PROGRAMMING MANUAL Version 1.0 DMG-06-4216-001-A Released 11/09/1999 “Confidential” This document contains confidential and proprietary information of Nintendo and is also protected under the copyright laws of the United States and foreign countries. No part of this document may be released, distributed, transmitted or reproduced in any form or by any electronic or mechanical means, including information storage and retrieval systems, without permission in writing from Nintendo. © 1999 Nintendo of America Inc. TM and ® are trademarks of Nintendo Introduction INTRODUCTION This manual is a combination and reorganization of the information presented in the Game Boy Development Manual, revision G, and the Game Boy Color User's Guide, version 1.3. In addition, it incorporates all information related to Game Boy programming, including programming for Super Game Boy and the Game Boy Pocket Printer. The abbreviations used in this manual represent the following: DMG: MGB: MGL: CGB: Game Boy (monochrome), introduced on April 21, 1989 Game Boy Pocket (monochrome), introduced on July 21, 1996 Game Boy Light (monochrome), introduced on April 14, 1998 Game Boy Color (color), introduced on October 21, 1998 Note: Where it is not necessary to distinguish between the different monochrome models, DMG is used to refer to both monochrome models, and CGB is used to denote the color Game Boy. Only where it is necessary to distinguish between the monochrome models is MGB used to denote Game Boy and MGL used to denote Game Boy Light. SGB: SGB2: Super Game Boy, introduced on June 14, 1994 Super Game Boy 2, introduced on January 30, 1998 SGB is used to denote both SGB and SGB2 when no distinction is necessary. SGB2 is used only in cases where distinction is necessary. Note: 3 Game Boy Programming Manual THIS PAGE WAS INTENTIONALLY LEFT BLANK. 4 Preface: To Publishers PREFACE: TO PUBLISHERS NINTENDO GAME BOY COLOR SOFTWARE PRE-APPROVAL REQUIREMENTS Prior to submitting your CGB software to Lot Check for approval, it is required that you submit it to the Licensee Product Support Group for pre-approval. To assist us with the evaluation of your CGB software and/or product proposal(s), please refer to the following requirements when submitting materials* for approval. * Please do not send original artwork or materials, as they will not be returned. CGB software and/or product proposals are evaluated based on the following criteria: • Use of Color To ensure that the expectations of the Game Boy Color consumer are met, Mario Club will evaluate the use of color in all CGB games (dual or dedicated) using the following criteria: ◊ Differentiation - If a game is to be considered CGB-compatible, then it must appear significantly more colorful than a monochrome Game Boy game when “colorized” by the CGB hardware. The principal measure of this is the number of colors in the background (BG) and the number of colors in the objects (OBJ). Simultaneous Colors - Because CGB hardware automatically “colorizes” monochrome games with up to four colors in the BG palette and up to six colors for two OBJ palettes (three colors per palette), a game typically must display more colors than this automatic “colorization” to be considered a CGB game. Appropriate use of Color - Objects in the game that are based on reality (trees, rocks, animals, and so on) should be a color that we would normally associate with them. For fictional objects, colors should be chosen to show appropriate detail and, when needed, to differentiate unlike objects. Variety of Colors - The CGB is capable of producing a wide range of colors (32,768 to be exact -albeit not all at the same time). A CGB game should use this capability of the hardware to yield distinctly different colors for objects, characters, areas, and so on. Contrast & Saturation - Two of the elements that make a game look colorful are high contrast and “saturated” or vibrant colors. Pastel colors on a white background will not seem nearly as colorful as the same colors on a dark background. Not every game can use a dark background, but the intensity of the colors should still be maximized as much as possible. ◊ ◊ ◊ ◊ Please detail or demonstrate how your game will utilize color capabilities of the CGB. Use whatever means will best allow you to do so, such as artists renderings, programmed demos, ROM images, written descriptions, and so on. 5 Game Boy Programming Manual • Game Concept content We do not require an explanation of, or evaluate game concept content for original CGB titles. However, if you are planning to “colorize” a previously released monochrome game we require that it include gameplay enhancements (beyond simply adding color) to differentiate it from its monochrome counterpart. Such game-play enhancements may include, but are not limited to: additional stages, levels, or areas; new characters; additional items; game-play based on color; and so on. These enhancements must be readily apparent to players familiar with the original monochrome game. Please submit a written proposal of the enhancements to us for pre-approval. Use whatever additional means that will best allow you to communicate the game-play enhancements, such as storyboards, treatments, videotapes, programmed demos, and so on. • Interim ROM Submissions We require at least one interim ROM submission to Mario Club (at approximately 50% completion) for preliminary review of the use of color in every CGB game. By reviewing the interim ROM and providing you with feedback in the early stages, we also help ensure that your projects stay on schedule. Final preapproval is based on Mario Club’s evaluation of a ROM near completion of game development. If you wish to arrange electronic transfer of the ROM image, please contact Sharon Pfeifle in our Testing and Engineering department at (425) 861-2768 or by e-mail at “sharpf01@noa.nintendo.com”. Please notify me when you have made an electronic submission for our review. • Proposed Developer Please supply us with the name, address and phone number of the proposed developer. If the developer is not an Authorized Nintendo CGB Developer, please contact Lief Thompson at “liefth@noa.nintendo.com” or 425-861-2823, and he will provide you with the application information. Schedule Information Please provide us with an estimated product schedule, including interim ROM submission(s), final Mario Club submission, submission of the master ROM to Lot Check, and the release date. Game Pak Configuration & Game Type Please provide us with the estimated Game Pak size in Megabits (Mb) and the RAM size if internal memory is to be used to save game information. Also state whether the game will be compatible with the monochrome Game Boy hardware or if it is dedicated to CGB hardware. For the current Game Pak prices and configurations available, please contact Nintendo’s Licensing Department. • • You will be contacted with the evaluation results when the Licensee Product Support Group has completed its evaluation of your ROM or concept submission. 6 Table of Contents Table of Contents Page Number Introduction............................................................................................... 3 Preface: To Publishers ....................................................................... 5 Chapter 1 System ................................................................................10 Chapter 2 Display Functions............................................................. 46 Chapter 3 Sound Functions .............................................................. 70 Chapter 4 CPU Instruction Set.......................................................... 84 Chapter 5 Miscellaneous General Information ............................. 114 Chapter 6 The Super Game Boy System ....................................... 124 Chapter 7 Super Game Boy Sound ................................................ 182 Chapter 8 Game Boy Memory Controllers(MBC).......................... 212 Chapter 9 Pocket Printer ................................................................. 233 Appendix 1 Programming Cautions .................................................. 248 Appendix 2 Register and Instruction Set Summaries ..................... 260 Appendix 3 Software Submission Requirements............................ 276 7 Game Boy Programming Manual THIS PAGE WAS INTENTIONALLY LEFT BLANK. 8 Chapter 1: System CHAPTER 1: SYSTEM ............................................................ 10 1. General System .............................................................................. 10 1.1 System Overview ..................................................................................... 10 1.2 Game Boy Block Diagram ....................................................................... 12 1.3 Memory Configuration............................................................................. 13 1.4 Memory Map ............................................................................................. 14 1.5 Feature Comparison ................................................................................ 15 1.6 Register Comparison............................................................................... 16 2. CPU .................................................................................................. 17 2.1 Overview of CPU Features ...................................................................... 17 2.2 CPU Block Diagram ................................................................................. 19 2.3 Description of CPU Functions ................................................................ 21 2.4 CPU Functions (Common to DMG/CGBÀ)............................................. 23 À 2.5 CPU Functions (Common to DMG/CBGÁ)............................................. 28 Á 2.6 CPU Functions (CGB only)...................................................................... 34 9 Game Boy Programming Manual CHAPTER 1: SYSTEM 1. GENERAL SYSTEM INFORMATION 1.1 System Overview Structure At the heart of the DMG/CGB system is a CPU with a built-in LCD controller designed for DMG/CGB use. System [DMG] Ø Dot-matrix LCD unit capable of grayscale display Ø 64 Kbit – SRAM (for LCD display) Ø 64 Kbit – SRAM (working memory) [CGB] Ø Color dot-matrix LCD unit capable of RGB with 32 grayscale shades Ø 128 Kbit – SRAM (for LCD display) Ø 256 Kbit – SRAM (working memory) Ø Infrared communication link (photo transistor, photo LED) Features common to DMG/CGB Ø 32-pin connector (for ROM cartridge connection) Ø 6-pin subconnector (for external serial communication) Ø DC-DC converter for power source Ø Sound amp Ø Keys for operation Ø Speaker Ø Stereo headphone connector Ø Input connector for external power source Types of Game Pak Supported 1 Game Boy Game Pak (Software that uses only the Game Boy functions. When used with Game Boy Color, 410 colors are displayed.) 2 Game Boy Color Game Pak Ø Ø Game Pak supported by CGB (for use with both CGB and DMG) Game Pak for CGB only (software that runs only on CGB) Operating Modes (the following modes apply only to CGB) 1 DMG Mode (when using software for DMG) The new registers, expanded memory area, and new features for CGB are not used. Color applications previously associated with palette data BGP, OBP0, and OBP1 are performed by the system. 10 Chapter 1: System 2 CGB Mode (when using software supported or used exclusively by CGB ) The new registers, expanded memory area, and new features of CGB are available. Note To operate in CGB mode, specific code must first be placed in the ROM data area of the user program. For more information, see Chapter 5, Section 2, Recognition of CGB support (CGB only) in ROM Data. Power Source Ø Battery/AC adapter/Battery charger Accessories (as of April 1999) DMG Accessories Ø Communication Cable Ø Battery Charger Adapter MGB/CGB Accessories Ø Communication Cable Ø AC Adapter Ø Battery Pack Charger Set The 6-pin serial communication subconnector and the AC adapter input connector of the DMG hardware that preceded MGB are shaped differently than those of MGB and CGB. Thus, two types of accessories are available — those exclusively for DMG and those exclusively for MGB/CGB. In addition, a conversion connector is necessary for communication between DMG and MGB/CGB. 11 Game Boy Programming Manual 1.2 GAME BOY BLOCK DIAGRAM Battery External Power Source Terminal LCD Panel Power Switch LCD Driver Headphone Terminal Amp Speaker DC-DC Converter Power to System Volume Display RAM DMG: 64 Kbit CGB: 128 Kbit Infrared Communication (CGB only) 8-bit Microprocessor 6-pin Subconnector Work RAM DMG: 64 Kbit CGB: 256 Kbit Operating Keys Game Boy Hardware Unit Mask ROM Program SRAM (Backup) Game Pak 12 Chapter 1: System 1.3 MEMORY CONFIGURATION In DMG and CGB, the 32 KB from 0x0 to 0x7FFF is available as program area. 0x000-0x0FF: Allocated as the destination address for RST instructions and the starting address for interrupts. 0x100-0x14F: Allocated as the ROM area for storing data such as the name of the game. 0x150: Allocated as the starting address of the user program. The 8 KB from 0x8000 to 0x9FFF is used as RAM for the LCD display. In CGB, the amount of RAM allocated for this purpose is 16 KB (8 KB x 2), twice the amount allocated for the LCD display in DMG, and this RAM can be used in 8 KB units using bank switching. The 8 KB RAM areas are divided into the following 2 areas. 1 An area for character data 2 An area for BG (background) display data (Character code and attribute) The 8 KB from 0xA000 to 0xBFFF is the area allocated for external expansion RAM. The 8 KB from 0xC000 to 0xDFFF is the work RAM area. In DMG, the 8 KB of working RAM is implemented without change. In CGB, bank switching is used to provide 32 KB of working RAM. This 32 KB area is divided into 8 areas of 4 KB each. 1 The 4 KB from 0xC000 to 0xCFFF is fixed as Bank 0. 2 The 4 KB from 0xD000 to 0xDFFF can be switched between banks 1 though 7. Note Use of the area from 0xE000 to 0xFDFF is prohibited. 0xFE00 to 0xFFFF is allocated for CPU internal RAM. 0xFE00-0xFE9F: OAM-RAM (Holds display data for 40 objects) 0xFF00-0xFF7F & 0xFFFF: Specified for purposes such as instruction registers and system controller flags. 0xFF80-0xFFFE: Can be used as CPU work RAM and/or stack RAM. 13 Game Boy Programming Manual 1.4 MEMORY MAP Note In DMG, there is no bank switching at 0x8000-0x9FFF and 0xC0000xDFFF. 0x000 Interrupt Address RST Address 0x100 ROM Data Area 0x150 Program Start Address User Program Area 32 KB 0x8000 0x8001 Lower Dot Data Upper Dot Data 0x8000 Bank 0 Character Data 0x9800 BG Display Data 1 (CGB only) Character Codes Attributes 0x9C00 BG Display Data 2 (CGB only) Character Codes Attributes 0xA000 External Expansion Working RAM 8 KB (CGB Only) Bank 1 Character Data (CGB only) 0xC000 (DMG) Bank 0 (Fixed) 0xD000 Banks 1-7 (Switchable) Unit Working RAM 8 KB 0xE000 Use of area 0xE000 - 0xFDFF prohibited 0xFE00 0xFEA0 0xFF00 Port/Mode Registers Control Register Sound Register 0xFF80 Working & Stack RAM 127 bytes 0xFFFE 0xFFFF OAM (40 OBJs) (40 x 32 bits) 7 6 5 4 3 2 1 0 Y0 X0 Character Code 0xFE00 (OBJ 0) Palette (DMG) Left/Right Up/Down Priority Y39 X39 Character Code Color Palette (CGB) Character Bank (CGB) 0xFE9F (OBJ 39) 14 Chapter 1: System 1.5 FEATURE COMPARISON Item CPU Speed (system operating frequency) Game Boy RAM Work and Stack RAM Work RAM OAM For LCD display Game Pak Memory Space ROM (without MBC) RAM (without MBC) LCD Controller Display Capacity Block Structure BG, window Object Number of Usable Characters BG OBJ 8 x 8 8 x 16 Grayscale: BG, window Grayscale: Object Object priority Different x coordinates DMG CPU 1.05 MHz CGB CPU 1.05 MHz (normal mode) 2.10 MHz (double-speed mode) ← 32,768 bytes 40 x 32 bits 16,384 bytes ← ← 160 x 144 x RGB dots ← ← 512 512 256 4 colors, 8 palettes ( DMG mode: 4 colors, 1 palette) 3 colors, 8 palettes (DMG mode: 3 colors, 2 palettes) Object with lowest OBJ number (DMG mode: Object with lowest x coord.) ← ← ← ← 8K/256K (16K/512K in high-speed mode 0x0~0xDFFF→OAM Game Pak & Work RAM→VRAM Game Pak & Work RAM→VRAM ← ← ← R0, R1, R2, R3 ← Monaural (VIN) External Sound Mixable Input 127 x 8 bits 8,192 bytes 40 x 28 bits 8,192 bytes 32,768 bytes 8,192 bytes 160 x 144 dots 8 x 8 dots 8 x 8 dots or 8 x 16 dots 256 256 128 4 shades, 1 palette 3 shades, 2 palettes Object with smallest x coord . Same x coordinates Timer & Divider Stages Serial Input/Output Baud Rate DMA Controller Existing DMA Horizontal blank DMA General-purpose DMA Interrupt features Internal Interrupts External Interrupts Input/Output Ports Serial Input/Output Ports Infrared Communication Port Sound Output Circuit Object with lowest OBJ number 8-bit timer x 1 16 stages x 1 8 bits x 1 8K 0x8000~0xDFFF→OAM ----4 types (maskable) 1 type (maskable) SIN, SCK, SOUT --4 sounds ←: Same as in column at left 15 Game Boy Programming Manual 1.6 REGISTER COMPARISON DMG CPU Use Port/Mode Registers Register P1 SB SC DIV TIMA TMA TAC Address FF00 FF01 FF02 FF04 FF05 FF06 FF07 ----Bank Control Registers Interrupt Flags LCD Display Registers IF IE IME LCDC STAT SCY SCX LY LYC DMA BGP OBP0 OBP1 WY WX FF40 FF41 FF42 FF43 FF44 FF45 FF46 FF47 FF48 FF49 FF4A FF4B ------------------OAM Sound Registers NR x x Waveform RAM ←: Same as in column at left FE00~FE9F FF10~FF26 FF30~FF3F ----FF0F FFFF CGB CPU Register ← ← ← ← ← ← ← KEY1 RP VBK SVBK ← ← ← ← ← ← ← ← ← ← ← ← ← ← ← HDMA1 HDMA2 HDMA3 HDMA4 HDMA5 BCPS BCPD OCPS OCPD ← ← ← ← ← ← ← ← ← ← ← ← ← ← ← FF51 FF52 FF53 FF54 FF55 FF68 FF69 FF6A FF6B ← ← ← Address ← ← ← ← ← ← ← FF4D FF56 FF4F FF70 ← ← 16 Chapter 1: System 2. CPU 2.1 OVERVIEW OF CPU FEATURES The CPUs of DMG and CGB are ICs customized for DMG/CGB use, and have the following features. CPU Features Central to the 8-bit CPU are the following features, including an I/O port and timer. Ø 127 x 8 bits of built-in RAM (working and stack) Ø RAM for LCD Display: 8 KB/16 KB ( ) Ø Working RAM: 8KB/ 32 KB Ø Built-in 16-stage Frequency Divider Ø Built-in 8-bit Timer Ø 4 types of Internal Interrupts (maskable) Ø 1 type of External Interrupt (maskable) Ø Built-in DMA Controller Ø Input Ports P10 ~ P13 Ø Output Ports P14 and P15 Ø Serial I/O Ports SIN, SCK, SOUT Ø Infrared I/O Port LCD Controller Functions Game Boy is equipped with functions that provide control of the images displayed on the LCD. Character data used for display is held in system RAM. Ø DMG: 4 shades of gray; CGB: 32 shades of gray for each RGB color Ø 160 x 144-dot liquid crystal display Ø 8 x 8-dot composition of background and window characters Ø 8 x 8 or 8 x 16-dot composition of OBJ characters Ø Up to 40 objects displayable in 1 screen Ø Up to 10 objects displayable on 1 horizontal line Ø 40 x 32 bits of built-in RAM (OBJ-RAM for LCD) Ø Control of 256 x 256-dot background Ø Vertically and horizontally scrollable background Ø Window-like functions Sound Functions Each system is equipped with 4 types of sound synthesis circuitry. Ø Sound 1: Quadrangular waveform, sweep and envelope functions Ø Sound 2: Quadrangular waveform, envelope functions Ø Sound 3: Arbitrary waveform, generated Ø Sound 4: White noise, generated Ø 2 output channels (output can be allocated to a channel) Ø Synthesized output with external sound input 17 Game Boy Programming Manual Miscellaneous Ø An internal monitor program is built into DMG/CGB CPUs. When power is turned on or the Game Boy is reset, the internal monitor program first initializes components such as the ports, then passes control to the user program. Ø Instruction cycles 0.954 µs (source oscillation: 4.1943 MHz) 0.954 µs/0.477 µs, switchable (source oscillation: 8.3886 MHz) 18 Chapter 1: System 2.2 CPU BLOCK DIAGRAM Game Boy (DMG/MGB) CPU /RESET D0~D7 VDD GND TEST1,2 .... /RD /WR /CS Timing Control DMA Controller Data Buffer CPU Core A0 A1 PC SP Address Buffer A B D H F ROM P10 P11 RAM 127 bytes Port P1 P12 P13 P14 Interrupt Controller C E L Sound 1 NR10-NR14 Sound 2 NR20-NR23 Sound 3 NR30-NR33 Sound 4 NR40-NR42 Waveform RAM 32 x 4 Sound Control NR50-NR52 VIN P15 . . . . . . . . . A14 A15 Ø Synthesizer SO1 Circuit •@•@•@•@•@•@•@•@•@ Divider •@•@ DIV Timer TIMA TMA TAC SO2 CK1 CK2 CG OAM RAM 40 x 28 bit SIN SCK SOUT SIO SB SC LCD Controller LCDC STAT SCY SCX LY LYC WX WY OBP0 OBP1 BGP S FR CPL LCD Drive Signal Buffer ST CP CPG LD0 LD1 LCD Display RAM Interface MD0~MD7 MA0~MA12 19 /MCS /MWR /MRD Game Boy Programming Manual Game Boy Color CPU /RD/WR/CS MD0-MD7 D0-D7 /NMI P00-P03 P10-P13 .... /MRD /MWR /CS1 Timing Control Keyport Data Buffer RAM 127 bytes ROM 2 Kbytes Sound 1 NR10-NR14 F C E L Sound 4 NR40-NR42 Waveform RAM 32x4 Sound 2 NR20-NR23 Sound 3 NR30-NR33 Interrupt Controller A0-A15 CPU Core PC SP Address Buffer A B D H Synthesizer Circuit MA0-MA12 SO1 SO2 RA0,RA1 VIN PHI CK1 C. G CK2 SCK SI SO SIO Divider DIV Timer TIMA TMA TAC Sound Control NR50-NR52 Palette RAM LDR0-LDR5 LDG0-LDG5 LDB0-LDB5 DCK SPL LP PS SPS CLS MOD REVC OAM RAM 40x28 bit LCD Controller (DMA Controller) R0-R4 Infrared Comm Port/ General Purpose Port LCD Display RAM Interface VDD3 VDD5 GND MD8-MD15 TEST0-TEST2 /MCS0,/MCS1 PSMO1 PSMO0 LCD Drive Signal Buffer M1 /RESET 20 Chapter 1: System 2.3 DESCRIPTION OF CPU FUNCTIONS Interrupts There are five types of interrupts available, including 4 types of maskable internal interrupts and 1 type of maskable external interrupt. The IE flag is used to control interrupts. The IF flag indicates which type of interrupt is set. Ø LCD Display Vertical Blanking Ø Status Interrupts from LCDC (4 modes) Ø Timer Overflow Interrupt Ø Serial Transfer Completion Interrupt Ø End of Input Signal for ports P10-P13 DMA Transfers DMA transfers are controlled by the DMA registers. DMG allows 40 x 32-bit DMA transfers from 0x8000-0xDFFF to OAM (0xFE00-0xFE9F). The transfer start address can be specified in increments of 0x100 for 0x8000-0xDFFF. In addition to the DMA transfers method for DMG (from 0x0000-0xDFFF in CGB), CGB enables two new types of DMA transfer — horizontal blanking and general-purpose DMA transfers. Note, however, that when performing a DMG-type DMA transfer on CGB, some consideration must be given to specifying the destination RAM area. For more information, see the DMA Functions section in Chapter 2. 