Copy Link
Add to Bookmark
Report

PSX Hardware Information

PS_2's profile picture
Published in 
Playstation
 · 4 years ago

 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSX Hardware Information
By: rveach

http://rveach.romhack.org/

Version 1.1
11/11/2012
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Has alot of good information taken from:
'Everything You Have Always Wanted to Know about the Playstation But Were Afraid to Ask'
'pcsxR' source
'GPU Peops Soft' and 'SPU Peops' source

Tab size should be 8 spaces.

Anything marked with '?'s is information that I am not totally sure about,
but everything else should be accurate.

Alot is almost done, just need to fill in some blanks.
GTE may be left out for now.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Memory Map

00000000 - 0000FFFF Kernel
00010000 - 001FFFFF User Memory
1F000000 - 1F00FFFF Parallel Port
1F800000 - 1F8003FF Scratch Pad
1FC00000 - 1FC7FFFF BIOS

Kernel/UserMemory/BIOS are mirrored at 80000000 (Cached) and A0000000 (not Cached)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SPU (Sound)
GPU (Graphics)
MDEC (Motion Decoding Chip, used to decode JPEG like images)
SIO (Standard Input/Output)
GTE (Geometry Transformation Engine)

DMA 0 = MDECin
DMA 1 = MDECout
DMA 2 = GPU (lists and image data)
DMA 3 = CDROM
DMA 4 = SPU
DMA 5 = PIO
DMA 6 = GPU OTC
This creates an empty linked list ending at MADR, going in reverse order, with BCR entries.
It sets every size to 0, and each list points to the previous.

Special Memory writes

DMA and Interrupts
MADR = Memory Address Register

BCR = Block Control Register (4 bytes)
bits 0 - 15 = blocksize in words 0000FFFF
bits 16 - 31 = amount of blocks FFFF0000

amount to transfer in words = amount of blocks * block size

CHCR = Channel Control Register (this will start the DMA) (4 bytes)
bit 0 00000001
Off - Recieving from DMA to CPU
On - Sending from CPU to DMA
bit 9 00000200
On - Transfer Continuous Stream
bit 10 00000400
On - Transfer Linked List (GPU Only)
bit 24 01000000
Off - No DMA Transfer Busy
On - Start/Busy DMA Transfer

0x1F801070 What interupts are ready to fire (2-4 bytes)
bit 0 - VBlank IRQ 0001
bit 1 - GPU Interrupt 0002
bit 2 - CDROM Interrupt 0004
bit 3 - DMA Interrupt 0008
bit 4 - System Clock Counter 0010
bit 5 - Horizontal Retrace Counter 0020
bit 6 - Pixel Counter 0040
bit 7 - SIO Interrupt 0080
bit 8 - SIO1 IRQ (SPU???) 0100
bit 9 - PIO ???
bit 10 - SIO ???
bit 11 - Exception ???
bit 12 - Memory Card ???
bit 13 - Memory Card ???
bit 14 - Memory Card ???
0x1F801074 What interrupts are enabled (if they aren't enabled here, then they never fire)
(2-4 bytes)

Interrupt Address: 0x80000080 (Game) or 0xbfc00180 (Bios ?)

0x1F801080 DMA0 MADR
0x1F801084 DMA0 BCR
0x1F801088 DMA0 CHCR

0x1F801090 DMA1 MADR
0x1F801094 DMA1 BCR
0x1F801098 DMA1 CHCR

0x1F8010A0 DMA2 MADR
0x1F8010A4 DMA2 BCR (blocksize in words <= 0x10)
0x1F8010A8 DMA2 CHCR
Examples:
0x01000200 = vram to mem
0x01000201 = mem to vram
0x01000401 = dma chain (linked list)


0x1F8010B0 DMA3 MADR
0x1F8010B4 DMA3 BCR
0x1F8010B8 DMA3 CHCR
To read multiple bytes of CD sector

0x1F8010C0 DMA4 MADR
0x1F8010C4 DMA4 BCR
0x1F8010C8 DMA4 CHCR

0x1F8010D0 DMA5 MADR
0x1F8010D4 DMA5 BCR
0x1F8010D8 DMA5 CHCR

0x1F8010E0 DMA6 MADR
0x1F8010E4 DMA6 BC
Number of list entries
0x1F8010E8 DMA6 CHCR

0x1F8010F0 DMA Primary Control Register
bits 0 - 3 = DMA0
bits 4 - 7 = DMA1
bits 8 - 11 = DMA2
bits 12 - 15 = DMA3
bits 16 - 19 = DMA4
bits 20 - 23 = DMA5
bits 24 - 27 = DMA6
the top bit for each section is boolean for the DMA is enabled/disabled

0x1F8010F4 DMA Interrupt Control Register
???????

SIO (Controller/MemoryCard?????)
0x1F801040 (sio8) (accepts 1-4 bytes, just duplicates 1 byte calls)
0x1F801044 SIO Status (2 bytes)
Write
Ignored
Read
bit 0 - controller transfer is ready ???
bit 1 - memory card transfer is ready ???
bit 2 - transfer buffer is empty ???
bit 3 - parity error ???
bit 4 - memory card over run ???
bit 5 - framing error ???
bit 6 - synch detect ???
bit 7 - dsr ???
bit 8 - cts ???
bit 9 - IRQ ???

