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Everything You Always Wanted To Know About GAMEBOY
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============================================================================ | |
Everything You Always Wanted To Know About GAMEBOY * | |
============================================================================ | |
* but were afraid to ask | |
Pan of -ATX- Document Updated by contributions from: | |
Marat Fayzullin, Pascal Felber, Paul Robson, Martin Korth | |
Last update 7-Mar-08 by John Harrison | |
Forward: The following was typed up for informational purposes regarding | |
the inner workings on the hand-held game machine known as | |
GameBoy, manufactured and designed by Nintendo Co., LTD. | |
This info is presented to inform a user on how their Game Boy | |
works and what makes it "tick". GameBoy is copyrighted by | |
Nintendo Co., LTD. Any reference to copyrighted material is | |
not presented for monetary gain, but for educational purposes | |
and higher learning. | |
Terms | |
----- | |
GB = Original GameBoy | |
GBP = GameBoy Pocket/GameBoy Light | |
GBC = GameBoy Colo(u)r | |
SGB = Super GameBoy | |
Game Boy Specs | |
-------------- | |
CPU: 8-bit (Similar to the Z80 processor.) | |
Main RAM: 8K Byte | |
Video RAM: 8K Byte | |
Screen Size 2.6" | |
Resolution: 160x144 (20x18 tiles) | |
Max # of sprites: 40 | |
Max # sprites/line: 10 | |
Max sprite size: 8x16 | |
Min sprite size: 8x8 | |
Clock Speed: 4.194304 MHz (4.295454 SGB, 4.194/8.388MHz GBC) | |
Horiz Sync: 9198 KHz (9420 KHz for SGB) | |
Vert Sync: 59.73 Hz (61.17 Hz for SGB) | |
Sound: 4 channels with stereo sound | |
Power: DC6V 0.7W (DC3V 0.7W for GB Pocket) | |
Processor | |
--------- | |
The GameBoy uses a computer chip similar to an Intel 8080. | |
It contains all of the instructions of an 8080 except there | |
are no exchange instructions. In many ways the processor is | |
more similar to the Zilog Z80 processor. Compared to the | |
Z80, some instructions have been added and some have been | |
taken away. | |
The following are added instructions: | |
ADD SP,nn ;nn = signed byte | |
LD (HLI),A ;Write A to (HL) and increment HL | |
LD (HLD),A ;Write A to (HL) and decrement HL | |
LD A,(HLI) ;Write (HL) to A and increment HL | |
LD A,(HLD) ;Write (HL) to A and decrement HL | |
LD A,($FF00+nn) | |
LD A,($FF00+C) | |
LD ($FF00+nn),A | |
LD ($FF00+C),A | |
LD (nnnn),SP | |
LD HL,SP+nn ;nn = signed byte | |
STOP ;Stop processor & screen until button press | |
SWAP r ;Swap high & low nibbles of r | |
The following instructions have been removed: | |
Any command that uses the IX or IY registers. | |
All IN/OUT instructions. | |
All exchange instructions. | |
All commands prefixed by ED (except remapped RETI). | |
All conditional jumps/calls/rets on parity/overflow and sign flag. | |
The following instructions have different opcodes: | |
LD A,[nnnn] | |
LD [nnnn],A | |
RETI | |
GB General Memory Map* | |
--------------------- | |
Interrupt Enable Register | |
--------------------------- FFFF | |
Internal RAM | |
--------------------------- FF80 | |
Empty but unusable for I/O | |
--------------------------- FF4C | |
I/O ports | |
--------------------------- FF00 | |
Empty but unusable for I/O | |
--------------------------- FEA0 | |
Sprite Attrib Memory (OAM) | |
--------------------------- FE00 | |
Echo of 8kB Internal RAM | |
--------------------------- E000 | |
8kB Internal RAM | |
--------------------------- C000 | |
8kB switchable RAM bank | |
--------------------------- A000 | |
8kB Video RAM | |
--------------------------- 8000 | |
32kB Cartridge | |
--------------------------- 0000 | |
* NOTE: b = bit, B = byte | |
Echo of 8kB Internal RAM | |
------------------------ | |
The addresses E000-FE00 appear to access the internal RAM | |
the same as C000-DE00. (i.e. If you write a byte to address | |
E000 it will appear at C000 and E000. Similarly, writing a | |
byte to C000 will appear at C000 and E000.) | |
User I/O | |
-------- | |
There are no empty spaces in the memory map for | |
implementing input ports except the switchable RAM bank | |
area (not an option on the Super Smart Card since it's | |
RAM bank is always enabled). | |
An output only port may be implemented anywhere between | |
A000-FDFF. If implemented in a RAM area care should be | |
taken to use an area of RAM not used for anything else. | |
(FE00 and above can't be used because the CPU doesn't | |
generate an external /WR for these locations.) | |
If you have a cart with an MBC1, a ROM 4Mbit or smaller, | |
and a RAM 8Kbyte or smaller (or no RAM) then you can use | |
pins 6 & 7 of the MBC1 for 2 digital output pins for | |
whatever purpose you wish. To use them you must first | |
put the MBC1 into 4MbitROM/32KbyteRAM mode by writing | |
01 to 6000. The two least significant bits you write | |
to 4000 will then be output to these pins. | |
Reserved Memory Locations | |
------------------------- | |
0000 Restart $00 Address (RST $00 calls this address.) | |
0008 Restart $08 Address (RST $08 calls this address.) | |
0010 Restart $10 Address (RST $10 calls this address.) | |
0018 Restart $18 Address (RST $18 calls this address.) | |
0020 Restart $20 Address (RST $20 calls this address.) | |
0028 Restart $28 Address (RST $28 calls this address.) | |
0030 Restart $30 Address (RST $30 calls this address.) | |
0038 Restart $38 Address (RST $38 calls this address.) | |
0040 Vertical Blank Interrupt Start Address | |
0048 LCDC Status Interrupt Start Address | |
0050 Timer Overflow Interrupt Start Address | |
0058 Serial Transfer Completion Interrupt Start Address | |
0060 High-to-Low of P10-P13 Interrupt Start Address | |
An internal information area is located at 0100-014F in | |
each cartridge. It contains the following values: | |
0100-0103 This is the begin code execution point in a | |
cart. Usually there is a NOP and a JP | |
instruction here but not always. | |
0104-0133 Scrolling Nintendo graphic: | |
CE ED 66 66 CC 0D 00 0B 03 73 00 83 00 0C 00 0D | |
00 08 11 1F 88 89 00 0E DC CC 6E E6 DD DD D9 99 | |
BB BB 67 63 6E 0E EC CC DD DC 99 9F BB B9 33 3E | |
( PROGRAM WON'T RUN IF CHANGED!!!) | |
0134-0142 Title of the game in UPPER CASE ASCII. If it | |
is less than 16 characters then the remaining | |
bytes are filled with 00's. | |
0143 $80 = Color GB, $00 or other = not Color GB | |
0144 Ascii hex digit, high nibble of licensee code (new). | |
0145 Ascii hex digit, low nibble of licensee code (new). | |
(These are normally $00 if [$014B] <> $33.) | |
0146 GB/SGB Indicator (00 = GameBoy, 03 = Super GameBoy functions) | |
(Super GameBoy functions won't work if <> $03.) | |
0147 Cartridge type: | |
0 - ROM ONLY 12 - ROM+MBC3+RAM | |
1 - ROM+MBC1 13 - ROM+MBC3+RAM+BATT | |
2 - ROM+MBC1+RAM 19 - ROM+MBC5 | |
3 - ROM+MBC1+RAM+BATT 1A - ROM+MBC5+RAM | |
5 - ROM+MBC2 1B - ROM+MBC5+RAM+BATT | |
6 - ROM+MBC2+BATTERY 1C - ROM+MBC5+RUMBLE | |
8 - ROM+RAM 1D - ROM+MBC5+RUMBLE+SRAM | |