1 Horizontal Blanking DMA Transfer Sixteen bytes of data are automatically transferred for each horizontal blanking period during a DMA transfer from the user program area (0x0000-0x7FFF) or external and hardware working RAM area (0xA000-0xDFFF) to the LCD display RAM area (0x8000-0x9FFF). 2 General-Purpose DMA Transfer Between 16 and 2048 bytes of data (specified in 16-byte increments) are transferred from the user program area (0x0000-0x7FFF) or external and hardware working RAM area (0xA000-0xDFFF) to the LCD display RAM area (0x8000-0x9FFF), during the Vertical Blanking Period. Timer The timer is composed of the following: Ø Ø Ø TIMA (timer counter) TMA (timer modulo register) TAC (timer control register) Controller Connections Ø Ø P10-P13: Input ports P14-P15: The key matrix structure is composed of the output ports. 21 Game Boy Programming Manual At user program startup, the status of the CPU port registers and mode registers are as follows. Register P1 SC TIMA TAC IE LCDC SCY SCX LYC WY W Interrupt Enable (IE) Status 0 0 0 0 0 $83 BG/OBJ ON, LCDC OPERATION 0 0 0 0 0 DI Stack: 0xFFFE Standby Modes The standby functions are HALT mode, which halts the system clock, and STOP mode, which halts oscillation (source oscillation). HALT Mode Game Boy switches to HALT mode when a HALT instruction is executed. The system clock and CPU operation halt in this mode. However, operation of source oscillation circuitry between terminals CK1 and CK2 continues. Thus, the functions that do not require the system clock (e.g,, DIV, SIO, timer, LCD controller, and sound circuit) continue to operate in this mode. HALT mode is canceled by the following events, which have the starting addresses indicated. 1) A LOW signal to the /RESET terminal Starting address: 0x0000 2) The interrupt-enable flag and its corresponding interrupt request flag are set IME = 0 (Interrupt Master Enable flag disabled) Starting address: address following that of the HALT instruction IME = 1 (Interrupt Master Enable flag enabled) Starting address: each interrupt starting address STOP Mode Game Boy switches to STOP mode when a STOP instruction is executed. The system clock and oscillation circuitry between the CK1 and CK2 terminals are halted in this mode. Thus, all operation is halted except that of the SI0 external clock. STOP mode is canceled by the following events, and started from the starting address. 3) A LOW signal to the /RESET terminal Starting address: 0x0000 4) A LOW signal to terminal P10, P11, P12, or P13 Starting address: address following that of STOP instruction When STOP mode is canceled, the system clock is restored after 217 times the oscillation clock (DMG: 4 MHz, CGB: 4 MHz/8 MHz), and the CPU resumes operation. When STOP mode is entered, the STOP instruction should be executed after all interrupt-enable flags are reset, and meanwhile, terminals P10-P13 are all in a HIGH period. 22 Chapter 1: System 2.4 CPU FUNCTIONS (COMMON TO DMG/CGBÀ) À The CPU functions described here are those that are identical in DMG and CGB. CPU functions that are enhanced in CGB are described in Section 2.5, CPU Functions (Common to DMG/CGBÁ). CPU functions that cannot be used for DMG are described in Section 2.6, CPU Function (CGB only). 2.4.1 Controller Data The P1 ports are connected with a matrix for reading key operations. VDD P14 P15 Res. x4 RIGHT P10 LEFT P11 UP P12 DOWN P13 A B All inputs are pulled High SELECT START 23 Game Boy Programming Manual When key input is read, a brief interval is interposed between P14 and P15 output and reading of the input, as shown below. Example: KEY LD LD LD LD . . LD LD LD LD LD . . LD LD . RET A, $30 ($FF00), A A, ($10) ($FF00), A A, ($FF00) A, ($FF00) A, ($FF00) ; Reads keys A, B, SE, ST ; Port P15 ← LOW output ; Register A ← Ports P10-P13 ; Perform this operation 6 times ; ; ; ; Port reset A, $20 ($FF00), A A, ($FF00) A, ($FF00) ; Read U, D, L, R keys ; Port P14 ← LOW output ; Register A ← Port P10-P13 ; Perform this operation twice The interrupt request flag (IF: 4) is set by negative edge input at one of the P13-P10 terminals. Negative edge input requires a LOW period of 24 times source oscillation (DMG = 4 MHz, CGB = 4 MHz/8 MHz). The interrupt request flag (IF: 4) also is set when a reset signal is input to the /RESET terminal with a P13~P10 terminal in the LOW state. 2.4.2 Divider Registers The upper 8 bits of the 16-bit counter that counts the basic clock frequency (f) can be referenced. If an LD instruction is executed, these bits are cleared to 0 regardless of the value being written. f = (4.194304 MHz). 24 Chapter 1: System 2.4.3 Timer Registers The main timer unit. Generates an interrupt when it overflows. The value of TMA is loaded when TIMA overflows. The timer consists of TIMA, TMA, and TAC. The timer input clock is selected by TAC. TIMA is the timer itself and operates using the clock selected by TAC. TMA is the modulo register of TIMA. When TIMA overflows, the TMA data is loaded into TIMA. Writing 1 to the 2nd bit of TAC starts the timer. The timer should be started (the TAC start flag set) after the count up pulse is selected. Starting the timer before or at the same time as the count up pulse is selected may result in excessive count up operation. Example LD LD LD LD A, 3 (07), A A, 7 (07), A ;Select a count pulse of f/28 ;TAC ← 3 set ;Start timer ; If a TMA write is executed with the same timing as that with which the contents of the modula register TMA are transferred to TIMA as the result of a timer overflow, the same data is transferred to TIMA. 25 Game Boy Programming Manual 2.4.4 Interrupt Flags Bit reset enabled Interrupts are controlled by the IE (interrupt enable) flag. The IF (interrupt request) flag can be used to determine which interrupt was requested. The 5 types of interrupts are as follows. Interrupt starting address 0x0040 Cause of Interrupt Vertical blanking Priority 1 The LCDC interrupt mode can be selected (see STAT register). Mode 00 Mode 01 Mode 10 LYC=LY consist LCDC status interrupt Timer overflow Serial transfer completion P10-P13 input signal goes low 2 3 4 5 0x0048 0x0050 0x0058 0x0060 When multiple interrupts occur simultaneously, the IE flag of each is set, but only that with the highest priority is started. Those with lower priorities are suspended. 26 Chapter 1: System When using an interrupt, set the IF register to 0 before setting the IE register. The interrupt process is as follows: 1 When an interrupt is processed, the corresponding IF flag is set. 2 Interrupt enabled. If the IME flag (Interrupt Master Enable) and the corresponding IE flag are set, the interrupt is performed by the following steps. 3 The IME flag is reset, and all interrupts are prohibited. 4 The contents of the PC (program counter) are pushed onto the stack RAM. 5 Control jumps to the interrupt starting address of the interrupt. The resetting of the IF register that initiates the interrupt is a hardware reset. The interrupt processing routine should push the registers during interrupt processing. When an interrupt begins, all other interrupts are prohibited, but processing of the highest level interrupt is enabled by controlling the IME and IE flags with instructions. Return from the interrupt routine is performed by the RET1 and RET instructions. If the RETI instruction is used for the return, the IME flag is automatically set even if a DI instruction is executed in the interrupt processing routine. IF the RET instruction is used for the return, the IME flag remains reset unless an EI instruction is executed in the interrupt routine. Each interrupt request flag of the IF register can be individually tested using instructions. Interrupts are accepted during the op code fetch cycle of each instruction. 27 Game Boy Programming Manual 2.5 CPU FUNCTIONS (COMMON TO DMG/CGBÁ) Á This section describes the CPU functions that have been enhanced in CGB. Functions that are identical in DMG and CGB are described in Section 2.4, CPU Functions (Common to DMG/CGBÀ). CPU functions not available in DMG are described in Section 2.6, CPU Functions (CGB only). 2.5.1 Serial Cable Communication Note In DMG mode, bit 1 of the SC register is set to 1 and cannot be changed, but the transfer speed is fixed at 8 KHz. Serial I/O (SIO) is controlled by the SB and SC registers. The lowest bit (SC0) of the SC register can be used to select shift clock to be either the external clock from the SCK terminal or the internal shift clock. Sending and receiving occur simultaneously with a serial transfer. If the data to be sent is set in the SB register and the serial transfer is then started, the received data is set in the SB register when the transfer is finished. Serial transfer procedure: 1 The data is set in the SB register. 2 Setting the highest SC register bit (SC 7) to 1 starts the transfer. 3 The 3-bit counter is reset and after 8 counts of the shift clock, the transfer is performed until overflow occurs. 4 SC7 is reset. 5 If the serial transfer completion interrupt is enabled, the CPU is interrupted. 28 Chapter 1: System When the shift clock goes low, the contents of the SB register are shifted leftward and the data is output from the highest bit. When the shift clock goes high, input data from the SIN terminal are output to the lowest bit of the SB register. When the SCK terminal is in external-clock mode, it is pulled up to VDD. If the highest bit of the SC register (SC7) is set, reading and writing to the SB register is prohibited. An SIO serial transfer should be started (highest SC bit set) after the external or internal shift clock is selected. Excessive shifting may result if the transfer is started before or at the same time as the shift clock is selected. If a transfer is performed using the external clock, the data is first set in the SB register, then the SC register start flag is set and input from the external clock is awaited. The transfer start flag must be set each time data is transferred. The maximum setting for an external clock is 500 KHz. Serial communication (SIO) specifications are essentially the same for DMG and CGB. In CGB, however, the operating speed of the internal shift clock can be set to high by specifying a speed in bit 1. 29 Game Boy Programming Manual SIO Timing Chart 1 SCK 2 3 4 5 6 7 8 SOUT SB7 SB6 SB5 SB4 SB3 SB2 SB1 SB0 SIN 7 6 5 4 3 2 1 0 Read Timing Output Timing SB SIO Block Diagram SIN 7 6 5 4 3 2 1 0 SOUT VDD 8-bit Shift Register 3-Bit Counter Resistance OUT SCK 3-State Buffer CTRL OR Gate IN1 IN2 Inverter IN1 Switch IN2 CTRL Serial Control (SC) OUT SC0 1 2 3 4 5 6 SC7 External/Internal Clock Selection Transfer Start Internal Shift Clock (8 KHz/256 KHz) 30 Chapter 1: System 2.5.2 Serial Cable Communication: Reference flowchart Flow until start of game Start (SB) Slave Code RD Clear -Select code other than $00 and $FF. (For both slave and master code). (SC) $80 -Clear the receive data buffer (RD). -Both sides wait in receive-wait status. N 2P Start? Y -Game on which Start key pressed first becomes master by sending master code to other game. Transfer RD = Master Code? N Y Slave Start -Game first notified that it is slave by master code sent from master. Subsequently moves to game flow. RD = Slave Code? N N Y Master Start -Data sent when this side becomes master is the slave code. Game subsequently moves to game flow. V_BLANK? Y SIO Interrupt RD (SB) RD = Slave Code? Transfer (SB) TD TD: Transfer Data Buffer Timing of receive synchronized with Power Up. (SB) Slave Code 1ms WAIT (SC) $81 (SC) RETI $80 RET 31 Game Boy Programming Manual Flow after game start If Master Master Game If Slave Slave Game Key Input Key Input TD (Transfer Data) TD (Transfer Data) Transfer Game Processing Game Processing N SIO Finished? N V_BLANK Y Transfer Y finish of SIO to synchronize with master. (This is an example; not necessary to implement this way.) SIO Interrupt Slave waits for (SC) $81 SIO Interrupt RET RD (SB) RD (SB) (SB) TD (SB) TD RETI (SC) $80 Set SIO Completion Flag RETI Data subsequently sent by the master is placed in (SB) and then sent to the slave at the same time as the (SC) is set to $81. At exactly that same time, the master receives the slave data. An SIO interrupt is then set in the slave and, as the flowchart indicates, the slave sets the data to be sent to the master (current data). Because the data sent from the slave are those loaded at the time of the previous interrupt, the data sent to the master are one step (one pass through the main program) behind the current slave data. Exactly the converse is true when this process is viewed 32 Chapter 1: System from the perspective of the slave. An SIO interrupt is set in the master, and the master sets the data to be sent to the slave (current data). In this case, because the data sent from the master are those loaded at the time of the previous interrupt, the data sent to slave are one step (one pass through main program) behind the current master data. (*The data of the master and slave can be synchronized by setting the data for each back 1 pass.) In the example, 1 byte is sent per frame. (This is not required.) If several bytes are sent continuously, a transmission interval longer than the processing time of other interrupts (e.g. V_BLANK) should be used (usually around 1 mS). The reason is that if an attempt is made to communicate with the slave during another interrupt, the slave cannot receive the data until after the interrupt is finished. If the next data is transmitted before the other interrupt is finished, the slave will be unable to receive the initial data of the transmission. 33 Game Boy Programming Manual 2.6 CPU FUNCTIONS (CGB ONLY) This section describes CPU functions that can be used only with CGB. Functions that are identical in DMG and CGB are described in Section 2.4, CPU Functions (Common to DMG/CGBÀ). For information on CPU functions enhanced in CGB, see Section 2.5, CPU Functions (Common to DMG/CGBÁ). 2.6.1 Bank Register for Game Boy Working RAM The 32 KB of Game Boy working RAM is divided into 8 banks of 4 KB each. The CPU memory space 0xC000-0xCFFF is set to Bank 0, and the space 0xD000-0xDFFF is switched between banks 1-7. Switching is performed using the lowest 3 bits of the bank register, SVBK. (If 0 is specified, Bank 1 is selected.) Note This register cannot be written to in DMG mode. 2.6.2 CPU Operating Speed The speed of the CGB CPU can be changed to suit different purposes. In normal mode, each block operates at the same speed as with the DMG CPU. In double-speed mode, all blocks except the liquid crystal control circuit and the sound circuit operate at twice normal speed. Normal mode: 1.05 MHz (CPU system clock) Double-speed mode: 2.10 MHz (CPU system clock) u Switching the CPU Operating Speed Immediately after the CGB CPU is reset (immediately after reset cancellation), it operates in normal mode. The CPU mode is switched by executing a STOP instruction with bit 0 of register Key 1 set to a value of 1. If this is done in normal mode, the CPU is switched to double-speed mode; otherwise it is switched to normal mode. Bit 0 of register Key 1 is automatically reset after the operating speed is switched. In addition, bit 7 of register Key 1 serves as the CPU speed flag, indicating the current CPU speed. 34 Chapter 1: System Note When bit 0 of register Key 1 is set to 1, the standby function cannot be used. When using the standby function, always confirm that bit 0 of register Key 1 is set to 0. When switching the CPU speed, all interruptenable flags should be reset and a STOP instruction executed with bits 4 and 5 of the P1 port register set to 1, as with the standby function (STOP mode). When the CPU speed is switched, a return from STOP mode is automatic, so it is not necessary to generate a STOP mode cancellation. However, until the CPU speed has been changed and the system clock returns, bits 4 and 5 of the P1 port register should be made to hold the value 1. Approximately 16 ms is required to switch from normal to double-speed mode, and approximately 32 ms is needed to switch from double-speed to normal mode. In double-speed mode, the DIV register (0xFF04) and the TIMA register (0xFF05) both operate at double speed. Battery life is shorter in doublespeed mode than in normal mode. The use of double-speed mode requires the corresponding mask ROM and MBC. 35 Game Boy Programming Manual Flow of Switching (when switching to double-speed mode) In case the CPU operating speed needed to be switched, the current speed should always be checked first using the speed flag (bit 7 of the KEY 1 register). This ensures that the speed will be switched to the intended speed. Read the speed flag (Bit 7 of register Key 1) Speed flag = 0? No Yes Enable speed switching (Set bit 0 of register Key 1) Switching unnecessary Reset interrupt-request register IF Reset interrupt-enable register IE Set bits 4 and 5 of the P1 port register to 1 Execute STOP instruction Switching Routine (example) LD BIT JR SET XOR LD LD LD LD STOP _NEXT HL, KEY1 7, (HL) NZ, _NEXT 0, (HL) A (IF), A (IE), A A, $30 (P1), A 36 Chapter 1: System 2.6.3 Infrared Communication 2.6.3.1 Port Register The CGB system is equipped with an infrared communication function. An infrared signal can be output by writing data to bit 0 of register RP. A received infrared signal is latched internally in the CPU by positive edge of the system clock. (System clock goes to HIGH from LOW.) The latched data can be read beginning from bit 1 of register RP by setting bits 6 and 7 to 1. Note When data is not sent or received, always set the values of register RP to 0x00. This register cannot be written to in DMG mode. 2.6.3.2 Controlling Infrared Communication Sender: Setting bit 0 of the CPU register RP to 1 causes the LED to emit light; setting it to 0 turns off the LED. Receiver: If the photo transistor detects infrared light, bit 1 of register RP is set to 0; if no infrared light is detected, this bit is set to 1. 