0x1F801048 SIO Mode (2 bytes)
No known use

0x1F80104A SIO Control
bit 1 - ???
bit 4 - reset error (turns off IRQ on the status) ???
bit 6 - SIO reset (resets the controller so it can be read) ???
bit 13 2000
Off - controller 1
On - controller 2

0x1F80104e SIO Baud (2 bytes)
No known use

SIO1 ?????
0x1F801050 (SIO1_Data8/SIO1_Data16/SIO1_Data32) (1 - 4 bytes)
0x1F801054 (SIO1_Stat16) (2 bytes)
0x1F80105a (SIO1_Ctrl16) (2 bytes)
0x1F80105e (SIO1_Baud16) (2 bytes)

CDROM
0x1F801800 CDREG0 (1 byte)
Read
bit 0 01
Off - REG1 command sent
On - REG1 data read
bit 1 02
Off - data transfer finished
On - data transfer read/in-progress
bit 5 20
On - result ready
bit 6 40
On - DMA ready
bit 7 80
On - command being processed

Write
bit 0 01
Off - send command
On - to get result

0x1F801801 CDREG1 (1 byte)
Read: results (only if they are ready)

1st byte of results is always the status of the command,
except GetLocL and GetLocP

bit 1 - command error detected
bit 2 - spindle motor rotating
bit 3 - seek error detected
bit 4 - once shell open
bit 5 - reading data sectors
bit 6 - seeking
bit 7 - playing CD-DA

Write: command

00 - Synch [synchronization use]
01 - NOP
02 - SetLoc (minute, second, frame) [this sets the location to be used with other commands]
03 - Play [plays audio from last sector seeked]
04 - Forward [like cd player forward button]
05 - Backward [like cd player back button]
06 - ReadN [read with retry]
07 - Standby [aborts all current cd actions, but continues spinning]
08 - Stop [stop cd spinning]
09 - Pause [like cd player pause button]
0A - Init
0B - Mute [turns off cd sound playing]
0C - DeMute [turns on cd sound playing]
0D - SetFilter (file, channel) ???
0E - SetMode (mode) [sets read mode and spin speed]
bit 0 - CD-DA control (1 - on, 0 - off)
bit 1 - AutoPause control (1 - on, 0 - off)
bit 2 - report control (1 - on, 0 - off)
bit 3 - channel control (1 - on, 0 - off)
bit 4 - sector data size 2 (1 - 2328 bytes)
bit 5 - sector data size (1 - 2340 bytes, 0 - 2048 bytes)
bit 6 - ADPCM control (1 - On, 0 - Off)
bit 7 - speed (1 - double speed, 0 - normal speed)

0F - GetMode
returns the sector's current mode, file, and channel
10 - GetLocL [retrieves first 8 bytes of last sector header read]
11 - GetLocP [retrieves 8 bytes of sub-Q data for last sector read]
returns track number, index number,
MSF within track, MSF of entire disk
13 - GetTN [get first track number and number of tracks in the TOC]
14 - GetTD (rack(BCD)) ???? ??????????
15 - SeekL [seek to location in SetLoc in data mode]
16 - SeekP [seek to location in SetLoc in audio mode]
19 - Test ???????
1A - ID
1B - ReadS
1C - Reset
1E - ReadTOC

0x1F801802 CDREG2 (1 byte)
Write
if CDREG1 bit 0 set,
if value is 07, clear parameters and bit 0-1 of CDREG1 (acknowledged irq)
else
add 1 byte to parameter for CDREG1 command
Read
read 1 byte of cd sector in dma

0x1F801803 CDREG3 (1 byte)
Write
07 - acknowledged irq
80 - set next available cd sector to be read in DMA pool
Read
low nibble
00 - No Interrupt
01 - Data Ready
02 - Command Complete
03 - Acknowledge
04 - End of Data Detected
05 - Error Detected

SPU
1f801C00 Voice 0, Volume Left (2 bytes)
Volume Mode
bits 0 - 13 = voice volume
bit 14
Off - Normal Phase
On - Inverted Phase
Sweep Mode
bits 0 - 6 = voice volume
bit 12
Off - Normal Phase
On - Inverted Phase
bit 13
Off - Increase
On - Decrease
bit 14
Off - Linear Slope
On - Exponential Slope

1f801C02 Voice 0, Volume Right (2 bytes)
1f801C04 Voice 0, Pitch (2 bytes)
bits 0 - 13 = pitch
1f801C06 Voice 0, Start Address in Sound Buffer (divided by 8)
1f801C08 Voice 0, Attack/Decay/Sustain Level
bits 0 - 3 = sustain level
bits 4 - 7 = decay rate
bits 8 - 14 = attack rate
bit 15
Off - attack mode is linear
On - attack mode is exponential
1f801C0A Voice 0, Sustain/Release Rate (2 bytes)
bits 0 - 4 = release rate
bit 5
Off - linear decrease
On - exponential decrease
bits 6 - 12 = sustain rate
bit 14
Off - sustain rate mode increase
On - sustain rate mode decrease
bit 15
Off - sustain rate mode is linear
On - sustain rate mode is exponential
1f801C0C Voice 0, Current ASDR Volume (Read-Only) (2 bytes)
1f801C0E Voice 0, Repeat Address (2 bytes)

1f801C10 Voice 1, Volume Left
1f801C12 Voice 1, Volume Right
1f801C14 Voice 1, Pitch
1f801C16 Voice 1, Start Address in Sound Buffer (divided by 8)
1f801C18 Voice 1, Attack/Decay/Sustain Level
1f801C1A Voice 1, Sustain/Release Rate
1f801C1C Voice 1, Current ASDR Volume (Read-Only)
1f801C1E Voice 1, Repeat Address

1f801C20 Voice 2, Volume Left
1f801C22 Voice 2, Volume Right
1f801C24 Voice 2, Pitch
1f801C26 Voice 2, Start Address in Sound Buffer (divided by 8)
1f801C28 Voice 2, Attack/Decay/Sustain Level
1f801C2A Voice 2, Sustain/Release Rate
1f801C2C Voice 2, Current ASDR Volume (Read-Only)
1f801C2E Voice 2, Repeat Address

1f801C30 Voice 3, Volume Left
1f801C32 Voice 3, Volume Right
1f801C34 Voice 3, Pitch
1f801C36 Voice 3, Start Address in Sound Buffer (divided by 8)
1f801C38 Voice 3, Attack/Decay/Sustain Level
1f801C3A Voice 3, Sustain/Release Rate
1f801C3C Voice 3, Current ASDR Volume (Read-Only)
1f801C3E Voice 3, Repeat Address

