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GameBoy Programming Info

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GameBoy
 · 4 years ago

 
Programming Info

Information about GameBoy hardware and programming is extremely hard to
find. Most of it is incomplete, uncertain and vague. If you have any new
information, PLEASE, email it to me. The following information is mostly
based on a document by Pan of Anthrox, Jeff Frohwein's, Pascal Felber's,
and my own findings.
---------------------------------------------------------------------------

Memory Map

--------------------------- FFFF | 32kB ROMs are non-switchable and occupy
I/O ports + internal RAM | 0000-7FFF are. Bigger ROMs use one of two
--------------------------- FF00 | different bank switches. The type of a
Internal RAM | bank switch can be determined from the
--------------------------- C000 | internal info area located at 0100-014F
8kB switchable RAM bank | in each cartridge.
--------------------------- A000 |
16kB VRAM | MBC1 (Memory Bank Controller 1):
--------------------------- 8000 | Writing a value into 2000-3FFF area will
16kB switchable ROM bank | select an appropriate ROM bank at
--------------------------- 4000 | 4000-7FFF. Writing a value into 4000-5FFF
16kB ROM bank #0 | area will select an appropriate RAM bank
--------------------------- 0000 | at A000-C000.
|
| MBC2 (Memory Bank Controller 2):
| Writing a value into 2100-21FF area will
| select an appropriate ROM bank at
| 4000-7FFF. RAM switching is not provided.

CPU

As it appears, the CPU used in GameBoy is not exactly Z80. Some of Z80
instructions and registers are missing while others are added:

* The "shadow" set of registers (BC',DE',HL',AF') and the index
registers (IX,IY) are missing and, consequently, there are no DD and
FD opcode tables.
* I/O ports are gone and so are all IN/OUT opcodes.
* HALT is interrupted even when interrupts are disabled.

Following Z80 opcodes are changed:

------------------------------------------------------------------------------
Code Z80 operation GameBoy operation
------------------------------------------------------------------------------
08 xx xx EX AF,AF' LD (word),SP Save SP at given address
10 xx DJNZ offset STOP Meaning unknown
22 LD (word),HL LD (HLI),A Save A at (HL) and increment HL
2A LD HL,(word) LD A,(HLI) Load A from (HL) and increment HL
32 LD (word),A LD (HLD),A Save A at (HL) and decrement HL
3A LD A,(word) LD A,(HLD) Load A from (HL) and decrement HL
D3 OUTA (byte) No operation
D9 EXX RETI Enable interrupts and return
DB INA (byte) No operation
DD Prefix DD No operation
E0 xx RET PO LD (byte),A Save A at (FF00+byte)
E2 JP PO,word LD (C),A Save A at (FF00+C)
E3 EX HL,(SP) No operation
E4 CALL PO,word No operation
E8 xx RET PE ADD SP,offset Add signed offset to SP
EA xx xx JP PE,word LD (word),A Save A at given address
EB EX DE,HL No operation
EC CALL PE,word No operation
F0 xx RET P LD A,(byte) Load A from (FF00+byte)
F2 JP P,word No operation
F4 CALL P,word No operation
F8 xx RET M LDHL SP,offset Load HL with SP + signed offset
FA xx xx JP M,word LD A,(word) Load A from given address
FC CALL M,word No operation
FD Prefix FD No operation
------------------------------------------------------------------------------

Internal information area

The internal information area is located at 0100-014F in each cartridge. It
contains following values:

0100-0103 A sequence of bytes 00 C3 xx xx where last two bytes contain the
starting address of a cartridge (lower byte first). The first two
bytes of this sequence can be used as a "magic number" to
recognize GameBoy cartridges. When GameBoy starts, the control is
passed to address 0100 and then the sequence is interpreted as
NOP; JP .
0105-0133 Nintendo character area:
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
0134-0143 Title of the game in ASCII terminated by zeroes
0144-0146 Not used
0147 Cartridge type:
0 - ROM ONLY 3 - ROM+MBC1+RAM+BATTERY
1 - ROM+MBC1 5 - ROM+MBC2
2 - ROM+MBC1+RAM 6 - ROM+MBC2+BATTERY
0148 ROM size:
0 - 256kBit = 32kB = 2 banks
1 - 512kBit = 64kB = 4 banks
2 - 1MBit = 128kB = 8 banks
3 - 2MBit = 256kB = 16 banks
4 - 4MBit = 512kB = 32 banks
0149 RAM size:
0 - None
1 - 16kBit = 2kB = 1 bank
2 - 64kBit = 8kB = 1 bank
3 - 256kBit = 32kB = 4 banks
0150-0151 Manufacturer code:
3301 - Nintendo
7901 - Accolade
A400 - Konami
014C Version number
014D Complement check
014E-014F Checksum (higher byte first) produced by adding all bytes of
a cartridge except for two checksum bytes together and taking
two lower bytes of the result.