2.6.3.3 Basic Format When the receiver recognizes the unmodified signal from the sender as a logical value of 1 or 0, the receiver actually cannot distinguish between the continuous transmission of 1s and the absence of received infrared light. The status of the receiver is identical under these conditions. Consequently, to ensure proper data transmission from sender to receiver in Game Boy Color infrared communication, signals are distinguished by the size of the interval between the rising edge of the pulse of one received signal to the rising edge of the subsequent received signal. 37 Game Boy Programming Manual The following illustrates signals from a sender. Double-speed Normal speed “0” signal sent 25 25 53 76 (units: µs) 1 RP register 0 bit 0 Double-speed Normal speed “1” signal sent 36 40 66 93 1 0 Double speed Normal speed Synchronous pulses 50 99 132 65 1 0 Double-speed Normal speed Connected pulses 57 56 57 114 112 114 Scatter in the source oscillation of Game Boy Color produces slight individual differences. 2.6.3.4 Preparing for Data Transmission and Reception To use infrared communication, data reception must be enabled by setting bits 6 and 7 of Game Boy Color register RP to 1. However, even with both of these bits set to 1, data cannot immediately be received. After setting bits 6 and 7 to 1, at least 50 ms should be allowed to pass before using the infrared port. 38 Chapter 1: System 2.6.3.5 Transmitted Data When data is transmitted and received, it is transmitted in packets. Each packet comprises the 4 parts shown below, and each part is sandwiched between synchronous pulses. For more information, see Section 2.6.3.7, Details of Data Transmission and Reception. The data that comprises a packet is transmitted 1 bit at a time beginning from the MSB. Transmission Packet Connector Header Data Checksum Connector: Signal that implements an infrared communication connection between 2 Game Boy Colors. This is always required in the initial packet. When the receiver receives the connector and recognizes it as a connecting pulse, the receiver returns the same pulse to the sender. The sender then determines whether this signal is a normal connecting pulse. If it is not recognized as a normal pulse, transmission is interrupted at this stage. With continuous communication that is not halted before completion, this part of the packet is unnecessary from the second packet onward. Header: Data indicating the type of data being sent and the total number of bytes. Byte 1: Communication command 0x5A: transmission of raw data At present, any value other than 0x5A causes an error. (To be used for by other devices in future) Byte 2: Total number of data in data portion of the packet 0x01-0xFF: Number of data 0x00: Indicates completion of communication to receiver. Data: The transmitted data itself. Maximum of 255 bytes. There are no data if completion of communication is indicated to the receiver. (The data portion of the packet consists only of a synchronous pulse.) Checksum: 2 bytes of data consisting of the sum of the header and all data in the data portion of the packet. Following this, the communication status is returned from receiver to sender. 2.6.3.6 Flow of Data Transmission and Reception When data is transmitted and received, both Game Boy Colors are first placed in receive status. The one with the send indicator is then designated as the sender, and the other one is designated as the receiver. The flow of data transmission is shown below. Connector Sender Connector Receiver Communication status Header Data Checksum Header 39 Game Boy Programming Manual 1 Sender transmits connecting pulse. 2 The receiver calculates the width of the received connecting pulse. If the value is correct, the receiver returns the same connecting pulse to the sender. 3 The sender calculates the width of the connecting pulse returned by the receiver. If the value is correct, the sender determines that a connection has been properly established. 4 The header is transmitted. 5 The data is transmitted. 6 The checksum is transmitted. 7 The receiver returns the communication status to the sender. 8 When communication is complete, the header of the subsequently transmitted packet is set to 0x00 + 0x00. 2.6.3.7 Details of Data Transmission and Reception Connector Light emission Sender Light detection Light emission Receiver Light detection (Indicates reading of the register RP) The two Game Boy Colors perform initial data reception, then the one designated as the sender (e.g., by operations such as pressing button A) begins transmission. The connecting portion of the packet is unnecessary from the second packet onward. 40 Chapter 1: System The following illustrates the flow for implementing a connection. Start of infrared communication N o Read bit 1 of register RP Transmission Signal received? Y e Value read=0? N o Y e Pulse-width measurement (software measurement of H and L periods) Transmission of connecting pulse Received signal a proper connecting pulse? N o Y e Send connecting pulse Start of reception, measurement of width of received pulse N o Is the received signal the correct connecting pulse? Communication Error Connection established (receiver) Y e Connection established (sender) Header Light emission by sender Synchronous pulse OOH Number of data transmitted Synchronous pulse Light detection by receiver One byte indicating the data type and 1 byte indicating the number of transmitted data are sandwiched between synchronous pulses. Data Light emission by sender Synchronous pulse Transmitted data Synchronous pulse Light detection by receiver Between 1 and 255 bytes of transmitted data are sandwiched between synchronous pulses. 41 Game Boy Programming Manual A 2-byte checksum consisting of the sum of the header and transmitted data is sandwiched between synchronous pulses. The receiver uses the checksum to determine whether the transmission was performed properly and notifies the sender of the results of communication status. The following section describes the details of communication status determination. 2.6.3.8 Communication Status 0x00: Communication OK 0x01: Checksum error The results of the checksum calculated by the receiver do not agree with the checksum sent by the sender. In the following cases, the communication status cannot be returned to the sender even if an error is generated during communication (no response from receiver). ♦ ♦ ♦ ♦ The wrong communication protocol is used. Data is transmitted using the wrong pulse width. One of them is operating in double-speed mode and the other is operating in normal mode. Communication is affected by sunlight or obstruction of the signal light. 2.6.3.9 Communication Error Processing If an error described above in Communication Status is generated, the following error codes are returned by subroutine. Error Code 01 Error Description Checksum error (same for sender and receiver): The results of the checksum calculated by the receiver and the checksum sent by the sender do not agree. Pulse width error: Generated by the receiver when the width of the pulse of the signal sent by the sender is too wide or narrow. Generated by the sender when the width of the pulse of the signal sent by the receiver is too wide or narrow. Communication error: Communication prevented by other causes. The subroutine provided by Nintendo treats as an error the case when the data value of the second byte of the received header exceeds the number of data items to be received, as determined beforehand by the receiver. The routine also generates an error if the communication command value of byte 1 of the header is not 0x5A. 02 04 42 Chapter 1: System 2.6.3.10 Communication Examples The following figure shows the flow of processing when errors occur during communication. This should be used as a reference when implementing data communication. Hardware Unit 1 Hardware Unit 2 Send status Receive status Connector NG Connector OK Data(1) NG Data(1) NG Data(1) OK Data(2) OK OK, so data (2) are received. OK, so data (1) are received. If status is NG. If status not returned from receiver. Data (1) are re-sent, so caution is required.1 If connector not returned by receiver. END NG END NG If completion indicator is NG. END OK OK, so both units end communication. If status not returned from receiver. Note that it is easy for sender to enter an endless loop. 2 Finish Finish 43 Game Boy Programming Manual 1) Data(1) and Data(2) each represent 1 packet for transmission, not including the connector. 2) END signifies the packet used to indicate the completion of transmission (not including the connector). 2.6.3.11 Usage Notes When programming use of the infrared port, please note the following. ♦ When transmitting more than 256 bytes of data, ensure that the receiver keeps track of which packet number is being received. When a communication error (status not returned even though data was received) is generated, the sender will re-send the data, and the receiver may lose track of the packet number (see note 1 of previous section). The sender is prone to entering an endless loop when the packet signifying transmission completion is received. Therefore, the receiver should remain in receive status for approximately 300 µs after returning the status (see note 2 of previous section). Depending on the power reserve of the battery, infrared communication may cause a sudden drop in battery voltage and a complete loss of power. Ensure that the speed of the two communicating Game Boy Colors is the same (both double-speed or both normal speed during communication). Noise can be heard from the speaker and headphones during communication, but this does not indicate a problem with the hardware. Ensure that faulty or uncontrolled operation does not occur when infrared communication signals are input from other game software and devices. Use particular care when using the same subroutine to communicate between various types of games, because fault y or uncontrolled operation is especially likely to occur in such cases. (Before performing data communication, confirm that the other hardware participating in the transmission is using the same game. This can be accomplished by means such as exchanging a unique key code.) ♦ ♦ ♦ ♦ ♦ The following are items to note when using an infrared communication subroutine other than that provided by Nintendo. ♦ ♦ ♦ Ensure that error-handling is implemented to prevent the program from entering an endless loop when communication is interrupted by sunlight or obstruction of the signal light. To reduce power consumption, use a maximum infrared LED emission pulse duration of 150 µs and a duty ratio of approximately 1/2. Do not leave the infrared LED or photo transistor ON when not using infrared communication. 2.6.3.12 Specifications 1) Communication Speed Normal-speed mode: approximately 7.5 Kbps Double-speed mode: approximately 10.5 Kbps 2) Communication distances: Minimum, 10 cm, Typical, 15 cm º 3) Recommended directional angle: approximately ± 15 44 Chapter 2: Display Functions CHAPTER 2: DISPLAY FUNCTIONS ............................................. 46 1. General Display Functions ............................................................. 46 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.1 2.2 2.3 2.4 2.5 Character Composition............................................................................46 LCD Display RAM .....................................................................................47 Character RAM .........................................................................................47 BG Display ................................................................................................50 LCD Screen...............................................................................................52 LCD Display Registers.............................................................................54 OAM Registers .........................................................................................58 DMA Registers..........................................................................................60 OBJ Display Priority ................................................................................64 Color Palettes ...........................................................................................65 Color Palette Composition ......................................................................65 Writing Data to a Color Palette................................................................66 Overlapping OBJ and BG ........................................................................67 Display Using Earlier DMG Software (DMG mode)................................67 2 LCD Color Display (CGB only) ......................................................... 65 45 Game Boy Programming Manual CHAPTER 2: DISPLAY FUNCTIONS 1. GENERAL DISPLAY FUNCTIONS 1.1 Character Composition ♦ ♦ The basic character size is an 8 x 8-dot composition. With characters of the basic size: 128 OBJ-only characters are available (256 with CGB) 128 characters can be registered both as OBJ and BG characters (256 with CGB) 128 BG-only characters are available (256 with CGB) On DMG, characters can be represented using 4 shades of gray (including transparent). On CGB, characters can be represented using 32 shades for each color of RGB. The basic character size can be switched to an 8 x 16-dot composition for OBJ characters only. In this case, however, only even-numbered character codes can be specified. Even if an odd-numbered character code is specified, the display will be the same as that seen with an even-numbered code. Up to 40 OBJ characters can be displayed in a single screen, and up to 10 characters can be displayed on each horizontal line. (Stored in OAM (Display RAM: 0xFE00-0xFE9F)) The display data for OBJ characters is stored in OAM (Display RAM: 0xFE00~0xFE9F) in the following order: y-axis coordinate x-axis coordinate Character code attribute data Data is written to OAM from working RAM by DMA transfer. OBJ characters are automatically displayed to the screen using the data written to OAM. Data specification ranges for OBJ characters: 0x00 ≤ character code ≤ 0xFF 0x00 ≤ X ≤ 0xFF 0x00 ≤ Y ≤ 0xFF ♦ ♦ ♦ ♦ ♦ ♦ ♦ ♦ 46 Chapter 2: Display Functions 1.2 LCD Display RAM The DMG CPU has 8 KB (64 Kbits) of built-in LCD display RAM. The CGB CPU has 16 KB (128 Kbits) of built-in LCD display RAM. In CGB, 16 KB of memory can be joined in the 8 KB (64-Kbit) memory area (0x8000-0x9FFF) by bank switching using the register VBK (0xFF4F). Bank switching is used exclusively in CGB and cannot be used in DMG mode. ♦ Mapping of LCD Display RAM The 16 KB of memory in CGB is partitioned into 2 x 8 KB by register VBK. Bank 0 0x8000 Character Data Character Data Bank 1 0x9800 0x9C00 0x9FFF BG Display Data 1 BG Display Data 2 ♦ Bank Register (CGB) for LCD Display RAM Bank 0 is selected immediately after cancellation of a reset signal. This function is available only in CGB. In DMG mode, bit 0 is forcibly set to 0, and its value cannot be changed to 1. 1.3 Character RAM ♦ ♦ ♦ ♦ ♦ Character data can be written to the 6144 bytes from 0x8000 to 0x97FF. By default, the area from 0x8000 to 0x8FFF is allocated for OBJ character data storage. The register LCDC can be used to select either 0x8000-0x8FFF or 0x8800-0x97FF as the area for storing BG and window character data. If the BG character data is allocated to 0x8000-0x8FFF, this data shares an area with OBJ data, and the character dot data that corresponds to the CHR codes is also the same. By means of bank switching, CGB can store twice the amount of character data in LCD display RAM that DMG can store. In this case, both Bank 1 and Bank 0 have the same mapping as the area in DMG. 47 Game Boy Programming Manual Character Code Mapping With BG character data allocated to 0x8800-0x97FF: CHR Code X00 Address 0x8000 0x800F 0x8010 0x801F Bank 0 7 6 5 4 3 2 1 0 Data for 1 dot Shade Lower Shade Upper OBJ Code "000" Dot Data OBJ Code "001" Dot Data Bank 1 (CGB only) OBJ Code "100" Dot Data OBJ Code "101" Dot Data X01 X80 0x8800 0x880F 0x8810 0x881F Area Shared by OBJ and BG OBJ Code & BG Code "080" Dot Data OBJ Code & BG Code "081" Dot Data OBJ Code & BG Code "180" Dot Data OBJ Code & BG Code "181" Dot Data X81 XFE 0x8FE0 0x8FEF 0x8FF0 0x8FFF 0x9000 0x900F OBJ Code & BG Code "0FE" Dot Data OBJ Code & BG Code "0FF" Dot Data BG Code "000" Dot Data XFF OBJ Code & BG Code "1FE" Dot Data OBJ Code & BG Code "1FF" Dot Data BG Code "100" Dot Data X00 X7F 0x97F0 0x97FF BG Code "07F" Dot Data BG Code "17F" Dot Data • The case of 8 x 8 dots/block for both BG and OBJ: CHR Codes: OBJ: 256 x 1 BG: 256 x 1 Note OBJ: 256 x 2 BG: 256 x 2 Because bank switching is not available in DMG mode, Bank 1 on the right side of the figure is not available in this mode. 48 Chapter 2: Display Functions ♦ The case of 8 x 16 dots/block (OBJ) and 8 x 8 dots/block (BG): CHR Code X00 Address 0x8000 0x800F X01 0x8010 0x801F X02 0x8020 0x802F X03 0x8030 0x803F OBJ Code "002" Dot Data OBJ Code "102" Dot Data OBJ Code "000" Dot Data OBJ Code "100" Dot Data Bank 0 Bank 1 (CGB only) X80 0x8800 0x880F OBJ Code "080" & BG Code "080" Dot Data OBJ Code "080" & BG Code "081" Dot Data BJ Code "180" & BG Code "180" Dot Data OBJ Code "180" & BG Code "181" Dot Data X81 0x8810 0x881F Area Shared by OBJ and BG XFE 0x8FE0 0x8FEF XFF 0x8FF0 0x8FFF X00 0x9000 0x900F OBJ Code "0FE" & BG Code "0FE" Dot Data BJ Code "0FE" & BG Code "0FF" Dot Data BG Code "000" Dot Data OBJ Code "1FE" & BG Code "1FE" Dot Data OBJ Code "1FE" & BG Code "1FF" Dot Data BG Code "100" Dot Dat X7F 0x97F0 0x97FF BGB Code "07F" Dot Data BGB Code "17F" Dot Data CHR Codes: OBJ: 128 x 1 BG: 256 x 1 OBJ: 128 x 2 BG: 256 x 2 2) If BG character data is allocated to 0x8000-0x8FFF, these data share an area with OBJ data, and the dot data that correspond to the CHR codes also are the same. Note Because bank switching is not available in DMG mode, Bank 1 on the right side of the figure is not available in this mode. 49 Game Boy Programming Manual 1.4 BG Display Two screens of BG display can be held, Data 1 or Data 2. Whether the BG display data is allocated to 0x9800-0x9BFF or to 0x9C00-0x9FFF is determined by bit 3 of the LCDC register (0xFF40). Because bank switching is not available in DMG mode, Bank 1 on the right side of the figure is not present in this mode. Bank 0 0x9800 0x9C00 0x9FFF Bank 1 (CGB only) BG Display Data 1 BG Display Data 2 Data for 32 x 32 character codes (256 x 256 dots) can be specified from 0x9800 or 0x9C00 as BG display data. Of these, data for 20 x 18 character codes (160 x 144 dots) are displayed to the LCD screen. The screen can be scrolled vertically or horizontally one dot at a time by changing the values of scroll registers SCX and SCY. 50 Chapter 2: Display Functions 1) With BG display data allocated to 0x9800-0x9BFF: 256 dots (32 blocks) 160 dots (20 blocks) RAM Address 0x9800 0x9801 0x9802 CHR Code & ATRB CHR Code & ATRB CHR Code & ATRB Block No. 0 1 2 0 32 64 144 dots (18 blocks) 1 33 65 97 2 34 66 98 19 51 83 20 52 84 30 62 94 31 63 95 0x9BFD 0x9BFE 0x9BFF CHR Code & ATRB CHR Code & ATRB CHR Code & ATRB 1021 1022 1023 96 115 116 126 127 ATRB: Attrubute 544 545 546 576 577 578 608 609 610 256 dots (32 blocks) 563 992 993 994 Portion displayed to LCD when (SCX, SCY) = (0,0) Portion displayed to LCD when (SCX, SCY) = (152, 8) Note: Attributes specified only with CGB 1022 1023 2) With BG display data allocated to 0x9C00-0x9FFF: RAM Address 0x9C00 0x0C01 0x9C02 Block No. 0 1 2 CHR Code & ATRB CHR Code & ATRB CHR Code & ATRB Correspondence between LCD screen and block numbers as shown in preceding figure. 