9 - ROM+RAM+BATTERY 1E - ROM+MBC5+RUMBLE+SRAM+BATT | |
B - ROM+MMM01 1F - Pocket Camera | |
C - ROM+MMM01+SRAM FD - Bandai TAMA5 | |
D - ROM+MMM01+SRAM+BATT FE - Hudson HuC-3 | |
F - ROM+MBC3+TIMER+BATT FF - Hudson HuC-1 | |
10 - ROM+MBC3+TIMER+RAM+BATT | |
11 - ROM+MBC3 | |
0148 ROM size: | |
0 - 256Kbit = 32KByte = 2 banks | |
1 - 512Kbit = 64KByte = 4 banks | |
2 - 1Mbit = 128KByte = 8 banks | |
3 - 2Mbit = 256KByte = 16 banks | |
4 - 4Mbit = 512KByte = 32 banks | |
5 - 8Mbit = 1MByte = 64 banks | |
6 - 16Mbit = 2MByte = 128 banks | |
$52 - 9Mbit = 1.1MByte = 72 banks | |
$53 - 10Mbit = 1.2MByte = 80 banks | |
$54 - 12Mbit = 1.5MByte = 96 banks | |
0149 RAM size: | |
0 - None | |
1 - 16kBit = 2kB = 1 bank | |
2 - 64kBit = 8kB = 1 bank | |
3 - 256kBit = 32kB = 4 banks | |
4 - 1MBit =128kB =16 banks | |
014A Destination code: | |
0 - Japanese | |
1 - Non-Japanese | |
014B Licensee code (old): | |
33 - Check 0144/0145 for Licensee code. | |
79 - Accolade | |
A4 - Konami | |
(Super GameBoy function won't work if <> $33.) | |
014C Mask ROM Version number (Usually $00) | |
014D Complement check | |
(PROGRAM WON'T RUN ON GB IF NOT CORRECT!!!) | |
(It will run on Super GB, however, if incorrect.) | |
014E-014F Checksum (higher byte first) produced by | |
adding all bytes of a cartridge except for two | |
checksum bytes and taking two lower bytes of | |
the result. (GameBoy ignores this value.) | |
Cartridge Types | |
--------------- | |
The following define the byte at cart location 0147: | |
ROM ONLY | |
This is a 32kB (256kb) ROM and occupies 0000-7FFF. | |
MBC1 (Memory Bank Controller 1) | |
MBC1 has two different maximum memory modes: | |
16Mbit ROM/8KByte RAM or 4Mbit ROM/32KByte RAM. | |
The MBC1 defaults to 16Mbit ROM/8KByte RAM mode | |
on power up. Writing a value (XXXXXXXS - X = Don't | |
care, S = Memory model select) into 6000-7FFF area | |
will select the memory model to use. S = 0 selects | |
16/8 mode. S = 1 selects 4/32 mode. | |
Writing a value (XXXBBBBB - X = Don't cares, B = | |
bank select bits) into 2000-3FFF area will select an | |
appropriate ROM bank at 4000-7FFF. Values of 0 and 1 | |
do the same thing and point to ROM bank 1. Rom bank 0 | |
is not accessible from 4000-7FFF and can only be read | |
from 0000-3FFF. | |
If memory model is set to 4/32: | |
Writing a value (XXXXXXBB - X = Don't care, B = | |
bank select bits) into 4000-5FFF area will select an | |
appropriate RAM bank at A000-C000. Before you can | |
read or write to a RAM bank you have to enable it by | |
writing a XXXX1010 into 0000-1FFF area*. To disable | |
RAM bank operations write any value but XXXX1010 | |
into 0000-1FFF area. Disabling a RAM bank probably | |
protects that bank from false writes during power | |
down of the GameBoy. (NOTE: Nintendo suggests values | |
$0A to enable and $00 to disable RAM bank!!) | |
If memory model is set to 16/8 mode: | |
Writing a value (XXXXXXBB - X = Don't care, B = | |
bank select bits) into 4000-5FFF area will set the | |
two most significant ROM address lines. | |
* NOTE: The Super Smart Card doesn't require this | |
operation because it's RAM bank is ALWAYS enabled. | |
Include this operation anyway to allow your code | |
to work with both. | |
MBC2 (Memory Bank Controller 2): | |
This memory controller works much like the MBC1 | |
controller with the following exceptions: | |
MBC2 will work with ROM sizes up to 2Mbit. | |
Writing a value (XXXXBBBB - X = Don't cares, B = | |
bank select bits) into 2100-21FF area will select an | |
appropriate ROM bank at 4000-7FFF. | |
RAM switching is not provided. Unlike the MBC1 which | |
uses external RAM, MBC2 has 512 x 4 bits of RAM which | |
is in the controller itself. It still requires an | |
external battery to save data during power-off though. | |
The least significant bit of the upper address byte | |
must be zero to enable/disable cart RAM. For example | |
the following addresses can be used to enable/disable | |
cart RAM: | |
0000-00FF, 0200-02FF, 0400-04FF, ..., 1E00-1EFF. | |
The suggested address range to use for MBC2 ram | |
enable/disable is 0000-00FF. | |
The least significant bit of the upper address byte | |
must be one to select a ROM bank. For example the | |
following addresses can be used to select a ROM bank: | |
2100-21FF, 2300-23FF, 2500-25FF, ..., 3F00-3FFF. | |
The suggested address range to use for MBC2 rom | |
bank selection is 2100-21FF. | |
MBC3 (Memory Bank Controller 3): | |
This controller is similar to MBC1 except it accesses | |
all 16mbits of ROM without requiring any writes to the | |
4000-5FFF area. | |
Writing a value (XBBBBBBB - X = Don't care, B = | |
bank select bits) into 2000-3FFF area will select an | |
appropriate ROM bank at 4000-7FFF. | |
Also, this MBC has a built-in battery-backed Real | |
Time Clock (RTC) not found in any other MBC. Some | |
MBC3 carts do not support it (WarioLand II non-color | |
version) but some do (Harvest Moon/Japanese version.) | |
MBC5 (Memory Bank Controller 5): | |
This controller is the first MBC that is guaranteed | |
to run in GameBoy Color double-speed mode but it | |
appears the other MBC's run fine in GBC double-speed | |
mode as well. | |
It is similar to the MBC3 (but no RTC) but can | |
access up to 64mbits of ROM and up to 1mbit of RAM. | |
The lower 8 bits of the 9-bit rom bank select is | |
written to the 2000-2FFF area while the upper bit | |
is written to the least significant bit of the | |
3000-3FFF area. | |
Writing a value (XXXXBBBB - X = Don't care, B = | |
bank select bits) into 4000-5FFF area will select an | |
appropriate RAM bank at A000-BFFF if the cart | |
contains RAM. Ram sizes are 64kbit,256kbit, & 1mbit. | |
Also, this is the first MBC that allows rom bank 0 | |
to appear in the 4000-7FFF range by writing $000 | |
to the rom bank select. | |
Rumble Carts: | |
Rumble carts use an MBC5 memory bank controller. | |
Rumble carts can only have up to 256kbits of RAM. | |
The highest RAM address line that allows 1mbit of | |
RAM on MBC5 non-rumble carts is used as the motor | |
on/off for the rumble cart. | |
Writing a value (XXXXMBBB - X = Don't care, M = | |
motor, B = bank select bits) into 4000-5FFF area | |
will select an appropriate RAM bank at A000-BFFF | |
if the cart contains RAM. RAM sizes are 64kbit or | |
256kbits. To turn the rumble motor on set M = 1, | |
M = 0 turns it off. | |
HuC1 (Memory Bank / Infrared Controller): | |
This controller made by Hudson Soft appears to be | |
very similar to an MBC1 with the main difference | |
being that it supports infrared LED input / output. | |
The Japanese cart "Fighting Phoenix" (internal cart | |
name: SUPER B DAMAN) is known to contain this chip. | |
Bung Carts: | |
The flash carts sold by Bung (http://www.bung.com.hk) | |
on power up appear like an MBC5 cart except that | |
writing $00 to the bank select register selects rom | |
bank 1 instead of rom bank 0. Writing values to | |
3000-3FFF area does nothing. | |
