thug/Code/Sk/Ngps/crt0.s

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2016-02-13 21:39:12 +00:00
/* SCEI CONFIDENTIAL
"PlayStation 2" Programmer Tool Runtime Library Release 2.4
*/
/*
* Emotion Engine Library
* Version 1.10
* Shift-JIS
*
* Copyright (C) 1998-1999 Sony Computer Entertainment Inc.
* All Rights Reserved.
*
* libkernel - crt0.s
* kernel libraly
*
* Version Date Design Log
* --------------------------------------------------------------------
* 1.10 Oct.12.1999 horikawa renewal
* 1.50 May.16.2000 horikawa
*/
/* Ken: Added so that I can use register names like a0 rather than $4 */
#include "C:\usr\local\sce\iop\gcc\mipsel-scei-elfl\include\cpureg.h"
#define DS_SOUND
#ifdef __mips16
.set nomips16 /* This file contains 32 bit assembly code. */
#endif
#define ARG_SIZ 256 + 16*4 + 1*4
_stack = _std_stack
.set noat
.set noreorder
.global ENTRYPOINT
.global _start
.ent _start
.text # 0x00200000
nop
nop
ENTRYPOINT:
_start:
#if defined(DS_SOUND)
/* $4 = <20><> 1 <20><><EFBFBD><EFBFBD><EFBFBD>ʥ쥸<CAA5><ECA5B8><EFBFBD><EFBFBD><EFBFBD>Ϥ<EFBFBD><CFA4><EFBFBD>*/
lui $2, %hi(_args_ptr)
addiu $2, $2, %lo(_args_ptr)
sw $4, ($2)
#endif
/*
* clear .bss
*/
zerobss:
lui $2, %hi(_fbss)
lui $3, %hi(_end)
addiu $2, $2, %lo(_fbss)
addiu $3, $3, %lo(_end)
1:
sq $0, ($2)
nop
sltu $1, $2, $3
nop
nop
bne $1, $0, 1b
addiu $2, $2, 16
/*
* initialize main thread
*/
lui $4, %hi(_gp)
lui $5, %hi(_stack)
lui $6, %hi(_stack_size)
lui $7, %hi(_args)
lui $8, %hi(_root)
addiu $4, $4, %lo(_gp)
addiu $5, $5, %lo(_stack)
addiu $6, $6, %lo(_stack_size)
addiu $7, $7, %lo(_args)
addiu $8, $8, %lo(_root)
move $28, $4
addiu $3, $0, 60
syscall
move $29, $2
/*
* initialize heap area
*/
lui $4, %hi(_end)
lui $5, %hi(_heap_size)
addiu $4, $4, %lo(_end)
addiu $5, $5, %lo(_heap_size)
addiu $3, $0, 61
syscall
/*
* Ken addition.
* Detect whether we are running on a ProView system by seeing whether
* snputs works.
*/
jal sceScfGetLanguage # snputs will always fail until this is called, for some reason.
nop
la a0,TestStringForSnputs
jal snputs
nop
bltz v0,notproview # If the return value is -1, it is not a proview.
nop
/*
* Now we know we're running on a ProView, so run the startup code copied from
* the ProView crt0.s
*/
/*
* flush data cache
*/
jal FlushCache
move $4, $0
/*
* call main program
*/
ei
/*
* This is a Neversoft addition, we need to call pre_main to set up the mem manager & debug stuff
*/
jal pre_main
nop
#if defined(DS_SOUND)
lui $2, %hi(_args_ptr)
addiu $2, $2, %lo(_args_ptr)
lw $3, ($2)
beq $3, $0, _skipArgV
nop
addiu $2, $3, 4
b _run
nop
_skipArgV:
lui $2, %hi(_args)
addiu $2, $2, %lo(_args)
#else
lui $2, %hi(_args)
addiu $2, $2, %lo(_args)
#endif
_run:
lw $4, ($2)
jal main
addiu $5, $2, 4
/*
* This is a Neversoft addition, we call post_main at the end
*/
jal post_main
nop
#if defined(DS_SOUND)
j _root
nop
#else
j Exit
move $4, $2
#endif
notproview:
/*
* initialize System
*/
jal _InitSys
nop
/*
* flush data cache
*/
jal FlushCache
move $4, $0
/*
* call main program
*/
ei
/*
* This is a Neversoft addition, we need to call pre_main to set up the mem manager & debug stuff
*/
jal pre_main
nop
lui $2, %hi(_args)
addiu $2, $2, %lo(_args)
lw $4, ($2)
jal main
addiu $5, $2, 4
/*
* This is a Neversoft addition, we call post_main at the end
*/
jal post_main
nop
j Exit
move $4, $2
.end _start
/**************************************/
.align 3
.global _exit
.ent _exit
_exit:
#if defined(DS_SOUND)
j _root
nop
#else
j Exit # Exit(0);
move $4, $0
#endif
.end _exit
.align 3
.ent _root
_root:
#if defined(DS_SOUND)
/*
* K: If not ProView, don't do the next bit, or it will crash.
*/
la a0,TestStringForSnputs
jal snputs
nop
bltz v0,notproviewsogotoexitthread # If the return value is -1, it is not a proview.
nop
lui $2, %hi(_args_ptr)
addiu $2, $2, %lo(_args_ptr)
lw $3, ($2)
jal SignalSema
lw $4, ($3)
notproviewsogotoexitthread:
#endif
addiu $3, $0, 35 # ExitThread();
syscall
.end _root
.bss
.align 6
_args: .space ARG_SIZ
#if defined(DS_SOUND)
.data
_args_ptr:
.space 4
#endif
/*
* Ken: This is used by ProView detection code
*/
.section .rodata
TestStringForSnputs: .string "crt0.s detected ProView ...\n"