Interrupts

This section is not ready yet.

Video

The main GameBoy screen buffer (aka 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 Table 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 Pattern 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 Pattern Table address for the background can be selected via LCDCONT
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 Window Tile Table in the same way as background tiles are stored in
the Background Tile Table. The tile patterns are taken from the table at
8800-97FF and therefore have unsigned numbers.

Both background and window can be disabled or enabled separately via bits
in the LCDCONT register.

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 -> 7Ch
22...22. 01111100 -> 7Ch
11...11. 22...22. -> 00000000 -> 00h
2222222. <-- digits represent 11000110 -> C6h
33...33. color numbers 11...11. -> 11000110 -> C6h
22...22. 00000000 -> 00h
11...11. 2222222. -> 00000000 -> 00h
........ 11111110 -> FEh
33...33. -> 11000110 -> C6h
11000110 -> C6h
22...22. -> 00000000 -> 00h
11000110 -> C6h
11...11. -> 11000110 -> C6h
00000000 -> 00h
........ -> 00000000 -> 00h
00000000 -> 00h

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 and the background. 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 mode. Sprite patterns have the same format as tiles, but they are
taken from the Sprite Pattern Table located at 8000-8FFF and therefore have
unsigned numbers. Sprite attributes reside in the Sprite Attribute Table
(aka OAM) at FE00-FE9F. OAM is divided into 40 4-byte blocks each of which
corresponds to a sprite. Blocks have the following format:

Byte0 Y position on the screen
Byte1 X position on the screen
Byte2 Pattern number 0-255 [notice that unlike tile numbers, sprite
pattern numbers are unsigned]
Byte3 Flags:
Bit7 Priority
Sprite is displayed in front of the window if this bit
is set to 1. Otherwise, sprite is shown behind the
window but in front of the background.
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.

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
produces sound in four different ways:

* Quadrangular wave patterns with sweep and envelope functions
* Quadrangular wave patterns with envelope functions
* Voluntary wave pattern
* White noise

These four sounds can be controlled independantly and then mixed separately
for each of the output terminals.

I/O Ports

I/O ports are mapped to memory locations in FF00-FFFF area:
------------------------------------------------------------------------------
FF00 -- JOYPAD [RW] Joypad port
Bit5 Bit4 | In order to scan the keys, output 0 into either Bit4
Bit3 DOWN START | or Bit5 of JOYPAD, wait for some time and read JOYPAD.
Bit2 UP SELECT | Bits 0-3 will be set to zeroes if corresponding
Bit1 LEFT B | buttons are pressed. Bits 6 and 7 are not used. Bits
Bit0 RIGHT A | 0-3 are connected to input lines P10-P13. Bits 4 and 5
| are connected to ouput lines P14 and P15.

Example:
; Routine finding which buttons were pressed since the last check
LD A,20h ; Set 0 at the output line P14
LD (FF00h),A ;
LD A,(FF00h) ; Read JOYPAD several times to accomodate the noise
LD A,(FF00h) ;
CPL ; Bits 0-3 are now 1s if corresponding buttons pressed
AND 0Fh ; Extract lower 4 bits carrying button status...
SWAP A ; ...and move them into upper for bits
LD B,A ; At this point: B = START.SELECT.B.A.x.x.x.x
LD A,10h ; Set 0 at the output line P15
LD (FF00h),A ;
LD A,(FF00h) ; Read JOYPAD several times to accomodate the noise
LD A,(FF00h) ;
LD A,(FF00h) ;
LD A,(FF00h) ;
LD A,(FF00h) ;
LD A,(FF00h) ;
CPL ; Bits 0-3 are now 1s if corresponding buttons pressed
AND 0Fh ; Extract lower 4 bits carrying buttons' status...
OR B ; ...and combine them with 4 other button status bits
LD D,A ; At this point: D = START.SELECT.B.A.DOWN.UP.LEFT.RIGHT
LD A,(FF8Bh) ; Read old button status from RAM
XOR D ; Set 1s for buttons whose status has changed
AND D ; Extract buttons which were *pressed* since last check
LD (FF8Ch),A ; Save information of those buttons
LD A,D ; Update button status in RAM
LD (FF8Bh),A ;
LD A,30h ; Set 1s at both P14 and P15 lines
LD (FF00h),A ; [probably to reset the circuitry]