0x9FFD 0x9FFE 0x9FFF CHR Code & ATRB CHR Code & ATRB CHR Code & ATRB 1021 1022 1023 ATRB: Attribute Note: Attributes specified only with CGB. 51 Game Boy Programming Manual 1.5 LCD Screen ♦ Window Display Specifying a position on the LCD screen using registers WX and WY causes the window to open downward and to the right beginning from that position. Window display data also can be specified as character codes, beginning from 0x9800 or 0x9C00 in external SRAM. OBJ character data is displayed in the window in the same way as the BG screen. WX O O LCD Screen Area 159 WY Window Display Area 143 52 Chapter 2: Display Functions u Screen Timing 160 Segments 144 lines LCD Display Screen 15.66ms 10 lines Vertical Blanking Period 1.09ms 108.7µs/1 line Frame frequency: 59.7Hz 53 Game Boy Programming Manual 1.6 LCD Display Registers 54 Chapter 2: Display Functions STAT indicates the current status of the LCD controller. Mode 00: A flag value of 1 represents a horizontal blanking period and means that the CPU has access to display RAM (0x8000-0x9FFF). When the value of the flag is 0, display RAM is in use by the LCD controller. Mode 01: A flag value of 1 indicates a vertical blanking period and means that the CPU has access (approximately 1 ms) to display RAM (0x8000-0x9FFF). Mode 10: A flag value of 1 means that OAM (0xFE00-0xFE90) is being used by the LCD controller and is inaccessible by the CPU. Mode 11: A flag value of 1 means that the LCD controller is using OAM (0xFE00-0xFE90) and display RAM (0x8000-0x9FFF). The CPU cannot access either of these areas. In addition, the register allows selection of 1 of the 4 types of interrupts from the LCD controller. Executing a write instruction for the match flag resets that flag but does not change the mode flag. Changing the values of SCY and SCX scrolls the BG screen vertically and horizontally one dot (or pixel) at a time. 55 Game Boy Programming Manual LY indicates which line of data is currently being transferred to the LCD driver. LY takes a value of 0-153, with 144-153 representing the vertical blanking period. When the value of bit 7 of the LCDC register is 1, writing 1 to this again does not change the value of register LY. Writing a value of 0 to bit 7 of the LCDC register when its value is 1 stops the LCD controller, and the value of register LY immediately becomes 0. (Note: Values should not be written to the register during screen display.) Register LYC is a register compared with register LY. If they match, the Matchflag of the STAT register is set. NOTE The following 3 registers (BGP, OBP0, and OBP1) are valid in DMG and DMG mode of CGB. For information on CGB color palette settings, see Section 3, LCD Color Display. 56 Chapter 2: Display Functions The grayscales (2 bit) for the character dot data is converted by the palette data (BG: register BGP; OBJ: OBP0 or OBP1) and output to the LCD driver as data representing 4 shades (including transparent). 0 ≤ WY ≤ 143 With WY = 0, the window is displayed from the top edge of the LCD screen. 7 ≤ WX ≤ 166 With WX = 7, the window is displayed from the left edge of the LCD screen. 57 Game Boy Programming Manual Values of 0-6 should not be specified for WX. WX 0 0 159 LCD screen area WY Window Display Area 143 OBJ characters are displayed in the same manner in the window as on BG. 1.7 OAM Registers OBJ (Object) ♦ ♦ Data for 40 objects (OBJ) can be loaded into internal OAM RAM in the CPU (0xFE00-OxFE9F), and 40 objects can be displayed to the LCD. Up to 10 objects can be displayed on the same Y line. Each object consists of a y-coordinate (8 bits), x-coordinate (8 bits), and CHR code (8 bits) and specifications for BG and OBJ display priority (1 bit), vertical flip (1bit), horizontal flip (1 bit), DMG-mode palette, (1 bit), character bank (1bit), and color palette (3 bits), for a total of 32 bits. An 8 x 8- or 8 x 16-dot block composition can be specified for an OBJ using bit 2 of the LCDC register. With an 8 x 16-dot composition, the CHR code is specifed as an even number, as in DMG. ♦ 58 Chapter 2: Display Functions OAM Register OBJ1-OBJ39 have the same composition as OBJ0. Note In DMG mode, the lower 4 bits of the attribute flag are invalid; only the flags in the upper 4 bits including the palette flag are valid. 59 Game Boy Programming Manual 1.8 DMA Registers 1.8.1 DMA Transfers in DMG DMA transfers of 40 x 32 bits of data can be performed from the RAM area (0x8000-0xDFFF) to OAM (OxFE00-0xFE9F). The transfer time is 160 µs. Note that in DMG, data cannot be transferred by DMA from ROM area 0x0000-0x7FFF. The starting address of a DMA transfer can be specified as 0x8000-0xDFFF in increments of 0x100. Note that the method used for transfers from 0x8000-0x9FFF (display RAM) is different from that used for transfers from other addresses. Example 1 The following example shows how to perform a DMA transfer of 40 x 32 bits from the expansion RAM area (0xC000-0xC09F) to OAM (0xFE00-0xFE9F). During DMA, the CPU is run using the internal RAM area (0xFF80-0xFFFE) to prevent external bus conflicts. 1. The program writes the following instructions to internal RAM (0xFF80-0xFFFE): Address FF80 Machine Code 3E C0 E0 46 3E 28 3D 20 FD C9 Label Instruction LD LD LD DEC JR A, 0C0H (DMA) , A A, 40 A NZ, L1 RET Comment ;C000-C09F→OAM ;160-cycle wait L1: 2. Example of program that writes the above instructions to internal RAM starting from 0xFF80: Label LD LD LD LD LD INC DEC JR • • • DB DB Instruction C, 80H B, 10 HL, DMADATA A, (HLI) (C), A C B NZ, L2 L2: DMADATA 3EH, 0C0H, 0E0H, 46H, 3EH 28H, 3DH, 20H, 0FDH, 0C9H 60 Chapter 2: Display Functions 3. When the DMA transfer is performed, the subroutine written to internal RAM shown in Step 1 above is executed: • CALL • 0FF80H :DMA transfer Note The preceding program is used for DMA transfers performed within routines for processing interrupts implemented by vertical blanking. In all other cases, however, the program written to internal RAM should be as shown below to prevent interrupts during a transfer. Label Instruction DI LD A, 0C0H LD (DMA), A LD A, 40 DEC A JR NZ, L1 EI RET Address Machine Code FF80 F3 3E C0 E0 46 3E 28 3D 20 FD FB C9 Comment :Interrupt disabled :C000~C09F→0AM :160-cycle wait L1: :Interrupt enabled Example 2 The example below shows a DMA transfer of 40 x 32 bits of data from the display RAM area (0x9F00-0x9F9F) to OAM (0xFE00-0xFE9H). Machine Code 3E 9F E0 46 Label LD LD Instruction A, 9FH (DMA), A Comment :9F00~9F9F→0AM Data can be transferred by DMA from 0x8000-0x9F9F to OAM either by the method shown in Example 1 or by using only the above instructions. 1.8.2 DMA Transfers in CGB Using the Earlier DMA Transfer Method This DMA method transfers only 40 x 32 bits of data from 0-0xDFFF to OAM (0xFE00-0xFE9F). The transfer starting address can be specified as 0-0xDFFF in increments of 0x100. The transfer method is the same as that used in DMG, but when data is transferred from 0x8000-0x9FFF (LCD display RAM area), the data transferred are those in the bank specified by bit 0 of register VBK. When transferring data from 0xD0000xDFFF (unit working RAM area), the data transferred are those in the bank specified by the lower 3 bits of register SVBK. Note When the CPU is operating at double-speed, the transfer rate is also doubled. Using the New DMA Transfer Method The DMA transfer method provided for DMG has been augmented in CGB with the following DMA transfer functions. 1) Horizontal Blanking DMA Transfer 61 Game Boy Programming Manual Sixteen bytes of data can be automatically transferred from the user program area (0-0x7FFF) or external and unit working RAM area (0xA000-0xDFFF) to the LCD display RAM area (0x8000-0x9FFF) during each horizontal blanking period. The number of lines transferred by DMA in a horizontal blanking period can be specified as 1-128 by setting register HDMA5. CPU processing is halted during a DMA transfer period. 2) General-Purpose DMA Transfers Between 16 and 2048 bytes (specified in 16-byte increments) are transferred from the user program area (00x7FFF) or external and unit working RAM area (0xA000-0xDFFF) to the LCD display RAM area (0x80000x9FFF). As with horizontal blanking DMA transfers, CPU operation is halted during the DMA transfer period. The unit working RAM area (0xD000-0xDFFF) selected as the transfer source is the bank specified by register SVBK. The LCD display RAM area (0x8000-0x9FFF) selected as the transfer destination is the bank specified by register VBK. Special Notes ♦ The number of bytes transferred by the new DMA method must be specified in 16-byte increments; byte counts that are not a multiple of 16 cannot be transferred. ♦ With the new DMA transfer method, transfers are performed at a fixed rate regardless of whether the CPU is set to operate at normal or double-speed. ♦ Horizontal blanking DMA transfer should always be started with the LCDC on and the STAT mode set to a value other than 00. ♦ General-purpose DMA transfer should be performed with the LCDC off or during a vertical blanking period. ♦ When the new DMA transfer method is used to transfer data from the user program area (0-0x7FFF), mask ROM and MBC for double-speed mode are required. 1.8.3 DMA Control Register: For both DMG and CGB 62 Chapter 2: Display Functions 1.8.4 New DMA Control Registers: CGB only Note These registers cannot be written to in DMG mode. 63 Game Boy Programming Manual 1.9 OBJ Display Priority As a rule, when objects overlap, the one with the lower OBJ number is given priority. In DMG or DMG mode of CGB, among overlapping objects with different x-coordinates, priority is given to the object with the smallest xcoordinate. 1) The case with the same x-coordinate: For both DMG and CGB C B A a = No. of OBJ A b = No. of OBJ B c = No. of OBJ C When a < b < c, objects are displayed as indicated in the figure at left. 2) The case with different x-coordinates: CGB only a = No. of OBJ A b = No. of OBJ B c = No. of OBJ C B When a < b < c, objects are is displayed as indicated in the figures below. B A A C B C C A 3) Different x-coordinates: DMG/CGB in DMG mode In DMB mode and with objects with different x-coordinates, the object with the smallest x-coordinate is given priority. A B B a = No. of OBJ A b = No. of OBJ B When a < b, objects are displayed as indicated in the figure at left. A 64 Chapter 2: Display Functions 2. LCD COLOR DISPLAY (CGB ONLY) The LCD unit of the CGB system can display 32 shades each for RGB, for a total 32,768 colors. A single color palette consists of 4 colors selected from among these 32,768 colors. One of 8 palettes can be selected for each BG and OBJ character. However, because each OBJ includes transparent data, each OBJ color palette consists of 3 colors. The color palettes for BG and OBJ are independent of one another. 2.1 Color Palettes ♦ ♦ ♦ Eight palettes each are provided for BG and OBJ. Each palette consists of 4 colors and is specified by the display dot data (2 bits) (Palette data numbers 0-3). The color palettes represent each color with 2 bytes, with 5 bits of data for each color of RGB (32,768 displayable colors). 2.2 Color Palette Composition 1. BG Color Palettes Color Palette No. Color palette H00 Color palette H01 Color palette 0 Color palette H02 Color palette H03 Color palette L02 Color palette L03 2 3 Palette Data No. Color palette L00 Color palette L01 0 1 Color palettes 1-7 2. OBJ Color Palettes OBJ color palettes have the same composition as shown in the figure above. 65 Game Boy Programming Manual 2.3 Writing Data to a Color Palette Data is written to color palettes using the write-specification and write-data registers. The lower 6 bits of the write-specification register specifies the write address. When data is written to the write-data register, the data will be written to the address specified by the write-specification register. If the highest bit of the writespecification register is set to 1, the write address is then automatically incremented to specify the next address. (The next address is read from the lower 6 bits of the write-specification register.) The write-specification and write-data registers also are used to read data from color palettes. When the writedata register is read, the data at the address specified by the write-specification register is read. When data is read, the specified address is not incremented even if the most-significant bit of the write-specification register is set to 1. Note These registers cannot be written to in DMG mode. 66 Chapter 2: Display Functions 2.4 Overlapping OBJ and BG When objects are displayed, overlapping objects and background are displayed according to the display priority flags for OBJ and BG, as indicated below. The BG display priority flag can be used to assign BG display priority to individual characters. Display Priority Flag BG OBJ 0: Use OBJ priority 0: Priori ty to OBJ 1: Priori ty to BG Dot Data OBJ 00 00 obj obj 00 00 obj obj 00 00 obj obj Screen Display BG Palette 00 bg 00 bg 00 bg 00 bg 00 bg 00 bg BG BG OBJ OBJ BG BG OBJ BG BG BG OBJ BG Data 00 bg obj obj 00 bg obj bg 00 bg obj bg 1: Highest priority to BG (by character) 0 1 * obj and bg represent dot data (01, 10, 11) for OBJ and BG, respectively. 2.5 Display Using Earlier DMG Software (DMG mode) When earlier DMG software is used, coloring is performed automatically by the system using registers BGP, OBP0, and OBP1. However, the display uses 3 palettes, 1 for BG, with 4 colors, and 2 for OBJ, each with 3 colors (excluding transparent; maximum of 10 colors in 1 screen). 1. BG Display Colors specified in BG color palette No. 0 are displayed by the dot data (2 bits) whose grayscales are specified by register BGP. 2. OBJ Display Colors specified in OBJ color palettes No. 0 and No. 1 are displayed by the dot data (2 bits) whose grayscales are specified by registers OBP0 and OBP1. The CGB unit automatically selects the display color according to the color palette pre-registered in the CGB (cannot be changed by a program). However, when turning on power to the CGB, the player can select from a combination of the 12 colors registered in the unit. This function is available only in DMB mode. 67 Game Boy Programming Manual THIS PAGE WAS INTENTIONALLY LEFT BLANK. 68 Chapter 3: Sound Functions Chapter 3: Sound Functions ..................................................... 70 1. Overview of Sound Functions........................................................... 70 2. Sound Control Registers ................................................................... 72 2.1 2.2 2.3 2.4 2.5 Sound 1 Mode Registers ..............................................................................72 Sound 2 Mode Registers ..............................................................................75 Sound 3 Mode Registers ..............................................................................76 Sound 4 Mode Registers ..............................................................................78 Sound Control Registers..............................................................................80 3. VIN Terminal Usage Notes................................................................. 81 69 Game Boy Programming Manual CHAPTER 3: SOUND FUNCTIONS 1. OVERVIEW OF SOUND FUNCTIONS The sound circuitry consists of circuits that generate 4 types of sounds (Sounds 1-4). It can also synthesize external audio input waveforms and output sounds. (External audio input is a function available only in CGB). Sound 1: Sound 2: Sound 3: Sound 4: Generates a rectangle waveform with sweep and envelope functions. Generates a rectangle waveform with an envelope function. Outputs any waveform from waveform RAM. Generates white noise with an envelope function. Each sound has two modes, ON and OFF. ♦ ON Mode Sounds are output according to data in the mode register for each sound. The mode register data can be specified as needed while outputting sound. ♦ Initialization Flag When the default envelope values are set and the length counter is restarted, the initialization flag is set to 1 and the data is initialized. Mute In the following instances, the synthesizer will enter mute status. No sound will be output regardless of the ON flag setting. Sounds 1, 2, and 4: - When the output level is 0 with the default envelope value set to a value other than 0000 and in DOWN mode - When the step is 0 with the default envelope value set to a value of 0000 and in UP mode (NR12, NR22, and NR42 set to 0x08 and the initialization flag set) Sound 3: With the output level set to mute (bits 5 and 6 of NR32 set to 0) ♦ ♦ Stop Status In the following cases, the ON flag is reset and sound output is halted. -Sound output is halted by the length counter. -With Sound 1, during a sweep operation, an overflow occurs in addition mode. ♦ OFF Mode Stops operation of the frequency counter and D/A converter and halts sound output. ♦ Sounds 1, 2, and 4: -When the default level is set to 0000 with the envelope in DOWN mode (initialization not required) Sound 3: -When the Sound OFF flag (bit 7 of NR30) is set to 0. Setting the Sound OFF flag to 1 cancels OFF mode. ♦ 70 Chapter 3: Sound Functions Sound 3 is started by re-initialization. ♦ All Sounds OFF mode -Setting the All Sounds ON/OFF flag (bit 7 of NR52) to 0 resets all of the mode registers (for sounds 1, 2, 3, and 4) and halts sound output. Setting the All Sounds ON/OFF flag to 1 cancels All Sounds OFF mode. Note The sound mode registers should always be set after All Sound OFF mode is canceled. The sound mode registers cannot be set in All Sound OFF mode. ♦ Sound Usage Notes Use one of the following methods to halt sounds 1, 2, or 4. 1) Use NR51. 2) Set NR12, NR22, and NR42 to 0x08. 3) Set NR14, NR24, and NR44 to 0x80. 