Writing values (XXXXXXXS - X = Don't care, S = Select) | |
to 6000-7FFF area selects MBC1 16/8 mode if S=0 | |
except that writes to 3000-3FFF area still do nothing. | |
If S=1 then MBC5 mode is selected. (S=1 by default | |
on power up.) | |
Cart locations A000 & A100 act as special | |
write only hardware control registers if a | |
value of $c0 is written to 0000-1FFF area. | |
These hardware control registers are used | |
for setting up cart hardware for different | |
games when the Bung cart is used as a Multicart | |
for holding several different games. | |
Power Up Sequence | |
----------------- | |
When the GameBoy is powered up, a 256 byte program | |
starting at memory location 0 is executed. This program | |
is located in a ROM inside the GameBoy. The first thing | |
the program does is read the cartridge locations from | |
$104 to $133 and place this graphic of a Nintendo logo | |
on the screen at the top. This image is then scrolled | |
until it is in the middle of the screen. Two musical | |
notes are then played on the internal speaker. Again, | |
the cartridge locations $104 to $133 are read but this | |
time they are compared with a table in the internal rom. | |
If any byte fails to compare, then the GameBoy stops | |
comparing bytes and simply halts all operations. | |
GB & GB Pocket: | |
Next, the GameBoy starts adding all of the bytes | |
in the cartridge from $134 to $14d. A value of 25 | |
decimal is added to this total. If the least | |
significant byte of the result is a not a zero, | |
then the GameBoy will stop doing anything. | |
Super GB: | |
Even though the GB & GBP check the memory locations | |
from $134 to $14d, the SGB doesn't. | |
If the above checks pass then the internal ROM is | |
disabled and cartridge program execution begins at | |
location $100 with the following register values: | |
AF=$01-GB/SGB, $FF-GBP, $11-GBC | |
F =$B0 | |
B =$00-GB/SGB/GBP/GBC, $01-GBA | |
C =$13 | |
DE=$00D8 | |
HL=$014D | |
Stack Pointer=$FFFE | |
[$FF05] = $00 ; TIMA | |
[$FF06] = $00 ; TMA | |
[$FF07] = $00 ; TAC | |
[$FF10] = $80 ; NR10 a.k.a. rAUD1SWEEP | |
[$FF11] = $BF ; NR11 a.k.a. rAUD1LEN | |
[$FF12] = $F3 ; NR12 a.k.a. rAUD1ENV | |
[$FF14] = $BF ; NR14 a.k.a. rAUD1HIGH | |
[$FF16] = $3F ; NR21 a.k.a. rAUD2LEN | |
[$FF17] = $00 ; NR22 a.k.a. rAUD2ENV | |
[$FF19] = $BF ; NR24 a.k.a. rAUD2HIGH | |
[$FF1A] = $7F ; NR30 a.k.a. rAUD3ENA | |
[$FF1B] = $FF ; NR31 a.k.a. rAUD3LEN | |
[$FF1C] = $9F ; NR32 a.k.a. rAUD3LEVEL | |
[$FF1E] = $BF ; NR33 a.k.a. rAUD3LOW | |
[$FF20] = $FF ; NR41 a.k.a. rAUD4LEN | |
[$FF21] = $00 ; NR42 a.k.a. rAUD4ENV | |
[$FF22] = $00 ; NR43 a.k.a. rAUD4POLY | |
[$FF23] = $BF ; NR44 a.k.a. rAUD4GO | |
[$FF24] = $77 ; NR50 a.k.a. rAUDVOL | |
[$FF25] = $F3 ; NR51 a.k.a. rAUDTERM | |
[$FF26] = $F1-GB, $F0-SGB ; NR52 | |
[$FF40] = $91 ; LCDC | |
[$FF42] = $00 ; SCY | |
[$FF43] = $00 ; SCX | |
[$FF45] = $00 ; LYC | |
[$FF47] = $FC ; BGP | |
[$FF48] = $FF ; OBP0 | |
[$FF49] = $FF ; OBP1 | |
[$FF4A] = $00 ; WY | |
[$FF4B] = $00 ; WX | |
[$FFFF] = $00 ; IE | |
It is not a good idea to assume the above values | |
will always exist. A later version GameBoy could | |
contain different values than these at reset. | |
Always set these registers on reset rather than | |
assume they are as above. | |
Please note that GameBoy internal RAM on power up | |
contains random data. All of the GameBoy emulators | |
tend to set all RAM to value $00 on entry. | |
Cart RAM the first time it is accessed on a real | |
GameBoy contains random data. It will only contain | |
known data if the GameBoy code initializes it to | |
some value. | |
Stop Mode | |
--------- | |
The STOP command halts the GameBoy processor | |
and screen until any button is pressed. The GB | |
and GBP screen goes white with a single dark | |
horizontal line. The GBC screen goes black. | |
Low-Power Mode | |
-------------- | |
It is recommended that the HALT instruction be used | |
whenever possible to reduce power consumption & extend | |
the life of the batteries. This command stops the | |
system clock reducing the power consumption of both | |
the CPU and ROM. | |
The CPU will remain suspended until an interrupt | |
occurs at which point the interrupt is serviced and | |
then the instruction immediately following the HALT | |
is executed. If interrupts are disabled (DI) then | |
halt doesn't suspend operation but it does cause | |
the program counter to stop counting for one | |
instruction on the GB,GBP, and SGB as mentioned below. | |
Depending on how much CPU time is required by a game, | |
the HALT instruction can extend battery life anywhere | |
from 5 to 50% or possibly more. | |
WARNING: The instruction immediately following the | |
HALT instruction is "skipped" when interrupts are | |
disabled (DI) on the GB,GBP, and SGB. As a result, | |
always put a NOP after the HALT instruction. This | |
instruction skipping doesn't occur when interrupts | |
are enabled (EI). | |
This "skipping" does not seem to occur on the | |
GameBoy Color even in regular GB mode. ($143=$00) | |
EXAMPLES from Martin Korth who documented this problem: | |
(assuming interrupts disabled for all examples) | |
1) This code causes the 'a' register to be incremented TWICE. | |
76 halt | |
3C inc a | |
2) The next example is a bit more difficult. The following code | |
76 halt | |
FA 34 12 ld a,(1234) | |
is effectively executed as | |
76 halt | |
FA FA 34 ld a,(34FA) | |
12 ld (de),a | |
3) Finally an interesting side effect | |
76 halt | |
76 halt | |
This combination hangs the cpu. | |
The first HALT causes the second HALT to be repeated, which | |
therefore causes the following command (=itself) to be | |
repeated - again and again. | |
Placing a NOP between the two halts would cause the NOP to | |
be repeated once, the second HALT wouldn't lock the cpu. | |
Below is suggested code for GameBoy programs: | |
; **** Main Game Loop **** | |
Main: | |
halt ; stop system clock | |
; return from halt when interrupted | |
nop ; (See WARNING above.) | |
ld a,(VblnkFlag) | |
or a ; V-Blank interrupt ? | |
jr z,Main ; No, some other interrupt | |
xor a | |
ld (VblnkFlag),a ; Clear V-Blank flag | |
call Controls ; button inputs | |
call Game ; game operation | |
jr Main | |
; **** V-Blank Interrupt Routine **** | |
Vblnk: | |
push af | |
push bc | |
push de | |
push hl | |
call SpriteDma ; Do sprite updates | |
ld a,1 | |
ld (VblnkFlag),a | |
pop hl | |
pop de | |
pop bc | |
pop af | |
reti | |
Video | |
----- | |
The main GameBoy screen buffer (background) consists | |
of 256x256 pixels or 32x32 tiles (8x8 pixels each). Only | |
160x144 pixels can be displayed on the screen. Registers | |
SCROLLX and SCROLLY hold the coordinates of background to | |
be displayed in the left upper corner of the screen. | |
Background wraps around the screen (i.e. when part of it | |
goes off the screen, it appears on the opposite side.) | |
An area of VRAM known as Background Tile Map contains | |
the numbers of tiles to be displayed. It is organized as | |
