PSP Architecture: Architecture of Consoles: A Practical Analysis, #18
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About this ebook
Released just one month after the Nintendo DS, Sony's PlayStation Portable (PSP) proved that 'horizontal innovation' is not the only way to succeed in the portable console market.
This article is dedicated to anyone that wants to understand, straight to the point, how the PSP operates. It's not a short write-up, but I hope that at the end of the article you will be able to grasp the building blocks of this console (its design rationale, choice of CPUs, GPU pipeline, security system and so forth).
Architecture of Consoles: A Practical Analysis
Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.
This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!
About this edition
This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.
While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.
Related to PSP Architecture
Titles in the series (23)
NES Architecture: Architecture of Consoles: A Practical Analysis, #1 Rating: 5 out of 5 stars5/5Game Boy / Color Architecture: Architecture of Consoles: A Practical Analysis, #2 Rating: 0 out of 5 stars0 ratingsPlayStation Architecture: Architecture of Consoles: A Practical Analysis, #6 Rating: 0 out of 5 stars0 ratingsMega Drive Architecture: Architecture of Consoles: A Practical Analysis, #3 Rating: 0 out of 5 stars0 ratingsSega Saturn Architecture: Architecture of Consoles: A Practical Analysis, #5 Rating: 0 out of 5 stars0 ratingsDreamcast Architecture: Architecture of Consoles: A Practical Analysis, #9 Rating: 0 out of 5 stars0 ratingsGameCube Architecture: Architecture of Consoles: A Practical Analysis, #10 Rating: 0 out of 5 stars0 ratingsGame Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7 Rating: 0 out of 5 stars0 ratingsSNES Architecture: Architecture of Consoles: A Practical Analysis, #4 Rating: 0 out of 5 stars0 ratingsNintendo DS Architecture: Architecture of Consoles: A Practical Analysis, #14 Rating: 0 out of 5 stars0 ratingsWii Architecture: Architecture of Consoles: A Practical Analysis, #11 Rating: 0 out of 5 stars0 ratingsNintendo 64 Architecture: Architecture of Consoles: A Practical Analysis, #8 Rating: 0 out of 5 stars0 ratingsXbox Architecture: Architecture of Consoles: A Practical Analysis, #13 Rating: 0 out of 5 stars0 ratingsVirtual Boy Architecture: Architecture of Consoles: A Practical Analysis, #17 Rating: 0 out of 5 stars0 ratingsPlayStation 2 Architecture: Architecture of Consoles: A Practical Analysis, #12 Rating: 0 out of 5 stars0 ratingsPSP Architecture: Architecture of Consoles: A Practical Analysis, #18 Rating: 0 out of 5 stars0 ratingsWii U Architecture: Architecture of Consoles: A Practical Analysis, #21 Rating: 0 out of 5 stars0 ratingsMaster System Architecture: Architecture of Consoles: A Practical Analysis, #15 Rating: 2 out of 5 stars2/5PC Engine / TurboGrafx-16 Architecture: Architecture of Consoles: A Practical Analysis, #16 Rating: 0 out of 5 stars0 ratingsXbox 360 Architecture: Architecture of Consoles: A Practical Analysis, #20 Rating: 0 out of 5 stars0 ratingsPlayStation 3 Architecture: Architecture of Consoles: A Practical Analysis, #19 Rating: 0 out of 5 stars0 ratingsNintendo 3DS Architecture: Architecture of Consoles: A Practical Analysis, #22 Rating: 0 out of 5 stars0 ratingsNeo Geo Architecture: Architecture of Consoles: A Practical Analysis, #23 Rating: 0 out of 5 stars0 ratings
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PSP Architecture - Rodrigo Copetti
1 About this edition
This edition originates from the article initially published on my personal website, it’s been re-styled to take advantage of the capabilities of PDF/eBook documents.
While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us, though these will offer a link to the original article in case the reader wants to try the ‘full version’. Please keep this in mind when you see references to interactivity throughout the writings.
As always, the original manuscript of the articles is available on Github to enable readers to report mistakes or propose changes. There’s also a supporting reading list available to help understand the series. The author also accepts donations to help improve the quality of current articles and upcoming ones.
1.1 Open to feedback
Last but not least, for any comments and/or issues regarding this edition of the article, please get in touch using the links provided on the About page.
2 A quick introduction
Released just one month after the Nintendo DS, Sony’s PSP proved that ‘horizontal innovation’ is not the only way to succeed in the portable console market.
This article is dedicated to anyone who wants to understand, straight to the point, how the PSP operates. It’s not a short write-up, but I hope that at the end of the article, you will be able to grasp the building blocks of this console (its design rationale, choice of CPUs, GPU pipeline, security system and so forth).
3 Supporting Imagery
The original PSP (model 1000, a.k.a. ‘Fat’). Released on 12/12/2004 in Japan, 24/03/2005 in America and 01/09/2005 in Europe [1]
The updated PSP (model 2000, a.k.a. ‘Slim’). Released on 05/09/2007 in Europe, 06/09/2007 in America and 20/09/2007 in Japan [1]
The even-more-updated PSP (model 3000, a.k.a. ‘Brite’), silver edition. Released on 14/10/2008 in America, 16/10/2008 in Japan and 17/10/2008 in Europe [1]
The redesigned PSP (model ‘N1000’, a.k.a ‘Go’). Released on 01/10/2009 in America and Europe, and on 01/11/2009 in Japan [1]
Motherboard [1]. Such a tiny board… but you can do so much with it. Those zigzags you see between the CPU and memory attempt to correct the length of each bus so all of the signals arrive at the same time. This tells you how fast technology has become! After the ‘Slim’ model, Tachyon and ‘NAND + SDRAM’ became one.
Motherboard with important parts labelled.
Main architecture diagram. After the ‘Slim’ model, NAND and SDRAM size were doubled (to 64 MB each)
4 Main CPU
Similarly to Nintendo, Sony built an extremely packed System-on-Chip (SoC) that houses most of the components we are going to discuss throughout this article. This includes the main CPU in charge of executing games and other programs (unlike the other CPUs, which we’ll talk about in due time). The SoC is called Tachyon, a name chosen by Sony themselves (after watching some Star Trek?).
Figure 4.1: The Tachyon chip on the original PSP model.Figure 4.1: The Tachyon chip on the original PSP model.
The main CPU is also an in-house design by Sony that keeps up with the tradition of using MIPS technology. Be as it may, it’s been four years since the