71 Game Boy Programming Manual 2. SOUND CONTROL REGISTERS 2.1 Sound 1 Mode Registers Sound 1 is a circuit that generates a rectangle waveform with sweep and envelope functions. It is set by registers NR10, NR11, NR12, NR13, and NR14. ♦ Sweep Shift Number The frequency with one shift (NR13 and NR14) is determined by the following formula. X (t) = X (t - 1) + X (t - 1) / 2n n = 0 to 7 X (0) = default data X (t-1) is the previous output frequency If the result of this formula is a value consisting of more than 11 bits, sound output is stopped and the Sound 1 ON flag of NR52 (bit 0) is reset. In a subtraction operation, if the subtrahend is less than 0, the result is the pre-calculation value X (t ) = X ( t 1 ). However, if n = 0, shifting does not occur and the frequency is unchanged. ♦ Sweep time (ts) Frequency varies with each value of ts. 000: Sweep OFF 001: ts=1/f128 (7.8ms) 010: ts=2/f128 (15.6ms) 011: ts=3/f128 (23.4ms) 100: ts=4/f128 (31.3ms) 101: ts=5/f128 (39.1ms) 110: ts=6/f128 (46.9ms) 111: ts=7/f128 (54.7ms) f128=128Hz Example: When NR10 = 0x79 and the default frequency = 0x400, the sweep waveform appears as follows. 7.8ms 54.7ms 11.7ms 54.7ms 13.6ms 54.7ms Note When the sweep function is not used, the increase/decrease flag should be set to 1 (subtraction mode). 72 Chapter 3: Sound Functions Sound length = (64 - t1) x (1/256) sec Waveform Duty Cycles 00 : 12.5% 01 : 25% 10 : 50% 11 : 75% Length of Envelope Steps: Sets the length of each step of envelope amplification or attenuation. Length of 1 step = N x (1/64) sec When N = 0, the envelope function is stopped. Default Envelope Value (0000 to 1111B): 16 step levels can be specified using the 4-bit D/A circuit. Maximum is 1111B, and 0000 is the mute setting. Example: When NR12 = 0x94, the Amp Gain is as follows. Amp. Gain 4/64 sec 73 Game Boy Programming Manual Counter/Continous Selection 0: Outputs continuous sound regardless of length data in register NR11. 1: Outputs sound for the duration specified by the length data in register NR11. When sound output is finished, bit 0 of register NR52, the Sound 1 ON flag, is reset. Initialize Setting this bit to 1 restarts Sound 1. With the 11-bit frequency data specified in NR13 and NR14 represented by x, the frequency, f, is determined by the following formula. f = 4194304 / (4 x 2 x (2048 - X)) Hz Thus, the minimum frequency is 64 Hz and the maximum is 131.1 KHz. 3 ♦ Sound 1 Usage Notes When no sweep function is used with Sound 1, the sweep time should be set to 0 (sweep OFF). In addition, either the sweep increase/decrease flag should be set to 1 or the sweep shift number set to 0 (set to 0x080x0F or 0x00 in NR10). Sound may not be produced if the sweep increase/decrease flag of NR10 is set to 0 (addition mode), the sweep shift number set to a value other than 0, and the mode set to sweep OFF (e.g. NR10 = 0x01) If the contents of the envelope register (NR12) needs to be changed during sound operation (ON flag set to 1), the initialize flag should be set after the value in the envelope register is set. 74 Chapter 3: Sound Functions 2.2 Sound 2 Mode Registers Sound 2 is a circuit that generates a rectangle waveform with an envelope function. It is set by registers NR21, NR22, NR23, and NR24. Counter/Continous Selection 0: Outputs continuous sound regardless of length data in register NR21. 1: Outputs sound for the duration specified by the length data in register NR21. When sound output is finished, bit 1 of register NR52, the Sound 2 ON flag, is reset. Initialize Setting this bit to 1 restarts Sound 2. ♦ Sound 2 Usage Notes If the contents of the envelope register (NR22) needs to be changed during sound operation (ON flag set to 1), the initialize flag should be set after the value in the envelope register is set. 75 Game Boy Programming Manual 2.3 Sound 3 Mode Registers Sound 3 is a circuit that generates user-defined waveforms. It automatically reads a waveform pattern (1 cycle) written to waveform RAM at 0xFF30-0xFF3F, and it can output a sound while changing its length, frequency, and level by registers NR30, NR31, NR32, NR33, and NR34. The settings of the sound length and frequency functions and data are the same as for the Sound 1 circuit. Output Level: 00: Mute 01: Output waveform RAM data (4-bit length) unmodified. 10: Output waveform RAM data (4-bit length) shifted 1 bit to the right (1/2). 11: Output waveform RAM data (4-bit length) shifted 2 bits to the right (1/4). Counter/Continous Selection 0: Outputs continuous sound regardless of length data in register NR31. 1: Outputs sound for the duration specified by the length data in register NR31. When sound output is finished, bit 2 of register NR52, the Sound 3 ON flag, is reset. 76 Chapter 3: Sound Functions Initialization Flag When the Sound OFF flag (bit 7, NR30) is set to 1, setting this bit to 1 restarts Sound 3. ♦ Sound 3 Usage Notes • • • ♦ The initialization flag should not be set when the frequency is changed during Sound 3 output. Setting the initialization flag during Sound 3 operation (Sound 3 ON flag = 1) may destroy the contents of waveform RAM. Setting the initialization flags for Sound 1, Sound 2, or Sound 4 does not cause a problem. Waveform RAM Composition Waveform RAM consists of waveform patterns of 4 bits x 32 steps. Address FF30 FF31 FF32 D7 D6 Step 0 Step 2 Step 4 D5 D4 D3 D2 Step 1 Step 3 Step 5 D1 D0 FF3F Step 30 Step 31 Example: Triangular Wave Data FF30H -- 01H, 23H, 45H, 67H 89H, ABH, CDH, EFH, EDH, CBH, A9H, 87H 65H, 43H, 21H, 00H FH OH OH 1FH Step 77 Game Boy Programming Manual 2.4 Sound 4 Mode Registers Sound 4 is a white-noise generating circuit. It can output sound while switching the number of steps of the polynomial counter for random number generation and changing the frequency dividing ratio and envelope data by registers NR41, NR42, NR43, and NR44. Selecting the dividing ratio of the frequency: Selects a 14-step prescalar input clock to produce the shift clock for the polynomial counter. 000 : fx1/23x2 001 : fx1/23x1 010 : fx1/23x1/2 011 : fx1/23x1/3 100 : fx1/23x1/4 101 : fx1/23x1/5 110 : fx1/23x1/6 111 : fx1/23x1/7 f=4/19430MHz Selecting the number of steps for the polynomial counter: 0: 15 steps 1: 7 steps 78 Chapter 3: Sound Functions Selecting the shift clock frequency of the polynomial counter: 0000: Dividing ratio frequency x 1/2 0001: Dividing ratio frequency x 1/22 0010: Dividing ratio frequency x 1/23 0011: Dividing ratio frequency x 1/24 : : 1101: Dividing ratio frequency x 1/214 1110: Prohibited code 1111: Prohibited code Counter/Continuous Selection: 0: Outputs continuous sound regardless of length data in register NR41. 1: Outputs sound for the duration specified by the length data in register NR41. When sound output is finished, bit 3 of register NR52, the Sound 4 ON flag, is reset. Initialize: Setting this bit to 1 restarts Sound 4. • Sound 4 Usage Notes If the contents of the envelope register (NR22) needs to be changed during sound operation (ON flag set to 1), the initialize flag should be set after the value in the envelope register is set. 79 Game Boy Programming Manual 2.5 Sound Control Registers Output Level: 000: Minimum level (Maximum level ÷ 8) 111: Maximum level V i n → SO1 ON/OFF (V i n → SO2 ON/OFF) Synthesizes audio input from Vin terminal with sounds 1-4 and ouputs the result. 0: No output 1: Output 80 Chapter 3: Sound Functions 3. VIN TERMINAL USAGE NOTES • • • The VIN terminal can be used normally only in CGB. (Since the signal from the VIN terminal is too low to be used, the VIN terminal cannot be used in DMG.) The maximum amplitude of the synthesized output is 3V. The design prevents the maximum amplitude from exceeding 3V when only sounds 1-4 are used, even when the output level for each sound is set to the maximum. When the output level is set to 0x0F, each sound is output at 0.75V. 0.75V x 4 = 3V • The maximum amplitude of the synthesized sound output also must be limited to 3V or less when the VIN terminal is used to input external sound. Example: Using Sounds 1-4 and the VIN terminal Use software to adjust the output levels of sounds 1-4 so that they do not exceed 0.6V (3V ÷). Also limit the output level of the VIN terminal to 0.6V or less (input range of 1.9 - 2.5V). +1.5V +0.3 2.2V -0.3 -1.5V • The input voltage from the VIN terminal also can be increased if the levels of the internal sounds are low or if not all 4 sounds are used (total output level of 3V or less). 81 Game Boy Programming Manual THIS PAGE WAS INTENTIONALLY LEFT BLANK 82 Game Boy Programming Manual 84 Chapter 4: CPU Instruction Set 85 Game Boy Programming Manual 86 Chapter 4: CPU Instruction Set 87 Game Boy Programming Manual 88 Chapter 4: CPU Instruction Set 89 Game Boy Programming Manual 90 Chapter 4: CPU Instruction Set 91 Game Boy Programming Manual 92 Chapter 4: CPU Instruction Set 93 Game Boy Programming Manual 94 Chapter 4: CPU Instruction Set 95 Game Boy Programming Manual 96 Chapter 4: CPU Instruction Set 97 Game Boy Programming Manual 98 Chapter 4: CPU Instruction Set 99 Game Boy Programming Manual 100 Chapter 4: CPU Instruction Set 101 Game Boy Programming Manual 102 Chapter 4: CPU Instruction Set 103 Game Boy Programming Manual 104 Chapter 4: CPU Instruction Set 105 Game Boy Programming Manual 106 Chapter 4: CPU Instruction Set 107 Game Boy Programming Manual 108 Chapter 4: CPU Instruction Set 109 Game Boy Programming Manual 110 Chapter 4: CPU Instruction Set 111 Game Boy Programming Manual 112 Chapter 5: Miscellaneous General Information Chapter 5: Miscellaneous General Information...................114 1. Monitor ROM ................................................................................ 114 2. Recognition Data for CGB only in ROM-registered Data ......... 115 3. Power-Saving Routines for the Main Program ......................... 116 4. Software Created Exclusively for CGB...................................... 117 5. Software Created to Operate on CGB........................................ 118 6. Software Created to Operate on CGB: Example........................119 6.1 Program Specifications.......................................................................... 119 6.2 CGB Recognition Method ...................................................................... 120 6.3 Flowcharts............................................................................................... 121 113 Game Boy Programming Manual CHAPTER 5: MISCELLANEOUS GENERAL INFORMATION 1. MONITOR ROM The DMG and CGB CPU includes internal monitor ROM. When power on the hardware is turned on, the monitor ROM checks for errors in the ‘Nintendo’ logo character data within the game software. If the data is correct, the Nintendo logo is displayed and the program is then started. If there is an error in the data, the screen flashes repeatedly. For information on registering the Nintendo logo character data, refer to Appendix 3 of this manual, Submission Requirements. The conditions required for starting the user program are as follows. Starting Address 0x150 (default value) The starting address can be freely set by writing a jump destination address at 0x102 and 0x103. LCDC value Stack value 0x91 0xFFFE 114 Chapter 5: Miscellaneous General Information 2. RECOGNITION DATA FOR CGB (CGB ONLY) IN ROM-REGISTERED DATA As with software created for DMG, software for CGB (including software only for CGB) must place data concerning items such as the name of the game and Game Pak specifications in the 80 bytes of the program area between 0x100 and 0x14F. In the system, a code indicating whether the software is for CGB should be set at address 0x143. Note For an overall description of the ROM area shown below, please refer to Appendix 3, Submission Requirements. Setting a value of 0x80 or 0xC0 at this address causes the system to recognize the software as being for CGB. If 0x00 or any value less than 0x7F (existing DMG software) is set at this address, the software is recognized as non-CGB software and CGB functions (registers) are not available. Starting Address +0 0x0100 0x0110 0x0120 0x0130 0x0140 Game Code (0x13F-0x142) Game Title (0x134 - 0x13E) Game Code +1 C3 +2 Lo +3 Hi +4 +5 +6 +7 +8 +9 +A +B +C +D +E +F 00 'Nintendo' Character Data (0x104 - 0x133) 33 CGB Support Code 00: DMG Exclusive 80: DMG/CGB Compatible C0: CGB Exclusive Maker Code SGB Support Code Cassette Type ROM Size Destination Code RAM Size Checksum Complement Check Mask ROM Version CGB/CGB Only: When operating on CGB, up to 56 colors can be displayed on a single screen. Non-CGB: When operating on CGB, up to 10 colors can be displayed on a single screen. Note Regardless of the type of game, the following fixed values should be stored at the following addresses. • • • • Address 0x100=0x00 Address 0x101=0xC3 Address 0x14B=0x33 Addresses 0x104 – 0x133=‘Nintendo’ character data 115 Game Boy Programming Manual 3. POWER-SAVING ROUTINES FOR THE MAIN PROGRAM To minimize battery power consumption and extend battery life, inclusion of programs such as those shown below is recommended. During waiting for vertical blanking, halt the CPU system clock to reduce power consumption by the CPU and ROM. ;****** ;****** ;****** MAIN CALL CALL VBLK_WT HALT Main Routine ****** ****** ****** CONT GAME : : Keypad input. Game or other processing. NOP LD AND JR XOR LD JR ;****** ;****** ;****** VBLK PUSH PUSH PUSH PUSH CALL LD LD POP POP POP POP RETI AF BC DE HL DMA A, 1 (VBLK_F), A HL DE BC AF A, (VBLK_F) A Z, VBLK_WT A (VBLK_F), A MAIN : : : : Halt the system clock. Return from HALT mode if an interrupt is generated. Wait for a vertical blanking interrupt. Used to avoid bugs in the rare case that the instruction. after the HALT instruction is not executed. Generate a V-blank interrupt? Jump if a non-V-blank interrupt. : : Vertical Blanking Routine ****** ****** ****** : Set the V-blank completion flag. HALT instructions should not be executed while CGB horizontal blanking DMA is executed. (See Appendix 1, Programming Cautions.) 116 Chapter 5: Miscellaneous General Information 4. SOFTWARE CREATED EXCLUSIVELY FOR CGB Because the shape of the Game Pak for CGB-only software is the same as that for DMG, CGB-only Game Paks also can be inserted in DMG. Therefore, a program that displays a message such as that shown below when a CGB-only Game Pak is mistakenly inserted in DMG should always be included in the software. The upper part of the message screen should display the official title of the game. If the title is similar to that of other software (e.g., series software), a subtitle should also be displayed to distinguish the programs from one another. For information on software methods of distinguishing game units, see Section 6 of this chapter, Software Created for CGB: Example. Sample Message Display [Game Title] This software is intended only for use with Game Boy Color. Please use it with Game Boy Color. 117 Game Boy Programming Manual 5. SOFTWARE CREATED TO OPERATE ON CGB As is shown below, CGB and DMG differ slightly in their specifications and operation. When creating software to operate on CGB, please give appropriate consideration to these differences. CGB When objects with different xcoordinates overlap, the object with the lowest OBJ NO. is given display priority. In CGB mode, BG display CANNOT be turned off using bit 0 of the LCDC register (address 0xFF40). DMG When objects with different xcoordinates overlap, the object with the smallest x-coordinate is given display priority. BG display CAN be turned on and off using bit 0 of the LCDC register (address 0xFF40). When the value of register WX (address 0xFF4B) is 166, the window is partially displayed. When an instruction that register pair increment is used, if the value of the register pair is an address that specifies OAM (0xFE00-0xFE9F), OAM may be destroyed. 118 Chapter 5: Miscellaneous General Information 6. SOFTWARE CREATED TO OPERATE ON CGB: EXAMPLE When creating software for CGB, a CGB support code is set in the ROM data area, and processing branches according to the hardware used internally by the program. For more information, see the flowchart in Part 1 of Section 6.3 of this chapter. Limiting the functions used, as shown below, allows the same processing to be used for different units without branching. For more information, see the flowchart in Part 2 of Section 6.3 of this chapter. The following example describes how to create a program that operates on both CGB and DMG and allows display of 56 colors when running on CGB . Such means can be used to maintain compatibility with earlier hardware (DMG) while using CGB functions. 6.1 Program Specifications • • Only bank 0 is used as the character data area. Only the bits that specify the color palette (bits 0-2 of bank 1) are used for BG attributes. Bank 0 0x8000 Character Data Character Data Bank 1 0x9800 0x9C00 0x9FFF BG CHR Code BG CHR Code BG attribute BG attribute 7 6 5 4 3 2 1 0 0 0 0 0 Fixed at 0 Specify Color Palette • Both the color palette and DMG-mode palette are set as attribute flags in the OAM register. 7 6 5 4 3 2 1 0 OAM Register 0 Attributes Color Palette DMG-Mode Palette • None of the other expanded CGB functions are used. 119 Game Boy Programming Manual 6.2 CGB Recognition Method Immediately after program startup, the initial value of the accumulator (register A) is read to determine whether the hardware on which the program is operating is a DMG (SGB), MGB/MGL (SGB2) , or CGB. 0x01 → DMG (SGB) 0xFF → MGB/MGL (SGB2) 0x11 → CGB 120 Chapter 5: Miscellaneous General Information 6.3 Flowcharts 1) Branched Processing for CGB and DMG/MGB/MGL CGB support code (0x80) written to ROM data area (address 0x143) Start Supplemental processing for CGB support Unit Discrimination: Value of register A is read 0x11 CGB CGB flag 0x01 (DMG) 0xFF (MGB/MGL) 1 Initialization Color Palette Transfer (rewrite) OAM Transfer BG CHR Code Transfer (LCD Display RAM Bank 0) CGB? CGB Flag Check = 1 (CGB) =0 (DMG/MGB/MGL) LCD display RAM switched to bank 1, BG attributes transferred. LCDC ON Color display in CGB Monochrome display in DMG/MGB/MGL LCDC OFF or blanking 121 Game Boy Programming Manual 2) Uniform processing for CGB and DMG/MGB/MGL CGB support code (0x80) written to ROM data area (address 0x143) Start Supplemental processing for CGB support Initialization Color Palette Transfer (rewrite) OAM Transfer BG Attribute Transfer (LCD Display RAM Bank 1) BG CHR Code Transfer (LCD Display RAM Bank 0) LCDC ON Color display in CGB Monochrome display in DMG/MGB/MGL LCDC OFF or blanking Note The BG attributes should always be transferred before the BG character code. Even if only the BG attributes are changed, always transfer the character code from that same address. 122 Chapter 6: The Super Game Boy System Chapter 6: The Super Game Boy System ............................124 1. Overview......................................................................................... 124 1.1 What is Super Game Boy? .....................................................................124 1.2 Block Diagram.........................................................................................125 1.3 Functions.................................................................................................126 1.4 System Program .....................................................................................126 2. Sending Commands and Data to SUPER NES.......................... 127 2.1 System Commands ................................................................................127 2.2 Data Transfer Using an Image Signal....................................................131 3. System Commands ...................................................................... 