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drhelius / MBC3 RTC save format
Last active December 20, 2015 03:49
MBC3 RTC save format
MBC3 RTC save format
the RTC data is appended after the sav file, 44 or 48 bytes. you can detect its presence by the save data being 44 or 48 bytes bigger than the cart's ram size, or 44 or 48 bytes bigger than a multiple of 8192.
old VBA (from 2005) saves the 44 bytes version, and can load both the 44 and 48 bytes version.
VBA-M saves the 48 bytes version, and can *only* load the 48 bytes version.
one should load both types, and always save the 48 bytes version.
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drhelius / Game Boy MBC 3
Last active January 4, 2017 08:10
Memory Bank Controller (MBC) 3 for GameBoy Information
Memory Bank Controller (MBC) 3 for GameBoy Information
by bRILLO hEAD, 1-Jan-98
The MBC3 is a memory controller for some GameBoy carts
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drhelius / Gameboy's video hardware
Last active April 5, 2018 02:05
Gameboy's video hardware
Nitty Gritty Gameboy Cycle Timing
---------------------------------
A document about the down and dirty timing of the Gameboy's video hardware.
Written by: Kevin Horton
Version: 0.01 (preliminary)
My findings here are based on the original DMG, Super Gameboy, and GB
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drhelius / Interrupt INT 48h - LCD STAT
Last active March 25, 2020 20:05
Interrupt INT 48h - LCD STAT
Interrupt INT 48h - LCD STAT
----------------------------
The STAT register (FF41) selects the conditions that will generate this
interrupt (expecting that interrupts are enabled via EI or RETI and that
IE.1 (FFFF.1) is set).
STAT.3 HBLANK (start of mode 0)
STAT.4 VBLANK (start of mode 1) (additional to INT 40)
STAT.5 OAM (start of mode 2 and mode 1)
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drhelius / GameBoy Color DMA-Transfers
Last active June 23, 2021 13:11
GameBoy Color DMA-Transfers
GameBoy Color DMA-Transfers v0.0.1 13.04.2000/GPZ-HIT
-------------------------------------------------------------------------------
"old" DMA Transfer (aka 'OAM-DMA')
----------------------------------
source: - anywhere from $0000 to $dfff
- must be page-aligned
destination: - always OAM-Ram at $fe00 - $fe8f
length: - always 4*40 (=160 / $a0) bytes
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drhelius / ISA.txt
Created June 24, 2022 00:24 — forked from PhirePhly/ISA.txt
Intro to the ISA bus by Mark Sokos
THE ISA AND PC/104 BUS
IBM, IBM/XT, IBM PC, and IBM PC AT are registered trademarks of
International Business Machines Corporation.
This file is designed to give a basic overview of the bus found in
most IBM clone computers, often referred to as the XT or AT bus. The
AT version of the bus is upwardly compatible, which means that cards
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drhelius / Game Boy Sound Operation
Last active August 16, 2023 02:31
Game Boy Sound Operation
Game Boy Sound Operation
------------------------
Shay Green (blargg)
gblargg@gmail.com
http://www.slack.net/~ant/
** This is an incomplete draft
This documents the behavior of Game Boy sound; details which aren't
relevant to the observable behavior have been omitted unless they
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drhelius / Game Boy - Hardware detection
Last active March 9, 2024 19:38
Game Boy - Hardware detection
To detect Super Game Boy, the values of SGB Flag and Old Licensee Code must be set in the cartridge header. In detail, that would mean that the value of $0146 is $03 and the value of $014B is $33.
To detect Game Boy Color, use the value of the CGB Flag in the cartridge header. If the value of $0143 is $80, then the game should be compatible with both normal and color Game Boy models. If it is $C0, then it should only work with Game Boy Color.
Additionally, some games check the value of the Accumulator directly after startup. If the value is $01, then the hardware is either Super Game Boy or normal Game Boy. If it is $FF, then the hardware is either Super Game Boy 2 or Game Boy Pocket. If it is $11, then it is either Game Boy Color or Game Boy Advance.
Lastly, you can detect if the game is on a Game Boy Advance by checking bit 0 of the B register directly after startup. If it is cleared, it is a Game Boy Color. If it is set, it is a Game Boy Advance.
__________
Note: The Super Game Boy 2 was little more th
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drhelius / Gameboy ROM headers
Last active July 14, 2024 08:47
Gameboy ROM headers
1.01 - Added some new licensees, fixed some
descriptions.
v1.00 - Initial release.
_______________
This information was taken and compiled from Martin Korth's
NO$GMB emulator. Best viewed in DOS EDIT.
Every Gameboy ROM header starts off at the HEX offset 0134.
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drhelius / generate_icon.sh
Created September 3, 2024 08:43
Generate macos icons
#!/bin/bash
input_filepath="image.png"
output_iconset_name="iconfile.iconset"
mkdir $output_iconset_name
sips -z 16 16 $input_filepath --out "${output_iconset_name}/icon_16x16.png"
sips -z 32 32 $input_filepath --out "${output_iconset_name}/icon_16x16@2x.png"
sips -z 32 32 $input_filepath --out "${output_iconset_name}/icon_32x32.png"
sips -z 64 64 $input_filepath --out "${output_iconset_name}/icon_32x32@2x.png"