Path: chuka.playstation.co.uk!news From: Developer Support Newsgroups: scee.yaroze.beginners Subject: Re: Q: What's ku/k0/k1? Date: Wed, 04 Jun 1997 09:28:17 +0100 Organization: Sony Computer Entertainment Europe Lines: 20 Message-ID: <33952720.364@interactive.sony.com> References: <339472BC.228C@actlab.com> <3394b346.8692597@news.scea.sony.com> Reply-To: N/A-Use-Newsgroup NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) > >those 3 fixed memory mappings: ku/k0/k1. > > > >Can anyone out there kindly explain to me those terms and how > >those mappings are reflected in the source code and when to > >use which mapping? The memory mappings are just left-overs from the full dev. kit. On Yaroze, there is only one mapping available to use, and this involved using addresses 0x80090000 - 0x801fffff. In that single mapping, the I-cache and D-cache are both available for use. (The D-cache is 1K data scratchpad, usable for storing a program stack for faster stack access; see the new download area for an example of this use. The I-cache is a 4K instruction scratchpad, usable for speeding up execution, especially when in loops). Lewis