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# The pause phase:<br > The purpose is to emulate the others HW block (VU, GIF, DMA etc..) In particular EE interrupts are handled here.
 
# The pause phase:<br > The purpose is to emulate the others HW block (VU, GIF, DMA etc..) In particular EE interrupts are handled here.
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== Internal detail of the EE recompiler ==
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== Memory And Buffer ==
    
An important part of the recompiler is the management of various blocks (x86/EE etc...). You can see below a nice schematic with the links between them.
 
An important part of the recompiler is the management of various blocks (x86/EE etc...). You can see below a nice schematic with the links between them.
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'''Important note:''' those LUTs are based on the TLB mapping at the boot of the EE kernel. They don't take TLB updates into consideration. It won't work if your game/program (linux/home-brew) relies on TLB management. In this situation your best bet is to use the interpreter.
 
'''Important note:''' those LUTs are based on the TLB mapping at the boot of the EE kernel. They don't take TLB updates into consideration. It won't work if your game/program (linux/home-brew) relies on TLB management. In this situation your best bet is to use the interpreter.
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=== Base Block ===
 
=== Base Block ===
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=== Lazy Allocation ===
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=== Memory Protection ===
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== Code Generation ==
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=== Dispatcher ===
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=== Compilation
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== EE Memory Emulation ==
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[code]
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static __aligned16 uptr recLUT[_64kb];
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[/code]
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Basically the RAM memory is splitted in 32MB zone. It is more complex for ROM, but boot ROM isn't really important to emulate.
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You can get current BASEBLOCK of the PC with the macro
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[code]
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PC_GETBLOCK(pc)
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[/code]
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There is also an hardware lut. It cheaply converts a virtual address to the physical address (static TLB)
      
All those blocks are managed by the BaseBlocks class.
 
All those blocks are managed by the BaseBlocks class.
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