1f801C40 Voice 4, Volume Left
1f801C42 Voice 4, Volume Right
1f801C44 Voice 4, Pitch
1f801C46 Voice 4, Start Address in Sound Buffer (divided by 8)
1f801C48 Voice 4, Attack/Decay/Sustain Level
1f801C4A Voice 4, Sustain/Release Rate
1f801C4C Voice 4, Current ASDR Volume (Read-Only)
1f801C4E Voice 4, Repeat Address

1f801C50 Voice 5, Volume Left
1f801C52 Voice 5, Volume Right
1f801C54 Voice 5, Pitch
1f801C56 Voice 5, Start Address in Sound Buffer (divided by 8)
1f801C58 Voice 5, Attack/Decay/Sustain Level
1f801C5A Voice 5, Sustain/Release Rate
1f801C5C Voice 5, Current ASDR Volume (Read-Only)
1f801C5E Voice 5, Repeat Address

1f801C60 Voice 6, Volume Left
1f801C62 Voice 6, Volume Right
1f801C64 Voice 6, Pitch
1f801C66 Voice 6, Start Address in Sound Buffer (divided by 8)
1f801C68 Voice 6, Attack/Decay/Sustain Level
1f801C6A Voice 6, Sustain/Release Rate
1f801C6C Voice 6, Current ASDR Volume (Read-Only)
1f801C6E Voice 6, Repeat Address

1f801C70 Voice 7, Volume Left
1f801C72 Voice 7, Volume Right
1f801C74 Voice 7, Pitch
1f801C76 Voice 7, Start Address in Sound Buffer (divided by 8)
1f801C78 Voice 7, Attack/Decay/Sustain Level
1f801C7A Voice 7, Sustain/Release Rate
1f801C7C Voice 7, Current ASDR Volume (Read-Only)
1f801C7E Voice 7, Repeat Address

1f801C80 Voice 8, Volume Left
1f801C82 Voice 8, Volume Right
1f801C84 Voice 8, Pitch
1f801C86 Voice 8, Start Address in Sound Buffer (divided by 8)
1f801C88 Voice 8, Attack/Decay/Sustain Level
1f801C8A Voice 8, Sustain/Release Rate
1f801C8C Voice 8, Current ASDR Volume (Read-Only)
1f801C8E Voice 8, Repeat Address

1f801C90 Voice 9, Volume Left
1f801C92 Voice 9, Volume Right
1f801C94 Voice 9, Pitch
1f801C96 Voice 9, Start Address in Sound Buffer (divided by 8)
1f801C98 Voice 9, Attack/Decay/Sustain Level
1f801C9A Voice 9, Sustain/Release Rate
1f801C9C Voice 9, Current ASDR Volume (Read-Only)
1f801C9E Voice 9, Repeat Address

1f801CA0 Voice A, Volume Left
1f801CA2 Voice A, Volume Right
1f801CA4 Voice A, Pitch
1f801CA6 Voice A, Start Address in Sound Buffer (divided by 8)
1f801CA8 Voice A, Attack/Decay/Sustain Level
1f801CAA Voice A, Sustain/Release Rate
1f801CAC Voice A, Current ASDR Volume (Read-Only)
1f801CAE Voice A, Repeat Address

1f801CB0 Voice B, Volume Left
1f801CB2 Voice B, Volume Right
1f801CB4 Voice B, Pitch
1f801CB6 Voice B, Start Address in Sound Buffer (divided by 8)
1f801CB8 Voice B, Attack/Decay/Sustain Level
1f801CBA Voice B, Sustain/Release Rate
1f801CBC Voice B, Current ASDR Volume (Read-Only)
1f801CBE Voice B, Repeat Address

1f801CC0 Voice C, Volume Left
1f801CC2 Voice C, Volume Right
1f801CC4 Voice C, Pitch
1f801CC6 Voice C, Start Address in Sound Buffer (divided by 8)
1f801CC8 Voice C, Attack/Decay/Sustain Level
1f801CCA Voice C, Sustain/Release Rate
1f801CCC Voice C, Current ASDR Volume (Read-Only)
1f801CCE Voice C, Repeat Address

1f801CD0 Voice D, Volume Left
1f801CD2 Voice D, Volume Right
1f801CD4 Voice D, Pitch
1f801CD6 Voice D, Start Address in Sound Buffer (divided by 8)
1f801CD8 Voice D, Attack/Decay/Sustain Level
1f801CDA Voice D, Sustain/Release Rate
1f801CDC Voice D, Current ASDR Volume (Read-Only)
1f801CDE Voice D, Repeat Address

1f801CE0 Voice E, Volume Left
1f801CE2 Voice E, Volume Right
1f801CE4 Voice E, Pitch
1f801CE6 Voice E, Start Address in Sound Buffer (divided by 8)
1f801CE8 Voice E, Attack/Decay/Sustain Level
1f801CEA Voice E, Sustain/Release Rate
1f801CEC Voice E, Current ASDR Volume (Read-Only)
1f801CEE Voice E, Repeat Address

1f801CF0 Voice F, Volume Left
1f801CF2 Voice F, Volume Right
1f801CF4 Voice F, Pitch
1f801CF6 Voice F, Start Address in Sound Buffer (divided by 8)
1f801CF8 Voice F, Attack/Decay/Sustain Level
1f801CFA Voice F, Sustain/Release Rate
1f801CFC Voice F, Current ASDR Volume (Read-Only)
1f801CFE Voice F, Repeat Address

1f801D00 Voice 10, Volume Left
1f801D02 Voice 10, Volume Right
1f801D04 Voice 10, Pitch
1f801D06 Voice 10, Start Address in Sound Buffer (divided by 8)
1f801D08 Voice 10, Attack/Decay/Sustain Level
1f801D0A Voice 10, Sustain/Release Rate
1f801D0C Voice 10, Current ASDR Volume (Read-Only)
1f801D0E Voice 10, Repeat Address

