====== Nintendo 64 ABI and Calling Convention ====== The Nintendo 64 uses a MIPS architecture NEC VR4300i, and applications created for the system are all compiled with C or C++. For the assembly developer looking to hack games that use C, knowing the calling convention used is one of the most important things you can know. The MIPS ''o32'' ABI determines 3 things: The register names and uses, the allocation of the stack, and how to effectively call functions using those. ===== Argument Passing ===== ==== Normal/Pointer Arguments ==== Four registers are used for passing arguments to a function: ''a0'', ''a1'', ''a2'', and ''a3''. These arguments can hold any value up to 32 bits each, which includes pointer addresses. ^ C Function ^ Equivalent ASM ^ | myFunc(0, 1, 0x12345678, &myPointer); | li a0, 0 li a1, 1 li a2, 0x12345678 la a3, myPointer ; Loads an address value jal myFunc ; make sure 'li' and 'la' instructions ; don't fall into a delay slot, ; otherwise only half of the value ; will load. nop | If a function //returns// a value, it will be stored in ''v0''. ^ C Function ^ Equivalent ASM ^ | myFunc(myReturningFunc()); | jal myReturningFunc nop move a0, v0 ; move v0 to a0 jal myFunc nop | ==== Functions With More Than Four Arguments ==== The ABI specifies four argument registers, so the natural thing to wonder is where a to put a fifth argument, sixth argument, and so on. The answer is to put them on the Stack. The general layout of a stack frame (the view of the stack from any arbitrary function) is as shown: == General Stack Usage == ^ Stack Offset ^ Purpose ^ | 0x00 | (RESERVED) Stores a0 | | 0x04 | (RESERVED) Stores a1 | | 0x08 | (RESERVED) Stores a2 | | 0x0C | (RESERVED) Stores a3 | | 0x10 | Fifth 32-bit argument | | 0x14 | Sixth 32-bit argument | | 0x18 | Seventh 32 bit argument | | .... | Every subsequent 32-bit argument will be on a multiple of 4 on the stack | | Top of stack | (RESERVED) Stores the return address for non-leaf functions | Let's see how this looks in practice: ^ C Function ^ Equivalent ASM ^ | myFunc(0, 1, 2, 3, 4, 5, 6, 7, 8); | li a0, 0 li a1, 1 li a2, 2 li a3, 3 li t0, 4 sw t0, 0x10(sp) li t0, 5 sw t0, 0x14(sp) li t0, 6 sw t0, 0x18(sp) li t0, 7 sw t0, 0x1C(sp) li t0, 8 sw t0, 0x20(sp) jal myFunc nop | Now the question is where the top of the stack is, and how to avoid it. This is also explained in code: ^ C Function ^ Equivalent ASM ^ | void myFunc(int a, int b, int c, int d, int e, int f, int g, int h) {... | glabel myFunc addiu sp, -0x30 sw ra, 0x2C(sp) ... lw ra, 0x2C(sp) jr ra addiu sp, 0x30 | The ''addiu'' instruction determines how much gets allocated to the stack, and the return address is placed at the top of this region. ==== Functions With Floating/Decimal Arguments ==== When a function takes floating point arguments, the ABI assumes you're using float registers more often and gives each of them their own purpose so you dont have to use general purpose registers too much. ^ C Function ^ Equivalent ASM ^ | float three_input_adder(float a, float b, float c) { return a + b + c; } void myFunc(void) { float x = three_input_adder(1.0f, 3.0f, 4.0f); } | glabel three_input_adder lwc1 f4, 0x10(sp) add.s f0, f12, f14 add.s f0, f0, f4 ; return value gets stored in f0 jr ra nop glabel myFunc addiu sp, -0x18 sw ra, 0x14(sp) li.s f12, 1.0 ; f12 holds the first argument li.s f14, 3.0 ; f14 holds the second argument li.s f4, 4.0 swc1 f4, 0x10(sp) ; subsequent float arguments go on the stack jal three_input_adder nop mfc1 t0, f0 ; f0 has the result lw ra, 0x14(sp) jr ra addiu sp, 0x18 |