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  • Automated installation script of MediaSPIP

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  • Further Dreamcast Hacking

    3 février 2011, par Multimedia Mike — Sega Dreamcast

    I’m still haunted by Sega Dreamcast programming, specifically the fact that I used to be able to execute custom programs on the thing (roughly 8-10 years ago) and now I cannot. I’m going to compose a post to describe my current adventures on this front. There are 3 approaches I have been using : Raw, Kallistios, and the almighty Linux.


    Raw
    What I refer to as "raw" is an assortment of programs that lived in a small number of source files (sometimes just one ASM file) and could be compiled with the most basic SH-4 toolchain. The advantage here is that there aren’t many moving parts and not many things that can possibly go wrong, so it provides a good functional baseline.

    One of the original Dreamcast hackers was Marcus Comstedt, who still has his original DC material hosted at the reasonably easy-to-remember URL mc.pp.se/dc. I can get some of these simple demos to work, but not others.

    I also successfully assembled and ran a pair of 256-byte (!!) demos from this old DC scene page.

    KallistiOS
    KallistiOS (or just KOS) was a real-time OS developed for the DC and was popular among the DC homebrew community. All the programming I did back in the day was based around KOS. Now I can’t get any of it to work. More specifically, KOS can’t seem to make it past a certain point in its system initialization.

    The Linux Option
    I was never that excited about running Linux on my Dreamcast. For some hackers, running Linux on a given piece of consumer electronics is the highest attainable goal. Back in the day, I looked at it from a much more pragmatic perspective— I didn’t see much use in running Linux on the DC, not as much as running KOS which was developed to be a much more appropriate fit.

    However, I was able to burn a CD-R of an old binary image of Linux 2.4.5 compiled for the Dreamcast and boot it some months ago. So I at least have a feeling that this should work. I have never cross-compiled a kernel of my own (though I have compiled many, many x86 kernels in my time, so I’m not a total n00b in this regard). I figured this might be a good time to start.

    The first item that worries me is getting a functional cross-compiling toolchain. Fortunately, a little digging in the Linux kernel documentation pointed me in the direction of a bunch of ready-made toolchains hosted at kernel.org. So I grabbed one of the SH toolchains (gcc-4.3.3-nolibc) and got rolling.

    I’m well familiar with the cycle of 'make menuconfig' in order to pick configuration options, and then 'make' to build a kernel (or usually 'make zImage' or 'make bzImage' to create compressed images). For cross compiling, the primary difference seems to be editing the root Makefile in the Linux source code tree (I’m using 2.6.37, the latest stable as of this writing) and setting a value for the CROSS_COMPILE variable. Then, run 'make menuconfig' followed by 'make' as normal.

    The Linux 2.6 series is supposed to support a range of Renesas (formerly Hitachi) SH processors and board configurations. This includes reasonable defaults for the Sega Dreamcast hardware. I got it all compiling except for a series of .S files. Linus Torvalds once helped me debug a program I work on so I thought I’d see if there was something I could help debug here.

    The first issue was with ASM statements of a form similar to :

    mov #0xffffffe0, r1
    

    Now, the DC’s SH-4 is a RISC CPU. A lot of RISC architectures adopt a fixed instruction size of 32 bits. You can’t encode an entire 32-bit immediate value inside of a 32-bit instruction (there would be no room for the instruction encoding). Further, the SH series encoded instructions with a mere 16 bits. The move immediate data instruction only allows for an 8-bit, sign-extended value.

    I decided that the above statement is equivalent to :

    mov #-32, r1
    

    I’ll give this statement the benefit of the doubt that it used to work with the gcc toolchain somewhere along the line. I assume that the assembler is supposed to know enough to substitute the first form with the second.

    The next problem is that an ’sti’ instruction shows up in a number of spots. Using Intel x86 conventions, this is a "set interrupt flag" instruction (I remember that the 6502 CPU had the same instruction mnemonic, though its interrupt flag’s operation was opposite that of the x86). The SH-4 reference manual lists no ’sti’ instruction. When it gets to these lines, the assembler complains about immediate move instructions with too large data, like the instructions above. I’m guessing they must be macro’d to something else but I failed to find where. I commented out those lines for the time being. Probably not that smart, but I want to keep this moving for now.

