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Memory map

1. Introduction

The DS has several RAM regions that are distributed across its address space. In most cases you don’t need to worry about the details, as libnds is set up in a way that covers most use-cases. All you normally need to worry about is how to allocate VRAM to be used by the 2D and 3D engines. However, in some cases it may be needed to understand how everything works.

2. Memory map

2.1 ARM9 Memory Map

Address Size Description
0x0000000 32 KB Instruction TCM (ITCM) (mirror-able to 1000000h)
0xxxxx000 16 KB Data TCM (DTCM) (moveable)
0x2000000 4 MB Main RAM (8 MB in debugger consoles)
0x3000000 0/16/32 KB Shared WRAM
0x4000000 - I/O registers
0x5000000 2 KB Standard palette RAM (for 2D BGs and sprites)
0x6000000 - VRAM
0x7000000 2 KB OAM (for 2D sprites)
0x8000000 32 MB GBA slot ROM/RAM
0xA000000 64 KB GBA slot SRAM
0xFFFF0000 32 KB ARM9 BIOS

2.2 ARM7 Memory Map

Address Size Description
0x0000000 16 KB ARM7 BIOS
0x2000000 4 MB Main RAM (8 MB in debugger consoles)
0x3000000 0/16/32 KB Shared WRAM
0x3800000 64 KB ARM7 WRAM (64KB)
0x4000000 - I/O registers
0x6000000 - VRAM allocated as Work RAM to the ARM7
0x8000000 32 MB GBA slot ROM/RAM
0xA000000 64 KB GBA slot SRAM

2.3 DSi changes

  • ARM7 BIOS is 64 KB instead of 16 KB.
  • ARM9 BIOS is 64 KB instead of 32 KB.
  • Main RAM is quadrupled to 16 MB (32 MB in debugger consoles).
  • An additional 768 KB of WRAM is provided, referred to as NWRAM.
  • The GBA slot ROM and RAM areas are filled with 0xFF.
  • At 0xC000000 there is a mirror of main RAM.

3. Memory Protection Unit (MPU)

The ARM9 has a MPU, as well as data and instruction caches. The MPU lets you:

  • Define which parts of the address space can be read/written. If you try to read or write an address that you’re not allowed to, you will cause a data abort exception.
  • Decide which parts of the address space can be executed as code.
  • Decide which parts of the address space are cached.

The MPU doesn’t let you remap any memory block. However, most memory regions are mirrored. For example, on a regular DS, main RAM starts at 0x2000000, and the next memory can be found at address 0x3000000. In total, this is 16 MB. However, main RAM is only 4 MB in size. Mirroring means that the 4 MB are repeated a total of 4 times until address 0x3000000.

Mirrors allow us to do clever things with the MPU:

  • ITCM is mapped at address 0x0000000, but it is repeated until 0x2000000. Using it at address 0x0000000 is problematic because NULL would become a valid address, and normally we want it to be invalid, so that reads/writes to a NULL pointer cause exceptions. With the MPU we can block accesses to the first mirror of ITCM, and we can only let programs access it at address 0x1000000.
  • Normally we want main RAM to be cached. However, it can be very useful to access it without cache in some cases. We can use the MPU to enable accesses to one of the mirrors as cached memory, and to a different mirror as uncached memory.

Even without an MPU, mirrors can be useful:

  • The BIOS exception vector address as well as the pointer to the top of exception stack is stored at the end of main RAM. We could calculate the right address of the end of the RAM for all DS models, but it’s easier to access it at the last mirror of main RAM right before 0x3000000, so that it’s the same address in all models.
  • Shared WRAM is found at 0x3000000, but it is mirrored up to 0x3800000, where ARM7 WRAM starts. This means that it is possible to use the last mirror of shared WRAM and the first mirror of ARM7 WRAM as one contiguous memory block.

The regions of the address space that are cached in libnds are the ARM9 BIOS, and main RAM. ITCM and DTCM aren’t supposed to be cached.

If you want to know all the details of the MPU setup, you can check the code in libnds, which is fairly well documented.

Note that slot 2 memory is normally uncached, but libnds provides helpers to use RAM slot 2 cartridges, and it allows the developer to enable cache for them if desired.

4. Main RAM

4.1. Configuration

The size and location of main RAM changes depending on the console model. All of them have main RAM starting at address 0x2000000, this table shows the differences:

Model Size Mirrors
Retail DS 4 MB 0x2400000, 0x2800000, 0x2C00000
Debugger DS 8 MB 0x2800000
Retail DSi 16 MB 0xC000000
Debugger DSi 16+16 MB 0xC000000

All mirrors are uncached in libnds.