------------------------------------------------------------------------------
FF01 -- SIODATA [RW] Serial I/O Data
----------------------------------------------+---------------+---------------
FF02 -- SIOCONT [RW] Serial I/O Control | when set to 1 | when set to 0
Bit7 Transfer start flag | START | NO TRANSFER
Bit0 Serial I/O clock select | INTERNAL | EXTERNAL
----------------------------------------------+---------------+---------------
FF04 -- DIVIDER [RW] Divider [meaning unknown]
------------------------------------------------------------------------------
FF05 -- TIMECNT [RW] Timer Counter
This register contains constantly increasing number. The timer
interrupt occurs when this register overflows.
------------------------------------------------------------------------------
FF06 -- TIMEMOD [RW] Timer Modulo
The contents of TIMEMOD are loaded into TIMECNT every time TIMECNT
overflows.
----------------------------------------------+---------------+---------------
FF07 -- TIMCONT [RW] Timer Control | when set to 1 | when set to 0
Bit2 Start/Stop timer | COUNTING | STOPPED
Bit1-0 Timer clock select:
00 - 4096Hz 01 - 262144Hz 10 - 65536Hz 11 - 16384Hz
----------------------------------------------+---------------+---------------
FF0F -- IFLAGS [RW] Interrupt Flags | when set to 1 | when set to 0
Bit4 Transition High->Low on pins P10-P13 | OCCURED | NO
Bit3 End of serial I/O transfer | OCCURED | NO
Bit2 Timer overflow | OCCURED | NO
Bit1 LCD controller interrupt [see LCDSTAT] | OCCURED | NO
Bit0 LCD vertical blanking impulse | OCCURED | NO
----------------------------------------------+---------------+---------------
FF10 -- SNDREG10 [RW] Sweep [Sound Mode #1]
Bit6-4 Sweep time:
000: SWEEP OFF 010: 15.6ms 100: 31.3ms 110: 46.9ms
001: 7.8ms 011: 23.4ms 101: 39.1ms 111: 54.7ms
Bit3 Frequency increase[0]/decrease[1]
Bit2-0 Number of shifts
------------------------------------------------------------------------------
FF11 -- SNDREG11 [RW] Sound Length/Pattern Duty [Sound Mode #1]
Bit7-6 Wave Pattern Duty [only these bits can be read]:
00: 12.5% 01: 25% 10: 50% 11: 75%
Bit5-0 Length of sound data
------------------------------------------------------------------------------
FF12 -- SNDREG12 [RW] Control [Sound Mode #1]
Bit7-4 Initial value of envelope
Bit3 Envelope up[1]/down[0]
Bit2-0 Number of envelope sweep
------------------------------------------------------------------------------
FF13 -- SNDREG13 [W] Frequency Low [Sound Mode #1]
Lower 8 bits of the 11bit frequency. Higher 3 bits are in SNDREG14.
------------------------------------------------------------------------------
FF14 -- SNDREG14 [RW] Frequency High [Sound Mode #1]
Bit7 When 1 is written into this bit, sound restarts
Bit6 Counter/Consecutive selection [only this bit can be read]
Bit2-0 Higher 3 bits of the 11bit frequency
------------------------------------------------------------------------------
FF16 -- SNDREG21 [RW] Sound Length/Pattern Duty [Sound Mode #2]
Bit7-6 Wave Pattern Duty [only these bits can be read]:
00: 12.5% 01: 25% 10: 50% 11: 75%
Bit5-0 Length of sound data
------------------------------------------------------------------------------
FF17 -- SNDREG22 [RW] Control [Sound Mode #2]
Bit7-4 Initial value of envelope
Bit3 Envelope up[1]/down[0]
Bit2-0 Number of envelope step
------------------------------------------------------------------------------
FF18 -- SNDREG23 [W] Frequency Low [Sound Mode #2]
Lower 8 bits of the 11bit frequency. Higher 3 bits are in SNDREG24.
------------------------------------------------------------------------------
FF19 -- SNDREG24 [RW] Frequency High [Sound Mode #2]
Bit7 When 1 is written into this bit, sound restarts
Bit6 Counter/Consecutive selection [only this bit can be read]
Bit2-0 Higher 3 bits of the 11bit frequency
