Path: chuka.playstation.co.uk!news From: Developer Support Newsgroups: scee.yaroze.beginners Subject: Re: What's ku/k0/k1? Date: Fri, 06 Jun 1997 09:23:00 +0100 Organization: Sony Computer Entertainment Europe Lines: 24 Message-ID: <3397C8E4.2274@interactive.sony.com> References: <339472BC.228C@actlab.com> <01bc71fd$26738220$01000080@solabh51.dial.pipex.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) Andrew Howe wrote: > > > I just started jumping to this Yaroze boat. Browsing through > > the Yaroze development manuals, there is no place to explain > > those 3 fixed memory mappings: ku/k0/k1. > > The docs are wrong. > 00000000-001fffff and 80000000-801fffff are identical and cacheable > (instructions only) > a0000000-a01fffff is the same as the other two but is uncacheable. > > The docs on page 15 of the user guide are wrong, they suggest "k0" > (80000000-801fffff) is uncacheable. > > Andrew. There is no point in trying to use any mapping other than 0x80000000 - 0x801fffff. Under this mapping, both the I-cache and the D-cache are available. See the new ftp download area for sample code using the D-cache.