space of a game
appear contiguous. The current plan is to make bad blocks completely transparent
to the software. However, depending on detailed evaluation of flash characteristics,
it is possible we may need to change DMA code to provide some software support
for mapping out bad blocks. This could potentially affect every existing
ROM to RAM DMA in the code. This would involve a change to the PI DMA library
in the dev kit.</p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 3.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>No EEPROM in game cartridge:</b> games used 
this to store persistent state. There is an EEPROM i/o API in the n64 dev 
kit, so for games that used this API our BB implementation can emulate the 
behavior. It is noteworthy that the EEPROM on the cartridge was visible to 
the n64 game as a "fifth" controller. So, the eeprom API has some controller 
dependence. </p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 4.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>No SRAM in game cartridge:</b> games used
this to store persistent state. There was no API for this, since the SRAM
was available directly through the AD16 bus, so this case would need to be
considered on a game-by-game basis by altering the game-code itself. We would
prefer to replace these with writes to Flash. Performance could be an issue,
if games do a lot of read/write to SRAM during game execution.</p>
    
<h3>MIPS CPU Change</h3>
    
<p class="MsoNormal"><!--[if !supportEmptyParas]-->&#160;<!--[endif]--><o:p></o:p></p>
    
<p class="MsoNormal">The available MIPS cores have slightly different cache
 design than the R4300. </p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 1.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>Data cache line size:</b> the line size is 
likely to grow from 16 to 32 bytes. Alignment of all dma buffers (i/o APIs 
provided in dev kit) and RCP buffers (handed off to SP in task list) will 
need to be changed to the new line size. Also, to facilitate the use of overlays 
the Nintendo dev kit <i>makerom</i> utility will automatically generate symbols 
to use as arguments to the functions osInvaliICache/DCache. We will provide 
a tool similar to <i>makerom</i>, to generate final images. Any "auto" layout 
performed by this tool must take into account the new data cache line size. 
</p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 2.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>Cache mapping and overall size:</b> cache
mapping will change from direct to 2 (or 4) way set associative. This will
mean the Cache Invalidate and writeback code has to change. This could also
produce the effect of having multiple in-cache mappings of a given physical
address if the Game Developers use the TLB and the kseg0 address space to
access the same piece of physical memory. This is a corner case and unlikely
to cause problems.</p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 3.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>TLB number of entries will change:</b> so
long as the new number is greater this should not affect games directly unless 
they program the TLB without using the dev kit functions. However, the DevKit 
functions such as osUnmapTLBALL may require minor change.</p>
    
<h3>AD16 BUS</h3>
    
<p class="MsoNormal"><!--[if !supportEmptyParas]-->&#160;<!--[endif]--><o:p></o:p></p>
    
<p class="MsoNormal">The AD16 bus does not exist.</p>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 1.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>No AD16 bus:</b> We don&#8217;t provide any registers 
associated with AD16 bus control (eg to set up different speeds). </p>
    
<h3>DRAM Change to DDR</h3>
    
<p class="MsoNormal" style="margin-left: 0.75in; text-indent: -0.25in;"><!--[if !supportLists]-->
 1.<span
 style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-stretch: normal; font-size-adjust: none;">
 &#160;&#160;&#160;&#160;&#160; </span><!--[endif]--><b>SDRAM vs RDRAM timing issues:</b> Currently 
our hardware design will provide a lower latency memory access, along with 
better throughput (since it hides page crossings). Should not be any issues.</p>
    
<h2 style="text-align: justify;">Software Porting Issues</h2>
    
<p class="MsoNormal"><!--[if !supportEmptyParas]-->&#160;<!--[endif]--><o:p></o:p></p>
    
<p class="MsoNormal">In addition to the above hardware related issues, there 
are several software only issues that effect how easy it will be to port a
game to the BB system.</p>
    
<ol start="1" type="1">
   <li class="MsoNormal" style=""><b>New Library version:</b>      the game 
was linked originally vs some version of a DevKit. Although we      have the
latest DevKit and will make porting changes, this DevKit may not      be
completely backward compatible with the DevKit used for a particular    
 game. We need to understand in more detail the DevKit history and the code
     used for particular games. </li>
   <li class="MsoNormal" style=""><b>New library sizes:</b> the      new
DevKit will likely have libraries of different size those the game      originally 
linked with. This will probably require changes to the spec      file for 
makerom (or .lk file for SN) to be changed to allow for new      placements. 
  </li>
   <li class="MsoNormal" style=""><b>Font sizes may grow:</b>      the Chinese 
font bitmaps may be larger than the Kanji ones currently in      place. This 
may alter the assumed memory map for a given game (depending      on where 
font storage actually was located). Also, since we do not have      more memory
than N64 we need to be careful of increasing memory footprint.</li>
   
</ol>
 <br>
 
<h2 style="text-align: justify;">Changes To libultra</h2>
    
<p class="MsoNormal" style=""><!--[if !supportEmptyParas]-->&#160;<!--[endif]--><br>
 <b>Power off interrupt</b><br>
 Add a default handler to detect power off. &#160;This will be in place of the
pre-nmi handler. &#160; This handler is effectively the same as the pre-nmi handler
and simply turns off graphics and audio just as the original pre-nmi handler
did.<br>
 <br>
 </p>
 