32 rows of 32 bytes each. Each byte contains a number of | |
a tile to be displayed. Tile patterns are taken from the | |
Tile Data Table located either at $8000-8FFF or | |
$8800-97FF. In the first case, patterns are numbered with | |
unsigned numbers from 0 to 255 (i.e. pattern #0 lies at | |
address $8000). In the second case, patterns have signed | |
numbers from -128 to 127 (i.e. pattern #0 lies at address | |
$9000). The Tile Data Table address for the background | |
can be selected by setting the LCDC register. | |
There are two different Background Tile Maps. One is | |
located from $9800-9Bff. The other from $9C00-9FFF. | |
Only one of these can be viewed at any one time. The | |
currently displayed background can be selected by | |
setting the LCDC register. | |
Besides background, there is also a "window" overlaying | |
the background. The window is not scrollable i.e. it is | |
always displayed starting from its left upper corner. The | |
location of a window on the screen can be adjusted via | |
WNDPOSX and WNDPOSY registers. Screen coordinates of the | |
top left corner of a window are WNDPOSX-7,WNDPOSY. The | |
tile numbers for the window are stored in the Tile Data | |
Table. None of the windows tiles are ever transparent. | |
Both the Background and the window share the same Tile | |
Data Table. | |
Both background and window can be disabled or enabled | |
separately via bits in the LCDC register. | |
If the window is used and a scan line interrupt disables | |
it (either by writing to LCDC or by setting WX > 166) | |
and a scan line interrupt a little later on enables it | |
then the window will resume appearing on the screen at the | |
exact position of the window where it left off earlier. | |
This way, even if there are only 16 lines of useful graphics | |
in the window, you could display the first 8 lines at the | |
top of the screen and the next 8 lines at the bottom if | |
you wanted to do so. | |
WX may be changed during a scan line interrupt (to either | |
cause a graphic distortion effect or to disable the window | |
(WX>166) ) but changes to WY are not dynamic and won't | |
be noticed until the next screen redraw. | |
The tile images are stored in the Tile Pattern Tables. | |
Each 8x8 image occupies 16 bytes, where each 2 bytes | |
represent a line: | |
Tile: Image: | |
.33333.. .33333.. -> 01111100 -> $7C | |
22...22. 01111100 -> $7C | |
11...11. 22...22. -> 00000000 -> $00 | |
2222222. <-- digits 11000110 -> $C6 | |
33...33. represent 11...11. -> 11000110 -> $C6 | |
22...22. color 00000000 -> $00 | |
11...11. numbers 2222222. -> 00000000 -> $00 | |
........ 11111110 -> $FE | |
33...33. -> 11000110 -> $C6 | |
11000110 -> $C6 | |
22...22. -> 00000000 -> $00 | |
11000110 -> $C6 | |
11...11. -> 11000110 -> $C6 | |
00000000 -> $00 | |
........ -> 00000000 -> $00 | |
00000000 -> $00 | |
As it was said before, there are two Tile Pattern Tables | |
at $8000-8FFF and at $8800-97FF. The first one can be used | |
for sprites, the background, and the window display. Its | |
tiles are numbered from 0 to 255. The second table can be | |
used for the background and the window display and its tiles | |
are numbered from -128 to 127. | |
Sprites | |
------ | |
GameBoy video controller can display up to 40 sprites | |
either in 8x8 or in 8x16 pixels. Because of a limitation | |
of hardware, only ten sprites can be displayed per scan | |
line. Sprite patterns have the same format as tiles, but | |
they are taken from the Sprite Pattern Table located at | |
$8000-8FFF and have unsigned numbering. Sprite | |
attributes reside in the Sprite Attribute Table (OAM | |
- Object Attribute Memory) at $FE00-FE9F. OAM is divided | |
into 40 4-byte blocks each of which corresponds to a sprite. | |
In 8x16 sprite mode, the least significant bit of the | |
sprite pattern number is ignored and treated as 0. | |
When sprites with different x coordinate values overlap, | |
the one with the smaller x coordinate (closer to the left) | |
will have priority and appear above any others. | |
When sprites with the same x coordinate values overlap, | |
they have priority according to table ordering. (i.e. | |
$FE00 - highest, $FE04 - next highest, etc.) | |
Please note that Sprite X=0, Y=0 hides a sprite. To | |
display a sprite use the following formulas: | |
SpriteScreenPositionX(Upper left corner of sprite) = SpriteX - 8 | |
SpriteScreenPositionY(Upper left corner of sprite) = SpriteY - 16 | |
To display a sprite in the upper left corner of the | |
screen set sprite X=8, Y=16. | |
Only 10 sprites can be displayed on any one line. | |
When this limit is exceeded, the lower priority sprites | |
(priorities listed above) won't be displayed. To keep | |
unused sprites from affecting onscreen sprites set their | |
Y coordinate to Y=0 or Y=>144+16. Just setting the X | |
coordinate to X=0 or X=>160+8 on a sprite will hide it | |
but it will still affect other sprites sharing the same | |
lines. | |
Blocks have the following | |
format: | |
Byte0 Y position on the screen | |
Byte1 X position on the screen | |
Byte2 Pattern number 0-255 (Unlike some tile | |
numbers, sprite pattern numbers are unsigned. | |
LSB is ignored (treated as 0) in 8x16 mode.) | |
Byte3 Flags: | |
Bit7 Priority | |
If this bit is set to 0, sprite is displayed | |
on top of background & window. If this bit | |
is set to 1, then sprite will be hidden behind | |
colors 1, 2, and 3 of the background & window. | |
(Sprite only prevails over color 0 of BG & win.) | |
Bit6 Y flip | |
Sprite pattern is flipped vertically if | |
this bit is set to 1. | |
Bit5 X flip | |
Sprite pattern is flipped horizontally if | |
this bit is set to 1. | |
Bit4 Palette number | |
Sprite colors are taken from OBJ1PAL if | |
this bit is set to 1 and from OBJ0PAL | |
otherwise. | |
Sprite RAM Bug | |
-------------- | |
There is a flaw in the GameBoy hardware that causes | |
trash to be written to OAM RAM if the following commands | |
are used while their 16-bit content is in the range | |
of $FE00 to $FEFF: | |
inc xx (xx = bc,de, or hl) | |
dec xx | |
ldi a,(hl) | |
ldd a,(hl) | |
ldi (hl),a | |
ldd (hl),a | |
Only sprites 1 & 2 ($FE00 & $FE04) are not affected | |
by these instructions. | |
Sound | |
----- | |
There are two sound channels connected to the output | |
terminals SO1 and SO2. There is also a input terminal Vin | |
connected to the cartridge. It can be routed to either of | |
both output terminals. GameBoy circuitry allows producing | |
sound in four different ways: | |
Quadrangular wave patterns with sweep and envelope functions. | |
Quadrangular wave patterns with envelope functions. | |
Voluntary wave patterns from wave RAM. | |
White noise with an envelope function. | |
These four sounds can be controlled independantly and | |
then mixed separately for each of the output terminals. | |
Sound registers may be set at all times while producing | |
sound. | |
When setting the initial value of the envelope and | |
