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Everything You Always Wanted To Know About GAMEBOY
============================================================================
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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