1f801D10 Voice 11, Volume Left
1f801D12 Voice 11, Volume Right
1f801D14 Voice 11, Pitch
1f801D16 Voice 11, Start Address in Sound Buffer (divided by 8)
1f801D18 Voice 11, Attack/Decay/Sustain Level
1f801D1A Voice 11, Sustain/Release Rate
1f801D1C Voice 11, Current ASDR Volume (Read-Only)
1f801D1E Voice 11, Repeat Address

1f801D20 Voice 12, Volume Left
1f801D22 Voice 12, Volume Right
1f801D24 Voice 12, Pitch
1f801D26 Voice 12, Start Address in Sound Buffer (divided by 8)
1f801D28 Voice 12, Attack/Decay/Sustain Level
1f801D2A Voice 12, Sustain/Release Rate
1f801D2C Voice 12, Current ASDR Volume (Read-Only)
1f801D2E Voice 12, Repeat Address

1f801D30 Voice 13, Volume Left
1f801D32 Voice 13, Volume Right
1f801D34 Voice 13, Pitch
1f801D36 Voice 13, Start Address in Sound Buffer (divided by 8)
1f801D38 Voice 13, Attack/Decay/Sustain Level
1f801D3A Voice 13, Sustain/Release Rate
1f801D3C Voice 13, Current ASDR Volume (Read-Only)
1f801D3E Voice 13, Repeat Address

1f801D40 Voice 14, Volume Left
1f801D42 Voice 14, Volume Right
1f801D44 Voice 14, Pitch
1f801D46 Voice 14, Start Address in Sound Buffer (divided by 8)
1f801D48 Voice 14, Attack/Decay/Sustain Level
1f801D4A Voice 14, Sustain/Release Rate
1f801D4C Voice 14, Current ASDR Volume (Read-Only)
1f801D4E Voice 14, Repeat Address

1f801D50 Voice 15, Volume Left
1f801D52 Voice 15, Volume Right
1f801D54 Voice 15, Pitch
1f801D56 Voice 15, Start Address in Sound Buffer (divided by 8)
1f801D58 Voice 15, Attack/Decay/Sustain Level
1f801D5A Voice 15, Sustain/Release Rate
1f801D5C Voice 15, Current ASDR Volume (Read-Only)
1f801D5E Voice 15, Repeat Address

1f801D60 Voice 16, Volume Left
1f801D62 Voice 16, Volume Right
1f801D64 Voice 16, Pitch
1f801D66 Voice 16, Start Address in Sound Buffer (divided by 8)
1f801D68 Voice 16, Attack/Decay/Sustain Level
1f801D6A Voice 16, Sustain/Release Rate
1f801D6C Voice 16, Current ASDR Volume (Read-Only)
1f801D6E Voice 16, Repeat Address

1f801D70 Voice 17, Volume Left
1f801D72 Voice 17, Volume Right
1f801D74 Voice 17, Pitch
1f801D76 Voice 17, Start Address in Sound Buffer (divided by 8)
1f801D78 Voice 17, Attack/Decay/Sustain Level
1f801D7A Voice 17, Sustain/Release Rate
1f801D7C Voice 17, Current ASDR Volume (Read-Only)
1f801D7E Voice 17, Repeat Address

1f801D80 Main Volume Left (2 bytes)
1f801D82 Main Volume Right (2 bytes)

1f801D84 Reverberation Depth Left (2 bytes)
1f801D86 Reverberation Depth Right (2 bytes)

1f801D86 Voice On (1) (2 bytes)
Each bit controls Voices for 0 - F
1f801D88 Voice On (2) (2 bytes)
Each bit controls Voices for 10 - 17
1f801D8C Voice Off (1) (2 bytes)
Each bit controls Voices for 0 - F
1f801D8E Voice Off (2) (2 bytes)
Each bit controls Voices for 10 - 17
1f801D90 Sets the Voice Channel Frequency Modulator (1) (2 bytes)
Each bit controls Voices for 0 - F
1f801D92 Sets the Voice Channel Frequency Modulator (2) (2 bytes)
Each bit controls Voices for 10 - 17
1f801D94 Sets the Voice Channel to Noise (1) (2 bytes)
Each bit controls Voices for 0 - F
1f801D96 Sets the Voice Channel to Noise (2) (2 bytes)
Each bit controls Voices for 10 - 17
1f801D98 Sets the Voice Channel to Reverb (1) (2 bytes)
Each bit controls Voices for 0 - F
1f801D9A Sets the Voice Channel to Reverb (2) (2 bytes)
Each bit controls Voices for 10 - 17
1f801D9C Tells if the Voice Channel is Muted or Not (1) (2 bytes)
Each bit repesents Voices 0 - F
1f801D9E Tells if the Voice Channel is Muted or Not (2) (2 bytes)
Each bit repesents Voices 10 - 17

1f801DA2 Reverb Work Area Start (divided by 8) (2 bytes)
1f801DA4 Sound Buffer IRQ Address (divided by 8) (2 bytes)

1f801DA6 Sound Buffer Address (divided by 8) (2 bytes)
1f801DA8 SPU Data (2 bytes)
Used to Read/Write data to the SPU Address
specified in the Sound Buffer Address (1F801DA6).
Each Read/Write increases the address by 2.
1f801DAA SPU Control (2 bytes)
bit 0
Off = cd audio off
On = cd audio on
bit 1
Off = external audio off
On = external audio on
bit 2
Off = reverb for cd off
On = reverb for cd on
bit 3
Off = reverb for external off
On = reverb for external on
bits 4 - 5
01 = non-dma write (transfer through data register)
10 = DMA write
11 = DMA read
bit 6
Off = IRQ disabled
On = IRQ enabled
bit 7
Off = reverb disabled
On = reverb enabled
bits 8 - 13 = Noise Clock Frequency
bit 14
Off = mute SPU
On = unmute SPU
bit 15
Off = SPU off
On = SPU on