132 3.1 System Command Summary .................................................................132 3.2 System Command Details......................................................................133 3.3 Cautions Regarding Sending Commands ............................................167 3.4 Sound Flag Summary .............................................................................167 4. Miscellaneous ............................................................................... 173 4.1 Reading Input from Multiple Controllers ..............................................173 4.2 Recognizing SGB....................................................................................174 4.3 SGB Register Summary .........................................................................176 4.4 Flowchart of Initial Settings Routine.....................................................177 5. Programming Cautions................................................................ 178 5.1 ROM Registration Data...........................................................................178 5.2 Initial Data................................................................................................178 5.3 SOU_TRN default data ...........................................................................179 123 Game Boy Programming Manual CHAPTER 6: THE SUPER GAME BOY SYSTEM 1. OVERVIEW 1.1 What is Super Game Boy (SGB)? SGB is a device that enables Game Boy software to be enjoyed on a TV screen. Game Boy software can be plugged into the SGB, which operates on the Super Nintendo Entertainment System (Super NES). SGB consists of the basic Game Boy circuitry, and components such as an Intercommunication Device (ICD, with built-in SGB RAM), the system program, and a CIC. Basic SGB operation involves conversion by the ICD of 2-bit, 4 grayscale image signals generated by the SGB CPU to SUPER NES character data and storage of these data in SGB RAM. The system program subsequently transfers this data by DMA to SUPER NES WRAM and then to VRAM. The above operations are performed repeatedly to display the Game Boy screen on a TV screen. Unmodified sound output from the SGB CPU is linked to the SUPER NES sound mixing circuit and is output from the speaker on the TV. These operations are controlled by the SGB system program and therefore require no special consideration when programming for Game Boy. Game Boy software not specifically created for SGB provides 4 colors in 4 grayscales. These colors are selected from several color patterns provided in the system program. Programming using the system commands described later allows a game to be represented using 4 palettes of 4 colors each per screen and SUPER NES functions such as SUPER NES sound. Super Game Boy comes in 2 models: the 1994 model, which has no communication connector, and the 1998 model, which is equipped with a communication connector. This manual uses the term SGB2 when discussing points that concern only the 1998 model. Descriptions that use the term Super Game Boy or SGB refer to both Super Game Boy models. SGB2 allows game representations that use SHVC functions for communication play. (SGB2 has not been released in the U.S. market.) 124 Chapter 6: The Super Game Boy System 1.2 Block Diagram SYS CLK 6-Pin Subconnector (SGB2 only) VISUAL DATA KEY DATA Address Address Data SGBRA M System Program ROM Data Register file ICD SGB-CPU SOUND L, R CIC W-RAM 64Kbit 32P Card Connector DMG Game Pak V-RAM 64Kbit SNES62P Card Edge 125 Game Boy Programming Manual 1.3 Functions The types of representations indicated below can be implemented using SUPER NES functions invoked by sending system commands. For more information, please see Section 3 in this chapter, System Commands. Image Functions • • • Up to 4 palettes of 4 colors each can be represented on a single screen. Multiple areas can be specified for each screen, and separate color palette attributes can be specified for each area. Color palette attributes can be specified separately for each character (8 x 8 bits). Sound Functions • • The rich variety of sound effects included the system program can be generated by the SUPER NES audio processing unit (APU). The sound generator included in the system program can be used by transferring music data. Controller Functions • Data from multiple SUPER NES controllers data can be read, providing for multiplayer games that can accommodate between 2 and 4 players. Miscellaneous • SUPER NES program data can be transferred. 1.4 System Program The system program can provide the following features. • On the T.V. screen, the system program displays the space outside the game screen (picture frame). The picture frame has the following features. • The frame can be selected from among 9 pre-loaded frames. • A mode in which an image created by the game producer is transferred and displayed as the frame. • A drawing mode that allows the user to create the frame. Features of the color palette selection screen are as follows. • Palettes can be selected from among 32 pre-loaded palettes. • A mode that allows colors to be set from DMG in DMG games. A mode is available that allows the user to arrange the colors on a palette. A screen is provided for changing the key configuration of the controller. 126 Chapter 6: The Super Game Boy System • If the commands described in Section 3.2 in this chapter, System Command Details, are sent to the register file, Super NES functions, such as those described in Section 1.3, Functions, can be used by having the system program read these commands. 2. SENDING COMMANDS AND DATA TO SUPER NES The following 2 methods can be used to send data from a DMG program to Super NES. Send data to the register file using P14 and P15. The size of the register file is 128 bits; this is referred to as 1 packet. Send data to SGB RAM using an image signal. NOTE Data transfers from the register file and SGB RAM to SUPER NES are performed by the system program. 2.1 System Commands Using the register file to transmit system commands allows the various SUPER NES functions described below to be used in games. The system program receives the commands and performs the specified processing. • Data Format of System Commands 1) Data Transmission Methods Using 2 bits in SGB (P14 and P15 of SGB CPU), data is sent to the register file by serial transmission. 127 Game Boy Programming Manual The system program reads the contents written to the register file. 1. Start write P14 H L H L A LOW pulse is output to both P14 and P15. This is required for transmission of each packet (128 bits) . P15 2. Write 0 P14 H L H L P15 is fixed at HIGH, and a LOW pulse is output to P14. P15 3. Write 1 P14 H L H L P14 is fixed at HIGH, and a LOW pulse is output to P15. P15 P14 or P15 Pulse Width P15 or P14 b, d a b c d e a, c, e 5 µ s (min) 15 µ s (min) 128 Chapter 6: The Super Game Boy System 2) Write Example d0 P14 d1 d2 d3 d4 d5 d6 P15 Start 1 1 0 0 1 0 1 3) Format of Data Transmitted to Register File Direction of data transmission d7 00h d6 d5 d4 d3 d2 d1 d0 System Command No. of Packets Transmitted No. of packets transmitted: 0x1-0x7 Indicates the total, including the first packet. System command code: 0x0-0x1F d7 d6 d5 01h 02h d4 d3 d2 d1 d0 Transmitted Data : 0Fh : : : 0 0 transmitted in bit 129. If 2 or more packets are used for one system command, bits 0x00-0xF of the second packet onward are used for data. 129 Game Boy Programming Manual Transmission Procedure 1. 2. Start of write Data transmission (example) Transmitted Data d0, d1, d2, d3, d4, d5, d6, d7 00h : 0 1 0 1 0 0 0 0 No. of packets: 0x2 0x01: 0x02: : : Command code: 0x1 data data : : 0xF: 3. data Transmission of 0 in bit 129 Bit 129: 0 4. Start of write 5. Data transmission: second packet 0x00: 0x01: : : data data : : 0xF: 1. data Transmission of 0 in bit 129 Bit 129: 0 4) Transmission Interval The interval between completion of transmission of one packet (128 bits + 1 bit) and transmission of the next packet is set at approximately 60 msec (4 frames). Transmission ends Transmission starts Transmission ends • • • Transmssion starts 4 frames 5) Transmission Bit 129 1 packet 4 frames The data in bit 129 marks the end of one packet, so it should always be transmitted. 130 Chapter 6: The Super Game Boy System 2.2 Data Transfer Using an Image Signal Data and programs stored in a cartridge can be transferred using the image signal transmission path (LD0, LD1). Character data stored in DMG VRAM and displayed are then stored in SGB RAM. The system program usually transfers these data to SUPER NES VRAM as character data. However, when a specific command is received, the data is handled as data for command processing. The displayed image signal is handled directly as data, so be careful to ensure that the OBJ display and window are set to OFF, the correct values are set for the DMB color palette, and the BG to be displayed is correctly transferred. When data is transferred they are displayed to the screen, so the system command MASK_EN must be used to mask the screen. For more information, see Section 3.2 in this chapter, System Command Details. Note Commands that transfer data using image signals are indicated by the heading, Data Transfer Using VRAM. 131 Game Boy Programming Manual 3. SYSTEM COMMANDS 3.1 System Command Summary Command PALO1 PAL23 PAL03 PAL12 ATTR_BLK ATTR_LIN ATTR_DIV ATTR_CHR SOUND SOU_TRN PAL_SET PAL_TRN ATRC_EN ICON_EN DATA_SND Command Code 00 01 02 03 04 05 06 07 08 09 Command DATA_TRN MLT_REQ JUMP CHR_TRN PCT_TRN ATTR_TRN ATTR_SET MASK_EN PAL_PRI Command Code 10 11 12 13 14 15 16 17 19 Use prohibited 0A 0D 18 Use prohibited 0B 0C 0E 0F 132 Chapter 6: The Super Game Boy System 3.2 System Command Details Please refer to the following map in the discussion of coordinate settings and color palette area specifications in the description of the system command functions. H 00 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 01 02 03 04 05 06 160 dots [20 Characters] 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 144 dots [18 characters] DMG Window 133 Game Boy Programming Manual Setting the Color Palettes and Attributes DMG Window SGB Color Palette SGB Color Palette0 SGB Color Palette1 SGB Color Palette2 SGB Color Palette3 00 01 10 11 Indirect setting of attributes by file number Direct setting of attributes (Command ATTR-BLK) (Command ATTR-LIN) (Command ATTR-DIV) (Command ATTR-SET) Attribute Files Indirect setting of SGB color (Command PAL-SET) (Command ATTR-CHR) ATFO-ATF44 DMG window attribute files (45 files) System Color Palette System Color Palette0 System Color Palette1 ..................... System Color Palette510 System Color Palette511 00 01 10 11 Direct setting of SGB color palettes (Command PAL01) (Command PAL23) (Command PAL03) (Command PAL12) Command PAL-SET/Option SGB Color data setting of system color palette (Command PALTRN) Game Pak Attribute file transfer (Command ATTR-TRN) Note Bit 00 of SGB color palettes 0 – 3 have the same color. The color setting in effect for this bit is the most recent setting. 134 Chapter 6: The Super Game Boy System DMG Color Palettes and SGB Color Palettes With DMG screen data representations, colors in SGB are converted from the grayscale data registered in the DMG color palettes, rather than being converted from the bit data for the character. 00 01 DMG palette 00 01 10 10 11 (m,n) Bit n layer 11 * 00-11 in the palette are grayscale data light 00> 01> 10> 11 dark Table 1 00 01 10 11 Green Gray Black SGB palette Red Bit m layer Table 2 Example: When the grayscale data shown in Table 1 are specified for the DMG palette, the character represented on the DMG LCD is as shown in the DMG character image figure below and to the Accordingly, when the color data shown in Table 2 are specified for the SGB palette, the character image represented on SUPER NES is as shown in the SGB character image figure below and to the right. DMG Character Image 10 00 However, if bit 11 of the DMG palette is set to grayscale 00, the portion of the DMG character image is displayed with a 00 grayscale, and the portion of the SGB character image is displayed as red rather than black. 00 01 00 11 00-11: grayscale data SGB character image Thus, in this case, when character data display using all of the colors on the SGB palette is desired, a separate grayscale palette (DMG palette) for SGB must be provided, DMG and SGB must be distinguished, and the program must be made to branch accordingly. (See Section 4.2, Recognizing SGB.) Gray Red Red Green Red Black 135 Game Boy Programming Manual When representing DMG grayscale on SGB, the image can be faithfully represented if 00 of the SGB palette is set to a light color and 11 to a dark color. Command: PAL01 (Code: 0x00) Function: Sets the color data of SGB color palettes 0 and 1. d7 0x00 0 0 0 0 0 0 0 d0 1 Number of packets: 0x1 (fixed) Command code: 0x00 d7 d0 d7 d0 Palette0 Color00 Data HIGH 7bit Palette0 Color01 Data HIGH 7bit Palette0 Color10 Data HIGH 7bit Palette0 Color11 Data HIGH 7bit 0x01 Palette0 Color00 Data LOW 8bit 0x03 Palette0 Color01 Data LOW 8bit 0x05 Palette0 Color10 Data LOW 8bit 0x07 Palette0 Color11 Data LOW 8bit 0x02 -0x04 -0x06 -0x08 -- d7 d0 d7 d0 Palette1 Color01 Data HIGH 7bit Palette1 Color10 Data HIGH 7bit Palette1 Color11 Data HIGH 7bit 0x09 Palette1 Color01 Data LOW 8bit 0x0B Palette1 Color10 Data LOW 8bit 0x0D Palette1 Color11 Data LOW 8bit 0x0A -0x0C -0x0E -0x0F 0 0 0 0 0 0 0 0 136 Chapter 6: The Super Game Boy System Command: PAL23 (Code: 0x01) Function: Sets the color data for SGB color palettes 2 and 3. d7 d0 0 0 0 0 0 0 0 0x00 0 Number of packets: 0x1 (fixed) Command code: 0x01 d7 d0 d7 d0 Palette2 Color00 Data HIGH 7bit Palette2 Color01 Data HIGH 7bit Palette2 Color10 Data HIGH 7bit Palette2 Color11 Data HIGH 7bit d0 Palette3 Color01 Data HIGH 7bit Palette3 Color10 Data HIGH 7bit Palette3 Color11 Data HIGH 7bit 0x01 Palette2 Color00 Data LOW 8bit 0x03 Palette2 Color01 Data LOW 8bit 0x05 Palette2 Color10 Data LOW 8bit 0x07 Palette2 Color11 Data LOW 8bit d7 d0 0x02 -0x04 -0x06 -0x08 -d7 0x09 Palette3 Color01 Data LOW 8bit 0x0B Palette3 Color10 Data LOW 8bit 0x0D Palette3 Color11 Data LOW 8bit 0x0A -0x0C -0x0E -- 0x0F 0 0 0 0 0 0 0 0 137 Game Boy Programming Manual Command: PAL03 (Code: 0x02) Function: Sets the color data for SGB color palettes 0 and 3. d7 d0 0 0 0 1 0 0 1 0x00 0 Number of packets: 0x1 (fixed) Command code: 0x02 d7 d0 d7 d0 Palette0 Color00 Data HIGH 7bit Palette0 Color01 Data HIGH 7bit Palette0 Color10 Data HIGH 7bit Palette0 Color11 Data HIGH 7bit d0 Palette3 Color01 Data HIGH 7bit Palette3 Color10 Data HIGH 7bit Palette3 Color11 Data HIGH 7bit 0x01 Palette0 Color00 Data LOW 8bit 0x03 Palette0 Color01 Data LOW 8bit 0x05 Palette0 Color10 Data LOW 8bit 0x07 Palette0 Color11 Data LOW 8bit d7 d0 0x02 -0x04 -0x06 -0x08 -d7 0x09 Palette3 Color01 Data LOW 8bit 0x0B Palette3 Color10 Data LOW 8bit 0x0D Palette3 Color11 Data LOW 8bit 0x0A -0x0C -0x0E -- 0x0F 0 0 0 0 0 0 0 0 138 Chapter 6: The Super Game Boy System Command: PAL12 Code: 0x03 Function: Sets the color data for SGB color palettes 1 and 2. d7 d0 0 0 1 1 0 0 1 0x00 0 Number of packets: 0x1 (fixed) Command code: 0x03 d7 d0 d7 d0 Palette1 Color00 Data HIGH 7bit Palette1 Color01 Data HIGH 7bit Palette1 Color10 Data HIGH 7bit Palette1 Color11 Data HIGH 7bit d0 Palette2 Color01 Data HIGH 7bit Palette2 Color10 Data HIGH 7bit Palette2 Color11 Data HIGH 7bit 0x01 0x03 0x05 0x07 Palette1 Color00 Data LOW 8bit Palette1 Color01 Data LOW 8bit Palette1 Color10 Data LOW 8bit Palette1 Color11 Data LOW 8bit d7 d0 0x02 -0x04 -0x06 -0x08 -d7 0x09 0x0B Palette2 Color01 Data LOW 8bit Palette2 Color10 Data LOW 8bit 0x0A -0x0C -0x0E -- 0x0D Palette2 Color11 Data LOW 8bit 0x0F 0 0 0 0 0 0 0 0 139 Game Boy Programming Manual Command Code: ATTR_BLK (Code: 0x04) Function: Applies the specified color palette attributes to areas inside and outside the square. d7 d0 0 1 0 0 0x00 0 Number of packets: 0x1 – 0x7 Command code: 0x04 d7 d0 --- 0x01 -- Number of data groups: 0x1- 0x12 (max) (A single group consists of a control code, color palette specification, and coordinates.) d7 d0 ----- 0x02 -- Control Code Controls the attribute area according to the data in 0x03. Control Codes 000 001 010 No control occurs. 011 100 101 110 111 Applies the attributes specified by d1 and d0 of 0x03 only to the area within the square (including the CHR border). Applies the color palette attributes specified by d3 and d2 of 0x03 only on the square CHR border. Applies the color palette attributes specified by d1 and d0 of 0x03 only to the area within the square, and applies the color palette attributes specified by d3 and d2 of 0x03 only to the border of the square. Applies the attributes specified by d5 and d4 of 0x03 only to the area outside the square (including the CHR border). Applies the color palette attributes specified by d1 and d0 of 0x03 to the area within the square, and applies the color palette attributes specified by d5 and d4 of 0x03 to the area outside of the CHR border. (CHR border is unchanged.) Applies the color palette attributes specified by d5 and d4 of 0x03 only to the area outside of the square, and applies the color palette attributes specified by d3 and d2 of 0x03 to the CHR border . Applies the specified color palette attributes to the area inside the square, to the CHR border line, and to the area outside the CHR border . The color palette attributes of areas not specified are not changed. 140 Chapter 6: The Super Game Boy System d7 d0 -- 0x03 -- Specifies the color palette Color palette number for the area inside the square. Color palette number for character area on the square Color palette number for area outside the square. d7 d0 --------Starting point H1 Starting point V1 0x04 -0x05 -0x06 -0x07 -- Starting (upper left) and ending (lower right) points of the square. Coordinate data Ending point h1 Ending point v1 (H1,V1) H V (h1,v1) d7 d0 -------------- 0x08 -0x09 -0x0A -0x0B -0x0C -0x0D -- Control Code Specifies the color palette Starting point H2 Starting point V2 Coordinate data Ending point h2 Ending point v2 0x0E 0 0x0F 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Note If the number of packets is 1, 0x00 is written to 0x0E and 0x0F. If the number of packets exceeds 1, the control code and color palette specification code of the next data item are written to 0x0E and 0x0F, respectively. 141 Game Boy Programming Manual When the number of packets exceeds 1: d7 d0 -------------- 0x0E 0x0F 0x00 ---- Control Code Color palette specification ↑Remainder of previous/first packet ↓Second packet Starting point H3 Starting point V3 Coordinate data Ending point h3 Ending point 0x01 -0x02 -0x03 -d7 v3 d0 0x04 -0x05 -0x06 -0x07 -0x08 -0x09 -d7 ------- -- -- -- Control code Color palette specification ----- Starting point H4 Starting point V4 Coordinate data Ending point h4 Ending point v4 d0 0x0A -0x0B -0x0C -0x0D -0x0E -0x0F -0x00 -0x01 -0x02 --------- -- -- -- Control code Color palette specification ------ Starting point H5 Starting point V5 Coordinate data Ending point h5 Ending point v5 -- -- Control code Color palette specification * * * The empty area of the packet is filled with 0x00. Note When there is no area inside the square border (e.g., h1 = H1 + 1), a control code such as one that sets the color attribute for the area inside the border cannot be used. 142 Chapter 6: The Super Game Boy System Please note that when ATTR_BLK, ATTR_LIN, ATTR_DIV, or ATTR_CHR are used, the data that is sent are valid even if MASK_EN (freezes screen immediately before masking) is selected. When using MASK_EN before these commands, use 0x10 or 0x11 as the argument. If 0x01 is used as the MASK_EN argument, ATTR_TRN and ATTR_SET should be used. 143 Game Boy Programming Manual Command: ATTR_LIN (Code: 0x05) Function: Applies the specified color palette attribute to a coordinate line. d7 d0 0 1 0 1 0x00 0 Number of packets: 0x1 – 0x7 Command code: 0x05 d7 d0 0x01 Data group: 0x1- 0x6E (max) d7 d0 0x02 Line Number First data item Palette number H/V mode bit 0: Specifies the H coordinate character line number (vertical line) 1: Specifies the V coordinate character line number (horizontal line) d7 d0 Character Line Character Line 0x03 0x04 : 0x0D 0x0F nth Packet 0x00 0x01 : 0x0F : : 2nd data item 3rd data item : 13 data item 14 data item th th : Character Line Character Line Character Line Character Line : Character Line : * See the note on ATTR_BLK. 144 Chapter 6: The Super Game Boy System Example d7 d0 0 1 0 1 0 0 1 0x00 0 Number of packets transmitted: 1 Command code: 0x05 d7 d0 0 0 0 0 0 1 0 0x01 0 Number of data groups: 2 0x02 1 0 1 0 1 1 1 1 Character line number: 0x0F Palette number: 1 Coordinate setting: V 0x03 0 0 0 0 0 0 1 0 Character line number: 0x02 Palette number: 0 Coordinate setting: H Applies the Palette 0 attribute to this line. →H 02 ↓ V 0F Applies the Palette 1 attribute to this line. * The color of intersection of the two lines is decided by the last line color. 