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AndrewHaxalot

Wii Memory Map

May 2nd, 2014
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  1. Memory Map
  2.  
  3. Start Address | End Address | Physical | Address Size | Description
  4. 0x80000000 | 0x817FFFFF | 0x00000000 | 24 MB | MEM1 Memory (Cached)
  5. 0xC0000000 | 0xC17FFFFF | 0x00000000 | 24 MB | MEM1 Memory (Uncached)
  6. 0x90000000 | 0x93FFFFFF | 0x10000000 | 64 MB | MEM2 Memory (Cached)
  7. 0xD0000000 | 0xD3FFFFFF | 0x10000000 | 64 MB | MEM2 Memory (Uncached)
  8. 0xCD000000 | 0xCD008000 | 0x0D000000 | | Hollywood Registers (shared with Starlet)
  9.  
  10.  
  11. The GameCube has one 24MB bank of 1T SRAM that is used for all code and data, spread across two external chips; there is also a chip containing 16MB of ARAM, which could be used for storing data.
  12.  
  13. The Wii moves all 24MB of 1T-SRAM (referred to as MEM1) inside the Hollywood package, and adds an additional 64MB of GDDR3 RAM (MEM2). During normal operation, IOS reserves the upper 12-16MB of MEM2 for its own use; the rest can freely be used for code or data by running PPC code. MEM1 is slightly faster than MEM2.
  14.  
  15. The IOS Heap range is usually 0x933E0000 – 0x93400000, as shown in registers 0x80003130(Start), 0x80003134(End). Pointers in this area are often passed back and forth between IOS and code running on Broadway. The top of MEM2 memory is allocated to IOS, and protected from access by some registers (TODO).
  16.  
  17.  
  18. Broadway / IOS Global Memory Locations
  19.  
  20. Address | Size | (Typical) Value | Description
  21. 0x80000000 | 4 | 0x52535045 | Game Code 'RSPE' (Wii Sports)
  22. 0x80000004 | 2 | 0x3031 (01) | Maker code
  23. 0x80000006 | 1 | 0 | Disc Number (multidisc games)
  24. 0x80000007 | 1 | ? | Disc Version
  25. 0x80000008 | 1 | ? | Disc Streaming flag
  26. 0x80000009 | 1 | ? | Disc Streaming buffer size
  27. 0x80000018 | 4 | 0x5D1C9EA3 | Disc layout magic (Wii)
  28. 0x8000001C | 4 | 0xC2339F3D | Disc layout magic (GC)
  29. 0x80000020 | 4 | 0x0D15EA5E | Nintendo Standard Boot Code.
  30. 0x80000024 | 4 | 0x00000001 | Version (set by apploader)
  31. 0x80000028 | 4 | 0x01800000 | Memory Size (Physical) 24MB
  32. 0x8000002C | 4 | 0x00000023 | Production Board Model
  33. 0x80000030 | 4 | 0x00000000 | Arena Low
  34. 0x80000034 | 4 | 0x817FEC60 | Arena High
  35. 0x80000038 | 4 | 0x817FEC60 | Start of FST (varies in all games)
  36. 0x8000003C | 4 | 0x00001394 | Maximum FST Size (varies in all games)
  37. 0x80000060 | 0x24 | Debugger Hook | Hook is PPC assembler used by Debugger
  38. 0x800000EC | 4 | 0x81800000 | Dev Debugger Monitor Address (If present)
  39. 0x800000F0 | 4 | 0x01800000 | Simulated Memory Size
  40. 0x800000F4 | 4 | 0x00000000 | BI2
  41. 0x800000F8 | 4 | 0x0E7BE2C0 | Console Bus Speed
  42. 0x800000FC | 4 | 0x2B73A840 | Console CPU Speed
  43. 0x80001800 | 0x1800| | Unused Exception Vector area often used for loader stubs and reloaders as this area is
  44. | | never cleared or used.
  45. 0x800030E6 | 4 | ? | something about console type?
  46. 0x800030F0 | 4 | 0x00000000 | DOL Execute Parameters
  47. 0x80003100 | 4 | ? | Physical MEM1 size
  48. 0x80003104 | 4 | ? | Simulated MEM1 size
  49. 0x80003118 | 4 | ? | Physical MEM2 size
  50. 0x8000311C | 4 | ? | Simulated MEM2 size
  51. 0x80003130 | 8 | 0x933E0000, 0x93400000 | IOS Heap Range
  52. 0x80003138 | 4 | 0x00000011 | Hollywood Version
  53. 0x80003140 | 4 | 0x00090204 | IOS version (090204 = IOS9, v2.4)
  54. 0x80003144 | 4 | 0x00062507 | IOS Build Date (62507 = 06/25/07 = June 25, 2007)
  55. 0x80003158 | 4 | 0x0000FF16 | GDDR Vendor Code
  56. 0x8000315D | 1 | 0? | "Enable legacy DI" mode (0x80 = yes)
  57. 0x80003160 | 4 | 0x00000000 | Init semaphore (1-2 main() waits for this to clear)
  58. 0x80003164 | 4 | 0x00000000 | GC (MIOS) mode flag?
  59. 0x80003180 | 4 | 0x52535045 | Game ID 'RSPE' Wii Sports ID. If these 4 bytes don't match the ID at 80000000, WC24
  60. | | mode in games is disabled.
  61. 0x80003184 | 4 | 0x80000000 | Game ID address
  62. 0x80003188 | 4 | 0x00351011 | Expected IOS Version
  63. 0x8000318C | 4 | 0x00000000 | Title Booted from NAND (Launch Code)
  64. 0x80003190 | 4 | 0x00000000 | Title Booted from NAND (Return Code)
  65. 0x80003400 | 0x100 | | NAND boot vector (Broadway initialization code from nandloader, entry point for NAND
  66. | | applications)
  67. 0x80003F00 | 0x132c100 (~19.2MB) | | Standard application executable area
  68. 0x81330000 | 0x4d0000 (~4.8MB) | | Loader executable area
  69.  
  70.  
  71. By convention, applications should use the 0x80003F00 – 0x81330000 area for executable code and data loaded as part of their ELF/DOL, while loaders should use from 0x81330000 onwards. Applications can use the loader area and MEM2 as data work space once they are running, but they should restrict the sections contained in the DOL or ELF to the executable area only, since MEM2 is reserved as work area for the loader at that time. To preserve "return to loader" functionality, applications should never use the 0x80001800-0x80003000 area.
  72.  
  73. http://wiibrew.org/wiki/Memory_Map
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