restarting the length counter, set the initial flag to 1 | |
and initialize the data. | |
Under the following situations the Sound ON flag is | |
reset and the sound output stops: | |
1. When the sound output is stopped by the length counter. | |
2. When overflow occurs at the addition mode while sweep | |
is operating at sound 1. | |
When the Sound OFF flag for sound 3 (bit 7 of NR30) is | |
set at 0, the cancellation of the OFF mode must be done | |
by setting the sound OFF flag to 1. By initializing | |
sound 3, it starts it's function. | |
When the All Sound OFF flag (bit 7 of NR52) is set to 0, | |
the mode registers for sounds 1,2,3, and 4 are reset and | |
the sound output stops. (NOTE: The setting of each sounds | |
mode register must be done after the All Sound OFF mode | |
is cancelled. During the All Sound OFF mode, each sound | |
mode register cannot be set.) | |
NOTE: DURING THE ALL SOUND OFF MODE, GB POWER CONSUMPTION | |
DROPS BY 16% OR MORE! WHILE YOUR PROGRAMS AREN'T USING | |
SOUND THEN SET THE ALL SOUND OFF FLAG TO 0. IT DEFAULTS | |
TO 1 ON RESET. | |
These tend to be the two most important equations in | |
converting between Hertz and GB frequency registers: | |
(Sounds will have a 2.4% higher frequency on Super GB.) | |
gb = 2048 - (131072 / Hz) | |
Hz = 131072 / (2048 - gb) | |
Timer | |
----- | |
Sometimes it's useful to have a timer that interrupts at | |
regular intervals for routines that require periodic or | |
percise updates. The timer in the GameBoy has a selectable | |
frequency of 4096, 16384, 65536, or 262144 Hertz. This | |
frequency increments the Timer Counter (TIMA). When it | |
overflows, it generates an interrupt. It is then loaded | |
with the contents of Timer Modulo (TMA). The following | |
are examples: | |
;This interval timer interrupts 4096 times per second | |
ld a,-1 | |
ld ($FF06),a ;Set TMA to divide clock by 1 | |
ld a,4 | |
ld ($FF07),a ;Set clock to 4096 Hertz | |
;This interval timer interrupts 65536 times per second | |
ld a,-4 | |
ld ($FF06),a ;Set TMA to divide clock by 4 | |
ld a,5 | |
ld ($FF07),a ;Set clock to 262144 Hertz | |
Serial I/O | |
---------- | |
The serial I/O port on the Gameboy is a very simple setup | |
and is crude compared to standard RS-232 (IBM-PC) or RS-485 | |
(Macintosh) serial ports. There are no start or stop bits | |
so the programmer must be more creative when using this port. | |
During a transfer, a byte is shifted in at the same time | |
that a byte is shifted out. The rate of the shift is deter- | |
mined by whether the clock source is internal or external. | |
If internal, the bits are shifted out at a rate of 8192Hz | |
(122 microseconds) per bit. The most significant bit is | |
shifted in and out first. | |
When the internal clock is selected, it drives the clock | |
pin on the game link port and it stays high when not used. | |
During a transfer it will go low eight times to clock | |
in/out each bit. | |
A programmer initates a serial transfer by setting bit 7 | |
of $FF02. This bit may be read and is automatically set | |
to 0 at the completion of transfer. After this bit is set, | |
an interrupt will then occur eight bit clocks later if the | |
serial interrupt is enabled. | |
If internal clock is selected and serial interrupt is | |
enabled, this interrupt occurs 122*8 microseconds later. | |
If external clock is selected and serial interrupt is | |
enabled, an interrupt will occur eight bit clocks later. | |
Initiating a serial transfer with external clock will | |
wait forever if no external clock is present. This allows | |
a certain amount of synchronization with each serial port. | |
The state of the last bit shifted out determines the | |
state of the output line until another transfer takes | |
place. | |
If a serial transfer with internal clock is performed | |
and no external GameBoy is present, a value of $FF will | |
be received in the transfer. | |
The following code causes $75 to be shifted out the | |
serial port and a byte to be shifted into $FF01: | |
ld a,$75 | |
ld ($FF01),a | |
ld a,$81 | |
ld ($FF02),a | |
Interrupt Procedure | |
------------------- | |
The IME (interrupt master enable) flag is reset by DI and | |
prohibits all interrupts. It is set by EI and acknowledges | |
the interrupt setting by the IE register. | |
1. When an interrupt is generated, the IF flag will be set. | |
2. If the IME flag is set & the corresponding IE flag is | |
set, the following 3 steps are performed. | |
3. Reset the IME flag and prevent all interrupts. | |
4. The PC (program counter) is pushed onto the stack. | |
5. Jump to the starting address of the interrupt. | |
Resetting of the IF register, which was the cause of the | |
interrupt, is done by hardware. | |
During the interrupt, pushing of registers to be used | |
should be performed by the interrupt routine. | |
Once the interrupt service is in progress, all the | |
interrupts will be prohibited. However, if the IME flag | |
and the IE flag are controlled, a number of interrupt | |
services can be made possible by nesting. | |
Return from an interrupt routine can be performed by | |
either RETI or RET instruction. | |
The RETI instruction enables interrupts after doing a | |
return operation. | |
If a RET is used as the final instruction in an interrupt | |
routine, interrupts will remain disabled unless a EI was | |
used in the interrupt routine or is used at a later time. | |
The interrupt will be acknowledged during opcode fetch | |
period of each instruction. | |
Interrupt Descriptions | |
---------------------- | |
The following interrupts only occur if they have been | |
enabled in the Interrupt Enable register ($FFFF) and | |
if the interrupts have actually been enabled using the | |
EI instruction. | |
V-Blank - | |
The V-Blank interrupt occurs ~59.7 times a second | |
on a regular GB and ~61.1 times a second on a Super | |
GB (SGB). This interrupt occurs at the beginning of | |
the V-Blank period. During this period video hardware | |
is not using video ram so it may be freely accessed. | |
This period lasts approximately 1.1 milliseconds. | |
LCDC Status - | |
There are various reasons for this interrupt to occur | |
as described by the STAT register ($FF40). One very | |
popular reason is to indicate to the user when the | |
video hardware is about to redraw a given LCD line. | |
This can be useful for dynamically controlling the SCX/ | |
SCY registers ($FF43/$FF42) to perform special video | |
effects. | |
Timer Overflow - | |
This interrupt occurs when the TIMA register ($FF05) | |
changes from $FF to $00. | |
Serial Transfer Completion - | |
This interrupt occurs when a serial transfer has | |
completed on the game link port. | |
High-to-Low of P10-P13 - | |
This interrupt occurs on a transition of any of the | |
keypad input lines from high to low. Due to the fact | |
that keypad "bounce"* is virtually always present, | |
software should expect this interrupt to occur one | |