145 Game Boy Programming Manual Command: ATTR_DIV (Code: 0x06) Function: Divides the color palette attributes of the screen by the specified coordinates. d7 d0 0 1 1 0 0 0 1 0x00 0 Number of packets: 0x1 Command code: 0x06 d7 d0 0x01 -- Number of the color palette of the bottom or right division. Number of the color palette of the top or left division. Color palette number of the character line on the dividing line. 0: Divide by the H coordinate character line number (vertical line) 1: Divide by the V coordinate character line number (horizontal line) d7 d0 --- 0x02 -- Coordinate data * 0x03 - 0x0F should be filled with 0x00. * See note on ATTR_BLK. 146 Chapter 6: The Super Game Boy System Example d7 d0 0 1 1 0 0 0 1 0x00 0 Number of packets transmitted: 1 Command code: 0x06 d7 d0 0 1 0 0 1 1 1 0x01 -- Palette: 3 Palette: 1 Palette: 2 Coordinate setting: H 0x02 -- -- -- 0 0 1 1 0 Character line number: 0x06 Sets this character line to the Palette 2 attribute. →H ↓ V 06 Palette 1 Palette 3 147 Game Boy Programming Manual Command: ATTRIBUTE_CHR (Code: 0x07) Function: Specifies a color palette for each character. d7 d0 0 1 1 1 0x00 0 Number of packets: 0x1 – 0x6 Command code: 0x07 d7 d0 --- 0x01 -- H coordinate of start of write d7 d0 --- 0x02 -- V coordinate of start of write d7 d0 0x03 Number of data items to send Each data item (2 bits) specifies a color palette. d7 d0 ------- 0x04 -- Most significant bit of number of data items sent, specified in 0x03 (The maximum number of data items required is 360.) d7 d0 ------- 0x05 -- Write horizontally: 0; Write vertically 148 Chapter 6: The Super Game Boy System START Horizontal write (H direction) 0x06 0x07 Pal.No. Pal.No Pal.No Pal.No START Pal.No Pal.No Pal.No Pal.No : : : : : : : : : : Vertical write (V direction) : : START Sending color palette data for entire screen: : : 6th Packet : : : : : : 0x0E 0x0F Pal.No. Pal.No. Pal.No. Pal.No. Pal.No. Pal.No. Pal.No. Pal.No. Data items nos. 357, 358, 359, and 360. * See note on ATTR_BLK. 149 Game Boy Programming Manual Command: SOUND (Code: 0x08) Function: Generates and halts internal sound effects and sounds that use internal tone data. d7 d0 1 0 0 0 0 0 1 0x00 0 Number of packets: 0x1 (fixed) Command code: 0x08 d7 d0 0x01 Sound Effect A (PORT1): decay Sound code 0x02 Sound Effect B (PORT2): sustain Sound code 0x03 Sound Effect A attributes Scale: 00<01<10<11 Low High Volume: 00: high; 01: medium; 10: low 11: enable mute (fade out) Sound Effect B attributes Scale: 00<01<10<11 Low High Volume: 00: high; 01: medium; 10: low d7 d0 0x04 BGM code When not used, 0x00 always written. * For more information, see Section 3.4, Sound Flag Lists. 150 Chapter 6: The Super Game Boy System Command: SOU_TRN (Code: 0x09) (Data transfer using VRAM) Function: Sends a sound program and sound data to the APU. d7 d0 1 0 0 1 0 0 1 0x00 0 Number of packets: 0x1 (fixed) Command code: 0x09 * The 4 Kbytes of SGB RAM data immediately following the command is sent to APU RAM. The data to be transferred must be prepared prior to the frame preceding issuance of the command. The transfer ends 6 frames after the command is issued (not counting the frame in which the command is issued). The beginning of the data for transfer contains a 16-bit representation of the number of data items and the transfer destination address, and the end contains an ending code and the starting address of the program. For more information, see Chapter 7: Super Game Boy Sound. APU RAM program area: 0x0400 – 0x2AFF/9.75 Kbytes APU RAM music data area: 0x2B00 – 0x4AFF/8 Kbytes APU RAM sampling data area: 0x4DB0-0xEEFF/40.25 Kbytes Note When SOU_TRN is used, 5 packets of SOU_TRN initialization should be sent to the register file. For more information, see Section 5.3, SOU_TRN Initialization Data. 151 Game Boy Programming Manual Command: PAL_SET (Code: 0x0A) Function: Applies system color palettes to SGB color palettes. d7 d0 1 0 1 0 0 0 1 0x00 0 Number of packets: 0x1 (fixed) Command code: 0x0A d7 d0 0x01 Number of the system color palette to apply to SGB color (LOW) d7 d0 ------- 0x02 -- Number of the system color palette to apply to SGB color (HIGH) * The system color palettes selected are palettes 000-511. Number of the system color palette applied to SGB color palette 1. d7 d0 LOW ------HIGH 0x03 0x04 -- Number of the system color palette applied to SGB color palette 2. d7 d0 LOW ------HIGH 0x05 0x06 -- Number of the system color palette applied to SGB color palette 3. d7 d0 LOW ------HIGH 0x07 0x08 -- 152 Chapter 6: The Super Game Boy System d7 d0 0x09 Specifies the attribute file (ATF) number (0x00 – 0x2C) 0: No change 1: Cancels masking after the data is set. 0: Not specified. 1: The specified attribute file number. * 0x0A - 0x0F should be filled with 0x00. 153 Game Boy Programming Manual Command: PAL_TRN (Code: 0x0B) (Data Transfer using VRAM) Function: Transfers color data to the system color palette. d7 d0 1 0 1 1 0 0 1 0x00 0 Number of packets: 0x1 (fixed) Command code: 0x0B * The 4 Kbytes of SGB RAM data immediate following the command is handled as system color palette data and stored in SUPER NES WRAM as data for system color palettes 000 – 511. The format of data storage in SGB RAM is as follows. d7 Byte 1 -d0 System Color Palette 000 bit 00 color code System Color Palette 000 bit 00 color code System Color Palette 000 bit 01 color code LOW HIGH LOW HIGH -: System Color Palette 000 bit 01 color code : : : LOW HIGH LOW HIGH System Color Palette 511 bit 10 color code -- System Color Palette 511 bit 10 color code System Color Palette 511 bit 10 color code Byte 4096 -- System Color Palette 511 bit 10 color code The storage addresses are 0x3000 - 0x3FFF. 154 Chapter 6: The Super Game Boy System Command: ATRC_EN (Code: 0x0C) Function: Enables and disables attraction mode. Enables and disables attraction on the picture frame. The default setting is enabled (0x00). If the command is issued during attraction, attraction is stopped. d7 d0 1 1 0 0 0 0 1 0x00 0 Number of packets: 0x1 (fixed) Command code: 0x0C d7 d0 ------- 0x01 -- 0: Enables attraction 1: Disables attraction Example: Attraction start duration for a model (type without communication connector). The time required for attraction to start for each picture frame is as follows. (Times shown in parentheses are times required to start attraction a second time.) Mario Cork Landscape Cinema Cats Pencils Escher art 7 min. (5 min.) 3 min. (5 min.) 1 min. (1 min.) 3 mins. 3 mins. 3 mins. (5 mins.) 7 mins. (5 mins.) 155 Game Boy Programming Manual Command: ICON_EN (Code: 0x0E) Function: Enables and disables the icon function. d7 d0 1 1 1 0 0 0 1 0x00 0 Number of packets: 0x1 (fixed) Command code: 0x0E d7 d0 ----- 0x01 -- Color palette 0: Enables use of color palettes internal to the SBG system program. 1: Disables use of color palettes internal to SBG system program. Control settings screen 0: Enable settings 1: Disable settings SGB register file transfer 0: Receive 1: Do not receive * The default value is 0x00. 156 Chapter 6: The Super Game Boy System Command: DATA_SND (Code: 0x0F) Function: Transfers data to SUPER NES WRAM using the register file. d7 d0 1 1 1 1 0 0 1 0x00 0 Number of packets: 0x1 (fixed) Command code: 0x0F d7 d0 0x01 Transfer destination address (LOW) d7 d0 0x02 Transfer destination address (HIGH) d7 d0 0x03 Bank number d7 d0 0x04 Number of data items: 0x1 – 0xB (max) d7 d0 0x05 0x06 : 0x0E 0x0F : : : Data * Free Addresses Bank 0x00 0x1800 - 0x1FFF Bank 0x7E 0xB000 - 0xBFFF Bank 0x7F 0x0000 - 0xFFFF 157 Game Boy Programming Manual Command: DATA_TRN (Code: 0x10) (Data Transfer using VRAM) Function: Transfers data in SGB RAM to SUPER NES WRAM. d7 d0 1 0 0 0 0 0 0 1 0x00 Number of packets: 0x1 (fixed) Command code: 10H d7 d0 0x01 Data transfer address (HIGH) d7 d0 0x02 Data transfer address (HIGH) d7 d0 0x03 Bank number * Free Addresses Bank 0x00 Bank 0x7E Bank 0x7F Note 0x1800 – 0x1FFF 0xB000 – 0xBFFF 0x0000 – 0xFFFF When an SHVC program is tranferred to WRAM and executed, 0x00 should be written to 0x1700 of bank 00. This can be written either by using DATA_SND or DATA_TRN or by using the transferred program. 158 Chapter 6: The Super Game Boy System Command: MLT_REQ (Code: 0x11) Function: Requests multiplayer mode. d7 d0 0 0 0 1 0 0 1 0x00 1 Number of packets: 0x1 (fixed) Command code: 11H d7 d0 ------ 0x01 -- 0: No request 1: Request The game program can use a connector for 2 controllers. (e.g., standard Controllers and Multiplayer 5) 0: 2 players 1: 4 players (Multiplayer 5 required) * The default value is 0x00. 159 Game Boy Programming Manual Command: JUMP (Code: 0x12) Function: Sets the SUPER NES program counter to the specified address. d7 d0 0 0 1 0 0 0 1 0x00 1 Number of packets: 0x1 (fixed) Command code: 0x12 d7 d0 0x01 Address (LOW) d7 d0 0x02 Address (HIGH) d7 d0 0x03 Bank number d7 d0 0x04 New NMI vector address (LOW) d7 d0 0x05 New NMI vector address (HIGH) d7 d0 0x06 Bank number Note If all addresses from 0x04 to 0x06 are set to 0, the NMI jumps to the original vector. NMI is disabled in the system program, so it must be enabled to be used. 160 Chapter 6: The Super Game Boy System Command: CHR_TRN (Code: 0x13) (Data Transfer using VRAM) Function: Transfers SUPER NES character format data. d7 d0 0 0 1 1 0 0 1 0x00 1 Number of packets: 0x1 (fixed) Command code: 0x13 0x01 -- -- -- -- -- -- 0 0: Data for characters 0x00 – 0x7F (BG) 1: Data for characters 0x80 – 0xFF (BG) The characters are in 16-color (4-bit) mode. Note The 4 Kbytes of SGB RAM data immediately following this command is handled as SUPER NES character data and transferred to SUPER NES VRAM. The format of the tranferred data is based on the SUPER NES character data format. The BG character names are allocated to 0x00 – 0xFF. When character data is used for the picture frame, characters with a character name setting of 0x00 should consist of null bits, and all dots of characters with a name setting of 0x01 should be represented by non-null bits. 161 Game Boy Programming Manual Command: PCT_TRN (Code: 0x14) (Data Transfer using VRAM) Function: Transfers screen data and color data for picture frames created by the software developer. d7 0x00 1 0 1 0 0 0 0 d0 1 Number of packets: 0x1 (fixed) Command code: 0x14 * The 4 Kbytes of SGB RAM immediately following this command are handled as screen data and transferred to SUPER NES VRAM. START DMG Window (Number of characters: 1,024) Picture Frame There should be 1,024 uncompressed characters of screen data. The inside of the DMG window should be filled with null characters. Three color palettes, 4-6, are transferred. The initial data consists of 2,048 bytes of screen data. This is followed by by 3 palettes of color data (2 bytes x 16 x 3). The format of the transferred data is based on that of SUPER NES screen and color data. However, the BG priority bit is set to 0, the color palettes to palette numbers 4-6, the higher-order 2 bits of the character name to 00b, and the characters to 8 x 8-bit mode. 162 Chapter 6: The Super Game Boy System Command: ATTR_TRN (Code: 0x15) (Data Transfer using VRAM) Function: Transfers attribute files. d7 0x00 1 0 1 0 1 0 0 d0 1 Number of packets: 0x1 (fixed) Command code: 0x15 * The 4 Kbytes of SGB RAM immediately following this command are transferred to WRAM as attribute files. (The capacity of each attribute file is 2 x 20 x 18/8 = 90 bytes. Thus, 45 attribute files occupy 4,050 bytes, 0xATF0-0xATF44. The ATF data format (90 bytes total) -- written horizontally from the left edge of the DMG window. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Byte 1 d7,d6 d5,d4 d3,d2 d1,d0 d7,d6 Byte 2 d5,d4 d3,d2 d1,d0 Byte 6 d7,d6 d5,d4 d3,d2 d1,d0 d7,d6 Byte 7 d5,d4 d3,d2 d1,d0 : : Byte 81 : : : : Byte 82 : : d7,d6 d5,d4 d3,d2 d1,d0 d7,d6 d5,d4 d3,d2 d1,d0 Byte 86 d7,d6 d5,d4 d3,d2 d1,d0 d7,d6 Byte 87 d5,d4 d3,d2 d1,d0 (The figure depicts a DMG window with 20 x 18 characters.) 163 Game Boy Programming Manual Command: ATTR_SET (Code: 0x16) Function: Applies the specified attribute file to the DMG window. d7 d0 0 1 1 0 0 0 1 0x00 1 Number of packets: 0x1 (fixed) Command code: 0x16 d7 d0 0x01 -- Specifies the attribute file number. (0x00 – 0x2C) 0: Not changed 1: Cancel masking after attribute file transfer * 0x02 - 0x0F filled with 0x00. 164 Chapter 6: The Super Game Boy System Command: MASK_EN (Code: 0x17) Function: Masks the DMG window. d7 d0 0 1 1 1 0 0 1 0x00 1 Number of packets: 0x1 (fixed) Command code: 0x17 d7 d0 ------ 0x01 -- 00: Cancels masking 01: Freezes the screen immediately before masking. (No transfers to SUPER NES VRAM are performed from after the command is issued until masking is canceled.) 10: Masks by setting all SGB color palette color codes to black. 11: Masks by setting all SGB color palette color codes to the same color (color of bit 00). * 0x2- 0xF filled with 0x00. Note When masking is performed at the start of the game, it should be performed after the DMG reset is canceled and around the time that the DMG screen is displayed on SGB. (The timing of the command should be adjusted so that it is issued after a wait of several frames.) Without this timing, the screen may be momentarily be displayed in monochrome. Note Masking with an argument (0X01) of 0x10 or 0x11 is prohibited during a game. 165 Game Boy Programming Manual Command: PAL_PRI (Code: 0x19) Function: Specifies the priority of the color palette for the application and the color palette selected by the player. d7 d0 1 0 0 1 0 0 1 0x00 1 Number of packets: 0x1 (fixed) Command code: 0x19 d7 d0 ------- 0x01 -- -- 0: Priority to the player-selected color palette 1: Priority to the application color palette * Default is 0. Priority to Player-Selected Color Palette When a screen that uses a player-selected color palette is displayed, any color or attribute settings commands that were sent have no effect on the DMG window. Priority to Application Color Palette When a screen that uses a player-selected color palette is displayed and a color or attribute setting command was sent, the sent colors are displayed in the DMG window. * The corresponding commands are as follows. 00, 01, 02, 03, 04, 05, 06, 07, 0A, 16 (Code value) 166 Chapter 6: The Super Game Boy System 3.3 Cautions Regarding Sending Commands • • • • • After each packet (128 bits) is sent, 0 must always be sent in bit 129. If a data sequence covers more than 1 packet, byte 1 of each packet after the first is a continuation of the data of the previous packet. 0x00 is written to the unused areas in each packet. Note that there are two modes of data transfer: register-file mode and a mode in which 4 Kbytes are tranferred using SGB RAM. Controller key input should not be read while a command is being sent. 3.4 Sound Flag Summary • • • • Pre-loaded sound effects A and B can be played simultaneously using system commands. The A sound effects are formants, primarily action sounds, and the B sound effects are looping sounds, primarily ambient sounds. The interval (frequency) for these sound effects can be set to 4 levels. Changing the interval A allows a completely different sound effect to be obtained with the same sound source. In addition, the volume can be set to 3 levels. 167 Game Boy Programming Manual 3.4.1 Sound Effect A Flags SOUND Command 0x01 Code 0x00 0x80 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F 0x10 0x11 0x12 0x13 0x14 0x15 0x16 d7-d0 [bit] 0x03 d1-d0 [bit] Recommended Interval Value Voices Used • • d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 0 d1 = 1 • d0 = 0 d1 = 1 • d0 = 0 d1 = 1 • d0 = 0 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 0 d1 = 1 • d0 = 0 d1 = 1 • d0 = 0 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 0 • • • • • • • • • • • • • • • • • • • • • • • 6 • 7 • 6 • 7 • • 7 Flag Meaning Dummy flag for retriggering Sound effect A stop (mute) Nintendo Game over sound Falling sound Predetermined sound • • • A Predetermined sound • • • B Selected sound • • • A Selected sound • • • B Selected sound • • • C Error sound • • • buzzer Item-catch sound One knock on door Explosion • • • small Explosion • • • medium Explosion • • • large Defeat sound • • • A Defeat sound • • • B Striking sound (attack) • • • A Striking sound (attack) • • • B Air-sucking sound Rocket launcher • • • A Rocket launcher • • • B Bubbling sound (in water) • 6 • 7 • • 7 • 6 • 7 • 6 • 7 • 6 • 7 • • 7 • 6 • 7 • • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • • 7 168 Chapter 6: The Super Game Boy System SOUND Command 0x01 Code 0x17 0x18 0x19 0x1A 0x1B 0x1C 0x1D 0x1E 0x1F 0x20 0x21 0x22 0x23 0x24 0x25 0x26 0x27 0x28 0x29 0x2A 0x2B 0x2C 0x2D 0x2E 0x2F 0x30 Flag Meaning Jump Fast jump d7-d0 [bit] 0x03 d1-d0 [bit] Recommended Interval Value d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 0 d1 = 1 • d0 = 0 d1 = 1 • d0 = 0 d1 = 1 • d0 = 1 d1 = 1 • d0 = 0 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 0 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 d1 = 1 • d0 = 0 d1 = 1 • d0 = 1 d1 = 1 • d0 = 1 Voices Used • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • 7 • 7 • 7 • 7 Jet (rocket) firing Jet (rocket) landing Cup breaking Glass breaking Level up Air injection Sword wielding Falling in water Fire Breaking wall Cancellation sound Stepping Block-hitting sound • 6 • 7 • 6 • 7 • 6 • 7 • • • • • 7 • 7 • 7 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • 6 • 7 • • 7 Sound of picture floating into view d1 = 1 • d0 = 1 Screen fade-in Screen fade-out Window opening Window closing Large laser sound d1 = 1 • d0 = 0 d1 = 1 • d0 = 0 d1 = 1 • d0 = 1 d1 = 1 • d0 = 0 d1 = 1 • d0 = 1 Sound of stone door closing (opening) d1 = 1 • d0 = 0 Teleportation Thunder Earthquake Small laser sound d1 = 1 • d0 = 1 d1 = 1 • d0 = 0 d1 = 1 • d0 = 0 d1 = 1 • d0 = 0 • 6 • 7 • 6 • 7 • 6 • 7 169 Game Boy Programming Manual 3.4.2 Sound Effect B Flags SOUND Command 0x02 Code 0x00 0x80 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F 0x10 0x11 0x12 0x13 0x14 0x15 d7-d0 [bit] 0x03 d5-d4 [bit] Recommended Interval Value Flag Meaning Dummy flag for retriggering Sound Effects B stop (mute) Applause • • • small crowd Applause • • • medium crowd Applause • • • large crowd Wind Rain Storm Hurricane Thunder Earthquake Lava flow Wave River Waterfall Small character