1f801DAC SPU Status (2 bytes)
??????
1f801DAE SPU Status (2 bytes)
bit 10
Off = spu ready to transfer
On = spu not ready to transfer
bit 11
Off = decoding in first half of buffer
On = decoding in second half of buffer

1f801DB0 CD Volume Left (2 bytes)
bits 0 - 14 = volume
bit 15
Off = normal phase
On = inverted phase
1f801DB2 CD Volume Right (2 bytes)

1f801DB4 External Volume Left (2 bytes)
bits 0 - 14 = volume
bit 15
Off = normal phase
On = inverted phase
1f801DB6 External Volume Right (2 bytes)

TODO: p. 79 reverb


GPU
0x1F801810 GPU Data (4 bytes)
Used to read/write 1 word from/to the GPU
0x1F801814 GPU Status/Control (4 bytes)
Write: command
bits 0 - 15 = parameter 0000FFFF
bits 16 - 31 = command FFFF0000

command
00 - reset GPU (and turn off screen)
01 - reset command buffer
02 - reset IRQ
03 - display
parameter 0 - display enabled
1 - display disabled
04 - DMA direction setup
parameter 0 - disabled
2 - DMA CPU -> GPU
3 - DMA GPU -> CPU
05 - set top-left corner of display area
parameter bits 0 - 9 = x coordinate 003FF
bits 10 - 18 = y coordinate 7FC00
06 - set horizontal display range (relative to top-left corner)
parameter bits 0 - 11 = start x coordinate
bits 12 - 23 = end x coordinate (not relative to start)
07 - set vertical display range (relative to top-left corner)
parameter bits 0 - 9 = start y coordinate
bits 10 - 20 = end y coordinate (not relative to start)
08 - display mode
parameter bits 0 - 1
00 - width = 256 pixels
01 - 320
10 - 512
11 - 640
bit 2 = height (0 - 240, 1 - 480)
bit 3
Off - NTSC
On - PAL
bit 4
Off - 16-bit
On - 24-bit
bit 5
Off - interlace off
On - interlace on
bit 6
On - width = 384 pixels
bit 7 = reverse flag ?????
10 - gpu info
parameter 3 - draw area top-left
4 - draw area bottom-right
5 - draw offset
7 - GPU type


Read: status
bits 0 - 3 = texture page X (value * 64)
bit 4 = texture page Y (value * 256)
bit 5 - 6 = semi transparent state
bits 7 - 8 = texture color mode
00 - 4-bit CLUT
01 - 8-bit CLUT
10 - 16-bit
bit 9
Off - dither Off
On - dither On
bit 10
Off - draw to area prohibitied
On - draw to area allowed
bit 11
Off - do not apply mask bit to pixels
On - apply mask bit to pixels
bit 12
Off - draw over pixels with mask set
On - no drawing to pixels with set mask bit
bits 16 - 18 = Width
000 - 256 pixels
010 - 320
100 - 512
110 - 640
001 - 384
bit 19 = height (0 - 240, 1 - 480)
bit 20 = video (0 - NTSC, 1 - PAL)
bit 21
Off - 15-bit mode
On - 24-bit mode
bit 22
Off - interlace off
On - interlace on
bit 23
Off - display enabled
On - display disabled
bit 26
Off - GPU is busy
On - GPU is idle
bit 27
Off - not ready to send image
On - ready
bit 28
Off - not ready to recieve commands
On - ready
bits 29 - 30
00 - DMA off
10 - DMA CPU -> GPU
11 - DMA GPU -> CPU
bit 31
Off - drawing even lines in interlace mode
On - drawing uneven lines in interlace mode

MDEC
0x1F801820 MDECin Control Register (4 bytes)
bits 0 - 15 0000FFFF
size of block to decode in DMA0
bit 25 02000000
toggles whether to set bit 15 of the decompressed data (semi-transparency)
bit 27 08000000
Off - 24-bit color
On - 16-bit color
bits 28 - 31
command on DMA 0
3 - decode
4 - quantization table upload
6 - cosine table

0x1F801824 MDECout Control Register (4 bytes)
Write
bit 31 - Reset (makes in/out control 80000000
register be 0)
Read

bit 23 - copies MDECin's bit 25 00800000
bit 24 01000000
MDEC is trasnferring data to man memory???
bit 25 - copies MDECin's bit 27 02000000
bits 27 - 28 18000000
Data Request???
bit 29 20000000
Off - MDEC1 is not busy transferring data
On - MDEC1 is busy

Counters
0x1f801100 ????? TODO
0x1f801104 ?????
0x1f801108 ?????
0x1f801110 ?????
0x1f801114 ?????
0x1f801118 ?????
0x1f801120 ?????
0x1f801124 ?????
0x1f801128 ?????

Misc
0x1f801060 Read/Set PSX Memory Size (4 bytes)
Only accepted values by the BIOS is 2/8
B88 = 2 ????

0x1f802030 int_2000 ????
0x1f802040 dip ????


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SPU
512kb buffer
data is stored compressed in blocks of 16 bytes
14 packed sample bytes
2 header bytes
uncompressed, it is 28 sample bytes

Memory Layout
0x00000-0x003ff CD audio left
0x00400-0x007ff CD audio right
0x00800-0x00bff Voice 1
0x00c00-0x00fff Voice 3
0x01000-0x0100f System area
0x01008-0x0____ Sound data area
0x0____-0x7ffff Reverb work area

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GPU
Coordinates: 0,0 to 1023,511 (0x3FF,0x1FF)

Display Modes: (write 0x08 to 0x1F801814 to set these modes)
Width: 256, 320, 360, 512, 640
Height: NTSC:
240 (interlace off), 480 (interlace on)

Pixels/Color
16 bits:
bits 0 - 4 = red
bits 5 - 9 = green
bits 10 - 14 = blue
bit 15 = Mask

24 bits:
bits 0 - 7 = red
bits 8 - 15 = green
bits 16 - 23 = blue

GPU Link List
1st Word
bits 0 - 23 = memory address of next link in the chain 00FFFFFF
0xFFFFFF specifies no more links (end of chain)
bits 24 - 31 = number of words in the data FF000000

All the data that follows is the command and parameters for that command
bits 24 - 31 = specifies the command FF000000

Difference between Gradated and non-Gradated ????