or more times for every button press and one or more | |
times for every button release. | |
* - Bounce tends to be a side effect of any button | |
making or breaking a connection. During these | |
periods, it is very common for a small amount of | |
oscillation between high & low states to take place. | |
I/O Registers | |
------------- | |
FF00 | |
Name - P1 | |
Contents - Register for reading joy pad info | |
and determining system type. (R/W) | |
Bit 7 - Not used | |
Bit 6 - Not used | |
Bit 5 - P15 out port | |
Bit 4 - P14 out port | |
Bit 3 - P13 in port | |
Bit 2 - P12 in port | |
Bit 1 - P11 in port | |
Bit 0 - P10 in port | |
This is the matrix layout for register $FF00: | |
P14 P15 | |
| | | |
P10-------O-Right----O-A | |
| | | |
P11-------O-Left-----O-B | |
| | | |
P12-------O-Up-------O-Select | |
| | | |
P13-------O-Down-----O-Start | |
| | | |
Example code: | |
Game: Ms. Pacman | |
Address: $3b1 | |
LD A,$20 <- bit 5 = $20 | |
LD ($FF00),A <- select P14 by setting it low | |
LD A,($FF00) | |
LD A,($FF00) <- wait a few cycles | |
CPL <- complement A | |
AND $0F <- get only first 4 bits | |
SWAP A <- swap it | |
LD B,A <- store A in B | |
LD A,$10 | |
LD ($FF00),A <- select P15 by setting it low | |
LD A,($FF00) | |
LD A,($FF00) | |
LD A,($FF00) | |
LD A,($FF00) | |
LD A,($FF00) | |
LD A,($FF00) <- Wait a few MORE cycles | |
CPL <- complement (invert) | |
AND $0F <- get first 4 bits | |
OR B <- put A and B together | |
LD B,A <- store A in D | |
LD A,($FF8B) <- read old joy data from ram | |
XOR B <- toggle w/current button bit | |
AND B <- get current button bit back | |
LD ($FF8C),A <- save in new Joydata storage | |
LD A,B <- put original value in A | |
LD ($FF8B),A <- store it as old joy data | |
LD A,$30 <- deselect P14 and P15 | |
LD ($FF00),A <- RESET Joypad | |
RET <- Return from Subroutine | |
The button values using the above method are such: | |
$80 - Start $8 - Down | |
$40 - Select $4 - Up | |
$20 - B $2 - Left | |
$10 - A $1 - Right | |
Let's say we held down A, Start, and Up. | |
The value returned in accumulator A would be $94 | |
FF01 | |
Name - SB | |
Contents - Serial transfer data (R/W) | |
8 Bits of data to be read/written | |
FF02 | |
Name - SC | |
Contents - SIO control (R/W) | |
Bit 7 - Transfer Start Flag | |
0: Non transfer | |
1: Start transfer | |
Bit 0 - Shift Clock | |
0: External Clock (500KHz Max.) | |
1: Internal Clock (8192Hz) | |
Transfer is initiated by setting the | |
Transfer Start Flag. This bit may be read | |
and is automatically set to 0 at the end of | |
Transfer. | |
Transmitting and receiving serial data is | |
done simultaneously. The received data is | |
automatically stored in SB. | |
FF04 | |
Name - DIV | |
Contents - Divider Register (R/W) | |
This register is incremented 16384 (~16779 | |
on SGB) times a second. Writing any value | |
sets it to $00. | |
FF05 | |
Name - TIMA | |
Contents - Timer counter (R/W) | |
This timer is incremented by a clock frequency | |
specified by the TAC register ($FF07). The timer | |
generates an interrupt when it overflows. | |
FF06 | |
Name - TMA | |
Contents - Timer Modulo (R/W) | |
When the TIMA overflows, this data will be loaded. | |
FF07 | |
Name - TAC | |
Contents - Timer Control (R/W) | |
Bit 2 - Timer Stop | |
0: Stop Timer | |
1: Start Timer | |
Bits 1+0 - Input Clock Select | |
00: 4.096 KHz (~4.194 KHz SGB) | |
01: 262.144 KHz (~268.4 KHz SGB) | |
10: 65.536 KHz (~67.11 KHz SGB) | |
11: 16.384 KHz (~16.78 KHz SGB) | |
FF0F | |
Name - IF | |
Contents - Interrupt Flag (R/W) | |
Bit 4: Transition from High to Low of Pin number P10-P13 | |
Bit 3: Serial I/O transfer complete | |
Bit 2: Timer Overflow | |
Bit 1: LCDC (see STAT) | |
Bit 0: V-Blank | |
The priority and jump address for the above 5 interrupts are: | |
Interrupt Priority Start Address | |
V-Blank 1 $0040 | |
LCDC Status 2 $0048 - Modes 0, 1, 2 | |
LYC=LY coincide (selectable) | |
Timer Overflow 3 $0050 | |
Serial Transfer 4 $0058 - when transfer is complete | |
Hi-Lo of P10-P13 5 $0060 | |
* When more than 1 interrupts occur at the same time | |
only the interrupt with the highest priority can be | |
acknowledged. When an interrupt is used a '0' should | |
be stored in the IF register before the IE register | |
is set. | |
FF10 | |
Name - NR 10 --- AUD1SWEEP | |
Contents - Sound Mode 1 register, Sweep register (R/W) | |
Bit 6-4 - Sweep Time | |
Bit 3 - Sweep Increase/Decrease | |
0: Addition (frequency increases) | |
1: Subtraction (frequency decreases) | |
Bit 2-0 - Number of sweep shift (n: 0-7) | |
Sweep Time: 000: sweep off - no freq change | |
001: 7.8 ms (1/128Hz) | |
010: 15.6 ms (2/128Hz) | |
011: 23.4 ms (3/128Hz) | |
100: 31.3 ms (4/128Hz) | |
101: 39.1 ms (5/128Hz) | |
110: 46.9 ms (6/128Hz) | |
111: 54.7 ms (7/128Hz) | |
The change of frequency (NR13,NR14) at each shift | |
is calculated by the following formula where | |
X(0) is initial freq & X(t-1) is last freq: | |
X(t) = X(t-1) +/- X(t-1)/2^n | |
FF11 | |
Name - NR 11 --- AUD1LEN | |
Contents - Sound Mode 1 register, Sound length/Wave pattern duty (R/W) | |
Only Bits 7-6 can be read. | |
Bit 7-6 - Wave Pattern Duty | |
Bit 5-0 - Sound length data (t1: 0-63) | |
Wave Duty: 00: 12.5% ( _--------_--------_-------- ) | |
01: 25% ( __-------__-------__------- ) | |
10: 50% ( ____-----____-----____----- ) (default) | |
11: 75% ( ______---______---______--- ) | |
Sound Length = (64-t1)*(1/256) seconds | |
FF12 | |
Name - NR 12 --- AUD1ENV | |
Contents - Sound Mode 1 register, Envelope (R/W) | |
Bit 7-4 - Initial volume of envelope | |
Bit 3 - Envelope UP/DOWN | |
0: Attenuate | |
1: Amplify | |
Bit 2-0 - Number of envelope sweep (n: 0-7) | |
(If zero, stop envelope operation.) | |
Initial volume of envelope is from 0 to $F. | |
Zero being no sound. | |
Length of 1 step = n*(1/64) seconds | |
FF13 | |
Name - NR 13 --- AUD1LOW | |
Contents - Sound Mode 1 register, Frequency lo (W) | |
Lower 8 bits of 11 bit frequency (x). | |
Next 3 bit are in NR 14 ($FF14) | |
FF14 | |
Name - NR 14 --- AUD1HIGH | |
Contents - Sound Mode 1 register, Frequency hi (R/W) | |
Only Bit 6 can be read. | |
Bit 7 - Initial (when set, sound restarts) | |
Bit 6 - Counter/consecutive selection | |
Bit 2-0 - Frequency's higher 3 bits (x) | |
Frequency = 4194304/(32*(2048-x)) Hz | |
= 131072/(2048-x) Hz | |
Counter/consecutive Selection | |
0 = Regardless of the length data in NR11 | |
sound can be produced consecutively. | |
1 = Sound is generated during the time period | |
set by the length data in NR11. After this | |
period the sound 1 ON flag (bit 0 of NR52) | |
is reset. | |
FF16 | |
Name - NR 21 --- AUD2LEN | |
Contents - Sound Mode 2 register, Sound Length; Wave Pattern Duty (R/W) | |
Only bits 7-6 can be read. | |
Bit 7-6 - Wave pattern duty | |
Bit 5-0 - Sound length data (t1: 0-63) | |
Wave Duty: 00: 12.5% ( _--------_--------_-------- ) | |
01: 25% ( __-------__-------__------- ) | |
10: 50% ( ____-----____-----____----- ) (default) | |
11: 75% ( ______---______---______--- ) | |