<p class="MsoNormal" style=""><b>Controller Pak State Support</b><br>
 We will emulate one 32KB controller pak using flash memory. &#160;Content metadata 
will include information about whether the game can use the controller pak. 
&#160;The contents in flash will be moved into bb chip internal SRAM before the 
start of the game and the controller pak library will operate on the SRAM 
image. &#160;This involves changes to the osPfs routines. &#160;When power is turned 
off, the game state is saved back to flash by the browser application. &#160;We 
still need to decide what to do to support the equivalent of controller pak 
removal and insertion.<br>
 <br>
 </p>
 
<p class="MsoNormal" style=""><b><o:p></o:p>EEPROM State Support</b><br>
 We will emulate a 256B or 2KB EEPROM using flash memory. &#160;Content metadata 
will indicate whether the game supports EEPROM and if so, the contents will 
be transfered to internal SRAM before the game starts, &#160;The eeprom library 
routines are changed to operate on the eeprom image in SRAM. &#160;This involves 
changes to the osEeprom routines. &#160;If we are supporting both controller pak
and EEPROM simulatenously, then EEPROM state will be cached in DRAM rather
than SRAM and the controller pak state will use SRAM. &#160;The browser must be
capable of locating the state.</p>
 
<p class="MsoNormal" style=""><br>
 <b>SRAM State Support</b><br>
 We will emulate 32KB SRAM using flash memory for persistent storage. &#160;Content 
metadata will indicate whether the game supports SRAM and if so, the contents 
will be transferred to internal SRAM before the game starts. &#160;There is no 
SRAM libultra routines per se, so games will require specific changes on a
game by game basis.<br>
 </p>
 
<p class="MsoNormal" style=""><br>
 <b>Flash State Support</b><br>
 We will emulate up to 256KB of cartridge flash memory using the bb player 
flash. &#160;Content metadata will indicate whether the game supports flash memory 
and the flash routines will be enabled as appropriate. &#160;We libultra flash 
library will be modified to write to the bbplayer flash directly. &#160;This involves 
changes to the osFlash routines.<br>
 </p>
 
<p class="MsoNormal" style=""><br>
 <b>GBPak &#160;and Voice Recognition Support</b><br>
 The GB Pak and Voice Recognition System are not supported. &#160;The <tt>osGbpak</tt>
 and <tt>osVoice</tt> routines are disabled.<br>
 </p>
 
<p class="MsoNormal" style=""><br>
 <b>Controller Support</b></p>
 
<p class="MsoNormal" style="">Changes to the controller routines to use the 
more restricted set of commands and avoid referring to the PIF RAM space. 
&#160;This involves small changes to the osCont routine to change the Reset sequence.<br>
 <br>
 </p>
 
<p class="MsoNormal" style=""><b>Rumble Pak Support</b><br>
 The rumble pak is manipulated through the <tt>osMotorInit,</tt> and <tt>
osMotorAccess</tt> functions. &#160;These functions are replaced with versions
supporting the modified SI support. &#160;The motor functions use a controller
pak (pfs) structure as a handle, so for compatibility this needs to be maintained.<br>
 <br>
 </p>
 
<p class="MsoNormal" style=""><b>Initialization Changes</b><br>
 The game launcher must fill in the various pieces of information formally 
supplied by the PIF boot process <tt>(osTvType,</tt> <tt>osRomType,</tt>
<tt>osResetType,</tt> <tt>osCicId,</tt> <tt>osVersion,</tt> <tt>osRomBase,</tt>
 <tt>osMemSize</tt>).<br>
 <br>
 </p>
 
<p class="MsoNormal" style=""><b>Video Changes</b><br>
 Changes to support the bcp internal encoder (if any). &#160;Changes to the video 
format tables to match any clock changes.<br>
 <br>
 </p>
 
<p class="MsoNormal" style=""><b>CPU Clock</b><br>
 The macros <tt>OS_CYCLES_TO_{USEC,NSEC}</tt> and <tt>OS_{USEC,NSEC}_TO_CYCLES</tt>
 are normally used to convert between timer ticks and time. &#160;Rather than
change these, the timer routines will be modified to operate in normalized
timer ticks at 46.875MHz (62.5MHz*1.5/2). &#160;This means that these timer routines
must know the CPU clock frequency from the board strappings to perform the
correct conversion. &#160;The timer routines are <tt>osGetTime,</tt> <tt>osSetTime,</tt>
 and <tt>osGetCount.</tt><br>
 </p>
 
<p class="MsoNormal" style=""><b><br>
 Issues:</b><br>
 </p>
 
<ul>
   <li>Exact changes to controller code.</li>
   <li>What to do if more than 1 state mechanism is supported by game (e.g., 
Controller Pak + EEPROM).<br>
   </li>
 
</ul>
   </div>
    
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