Commands
0x01 - Clear Cache
0x02 - Free-Size Filled Rectangle (ignores draw areas)
1st Word
bits 0 - 23 = 24-bit Color
2nd Word
bits 0 - 15 = absolute x location
bits 16 - 31 = absolute y location
3rd Word
bits 0 - 15 = width
bits 16 - 31 = height
0x20 to 0x23 - Smooth 3-Point Polygon
1st Word
bits 0 - 23 = 24-bit Color
2nd Word
bits 0 - 15 = relative vertex x0 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y0 location (relative to last value of command [E5])
3rd Word
bits 0 - 15 = relative vertex x1 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y1 location (relative to last value of command [E5])
4th Word
bits 0 - 15 = relative vertex x2 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y2 location (relative to last value of command [E5])
0x24 to 0x27 - Flat 3-Point Texture
1st Word
bits 0 - 23 = 24-bit Color
2nd Word
bits 0 - 15 = relative vertex x0 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y0 location (relative to last value of command [E5])
3rd Word
bits 0 - 7 = texture source vertex x0 (relative to this command)
bits 8 - 15 = texture source vertex y0 (relative to this command)
bits 16 - 31 = CLUT ???
4th Word
bits 0 - 15 = relative vertex x1 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y1 location (relative to last value of command [E5])
5th Word
bits 0 - 7 = texture source vertex x1 (relative to this command)
bits 8 - 15 = texture source vertex y1 (relative to this command)
bits 16 - 31 = same as bits 0 - 10 in [E1],
this affects other commands too just like [E1]
6th Word
bits 0 - 15 = relative vertex x2 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y2 location (relative to last value of command [E5])
7th Word
bits 0 - 7 = texture source vertex x2 (relative to this command)
bits 8 - 15 = texture source vertex y2 (relative to this command)
0x28 to 0x2B - Flat 4-Point Polygon
1st Word
bits 0 - 23 = 24-bit Color
2nd Word
bits 0 - 15 = relative vertex x0 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y0 location (relative to last value of command [E5])
3rd Word
bits 0 - 15 = relative vertex x1 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y1 location (relative to last value of command [E5])
4th Word
bits 0 - 15 = relative vertex x2 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y2 location (relative to last value of command [E5])
5th Word
bits 0 - 15 = relative vertex x3 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y3 location (relative to last value of command [E5])
0x2C to 0x2F - Flat 4-Point Texture
1st Word
bits 0 - 23 = 24-bit Color
2nd Word
bits 0 - 15 = relative vertex x0 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y0 location (relative to last value of command [E5])
3rd Word
bits 0 - 7 = texture source vertex x0 (relative to this command)
bits 8 - 15 = texture source vertex y0 (relative to this command)
bits 16 - 31 = CLUT ???
4th Word
bits 0 - 15 = relative vertex x1 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y1 location (relative to last value of command [E5])
5th Word
bits 0 - 7 = texture source vertex x1 (relative to this command)
bits 8 - 15 = texture source vertex y1 (relative to this command)
bits 16 - 31 = same as bits 0 - 10 in [E1],
this affects other commands too just like [E1]
6th Word
bits 0 - 15 = relative vertex x2 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y2 location (relative to last value of command [E5])
7th Word
bits 0 - 7 = texture source vertex x2 (relative to this command)
bits 8 - 15 = texture source vertex y2 (relative to this command)
8th Word
bits 0 - 15 = relative vertex x3 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y3 location (relative to last value of command [E5])
9th Word
bits 0 - 7 = texture source vertex x3 (relative to this command)
bits 8 - 15 = texture source vertex y3 (relative to this command)
0x30 to 0x33 - Smooth Shaded 3-Point Polygon
1st Word
bits 0 - 23 = 24-bit Color0
2nd Word
bits 0 - 15 = relative vertex x0 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y0 location (relative to last value of command [E5])
3rd Word
bits 0 - 23 = 24-bit Color1
4th Word
bits 0 - 15 = relative vertex x1 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y1 location (relative to last value of command [E5])
5th Word
bits 0 - 23 = 24-bit Color2
6th Word
bits 0 - 15 = relative vertex x2 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y2 location (relative to last value of command [E5])
0x34 to 0x37 - Shaded 3-Point Texture
1st Word
bits 0 - 23 = 24-bit Color0
2nd Word
bits 0 - 15 = relative vertex x0 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y0 location (relative to last value of command [E5])
3rd Word
bits 0 - 7 = texture source vertex x0 (relative to this command)
bits 8 - 15 = texture source vertex y0 (relative to this command)
bits 16 - 31 = CLUT ???
4th Word
bits 0 - 23 = 24-bit Color1
5th Word
bits 0 - 15 = relative vertex x1 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y1 location (relative to last value of command [E5])
6th Word
bits 0 - 7 = texture source vertex x1 (relative to this command)
bits 8 - 15 = texture source vertex y1 (relative to this command)
bits 16 - 31 = same as bits 0 - 10 in [E1],
this affects other commands too just like [E1]
7th Word
bits 0 - 23 = 24-bit Color2
8th Word
bits 0 - 15 = relative vertex x2 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y2 location (relative to last value of command [E5])
9th Word
bits 0 - 7 = texture source vertex x2 (relative to this command)
bits 8 - 15 = texture source vertex y2 (relative to this command)
0x38 to 0x3B - Shaded 4-Point Polygon
1st Word
bits 0 - 23 = 24-bit Color0
2nd Word
bits 0 - 15 = relative vertex x0 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y0 location (relative to last value of command [E5])
3rd Word
bits 0 - 23 = 24-bit Color1
4th Word
bits 0 - 15 = relative vertex x1 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y1 location (relative to last value of command [E5])
5th Word
bits 0 - 23 = 24-bit Color2
6th Word
bits 0 - 15 = relative vertex x2 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y2 location (relative to last value of command [E5])
7th Word
bits 0 - 23 = 24-bit Color3
8th Word
bits 0 - 15 = relative vertex x3 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y3 location (relative to last value of command [E5])
0x3C to 0x3F - Shaded 4-Point Texture
1st Word
bits 0 - 23 = 24-bit Color0
2nd Word
bits 0 - 15 = relative vertex x0 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y0 location (relative to last value of command [E5])
3rd Word
bits 0 - 7 = texture source vertex x0 (relative to this command)
bits 8 - 15 = texture source vertex y0 (relative to this command)