Sound Length = (64-t1)*(1/256) seconds | |
FF17 | |
Name - NR 22 --- AUD2ENV | |
Contents - Sound Mode 2 register, envelope (R/W) | |
Bit 7-4 - Initial volume of envelope | |
Bit 3 - Envelope UP/DOWN | |
0: Attenuate | |
1: Amplify | |
Bit 2-0 - Number of envelope sweep (n: 0-7) | |
(If zero, stop envelope operation.) | |
Initial volume of envelope is from 0 to $F. | |
Zero being no sound. | |
Length of 1 step = n*(1/64) seconds | |
FF18 | |
Name - NR 23 --- AUD2LOW | |
Contents - Sound Mode 2 register, frequency lo data (W) | |
Frequency's lower 8 bits of 11 bit data (x). | |
Next 3 bits are in NR 14 ($FF19). | |
FF19 | |
Name - NR 24 --- AUD2HIGH | |
Contents - Sound Mode 2 register, frequency hi data (R/W) | |
Only bit 6 can be read. | |
Bit 7 - Initial (when set, sound restarts) | |
Bit 6 - Counter/consecutive selection | |
Bit 2-0 - Frequency's higher 3 bits (x) | |
Frequency = 4194304/(32*(2048-x)) Hz | |
= 131072/(2048-x) Hz | |
Counter/consecutive Selection | |
0 = Regardless of the length data in NR21 | |
sound can be produced consecutively. | |
1 = Sound is generated during the time period | |
set by the length data in NR21. After this | |
period the sound 2 ON flag (bit 1 of NR52) | |
is reset. | |
FF1A | |
Name - NR 30 --- AUD3ENA | |
Contents - Sound Mode 3 register, Sound on/off (R/W) | |
Only bit 7 can be read | |
Bit 7 - Sound OFF | |
0: Sound 3 output stop | |
1: Sound 3 output OK | |
FF1B | |
Name - NR 31 --- AUD3LEN | |
Contents - Sound Mode 3 register, sound length (R/W) | |
Bit 7-0 - Sound length (t1: 0 - 255) | |
Sound Length = (256-t1)*(1/2) seconds | |
FF1C | |
Name - NR 32 --- AUD3LEVEL | |
Contents - Sound Mode 3 register, Select output level (R/W) | |
Only bits 6-5 can be read | |
Bit 6-5 - Select output level | |
00: Mute | |
01: Produce Wave Pattern RAM Data as it is | |
(4 bit length) | |
10: Produce Wave Pattern RAM data shifted once | |
to the RIGHT (1/2) (4 bit length) | |
11: Produce Wave Pattern RAM data shifted twice | |
to the RIGHT (1/4) (4 bit length) | |
* - Wave Pattern RAM is located from $FF30-$FF3f. | |
FF1D | |
Name - NR 33 --- AUD3LOW | |
Contents - Sound Mode 3 register, frequency's lower data (W) | |
Lower 8 bits of an 11 bit frequency (x). | |
FF1E | |
Name - NR 34 --- AUD3HIGH | |
Contents - Sound Mode 3 register, frequency's higher data (R/W) | |
Only bit 6 can be read. | |
Bit 7 - Initial (when set, sound restarts) | |
Bit 6 - Counter/consecutive flag | |
Bit 2-0 - Frequency's higher 3 bits (x). | |
Frequency = 4194304/(64*(2048-x)) Hz | |
= 65536/(2048-x) Hz | |
Counter/consecutive Selection | |
0 = Regardless of the length data in NR31 | |
sound can be produced consecutively. | |
1 = Sound is generated during the time period | |
set by the length data in NR31. After this | |
period the sound 3 ON flag (bit 2 of NR52) | |
is reset. | |
FF20 | |
Name - NR 41 --- AUD4LEN | |
Contents - Sound Mode 4 register, sound length (R/W) | |
Bit 5-0 - Sound length data (t1: 0-63) | |
Sound Length = (64-t1)*(1/256) seconds | |
FF21 | |
Name - NR 42 --- AUD4ENV | |
Contents - Sound Mode 4 register, envelope (R/W) | |
Bit 7-4 - Initial volume of envelope | |
Bit 3 - Envelope UP/DOWN | |
0: Attenuate | |
1: Amplify | |
Bit 2-0 - Number of envelope sweep (n: 0-7) | |
(If zero, stop envelope operation.) | |
Initial volume of envelope is from 0 to $F. | |
Zero being no sound. | |
Length of 1 step = n*(1/64) seconds | |
FF22 | |
Name - NR 43 --- AUD4POLY | |
Contents - Sound Mode 4 register, polynomial counter (R/W) | |
Bit 7-4 - Selection of the shift clock frequency of the | |
polynomial counter | |
Bit 3 - Selection of the polynomial counter's step | |
Bit 2-0 - Selection of the dividing ratio of frequencies | |
Selection of the dividing ratio of frequencies: | |
000: f * 1/2^3 * 2 | |
001: f * 1/2^3 * 1 | |
010: f * 1/2^3 * 1/2 | |
011: f * 1/2^3 * 1/3 | |
100: f * 1/2^3 * 1/4 | |
101: f * 1/2^3 * 1/5 | |
110: f * 1/2^3 * 1/6 | |
111: f * 1/2^3 * 1/7 f = 4.194304 Mhz | |
Selection of the polynomial counter step: | |
0: 15 steps | |
1: 7 steps | |
Selection of the shift clock frequency of the polynomial | |
counter: | |
0000: dividing ratio of frequencies * 1/2 | |
0001: dividing ratio of frequencies * 1/2^2 | |
0010: dividing ratio of frequencies * 1/2^3 | |
0011: dividing ratio of frequencies * 1/2^4 | |
: : | |
: : | |
: : | |
0101: dividing ratio of frequencies * 1/2^14 | |
1110: prohibited code | |
1111: prohibited code | |
FF23 | |
Name - NR 44 --- AUD4GO | |
Contents - Sound Mode 4 register, counter/consecutive; inital (R/W) | |
Only bit 6 can be read. | |
Bit 7 - Initial (when set, sound restarts) | |
Bit 6 - Counter/consecutive selection | |
Counter/consecutive Selection | |
0 = Regardless of the length data in NR41 | |
sound can be produced consecutively. | |
1 = Sound is generated during the time period | |
set by the length data in NR41. After this | |
period the sound 4 ON flag (bit 3 of NR52) | |
is reset. | |
FF24 | |
Name - NR 50 --- AUDVOL | |
Contents - Channel control / ON-OFF / Volume (R/W) | |
Bit 7 - Vin->SO2 ON/OFF | |
Bit 6-4 - SO2 output level (volume) (# 0-7) | |
Bit 3 - Vin->SO1 ON/OFF | |
Bit 2-0 - SO1 output level (volume) (# 0-7) | |
Vin->SO1 (Vin->SO2) | |
By synthesizing the sound from sound 1 | |
through 4, the voice input from Vin | |
terminal is put out. | |
0: no output | |
1: output OK | |
FF25 | |
Name - NR 51 --- AUDTERM | |
Contents - Selection of Sound output terminal (R/W) | |
Bit 7 - Output sound 4 to SO2 terminal | |
Bit 6 - Output sound 3 to SO2 terminal | |
Bit 5 - Output sound 2 to SO2 terminal | |
Bit 4 - Output sound 1 to SO2 terminal | |
Bit 3 - Output sound 4 to SO1 terminal | |
Bit 2 - Output sound 3 to SO1 terminal | |
Bit 1 - Output sound 2 to SO1 terminal | |
Bit 0 - Output sound 1 to SO1 terminal | |
FF26 | |
Name - NR 52 --- AUDENA (Value at reset: $F1-GB, $F0-SGB) | |
Contents - Sound on/off (R/W) | |
Bit 7 - All sound on/off | |
0: stop all sound circuits | |
1: operate all sound circuits | |
Bit 3 - Sound 4 ON flag | |
Bit 2 - Sound 3 ON flag | |
Bit 1 - Sound 2 ON flag | |
Bit 0 - Sound 1 ON flag | |
Bits 0 - 3 of this register are meant to | |
be status bits to be read. Writing to these | |
bits does NOT enable/disable sound. | |
If your GB programs don't use sound then | |
write $00 to this register to save 16% or | |
more on GB power consumption. | |
FF30 - FF3F | |
Name - Wave Pattern RAM | |
Contents - Waveform storage for arbitrary sound data | |
This storage area holds 32 4-bit samples | |
that are played back upper 4 bits first. | |
FF40 | |
Name - LCDC (value $91 at reset) | |
Contents - LCD Control (R/W) | |
Bit 7 - LCD Control Operation * | |
0: Stop completely (no picture on screen) | |
1: operation | |
Bit 6 - Window Tile Map Display Select | |
0: $9800-$9BFF | |
1: $9C00-$9FFF | |
Bit 5 - Window Display | |
0: off | |
1: on | |
Bit 4 - BG & Window Tile Data Select | |
0: $8800-$97FF | |
1: $8000-$8FFF <- Same area as OBJ | |
Bit 3 - BG Tile Map Display Select | |
