Difference between revisions of "Memory map/fr"
Hallowizer (talk | contribs) m (Hallowizer moved page Memory Map/fr to Memory map/fr: Sentence case) |
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{| style="border-collapse: collapse; padding: 0.2em 0.2em 0.2em 0.2em;" | {| style="border-collapse: collapse; padding: 0.2em 0.2em 0.2em 0.2em;" | ||
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
Line 72: | Line 74: | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x01800000 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x01800000 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Taille de la | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Taille de la mémoire (Physique) 24MB |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x8000002C | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x8000002C | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00000023 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00000023 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Model de Paneau |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80000030 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80000030 | ||
Line 92: | Line 94: | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x817FEC60 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x817FEC60 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Début du FST (Varie dans Tous les Jeu) |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x8000003C | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x8000003C | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00001394 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00001394 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Maximum FST | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Taille Maximum du FST (Varie dans Tous Les Jeu) |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80000060 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80000060 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x24 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x24 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Copyright code | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Copyright code | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" |Le Crocher de l' Assembleur PPC utilisé par le debugger |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x800000EC | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x800000EC | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x81800000 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x81800000 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Adresse du Moniteur de Debuggage de Développement (Si il est présent) |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x800000F0 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x800000F0 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x01800000 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x01800000 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Taille de la Mémoire Simulé |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x800000F4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x800000F4 | ||
Line 122: | Line 124: | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x0E7BE2C0 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x0E7BE2C0 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Console | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Vitesse des Bus de la Console |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x800000FC | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x800000FC | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x2B73A840 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x2B73A840 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Console | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Vitesse du CPU de la Console |
|- style="background-color: #dee;" | |- style="background-color: #dee;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #fdd;" | 0x80001800 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #fdd;" | 0x80001800 | ||
Line 137: | Line 139: | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00000000 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00000000 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | DOL | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Parametre du DOL éxécuté |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003130 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003130 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 8 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 8 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x933E0000, 0x93400000 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x933E0000, 0x93400000 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | IOS | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Où est rangé le Heap de l' IOS |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003138 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003138 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00000011 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00000011 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Hollywood | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Version d' Hollywood |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003140 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003140 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 8 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 8 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00090204,0x00062507 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00090204,0x00062507 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | IOS | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Version de l' IOS |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003158 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003158 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x0000FF16 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x0000FF16 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | GDDR | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Code du Vendeur de la GDDR |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003180 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003180 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x52535045 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x52535045 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | ID du Jeux 'RSPE' Wii Sports ID. If these 4 bytes don't match the ID at 80000000, offline mode in games is disabled. |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003184 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003184 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80000000 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80000000 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Addresse de l' ID du Jeu |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x8000318C | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x8000318C | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 4 | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00000000 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00000000 | ||
− | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | | + | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | Titre Booté depuis le NAND (Launch Code) |
|- style="background-color: #ddd;" | |- style="background-color: #ddd;" | ||
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003190 | | style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x80003190 |
Latest revision as of 06:48, 10 August 2021
This article is in the process of translating from English to French.
Please help translate this article if you can. |
Début de l' Adresse | Fin de l' Adresse | Taille | Description |
0x80000000 | 0x817FFFFF | 24 MB | MEM1 Memory (Caché) |
0xC0000000 | 0xC17FFFFF | 24 MB | MEM1 Memory (Non-Caché) |
0x90000000 | 0x93FFFFFF | 64 MB | MEM2 Memory (Caché) |
0xD0000000 | 0xD3FFFFFF | 64 MB | MEM2 Memory (Non-Caché) |
0xCD000000 | 0xCD008000 | Registre du HardWare |
The IOS Heap range is 0x933E0000-0x93400000 it is shown in registers 0x80003130(Start), 0x80003130(End). The top of MEM2 memory is allocated to Starlet. You can access this memory by disabling memory protection via hardware registers in Starlet. (See Starlet Register List. TODO).
Broadway / IOS Global Memory Locations
Addresse | Taille | Valeur | Description |
0x80000000 | 6 | 0x525350453031 | Code du Jeu 'RSPE01' (Wii Sports) |
0x80000018 | 4 | 0x5D1C9EA3 | ID du Jeu Wii |
0x80000020 | 4 | 0x0D15EA5E | Code Standard de Boot de Nintendo |
0x80000024 | 4 | 0x00000001 | Inconnu |
0x80000028 | 4 | 0x01800000 | Taille de la mémoire (Physique) 24MB |
0x8000002C | 4 | 0x00000023 | Model de Paneau |
0x80000030 | 4 | 0x00000000 | Arena Low |
0x80000034 | 4 | 0x817FEC60 | Arena High |
0x80000038 | 4 | 0x817FEC60 | Début du FST (Varie dans Tous les Jeu) |
0x8000003C | 4 | 0x00001394 | Taille Maximum du FST (Varie dans Tous Les Jeu) |
0x80000060 | 0x24 | Copyright code | Le Crocher de l' Assembleur PPC utilisé par le debugger |
0x800000EC | 4 | 0x81800000 | Adresse du Moniteur de Debuggage de Développement (Si il est présent) |
0x800000F0 | 4 | 0x01800000 | Taille de la Mémoire Simulé |
0x800000F4 | 4 | 0x00000000 | BI2 |
0x800000F8 | 4 | 0x0E7BE2C0 | Vitesse des Bus de la Console |
0x800000FC | 4 | 0x2B73A840 | Vitesse du CPU de la Console |
0x80001800 | 0x1800 | Unused Exception Vector area often used for loader stubs and reloaders as this area is never cleared or used. | |
0x800030F0 | 4 | 0x00000000 | Parametre du DOL éxécuté |
0x80003130 | 8 | 0x933E0000, 0x93400000 | Où est rangé le Heap de l' IOS |
0x80003138 | 4 | 0x00000011 | Version d' Hollywood |
0x80003140 | 8 | 0x00090204,0x00062507 | Version de l' IOS |
0x80003158 | 4 | 0x0000FF16 | Code du Vendeur de la GDDR |
0x80003180 | 4 | 0x52535045 | ID du Jeux 'RSPE' Wii Sports ID. If these 4 bytes don't match the ID at 80000000, offline mode in games is disabled. |
0x80003184 | 4 | 0x80000000 | Addresse de l' ID du Jeu |
0x8000318C | 4 | 0x00000000 | Titre Booté depuis le NAND (Launch Code) |
0x80003190 | 4 | 0x00000000 | Title Booted from NAND (Return Code) |
0x80003400 | 0x100 | NAND boot vector (Broadway initialization code from nandloader) | |
0x80003F00 | 0x132c100 (~19.2MB) | Standard application executable area | |
0x81330000 | 0x4d0000 (~4.8MB) | Loader executable area |
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.