bits 16 - 31 = CLUT ???
4th Word
bits 0 - 23 = 24-bit Color1
5th Word
bits 0 - 15 = relative vertex x1 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y1 location (relative to last value of command [E5])
6th Word
bits 0 - 7 = texture source vertex x1 (relative to this command)
bits 8 - 15 = texture source vertex y1 (relative to this command)
bits 16 - 31 = same as bits 0 - 10 in [E1],
this affects other commands too just like [E1]
7th Word
bits 0 - 23 = 24-bit Color2
8th Word
bits 0 - 15 = relative vertex x2 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y2 location (relative to last value of command [E5])
9th Word
bits 0 - 7 = texture source vertex x2 (relative to this command)
bits 8 - 15 = texture source vertex y2 (relative to this command)
10th Word
bits 0 - 23 = 24-bit Color3
11th Word
bits 0 - 15 = relative vertex x3 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y3 location (relative to last value of command [E5])
12th Word
bits 0 - 7 = texture source vertex x3 (relative to this command)
bits 8 - 15 = texture source vertex y3 (relative to this command)
0x40 to 0x43 - Flat 2-Point PolyLine (F?)
1st Word
bits 0 - 23 = 24-bit Color
2nd Word
bits 0 - 15 = relative vertex x0 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y0 location (relative to last value of command [E5])
3rd Word
bits 0 - 15 = relative vertex x1 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y1 location (relative to last value of command [E5])
0x48 to 0x4F - Flat Multiple 2-Point PolyLines (Single Color)
1st Word
bits 0 - 23 = 24-bit Color
2nd to Last-1 Word
bits 0 - 15 = relative vertex xN location (relative to last value of command [E5])
bits 16 - 31 = relative vertex yN location (relative to last value of command [E5])
Last Word
0x55555555 (Termination Code)
0x50 to 0x53 - Shaded 2-Point PolyLine
1st Word
bits 0 - 23 = 24-bit Color0
2nd Word
bits 0 - 15 = relative vertex x0 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y0 location (relative to last value of command [E5])
3rd Word
bits 0 - 23 = 24-bit Color1
4th Word
bits 0 - 15 = relative vertex x1 location (relative to last value of command [E5])
bits 16 - 31 = relative vertex y1 location (relative to last value of command [E5])
0x58 to 0x5F - Shaded Multiple 2-Point PolyLines (Multiple Colors)
1st to Last-2 Word
1st Word
bits 0 - 23 = 24-bit ColorN
2nd Word
bits 0 - 15 = relative vertex xN location (relative to last value of command [E5])
bits 16 - 31 = relative vertex yN location (relative to last value of command [E5])
Last Word
0x55555555 (Termination Code)
0x60 to 0x63 - Free-Size Filled Rectangle (doesn't ignore draw areas)
1st Word
bits 0 - 23 = 24-bit Color ???
2nd Word
bits 0 - 15 = x location (relative to last value of command [E5])
bits 16 - 31 = y location (relative to last value of command [E5])
3rd Word
bits 0 - 15 = width
bits 16 - 31 = height
0x64 to 0x67 - Free-Size Sprite
1st Word
bits 0 - 23 = 24-bit Color ???
2nd Word
bits 0 - 15 = sprite destination x (relative to last value of command [E5])
bits 16 - 31 = sprite destination y (relative to last value of command [E5])
3rd Word
bits 0 - 7 = texture source x (relative to [E1/24/2C/34/3C])
bits 8 - 15 = texture source y (relative to [E1/24/2C/34/3C])
bits 16 - 31 = CLUT ???
4th Word
bits 0 - 15 = sprite width
bits 16 - 31 = sprite height
0x68 to 0x6B - Point
1st Word
bits 0 - 23 = 24-bit Color
2nd Word
bits 0 - 15 = x location (relative to last value of command [E5])
bits 16 - 31 = y location (relative to last value of command [E5])
0x70 to 0x73 - 8x8 Filled Rectangle
1st Word
bits 0 - 23 = 24-bit Color
2nd Word
bits 0 - 15 = x location (relative to last value of command [E5])
bits 16 - 31 = y location (relative to last value of command [E5])
0x74 to 0x77 - 8x8 Sprite
1st Word
bits 0 - 23 = 24-bit Color ???
2nd Word
bits 0 - 15 = sprite destination x (relative to last value of command [E5])
bits 16 - 31 = sprite destination y (relative to last value of command [E5])
3rd Word
bits 0 - 7 = texture source x (relative to [E1/24/2C/34/3C])
bits 8 - 15 = texture source y (relative to [E1/24/2C/34/3C])
bits 16 - 31 = CLUT ???
0x78 to 0x7B - 16x16 Filled Rectangle
1st Word
bits 0 - 23 = 24-bit Color
2nd Word
bits 0 - 15 = x location (relative to last value of command [E5])
bits 16 - 31 = y location (relative to last value of command [E5])
0x7C to 0x7F - 16x16 Sprite
1st Word
bits 0 - 23 = 24-bit Color ???
2nd Word
bits 0 - 15 = sprite destination x (relative to last value of command [E5])
bits 16 - 31 = sprite destination y (relative to last value of command [E5])
3rd Word
bits 0 - 7 = texture source x (relative to [E1/24/2C/34/3C])
bits 8 - 15 = texture source y (relative to [E1/24/2C/34/3C])
bits 16 - 31 = CLUT ???
0x80 - Move Image in Frame Buffer
1st Word
bits 0 - 23 = 24-bit Color ???
2nd Word
bits 0 - 15 = absolute x source location
bits 16 - 31 = absolute y source location
3rd Word
bits 0 - 15 = absolute x destination location
bits 16 - 31 = absolute y destination location
4th Word
bits 0 - 15 = width (width * 2 = number pixels in width)
bits 16 - 31 = height
0xA0 - Send Image to Frame Buffer
1st Word
bits 0 - 23 = 24-bit Color ???
2nd Word
bits 0 - 15 = absolute x destination location
bits 16 - 31 = absolute y destination location
3rd Word
bits 0 - 15 = width (width * 2 = number pixels in width)
bits 16 - 31 = height
4th+ Words
16-bit Image Data
0xC0 - Copy Image from Frame Buffer (Data can be read from DMA 2)
1st Word
bits 0 - 23 = 24-bit Color ???
2nd Word
bits 0 - 15 = absolute x destination location
bits 16 - 31 = absolute y destination location
3rd Word
bits 0 - 15 = width (width * 2 = number pixels in width)
bits 16 - 31 = height
0xE1 - Draw Mode Setting
bits 0 - 3 = absolute texture x offset (x = value * 64)
bits 4 = absolute texture y offset (y = value * 256)
bits 5 - 6 = semi transparency mode
bits 7 - 8
0 = 4-bit CLUT
1 = 8-bit CLUT
2 = 15-bit direct
bits 9
Off = dither off
On = dither on
bits 10
Off - draw to area prohibitied
On - draw to area allowed
0xE2 - Texture Window Setting (??? where is this used in other commands ???)
bits 0 - 4 = height (height = 256 - value * 8)
bits 5 - 9 = width (width = 256 - value * 8)
bits 10 - 14 = y (y = value * 8)
bits 15 - 19 = x (x = value * 8)
0xE3 - Drawing Area Top Left
bits 0 - 9 = x coordinate 0003FF
bits 10 - 19 = y coordinate 0FFC00
0xE4 - Drawing Area Width and Height
bits 0 - 9 = width 0003FF
bits 10 - 19 = height 0FFC00
0xE5 - Drawing Offset
bits 0 - 10 = absolute x offset 0007FF
bits 11 - 21 = absolute y offset 3FF800
0xE6 - Drawing Masks ??????
bit 0 = set mask bit while drawing ???
bit 1 = do not draw to mask areas ???