0: $9800-$9BFF | |
1: $9C00-$9FFF | |
Bit 2 - OBJ (Sprite) Size | |
0: 8*8 | |
1: 8*16 (width*height) | |
Bit 1 - OBJ (Sprite) Display | |
0: off | |
1: on | |
Bit 0 - BG & Window Display | |
0: off | |
1: on | |
* - Stopping LCD operation (bit 7 from 1 to 0) | |
must be performed during V-blank to work | |
properly. V-blank can be confirmed when the | |
value of LY is greater than or equal to 144. | |
FF41 | |
Name - STAT | |
Contents - LCDC Status (R/W) | |
Bits 6-3 - Interrupt Selection By LCDC Status | |
Bit 6 - LYC=LY Coincidence (Selectable) | |
Bit 5 - Mode 10 | |
Bit 4 - Mode 01 | |
Bit 3 - Mode 00 | |
0: Non Selection | |
1: Selection | |
Bit 2 - Coincidence Flag | |
0: LYC not equal to LCDC LY | |
1: LYC = LCDC LY | |
Bit 1-0 - Mode Flag | |
00: During H-Blank | |
01: During V-Blank | |
10: During Searching OAM-RAM | |
11: During Transfering Data to LCD Driver | |
STAT shows the current status of the LCD controller. | |
Mode 00: When the flag is 00 it is the H-Blank period | |
and the CPU can access the display RAM | |
($8000-$9FFF). | |
Mode 01: When the flag is 01 it is the V-Blank period | |
and the CPU can access the display RAM | |
($8000-$9FFF). | |
Mode 10: When the flag is 10 then the OAM is being | |
used ($FE00-$FE9F). The CPU cannot access | |
the OAM during this period | |
Mode 11: When the flag is 11 both the OAM and display | |
RAM are being used. The CPU cannot access | |
either during this period. | |
The following are typical when the display is enabled: | |
Mode 0 000___000___000___000___000___000___000________________ | |
Mode 1 _______________________________________11111111111111__ | |
Mode 2 ___2_____2_____2_____2_____2_____2___________________2_ | |
Mode 3 ____33____33____33____33____33____33__________________3 | |
The Mode Flag goes through the values 0, 2, | |
and 3 at a cycle of about 109uS. 0 is present | |
about 48.6uS, 2 about 19uS, and 3 about 41uS. This | |
is interrupted every 16.6ms by the VBlank (1). | |
The mode flag stays set at 1 for about 1.08 ms. | |
(Mode 0 is present between 201-207 clks, 2 about | |
77-83 clks, and 3 about 169-175 clks. A complete | |
cycle through these states takes 456 clks. | |
VBlank lasts 4560 clks. A complete screen refresh | |
occurs every 70224 clks.) | |
FF42 | |
Name - SCY | |
Contents - Scroll Y (R/W) | |
8 Bit value $00-$FF to scroll BG Y screen | |
position. | |
FF43 | |
Name - SCX | |
Contents - Scroll X (R/W) | |
8 Bit value $00-$FF to scroll BG X screen | |
position. | |
FF44 | |
Name - LY | |
Contents - LCDC Y-Coordinate (R) | |
The LY indicates the vertical line to which | |
the present data is transferred to the LCD | |
Driver. The LY can take on any value between | |
0 through 153. The values between 144 and 153 | |
indicate the V-Blank period. Writing will | |
reset the counter. | |
FF45 | |
Name - LYC | |
Contents - LY Compare (R/W) | |
The LYC compares itself with the LY. If the | |
values are the same it causes the STAT to set | |
the coincident flag. | |
FF46 | |
Name - DMA | |
Contents - DMA Transfer and Start Address (W) | |
The DMA Transfer (40*28 bit) from internal ROM or RAM | |
($0000-$F19F) to the OAM (address $FE00-$FE9F) can be | |
performed. It takes 160 microseconds for the transfer. | |
40*28 bit = #140 or #$8C. As you can see, it only | |
transfers $8C bytes of data. OAM data is $A0 bytes | |
long, from $0-$9F. | |
But if you examine the OAM data you see that 4 bits are | |
not in use. | |
40*32 bit = #$A0, but since 4 bits for each OAM is not | |
used it's 40*28 bit. | |
It transfers all the OAM data to OAM RAM. | |
The DMA transfer start address can be designated every | |
$100 from address $0000-$F100. That means $0000, $0100, | |
$0200, $0300.... | |
As can be seen by looking at register $FF41 Sprite RAM | |
($FE00 - $FE9F) is not always available. A simple routine | |
that many games use to write data to Sprite memory is shown | |
below. Since it copies data to the sprite RAM at the appro- | |
priate times it removes that responsibility from the main | |
program. | |
All of the memory space, except high ram ($FF80-$FFFE), | |
is not accessible during DMA. Because of this, the routine | |
below must be copied & executed in high ram. It is usually | |
called from a V-blank Interrupt. | |
Example program: | |
org $40 | |
jp VBlank | |
org $ff80 | |
VBlank: | |
push af <- Save A reg & flags | |
ld a,BASE_ADRS <- transfer data from BASE_ADRS | |
ld ($ff46),a <- put A into DMA registers | |
ld a,28h <- loop length | |
Wait: <- We need to wait 160 microseconds. | |
dec a <- 4 cycles - decrease A by 1 | |
jr nz,Wait <- 12 cycles - branch if Not Zero to Wait | |
pop af <- Restore A reg & flags | |
reti <- Return from interrupt | |
FF47 | |
Name - BGP | |
Contents - BG & Window Palette Data (R/W) | |
Bit 7-6 - Data for Dot Data 11 (Normally darkest color) | |
Bit 5-4 - Data for Dot Data 10 | |
Bit 3-2 - Data for Dot Data 01 | |
Bit 1-0 - Data for Dot Data 00 (Normally lightest color) | |
This selects the shade of grays to use for | |
the background (BG) & window pixels. Since | |
each pixel uses 2 bits, the corresponding | |
shade will be selected from here. | |
FF48 | |
Name - OBP0 | |
Contents - Object Palette 0 Data (R/W) | |
This selects the colors for sprite palette 0. | |
It works exactly as BGP ($FF47) except each | |
each value of 0 is transparent. | |
FF49 | |
Name - OBP1 | |
Contents - Object Palette 1 Data (R/W) | |
This Selects the colors for sprite palette 1. | |
It works exactly as OBP0 ($FF48). | |
See BGP for details. | |
FF4A | |
Name - WY | |
Contents - Window Y Position (R/W) | |
0 <= WY <= 143 | |
WY must be greater than or equal to 0 and | |
must be less than or equal to 143 for | |
window to be visible. | |
FF4B | |
Name - WX | |
Contents - Window X Position (R/W) | |
0 <= WX <= 166 | |
WX must be greater than or equal to 0 and | |
must be less than or equal to 166 for | |
window to be visible. | |
WX is offset from absolute screen coordinates | |
by 7. Setting the window to WX=7, WY=0 will | |
put the upper left corner of the window at | |
absolute screen coordinates 0,0. | |
Lets say WY = 70 and WX = 87. | |
The window would be positioned as so: | |
0 80 159 | |
______________________________________ | |
0 | | | |
| | | | |
| | | |
| Background Display | | |
| Here | | |
| | | |
| | | |
70 | - +------------------| | |
| | 80,70 | | |
| | | | |
| | Window Display | | |
| | Here | | |
| | | | |
| | | | |
143 |___________________|__________________| | |
OBJ Characters (Sprites) can still enter the | |
window. None of the window colors are | |
transparent so any background tiles under the | |
window are hidden. | |
FFFF | |
Name - IE | |
Contents - Interrupt Enable (R/W) | |
Bit 4: Transition from High to Low of Pin | |
number P10-P13. | |
Bit 3: Serial I/O transfer complete | |
Bit 2: Timer Overflow | |
Bit 1: LCDC (see STAT) | |
Bit 0: V-Blank | |
0: disable | |
1: enable |
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