SPRADE8 November   2023 TMS320F28P650DH , TMS320F28P650DK , TMS320F28P650SH , TMS320F28P650SK , TMS320F28P659DH-Q1 , TMS320F28P659DK-Q1 , TMS320F28P659SH-Q1

 

  1.   EEPROM Emulation for Generation 3 C2000 Real Time Controllers
  2.   Trademarks
  3. Introduction
  4. Difference Between EEPROM and On-Chip Flash
  5. Overview
    1. 3.1 Basic Concept
    2. 3.2 Single-Unit Method
    3. 3.3 Ping-Pong Method
    4. 3.4 Creating EEPROM Sections (Pages) and Page Identification
  6. Software Description
    1. 4.1 Software Functionality and Flow
  7. Ping-Pong Emulation
    1. 5.1 User-Configuration
      1. 5.1.1 EEPROM_Config.h
      2. 5.1.2 F28P65x_EEPROM.c
    2. 5.2 EEPROM Functions
      1. 5.2.1  EEPROM_Config_Check
      2. 5.2.2  Configure_Protection_Masks
      3. 5.2.3  EEPROM_Write
      4. 5.2.4  EEPROM_Read
      5. 5.2.5  EEPROM_Erase
        1. 5.2.5.1 Erase_Bank
      6. 5.2.6  EEPROM_GetValidBank
      7. 5.2.7  EEPROM_UpdateBankStatus
      8. 5.2.8  EEPROM_UpdatePageStatus
      9. 5.2.9  EEPROM_Get_64_Bit_Data_Address
      10. 5.2.10 EEPROM_Program_64_Bits
      11. 5.2.11 EEPROM_CheckStatus
      12. 5.2.12 ClearFSMStatus
    3. 5.3 Testing Example
  8. Single-Unit Emulation
    1. 6.1 User-Configuration
      1. 6.1.1 EEPROM_Config.h
      2. 6.1.2 F28P65x_EEPROM.c
    2. 6.2 EEPROM Functions
      1. 6.2.1  EEPROM_Config_Check
      2. 6.2.2  Configure_Protection_Masks
      3. 6.2.3  EEPROM_Write
      4. 6.2.4  EEPROM_Erase
      5. 6.2.5  EEPROM_GetValidBank
      6. 6.2.6  EEPROM_Get_64_Bit_Data_Address
      7. 6.2.7  EEPROM_UpdateBankStatus
      8. 6.2.8  EEPROM_UpdatePageStatus
      9. 6.2.9  EEPROM_Get_64_Bit_Data_Address
      10. 6.2.10 EEPROM_Program_64_Bits
      11. 6.2.11 EEPROM_CheckStatus
      12. 6.2.12 ClearFSMStatus
    3. 6.3 Testing Example
  9. Application Integration
  10. Adapting to Other Gen 3 C2000 MCUs
  11. Flash API
    1. 9.1 Flash API Checklist
      1. 9.1.1 Flash API Do's and Do Not's
  12. 10Source File Listing
  13. 11Conclusion
  14. 12References

Ping-Pong Method

If using the Ping Pong method, the following diagram shows the implemented behavior. As shown in Figure 3-2, there are two EEPROM units made up of selected Flash Sectors. One is marked as an Active Unit, and the other is marked as the Inactive Unit. To begin, data is written to the Active Unit.

GUID-20231019-SS0I-KPFS-W2PG-KFWMCHGXL1PQ-low.png Figure 3-2 Ping Pong Behavior

If the Active Unit is full and there is more data to be written, the Active and Inactive EEPROM units will switch. Therefore, the previously Active Unit (full Unit) will be marked as Inactive, and the previously Inactive Unit (empty Unit) will be marked as Active. Subsequently, the data will be written to the newly Active EEPROM Unit. After the data is successfully programmed to the Active EEPROM Unit, the Inactive EEPROM Unit is erased. This method ensures that there is a fall-back options for the last successfully written data in case of any failure during the erase or program operation when the currently active EEPROM Unit is full.

This process can be repeated as necessary.