    So I got the code to compile into a kernel file called ’vmlinux’. I’ve seen this file many times before but never thought about how to get it to run directly. The process has usually been to compress it and send it over to lilo or grub for loading, as that is the job of the bootloader. I have never even wondered what format the vmlinux file takes until now. It seems that ’vmlinux’ is just a plain old ELF file :

    $ file vmlinux
    vmlinux : ELF 32-bit LSB executable, Renesas SH,
    version 1 (SYSV), statically linked, not stripped
    

    The ’dc-tool’ program that uploads executables to the waiting bootloader on the Dreamcast is perfectly cool accepting ELF files (and S-record files, and raw binary files). After a very lengthy upload process, execution fails (resets the system).

    For the sake of comparison, I dusted off that Linux 2.4.5 bootable Dreamcast CD-ROM and directly uploaded the vmlinux file from that disc. That works just fine (until it’s time to go to the next loading phase, i.e., finding a filesystem). Possible issues here could include the commented ’sti’ instructions (could be that they aren’t just decoration). I’m also trying to understand the memory organization— perhaps the bootloader wants the ELF to be based at a different address. Or maybe the kernel and the bootloader don’t like each other in the first place— in this case, I need to study the bootable Linux CD-ROM to see how it’s done.

    Optimism
    Even though I’m meeting with rather marginal success, this is tremendously educational. I greatly enjoy these exercises if only for the deeper understanding they bring for the lowest-level system details.

  • Notes on Linux for Dreamcast

    23 février 2011, par Multimedia Mike — Sega Dreamcast, VP8

    I wanted to write down some notes about compiling Linux on Dreamcast (which I have yet to follow through to success). But before I do, allow me to follow up on my last post where I got Google’s libvpx library decoding VP8 video on the DC. Remember when I said the graphics hardware could only process variations of RGB color formats ? I was mistaken. Reading over some old documentation, I noticed that the DC’s PowerVR hardware can also handle packed YUV textures (UYVY, specifically) :



    The video looks pretty sharp in the small photo. Up close, less so, due to the low resolution and high quantization of the test vector combined with the naive chroma upscaling. For the curious, the grey box surrounding the image highlights the 256-square texture that the video frame gets plotted on. Texture dimensions have to be powers of 2.

    Notes on Linux for Dreamcast
    I’ve occasionally dabbled with Linux on my Dreamcast. There’s an ancient (circa 2001) distro based around a build of kernel 2.4.5 out there. But I wanted to try to get something more current compiled. Thus far, I have figured out how to cross compile kernels pretty handily but have been unsuccessful in making them run.

    Here are notes are the compilation portion :

    • kernel.org provides a very useful set of cross compiling toolchains
    • get the gcc 4.5.1 cross toolchain for SH-4 (the gcc 4.3.3 one won’t work because the binutils is too old ; it will fail to assemble certain instructions as described in this post)
    • working off of Linux kernel 2.6.37, edit the top-level Makefile ; find the ARCH and CROSS_COMPILE variables and set appropriately :
      ARCH ?= sh
      CROSS_COMPILE ?= /path/to/gcc-4.5.1-nolibc/sh4-linux/bin/sh4-linux-
      
    • $ make dreamcast_defconfig
    • $ make menuconfig ... if any changes to the default configuration are desired
    • manually edit arch/sh/Makefile, changing :
      cflags-$(CONFIG_CPU_SH4) := $(call cc-option,-m4,) \
              $(call cc-option,-mno-implicit-fp,-m4-nofpu)
      

      to :

      cflags-$(CONFIG_CPU_SH4) := $(call cc-option,-m4,) \
              $(call cc-option,-mno-implicit-fp)
      

      I.e., remove the '-m4-nofpu' option. According to the gcc man page, this will "Generate code for the SH4 without a floating-point unit." Why this is a default is a mystery since the DC’s SH-4 has an FPU and compilation fails when enabling this option.

    • On that note, I was always under the impression that the DC sported an SH-4 CPU with the model number SH7750. According to this LinuxSH wiki page as well as the Linux kernel help, it actually has an SH7091 variant. This photo of the physical DC hardware corroborates the model number.
    • $ make ... to build a Linux kernel for the Sega Dreamcast

    Running
    So I can compile the kernel but running the kernel (the resulting vmlinux ELF file) gives me trouble. The default kernel ELF file reports an entry point of 0x8c002000. Attempting to upload this through the serial uploading facility I have available to me triggers a system reset almost immediately, probably because that’s the same place that the bootloader calls home. I have attempted to alter the starting address via ’make menuconfig’ -> System type -> Memory management options -> Physical memory start address. This allows the upload to complete but it still does not run. It’s worth noting that the 2.4.5 vmlinux file from the old distribution can be executed when uploaded through the serial loader, and it begins at 0x8c210000.