------------------------------------------------------------------------------
FF1A -- SNDREG30 [RW] Control [Sound Mode #3]
Bit7 Sound on[1]/off[0]
------------------------------------------------------------------------------
FF1B -- SNDREG31 [RW] Sound Length [Sound Mode #3]
------------------------------------------------------------------------------
FF1C -- SNDREG32 [RW] Output Level [Sound Mode #3]
Bit6-5 Output Level:
00: MUTE 01: 100% 10: 50% 11: 25%
------------------------------------------------------------------------------
FF1D -- SNDREG33 [W] Frequency Low [Sound Mode #3]
Lower 8 bits of the 11bit frequency. Higher 3 bits are in SNDREG34.
------------------------------------------------------------------------------
FF1E -- SNDREG34 [RW] Frequency High [Sound Mode #3]
Bit7 When 1 is written into this bit, sound restarts
Bit6 Counter/Consecutive selection [only this bit can be read]
Bit2-0 Higher 3 bits of the 11bit frequency
------------------------------------------------------------------------------
FF20 -- SNDREG41 [RW] Sound Length/Pattern Duty [Sound Mode #4]
Bit5-0 Length of sound data
------------------------------------------------------------------------------
FF21 -- SNDREG42 [RW] Control [Sound Mode #4]
Bit7-4 Initial value of envelope
Bit3 Envelope up[1]/down[0]
Bit2-0 Number of envelope step
------------------------------------------------------------------------------
FF22 -- SNDREG43 [RW] Polynomial Counter [Sound Mode #4]
Bit7-4 Shift clock frequency for the counter
0000: Dividing ratio of frequencies / 2
0001: Dividing ratio of frequencies / 2^2
0010: Dividing ratio of frequencies / 2^3
.... ....
1101: Dividing ratio of frequencies / 2^14
1100: Prohibited
1111: Prohibited
Bit3 Number of steps: 7 [1]/15 [0]
Bit2-0 Dividing ratio of frequences
000: f*2 010: f/2 100: f/4 110: f/6 where f = 4.194304Mhz/8
001: f*1 011: f/3 101: f/5 111: f/7
------------------------------------------------------------------------------
FF23 -- SNDREG44 [RW] Frequency High [Sound Mode #4]
Bit7 When 1 is written into this bit, sound restarts
Bit6 Counter/Consecutive selection [only this bit can be read]
------------------------------------------------------------------------------
FF24 -- SNDREG50 [RW] Channel and Volume Control
Bit7 Vin -> SO2 on[1]/off[0]
Bit6-4 Volume on SO2
Bit3 Vin -> SO1 on[1]/off[0]
Bit2-0 Volume on SO1
------------------------------------------------------------------------------
FF25 -- SNDREG51 [RW] Sound Output Terminal Selector
Bit7 Sound 4 -> SO2 |
Bit6 Sound 3 -> SO2 |
Bit5 Sound 2 -> SO2 | SO1 and SO2 are two sound outputs connected to the
Bit4 Sound 1 -> SO2 | headphones. Vin is an input terminal in the cartridge
Bit3 Sound 4 -> SO1 | slot.
Bit2 Sound 3 -> SO1 |
Bit1 Sound 2 -> SO1 |
Bit0 Sound 1 -> SO1 |
----------------------+-------------------------------------------------------
FF26 -- SNDREG52 [RW] Sound ON/OFF
Bit7 All sound on[1]/off[0]
Bit3 Sound 4 on[1]/off[0]
Bit2 Sound 3 on[1]/off[0]
Bit1 Sound 2 on[1]/off[0]
Bit0 Sound 1 on[1]/off[0]
----------------------------------------------+---------------+---------------
FF40 -- LCDCONT [RW] LCD Control | when set to 1 | when set to 0
Bit7 LCD operation | ON | OFF
Bit6 Window Tile Table address | 9C00-9FFF | 9800-9BFF
Bit5 Window display | ON | OFF
Bit4 Tile Pattern Table address | 8000-8FFF | 8800-97FF
Bit3 Background Tile Table address | 9C00-9FFF | 9800-9BFF
Bit2 Sprite size | 8x16 | 8x8
Bit1 Color #0 transparency in the window | SOLID | TRANSPARENT
Bit0 Background display | ON | OFF
----------------------------------------------+---------------+---------------
FF41 -- LCDSTAT [RW] LCD Status | when set to 1 | when set to 0
Bit6 Interrupt on scanline coincidence | ON | OFF
Bit5 Interrupt on controller mode 10 | ON | OFF