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MDEC Data Fomat

+------------+ +------------+ +------------+
| Header | | Cb block | ---+---> | DCT |
+------------+ +------------+ | +------------+
| MacroBlock | ---> | Cr block | ---+ | RLE |
+------------+ +------------+ | +------------+
| ....... | | Y0 block | ---+ | .... |
+------------+ +------------+ | +------------+
| MacroBlock | | Y1 block | ---+ | RLE |
+------------+ +------------+ | +------------+
| Footer | | Y2 block | ---+ | EOD |
+------------+ +------------+ | +------------+
| Y3 block | ---+
+------------+

Header
bits 0 - 15 = size (of all blocks????)
bits 16 - 31 = constant 0x3800

Footer and EOD (End of Data)
bits 0 - 15 = constant 0xFE00

Cb/Cr = color difference blocks
Y0 to Y3 = luminescence blocks

DCT
bits 0 - 9 = direct current reference (signed)
bits 10 - 15 = quantization factor (unsigned)

RLE
bits 0 - 9 = data (signed)
bits 10 - 15 = number of zeros between data (unsigned)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GTE
p. 51

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

How to work CDRREGs

To send a command:
- First send any arguments
- write 0 to CDREG0
- write all arguments sequentially to CDREG2
- Then write 0 to CDREG0, and the command to CDREG1.

To wait for a command to complete:
- Wait until a CDrom irq occurs (bit 2 of the interrupt regs) The cause of the cdrom
irq is in the low nibble of CDREG3. This is usually 3 on a succesful comletion. Failure
to complete the command will result in a 5. If you don't wish to use irq's you can just
check for the low nibble of cdreg3 to become something other than 0, but make sure it
doesn't get cleared in any irq setup by the bios or some such.

To Get the results:
- write a 1 to CDREG0
- read CDREG0. If bit 5 is set,
- read a return value from CDREG1
- then read CDREG0
- repeat read until bit 5 goes low.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

How to work GPU

Initializing the GPU
- Reset the GPU (GP1 command $00). This turns off the display as well.
- Set horizontal and vertical start/end. (GP1 command $06, $07)
- Set display mode. (GP1 command $08)
- Set display offset. (GP1 command $05)
- Set draw mode. (GP0 command $e1)
- Set draw area. (GP0 command $e3, $e4)
- Set draw offset. (GP0 command $e5)
- Enable display.

p. 47 TODO more

Waiting to send commands
- Wait for bit $18 to become 0 in D2_CHCR
- Wait for bit $1c to become 1 in GP1.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

← previous
next →
loading
sending ...
New to Neperos ? Sign Up for free
download Neperos App from Google Play
install Neperos as PWA

Let's discover also

Recent Articles

Recent Comments

Neperos cookies
This website uses cookies to store your preferences and improve the service. Cookies authorization will allow me and / or my partners to process personal data such as browsing behaviour.

By pressing OK you agree to the Terms of Service and acknowledge the Privacy Policy

By pressing REJECT you will be able to continue to use Neperos (like read articles or write comments) but some important cookies will not be set. This may affect certain features and functions of the platform.
OK
REJECT