On the DSi, the register SCFG_EXT allows the developer to set the limit of main RAM. It allows you to map 4, 16 or 32 MB of RAM to the adddress space:

  • 4 MB: Used as DS compatibility mode, the other 12 MB will be mirrors of the first 4 MB instead of more RAM.
  • 16 MB: Normal setting.
  • 32 MB: On a DSi debugger, it will expose the additional 16 MB of RAM. On a retail DSi, the additional 16 MB will be a mirror of the first 16 MB.

You may have realized that the debugger DSi model doesn’t have enough space at 0x2000000-0x3000000 for the full 32 MB of RAM, only for 16 MB. Unfortunately, the additional 16 MB can only be accessed at 0xD000000. This means that, according to the setup of libnds, this area is uncached.

Debugger DSi consoles are very unusual, so they aren’t a real concern. However, 3DS consoles in DSi mode can access the full 32 MB that would correspond to a DSi debugger unit. Because of this, it is interesting to support the full 32 MB of RAM.

4.2. Reserved areas

The last 48 KB of main RAM is reserved by libnds and/or contains data provided by the .nds loader:

Address Description
0x2FF0000 libnds shadows this area with DTCM, making it inaccessible through this address.
0x2FF4000 devkitARM bootstub structure. Used for implementing the exit to loader protocol.
0x2FFE000 DSi only: .nds header - 0x1000 bytes.
0x2FFF000 libnds ARM9/ARM7 internal IPC region. (Mostly) deprecated.
0x2FFFC80 DS/DSi: user settings loaded from flash memory.
0x2FFFD9C DS/DSi: ARM9 exception vector, as well as top of stack.
0x2FFFE00 DS/DSi: .nds header - 0x160 bytes on DSi, 0x170 bytes on NDS.
0x2FFFE70 devkitARM argv structure. Used for implementing argument passing.

4.3. Caveats

Note that, if both CPUs are accessing main RAM at the same time, there will be penalties that will delay accesses. Ideally, ARM9 and ARM7 should use different memory regions so that this doesn’t happen. That’s why the ARM7 normally only uses ARM7 WRAM and Shared WRAM (which is always mapped to the ARM7 by libnds). This way the ARM7 has access to 96 KB of WRAM, which isn’t much, but it’s normally enough.

5. ITCM and DTCM

Because of how fast it is, DTCM is used for the stack of the ARM9. DTCM can be mapped anywhere, and libnds maps the 16 KB of DTCM at 0x2FF0000-0x2FF4000. Developers may use DTCM for their own variables, but that will reduce the amount of stack available, so be careful when doing that.

You may notice that this overlaps with 16 KB of main RAM in DSi consoles. Yes, the main RAM that is hidden by DTCM can only be accessed through the uncached main RAM mirror in this case.

ITCM is similarly fast, and it is used by libnds for time-sensitive code like exception handlers. Developers may use the remaining space for anything they like.

ITCM can’t be remapped, but the 32 KB of ITCM are mirrored from 0x0000000 to 0x2000000. It is important to allow the CPU to access the first few KB of ITCM at address 0x0000000 because that’s where the CPU expects the exception vectors, but address 0x0000000 is very inconvenient from the point of view of development. Normally, NULL doesn’t point to valid memory. It would be better to not use any pointer that is too close to NULL. That’s why libnds sets up the MPU so that ITCM is accessed at address 0x1000000.

6. ARM7 WRAM and Shared WRAM

This WRAM is available for the ARM7 only. It’s fairly small, only 64 KB. However, this is the main RAM that the ARM7 should use, as it will leave main RAM to be freely accessed without any penalty by the ARM9.

Shared WRAM can be mapped to the ARM9 or ARM7 as two blocks of 16 KB. However, because the ARM7 WRAM is so small, libnds allocates all of it to the ARM7 in a way that the 32 KB of shared WRAM go right before the 64 KB of ARM7 WRAM, for a total of 96 KB of WRAM.

6.1. DSi Shared WRAM (NWRAM)

The DSi introduces 3 new banks of WRAM (libnds calls it NWRAM). Each one of the banks (A, B and C) are 256 KB in size. Each bank is divided in 32 KB slots that can be assigned to ARM7 or ARM9. In the case of NWRAM-B and C, they can also be assigned as memory to the DSP.

This WRAM is a bit problematic.

First, there is SCFG_EXT. This register can disable access to the SCFG and MBK registers (bit 31). If the loader of the NDS ROM doesn’t have enough privileges and it loads the NDS ROM with this bit set to 0, the ROM won’t be able to reconfigure the SCFG or MBK registers.

Then, there are registers called MBK1 up to MBK9, which are used to configure NWRAM. MBK9 can disable access to registers MBK1 to MBK5, the same registers that enable or disable the new WRAM banks.