Bit4 Interrupt on controller mode 01 | ON | OFF
Bit3 Interrupt on controller mode 00 | ON | OFF
Bit2 Scanline coincidence flag | COINCIDENCE | NO COINCIDENCE
Bit1-0 LCD Controller mode:
00 - Horizontal blanking impulse [VRAM 8000-9FFF can be accessed by CPU]
01 - Vertical blanking impulse [VRAM 8000-9FFF can be accessed by CPU]
10 - OAM FE00-FE90 is accessed by LCD controller
11 - Both OAM FE00-FE90 and VRAM 8000-9FFF are accessed by LCD controller
------------------------------------------------------------------------------
FF42 -- SCROLLY [RW] Background Vertical Scrolling
------------------------------------------------------------------------------
FF43 -- SCROLLX [RW] Background Horizontal Scrolling
------------------------------------------------------------------------------
FF44 -- CURLINE [RW] Current Scanline
This register contains the number of a screen line currently being
scanned. It can take values 0-153 where 144-153 indicate the vertical
blanking period. Writing into this register resets it.
------------------------------------------------------------------------------
FF45 -- CMPLINE [RW] Scanline Comparison
When contents of CURLINE are equal to contents of CMPLINE, scanline
coincidence flag is set in the LCD status register and an interrupt
may occur.
------------------------------------------------------------------------------
FF47 -- BGRDPAL [W] Background Palette
Bit7-6 Palette for color #3 |
Bit5-4 Palette for color #2 | 00 ------- 01 ------- 10 -------> 11
Bit3-2 Palette for color #1 | lightest darkest
Bit1-0 Palette for color #0 |
------------------------------+-----------------------------------------------
FF48 -- OBJ0PAL [W] Sprite Palette #0
Bit7-6 Palette for color #3 |
Bit5-4 Palette for color #2 | 00 ------- 01 ------- 10 -------> 11
Bit3-2 Palette for color #1 | lightest darkest
Bit1-0 Palette for color #0 |
------------------------------+-----------------------------------------------
FF49 -- OBJ1PAL [W] Sprite Palette #1
Bit7-6 Palette for color #3 |
Bit5-4 Palette for color #2 | 00 ------- 01 ------- 10 -------> 11
Bit3-2 Palette for color #1 | lightest darkest
Bit1-0 Palette for color #0 |
------------------------------+-----------------------------------------------
FF4A -- WNDPOSY [RW] Window Y Position
WNDPOSY may assume values 0-143. It determines the vertical position
of the left upper corner of a window on the screen.
------------------------------------------------------------------------------
FF4B -- WNDPOSX [RW] Window X Position
WNDPOSX may assume values 7-166. It determines the horizontal position
of the left upper corner of a window on the screen. The real position
is WNDPOSX-7.
------------------------------------------------------------------------------
FF46 -- DMACONT [W] DMA Transfer Control
Writing to this register will cause a DMA transfer into OAM located
at FE00-FE9F. The written value determines the source address in a
following way: 00 -> 0000, 01 -> 0100, ... , 9A -> 9A00, ...
The DMA transfer takes about 160 nanoseconds.

Example:
; Routine transferring 0400-049F into OAM
DI ; Disable interrupts
LD A,04h ; Transferring data from 0400h
LD (FF46h),A ; Start DMA transfer
LOOP: LD A,#40 ; Wait
DEC A ;
JR NZ,LOOP ;
EI ; Enable interrupts

----------------------------------------------+---------------+---------------
FFFF -- ISWITCH [RW] Interrupt Enable/Disable | when set to 1 | when set to 0
Bit4 Transition High->Low on pins P10-P13 | ENABLED | DISABLED
Bit3 End of serial I/O transfer | ENABLED | DISABLED
Bit2 Timer overflow | ENABLED | DISABLED
Bit1 LCD controller interrupt [see LCDSTAT] | ENABLED | DISABLED
Bit0 LCD vertical blanking impulse | ENABLED | DISABLED
----------------------------------------------+---------------+---------------

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