How the firmware's POPS manager and emulator are booted, what stands in for the Media Engine, what's patched in them, the rendering changes they need, and what's not done yet.
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PS1 EBOOTs (POPS)
PS1 games on the PSP are EBOOT.PBPs run by the firmware's PS1 emulator. PPSSPP runs the firmware's own
modules for them, so it needs an installed 6.60 or 6.61 firmware (flash0:/kd/popsman.prx); without
one, booting a PS1 EBOOT fails with a message saying so. --unpack-updater DIR EBOOT.PBP installs one from an
official updater.
The code is Core/HLE/PopsBoot.cpp (the boot, the ME, the patches) and Core/HW/PopsMMIO.cpp (the
hardware registers the manager uses). The patches are for the 6.60 and 6.61 popsman.prx and pops_0Xg.prx,
whose code is the same (and the same at the patched places for the PSP-1000 and PSP-2000 models). The
manager's is checked when it's loaded. Offsets below are from the module's base.
The boot
On hardware the kernel reboots into its POPS configuration, which starts the POPS manager
(popsman.prx) and a few user modules, and the kernel's init then calls scePopsManLoadModule(path, 0),
which loads pops_0Xg.prx (the emulator) for the PSP model. Load_PSP_POPS does the same without the
reboot: it loads the manager, the user modules (libfont_hv, pafmini, libpspvmc) and a helper thread
that makes the init's call. InitForKernel reports a memory stick boot in the POPS key configuration.
The emulator draws through the GE and plays through the Media Engine. The manager drives both directly:
- GE. The emulator keeps one display list stalled and the manager extends it each frame by writing
the stall register (
0xBD40010C), then waits for the FINISH interrupt. These map onto the HLE GPU's current list. - ME. A PS1 boot always gets the emulated Media Engine (
Core/MIPS/MeCore.cpp), which runs the manager's code as the PSP does. The manager copies a bootstrap into the boot page (0xBFC00040), releases the ME's reset throughsceSysreg_driverand waits for an acknowledgement in the mailbox (0xBFC007F0). Sony's own ME firmware isn't booted for it. The ME loop (+2F88) sets up the audio block (0xBE000000) and then, once per sample, sleeps inhaltuntil the FIFO has room (interrupt source 12, a level: the loop never enables interrupts nor acks them), calls the emulator's mixer (on the ME) and writes the sample. The FIFO plays at 44.1kHz in emulated time, and its samples are mixed into the output (MeMMIO::AudioMix). The loop's calls to the cache functions do nothing on the ME.
Neither the lock the emulator shares with the ME (pops +5C) nor its SPU interrupt pacing is patched: with two CPUs they should work as on hardware. Vib-Ribbon, which streams its stage music through the SPU's capture buffers and asserts when those interrupts come at the wrong PS1 time, hasn't been tried.
Unresolved imports remain, mostly sceSyscon_driver and power management. The manager carries on
without them.
Rendering
The emulator keeps the PS1's 1024x512 VRAM at 0x04000000 as one 16-bit framebuffer, and reads and writes
it outside where it draws. It's a fixed framebuffer: created whole, from memory, and uploaded without
filtering. Its 24-bit video is unpacked three bytes per pixel into 0x04100000, which is kept at 1x. It
draws sprites on pixel centers, which above 1x read their neighbours' texels, so those are moved back half a
pixel. And it builds video frames by ORing passes together, so draws whose logic op is done in the shader
are drawn one at a time.
Store and converted games
A store game's disc image is a PGD. The manager's license check (+266C) needs the game's license and
activation, so it's replaced: the version key comes from the PGD header, as CFW's popcorn plugin does.
The MACs are checked with the real algorithms (sceAmctrl_driver, on libkirk).
A converted EBOOT (popstation and similar) has a plain disc image of DEFLATE blocks and no MACs. As popcorn does, the emulator's decoder calls go to an inflate, its CD audio index check takes the full-length branch, and the two MAC checks (+0A28, +0AB8) pass.
For any EBOOT, also as popcorn does: the manual's name check passes, and an ICON0 the emulator can't use (anything but an 80x80 PNG, such as a missing one or a PSP game's 144x80 one, which crashes it) reads as a blank 80x80 one.
Testing
PPSSPPHeadless --memstick=MEMSTICK --graphics=vulkan --timeout-wall=60 --timeout-emulated=60 \
--press=30:0x8,40:0x4000 --screenshot-at=55:shot.png --dump-audio=out.wav EBOOT.PBP
The HOME button opens the emulator's menu. Savestates work.
Not done
- Other firmware versions. CFW's popsloader runs POPS from 3.02 to 6.60, and its tables show what differs between them: the offsets patched here, and the kernel NIDs the modules import.
- The anti-LibCrypt word some PAL games need in a converted image (PSISOIMG + 0x12B0). ARK-4's popcorn has a table of them by disc ID, switched off. Converting tools can patch the image instead.
- ARK-4's per-game CONFIG.BIN next to the EBOOT, copied over the image's config (PSISOIMG + 0x420).
- A byte popcorn changes in reads of converted images (0x41B, from 0x27 to 0x55 when 0x41B-0x41E read 27 19 22 41) without knowing why.