Nintendo seems to use the convention that WRAM-A is always mapped to the ARM7, and it’s mapped to address 0x3000000. This is reliable enough that libnds uses the same convention and always allocates WRAM-A to the ARM7 at the same address.

However, WRAM-B and C don’t seem to have any specific convention (and they need to be allocated to the DSP if the DSP is used) so there isn’t any specific default in libnds for them.

The functions that map WRAM-A/B/C in libnds always check the MBK9 register to ensure that it is possible to modify the settings before trying to do it.

Final note: The DSi ROM header has some fields that are used as default values for all MBK registers. However, it doesn’t look like all homebrew loaders use them, so we can’t rely on them.

7. GBA slot

In DS consoles it is possible to access the GBA slot starting at address 0x8000000. While it is possible to use this to read the ROM of GBA cartridges, the main situation where this memory region is useful is when there is a RAM expansion pack or some sensor or input device connected to the GBA slot.

Normally this memory region is uncached because libnds can’t make any assumption of what the GBA slot will contain, but developers can reconfigure this region as cached (which could be useful if a RAM expansion pack is detected).

Also, note that RAM in this memory region can’t be written in 8-bit units, only in 16 or 32-bit units.

8. VRAM

VRAM mappings aren’t very intuitive. Let’s explain this with an example.

The developer configures background 2 of the main screen as a 256x256 16-bit bitmap, using map base 0. The 2D graphics engine will try to render it by reading from addresses 0x06000000 to 0x06020000. The developer must ensure that there is memory mapped to that memory range. For that, the developer must setup one of the VRAM banks (A to I) as main engine background VRAM.

For example, the developer can map VRAM A as main engine background RAM:

vramSetBankA(VRAM_A_MAIN_BG_0x06000000);

This will map all of the 128 KB of VRAM A starting at address 0x6000000. It is possible to use other VRAM banks for the same purpose. Any of the following 3 lines would have the same effect:

vramSetBankB(VRAM_B_MAIN_BG_0x06000000);
vramSetBankC(VRAM_C_MAIN_BG_0x06000000);
vramSetBankD(VRAM_D_MAIN_BG_0x06000000);

(VRAM banks E, F and G can also be used as main engine background VRAM, but they aren’t big enough to hold a 256x256 16-bit bitmap!)

If you want to allocate all VRAM A to D banks for main screen backgrounds, you could do something like this:

vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
vramSetBankB(VRAM_B_MAIN_BG_0x06020000);
vramSetBankC(VRAM_C_MAIN_BG_0x06040000);
vramSetBankD(VRAM_D_MAIN_BG_0x06060000);

You can write from the CPU to the addresses that you have just mapped if you want to modify the data in VRAM.

This is the end of the explanation for backgrounds. For sprites, the explanation is the same.

However, 3D texture data, texture palette, and extended sprite/background palettes are different. It isn’t possible for the CPU and the graphics engines to access them at the same time. For that reason, it is needed to copy data to them while they are in LCDC mode. This mode maps VRAM to the CPU, but the graphics engines can’t access VRAM.

For example, to load texture data and texture palettes, map the banks as LCDC:

vramSetBankA(VRAM_A_LCD);
vramSetBankB(VRAM_B_LCD);
vramSetBankE(VRAM_E_LCD);

This will make VRAM A and B available starting at address 0x6800000, and VRAM E available starting at address 0x6880000. After the data has been copied to VRAM you can set them up as texture data and texture palette RAM:

vramSetBankA(VRAM_A_TEXTURE_SLOT0);
vramSetBankB(VRAM_B_TEXTURE_SLOT1);
vramSetBankE(VRAM_E_TEX_PALETTE);

The addresses where VRAM can be mapped are:

Base address Which engine Usage
0x6000000 Main engine BG VRAM (max 512KB)
0x6200000 Sub engine BG VRAM (max 128KB)
0x6400000 Main engine Sprite VRAM (max 256KB)
0x6600000 Sub engine Sprite VRAM (max 128KB)
0x6800000 LCDC LCDC-allocated (max 656KB)

LCDC mode is also special in another way. The main graphics engine can capture its output and save it to one of the main VRAM banks (A to D). For that to work, the bank needs to be setup as LCDC.

It is also possible to setup one of the main VRAM banks as LCDC and ask the main graphics engine to render its contents directly to the screen. This is equivalent to using that VRAM bank as a framebuffer.

If you want to configure VRAM in a visual way, you should use mtheall’s NDS Homebrew VRAM Banks Selector and NDS Homebrew VRAM BG Allocation Conflict Viewer.