running Horse galloping Warning sound Futuristic car running Jet flying UFO flying Electromagnetic waves Sound of score being raised Voices Used 0• 1 • 4 • 5 0• 1 • 4 • 5 d5 = 1 • d4 = 0 d5 = 1 • d4 = 0 d5 = 1 • d4 = 0 d5 = 0 • d4 = 1 d5 = 0 • d4 = 1 d5 = 0 • d4 = 1 d5 = 1 • d4 = 0 d5 = 0 • d4 = 0 d5 = 0 • d4 = 0 d5 = 0 • d4 = 0 d5 = 0 • d4 = 0 d5 = 1 • d4 = 1 d5 = 1 • d4 = 0 d5 = 1 • d4 = 1 d5 = 1 • d4 = 1 d5 = 0 • d4 = 1 d5 = 0 • d4 = 0 d5 = 0 • d4 = 1 d5 = 1 • d4 = 0 d5 = 0 • d4 = 0 d5 = 1 • d4 = 1 • • • • 5 • 4 • 5 0• 1 • 4 • 5 • • • 4 • 5 • • 5 • 1 • 4 • 5 0• 1 • 4 • 5 • • • • • • • • • • • • • • • 4 • 5 • 4 • 5 • 4 • 5 • • 5 • 4 • 5 • 4 • 5 • • • • • • • • • 5 • 5 • 5 • 5 • 5 • 5 • 5 • 5 170 Chapter 6: The Super Game Boy System SOUND Command 0x02 Code 0x16 0x17 0x18 0x19 0x81 0x82 d7-d0 [bit] 0x03 d5-d4 [bit] Recommended Interval Value d5 = 1 • d4 = 0 d5 = 0 • d4 = 0 d5 = 0 • d4 = 0 d5 = 0 • d4 = 0 Flag Meaning Fire Camera shutter (formant) Writing (formant) Erasing (formant) Use prohibited (used by system) Use prohibited (used by system) Voices Used • • • 5 0 • 1 • 4 • 5 • • • • • 5 • 5 171 Game Boy Programming Manual 3.4.2 Attributes of A and B Sound Effects SOUND Command 0x03 d7 d6 d5 d4 d3 × × A Sound Effects d2 × × × × 0 1 0 d1 0 0 1 1 × × × d0 0 1 0 1 × × × Interval (short) Interval (med-short) Interval (med-long) Interval (long) Volume (high) Volume (med) Volume (low) Interval (short) Interval (med-short) Interval (med-long) Interval (long) Volume (high) Volume (med) Volume (low) × × 0 0 1 × × × × × × 0 1 0 0 0 1 1 × × × 0 1 0 1 × × × 1 B Sound Effects × × 0 0 1 1 Mute ON • • • • Mute takes effect only when both bits d2 and d3 are set to 1. If the volume is set for either the A or B sound effect, mute is turned off. Fade-out and fade-in take effect with mute-on and mute-off, respectively. Mute-on and mute-off are implemented for BGM played by A and B sound effects and by the APU. There is no independent mute-off flag. When the mute flag is set, the volume and interval data for the A (Port 1) and B (Port 2) sound effects also should be set. 172 Chapter 6: The Super Game Boy System 4. MISCELLANEOUS 4.1 Reading Input from Multiple Controllers After a multiplayer request (Command MLT_REQ) is sent, data from controllers 1, 2, 3, and 4 automatically become readable. In 2-player mode, data from controller 1 is read first, followed by data from controller 2, then data from controller 1 again, and so on. In 4-player mode, the order is controller 1, controller 2, controller 3, controller 4, controller 1 again, and so on. In these cases, the next controller for which data is to be read must be determined beforehand by reading P10P13 with P14 and P15 high. P10 - P13 Next Controller to Read Controller 1 Controller 2 Controller 3 Controller 4 0xF 0xE 0xD 0xC Note Controller data cannot be read if Multiplayer 5 and SUPER NES Mouse are connected at the same time. 173 Game Boy Programming Manual 4.2 RECOGNIZING SGB 4.2.1 Distinguishing between Game Boy types (DMG, MGB/MGL, SGB, and SGB2) The program uses the following methods to determine which of the 4 types is operating. • Checks the initial value of the internal accumulator of the CPU. (distinguishes between previous/new versions of CPU). 01 FF → DMG or SGB → MGB/MGL or SGB2 • Sends a muliplayer request (Command MLT_REQ) and determines whether there is a switch to multiplayer mode. No switch → DMG or MGB/MGL Switch → SGB or SGB2 * The following table summarizes these methods. Initial Value of CPU Internal Accumulator 01 FF Switch/No Switch to Multiplayer Mode Game Boy Type DMG SGB MGB/MGL SGB2 No switch Switch No switch Switch 174 Chapter 6: The Super Game Boy System 4.2.2 Usage Example: Distinguishing Between the 4 Game Boy Types START Distinguish Between the 4 GB Types (See 4.2.1) DMG MGB/MGL SGB SGB2 DMG Communication Mode O SGB Competition Mode x DMG Communication Mode O SGB Competition Mode x DMG Communication Mode O SGB Competition Mode O * Allowing selection by the user is desirable. Main Routine * A sample program for distinguishing between GB types is provided. 175 Game Boy Programming Manual 4.3 SGB Register Summary The following registers can be used to perform functions such resetting the SGB CPU from a program transferred to SUPER NES WRAM and receiving and passing data to a DMG program. Register File Status [RFS] 0x6002 (RD) Reads the status of the register file 1:Ready 0: mid-transfer or read finished DMG Reset Register [DRR] 0x6003 (WR) Resets the SGB CPU -0: Reset 1: Cancel 0 0 -- -- 0 1 Controller Register1 [CR1] 0x6004 (WR) Writes data from controller 1 ST SE B A D U L R Data read at P15...................... Data read at P14 Register File [RF0 - RFF] 0x7000 - 0x700F (RD) Register file for communication * The RFS flag (0x6002) is cleared to 0 by the reading of 0x7000. The SGB CPU can be reset using DRR. Using RF0 - RFF and RFS allows data sent to the register file by the DMG program to be received by the SUPER NES program. CR1 is a register used by the original SGB system program for writing keypad data from controller 1. The SUPER NES program can use the controller-reading routine of the DMG program to receive data written to this register. 176 Chapter 6: The Super Game Boy System 4.4 Flowchart of Initial Settings Routine 177 Game Boy Programming Manual 5. PROGRAMMING CAUTIONS 5.1 ROM Registration Data To use SGB functions (system commands), the following values must be stored at the ROM addresses indicated. x146 0x03 and 0x14B 0x33 5.2 Initial Data When writing programs that use the system commands of SGB and SGB2, use the initialization routine of the game program to send the following 8 packets of default data to the register file. INIT1 INIT2 INIT3 INIT4 INIT5 INIT6 INIT7 INIT8 DEFB $79,$5D,$08,$00,$0B,$8C,$D0,$F4,$60,$00,$00,$00,$00,$00,$00,$00 DEFB $79,$52,$08,$00,$0B,$A9,$E7,$9F,$01,$C0,$7E,$E8,$E8,$E8,$E8,$E0 DEFB $79,$47,$08,$00,$0B,$C4,$D0,$16,$A5,$CB,$C9,$05,$D0,$10,$A2,$28 DEFB $79,$3C,$08,$00,$0B,$F0,$12,$A5,$C9,$C9,$C8,$D0,$1C,$A5,$CA,$C9 DEFB $79,$31,$08,$00,$0B,$0C,$A5,$CA,$C9,$7E,$D0,$06,$A5,$CB,$C9,$7E DEFB $79,$26,$08,$00,$0B,$39,$CD,$48,$0C,$D0,$34,$A5,$C9,$C9,$80,$D0 DEFB $79,$1B,$08,$00,$0B,$EA,$EA,$EA,$EA,$EA,$A9,$01,$CD,$4F,$0C,$D0 DEFB $79,$10,$08,$00,$0B,$4C,$20,$08,$EA,$EA,$EA,$EA,$EA,$60,$EA,$EA 178 Chapter 6: The Super Game Boy System 5.3 SOU_TRN initial data When using the SOU_TRN system command, send the following 5 packets of SOU_TRN default data to the register file before SOU_TRN is used. STI DB DB ST2 DB DB ST3 DB DB ST4 DB DB ST5 DB DB $79, $00, $09, $00, $0B $AD, $C2, $02, $C9, $09, $D0, $1A, $A9, $01, $8D, $00 $79, $0B, $09, $00, $0B $42, $AF, $DB, $FF, $00, $F0, $05, $20, $73, $C5, $80 $79, $16, $09, $00, $0B $03, $20, $76, $C5, $A9, $31, $8D, $00, $42, $68, $68 $79, $21, $09, $00, $01 $60, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 $79, $00, $08, $00, $03 $4C, $00, $09, $00, $00, $00, $00, $00, $00, $00, $00 179 Game Boy Programming Manual THIS PAGE WAS INTENTIONALLY LEFT BLANK. 180 Chapter 7: Super Game Boy Sound Chapter 7: Super Game Boy Sound...................................................... 182 1. SGB Sound Program Overview ................................................... 182 2. Memory Mapping (SUPER NES APU) ......................................... 183 3. Creating and Transferring Score Data ........................................ 184 3.1 Transferring Score Data ........................................................................184 3.2 Summary of BGM Flags.........................................................................184 3.3 Overview of Creating Score Data .........................................................185 3.4 Setting the NEWS System Working Environment...............................185 3.5 Setting the Working Environment When Using IS-SOUND ................189 3.6 Score Data Format When Using Original Tools ..................................190 3.7 Cautions Regarding Production of Musical Pieces............................202 3.8 Format of Transferred Data...................................................................203 4. SGB Sound Program Source List ............................................... 205 5. Transferring Audio Data to the Score Area ................................ 208 5.1 Required Data and Procedure for Audio Output.................................208 5.2 Transfer File Example............................................................................209 181 Game Boy Programming Manual CHAPTER 7: SUPER GAME BOY SOUND 1. SGB SOUND PROGRAM OVERVIEW The SGB sound program is a special SGB program built into the SGB system program. The sound program is automatically transferred to the SNES APU at system startup. Using the SGB system commands, pre-loaded sound effects in the sound program can be used in Game Boy application programs that support SGB (SGB software). These commands can be used to set each of the 73 types of pre-loaded sound effects to 4 intervals (playback frequencies) and 3 volume levels. Also preloaded are music data for BGM (instruments sound sampling data). This easily allows play of score data created with Kankichi-kun, the tool for creating SNES scores, and score data for KAN.ASM, the standard driver that is a software tool for IS-SOUND. In addition, information on the SGB score data format has been made openly available, allowing those using tools other than the NEWS system or IS-SOUND to create score data in this format. 182 Chapter 7: Super Game Boy Sound 2. MEMORY MAPPING (SUPER NES APU) [ APU Addresses ] 183 Game Boy Programming Manual 3. CREATING AND TRANSFERRING SCORE DATA 3.1 Transferring Score Data BGM can be played with the APU by using the SOU_TRN command to transfer original score data to the prescribed area of APU RAM. The user area is the 8 Kbytes from 0x2B00 to 0x4AFF. 3.2 Summary of BGM Flags SOUND Command 0x04 Code 0x00 0x10 d7-d0 [bit] Flag Description Dummy flag for retriggering 0xF 0x80 0xFE 0xFF BGM stop flag Use prohibited (used by system) Use prohibited (used by system) Note If 0x01-0x0F are set without score data being transferred, the BGM built into the system is played. This BGM is exclusively for use by the system, so 0x01-0x0F should not be written as a BGM flag without original score data being transferred. Even if original score data is transferred, there is risk that the sound program will run uncontrolled if a non-designated code is written. Muting is in effect when the system is initialized, so the BGM playback settings must be made after muting is canceled. 184 Chapter 7: Super Game Boy Sound 3.3 Overview of Creating Score Data Original BGM can be played with the SGB sound program by transferring score data to the APU using system commands. Fifty-seven sounds can be used in BGM, and the score data can be up to just under 8 Kbytes in size. The method used to create a musical piece is nearly identical to that of the standard SNES. When the NEWS system is used, score data is created using Kankichi-kun. When IS-SOUND is used, score data created by an external sequencer are processed through MIDI and converted to create score data supported by the standard sound driver KAN.ASM. In addition the SGB score data format has been made openly available, allowing those using original tools to create score data in this format. In creating musical pieces, please refer to Section 4, SGB Sound Program Source List, when selecting sounds. Please do not change the order of these source data. 3.4 Setting the NEWS System Working Environment 185 Game Boy Programming Manual Working Environment Settings for the NEWS System 1. Rename the current sobox directory. % mv sobox xxxxx 2. Create a new sobox directory. % mkdir sobox * SGB can use only specific sound objects. Thus, special SGB source data must be installed. A sobox directory for SGB use must be created to prevent loss of previously installed source data files with the same names as the data files to be installed. 3. Move to the sobox directory. 4. From the installation disk, install soread in this directory. % tar xvf /dev/rfh0a soread 5. Next install the sampling data files (xxx.so . . . ) in this directory. % soread Executing the above command causes the sampling data to be automatically installed. 6. Create a new SGB working directory at any location. % mkdir ##### 7. Move to the SGB working directory. 186 Chapter 7: Super Game Boy Sound 8. From the installation disk, install the following files in the working directory: sgbt.asm, sample.kan, check.kan, kankichib.hex, and kan.equ. % tar xvf /dev/rfh0a sgbt.asm sample.kan check.kan kankichib.hex kan.equ * The organization and address settings in kankichib.hex are as shown below. * Use the installed kankichib.hex file when starting up mapu. Item Kan.equ Kan.tan Program start address DIR address Echo end address Sound score start address Setting 0x4c30 0x04c10 0x00400 0x04b00 0x0ff00 0x02b00 9. Make the following changes in the file .cshrc in the home directory. --- Following are the Sound Generation Environments Settings --Before Change StartOfKan StartOfDirectory EndOfDirectory StartOfAttribute StartOfTan StartOfWave EndOfWave StartOfFumen 0x800 0x3c00 0x3cff 0x3e00 0x3f00 0x4000 0xcfff 0xd000 After Change 0x400 0x4b00 0x4c0f 0x4c30 0x4c10 0x4db0 0xeeff 0x2b00 10. In the home directory, execute the following command: source .cshrc. 187 Game Boy Programming Manual Cautions When Using Kankichi-kun 1. Copy sample.kan to a newly created score data file, [score_name].kan. % cp sample.kan xxx.kan * This avoids the task of creating a source list in source-list order when using mapu. 2. Start mapu. % mapu -k * When starting mapu for the first time, press the NICE reset button. 3. The usable sounds (sources) can be checked with mapu. Selecting check.kan allows the sounds to be checked in source-list order. * If data in files such as check.kan are changed, the sounds cannot be checked. 4. To actually create a tune, select xxx.kan. * Source data (sampling data) that SGB can use have been set in xxx.kan. The source list is shown in Section 4, SGB Sound Program Source List. Note that changing the order of the source list will result in sounds different from the intended sounds when BGM is played. 5. When producing a musical piece, see Section 3.7, Cautions Regarding Production of Musical Pieces. Refer to the Kankichi-kun Manual. 6. Finally, convert to the file format described in Section 3.8, Format for Transferred Files. 188 Chapter 7: Super Game Boy Sound 3.5 Setting the Working Environment Using IS-SOUND Environment Required • • Hardware: IS-SOUND connected to a host computer Software: IS-SOUND software tools (installed) Revisions 1. Portions of the IS-SOUND software tool KAN.EQU were revised as indicated below (older versions only). Before Revisions cut: fft: ply: wav: sel: equ equ equ equ equ 122+ 0x80 123+ 0x80 124+ 0x80 125+ 0x80 126+ 0x80 After Revisions wav: sel: cut: fft: ply: equ equ equ equ equ 122+ 0x80 123+ 0x80 124+ 0x80 125+ 0x80 126+ 0x80 1. Set Gate Table data to 050 · 101 · 127 · 152 · 178 · 203 · 229 · 252. 2. Set Velocity Table data to 025 · 050 · 076 · 101 · 114 · 127 · 140 · 152 · 165 · 178 · 191 · 203 · 216· 229 · 242 · 252. Note Sound data (sampling data) are required to check music data using IS-SOUND. Consequently, a program equivalent to the sound program built into the SGB hardware (including sound-effect data) and sampling data (sound data) have been provided in a hex file for MS-DOS. The following briefly describes how to set up this program and data. Setting the Working Environment 1. Create an SGB working directory at any location, and move to that directory. 2. Copy sgbsound.hex from the disk to the working directory. 3. Start the debugger shvc. 4. Also start the sound debugger ssnd. 5. Execute r sgbsound.hex to load sgbsound.hex. 6. Execute g400 to run the sound program. 7. Press the HOME button to switch to shvc mode. 8. Execute s2140 to write 01 (from the main program, writes 01 to 0 of the sound port). 189 Game Boy Programming Manual With this procedure, the pre-loaded source data (sampling data) are played in the order shown in Section 4 of this chapter, SGB Sound Program Source List. After the data is transferred once, only the score data needs to be transferred to allow music to be checked again. Cautions 1. Score data is the data defined in KAN.ASM Version 1.21 as being located from GFT onward. For information on all items related to converting data from other sequencers to score data, formats, and tool usage, see the IS-SOUND manual. 2. Set the source data number according to the source list. 3. Set the starting address of the score data to 0x2B00. 4. When producing a musical piece, do so in accordance with Section 3.7, Cautions Regarding Production of Musical Pieces. 5. Convert to the file format described in Section 3.8, Format for Transferred Files. 3.6 Score Data Format When Using Original Tools The score data format has been made openly available for the benefit of those using original development tools. Data that is not in this format will not operate on SGB. Note that in some cases, program control may be lost. Score Data Glossary of Terms gft Location of tune table definitions (collection of tune label definitions). Up to 15 tunes can be defined. The order defined here corresponds to the flag set for port 0 (0x010x0F). A label name applied to each tune. A unit several bars long that each tune is divided into. The channels that make up each block (maximum of 8 parts). parts in the channels must all be the same length (number of steps) in a given block. Tune label Block Parts Performance data The aggregate of the score data played by the parts. The 190 Chapter 7: Super Game Boy Sound Overall Format of Score Data Example 1 * Area inside dotted frame = Data table for 1 tune org 02b00H gft: dw bgm1,bgm2, ··· ; (a) Starting address of score data ; (b) Tune table ; Indicate the tune labels bgm1: ; (c) Tune label 1 dw bgm1_block1 ; (d) Block 01 bgm1 0: dw bgm1_block2 ; (d) Block 02 dw bgm1_block3 ; (d) Block 03 dw 255 ; (e) Repetition code (endless) dw bgm1_0 ; (e) Repetition starting address dw 000 ; (f) Tune label end code ; bgm1_block1: ; (g) Block 01 dw bgm1_block1_0 ; (g) Starting address of Part 0 dw bgm1_block1_1 ; (g) Starting address of Part 1 dw bgm1_block1_2 ; (g) Starting address of Part 2 dw bgm1_block1_3 ; (g) Starting address of Part 3 dw 00 ; (g) Part 4 unused dw 00 ; (g) Part 5 unused dw 00 ; (g) Part 6 unused dw 00 ; (g) Part 7 unused bgm1 block2: · · ; (g) Same in Block 2 · · bgm1 block3: · · ; (g) Same in Block 3 · · bgm1 block1_0: ; Block 01 (h) Part 0 performance data db tp1,049,mv1,200,sno,$1a,pv1,180,pan,010 db ecv,255,040,040,edl,002,090,002,tun,050 db 012,P99+V99,c30,d30,e30,f30,024,g30,kyu db 00 ; (h) Part end code bgm1 block1_1: ; (h) Part 1 performance data db sno,$1b,pv1,140,pan,008,tun,030 db 096,P99+V99,g20 bgm1 block1_2: ; (h) Part 2 performance data db sno,$1b,pv1,140,pan,008,tun,030 db 096,P99+V99,e20 bgm1 block1_3: ; (h) Part 3 performance data db sno,$1b,pv1,140,pan,008,tun,030 db 096,P99+V99,c20 Continued on next page 191 Game Boy Programming Manual bgm1 block2_0: Block 02 (h) Part 0 performance data db sno,$1a,pv1,200,pan,012,tun,050 db • • • • • • • • • • • • • • • • • • db 00 • bgm1 block3_0: Block03 (h) Part 0 performance data db sno,$1a,pv1,200,pan,012,tun,050 db • • • • • • • • • • • • • • • • • • db 00 • 192 Chapter 7: Super Game Boy Sound Description of Example 1 (a) The score data map to memory addresses 0x2B00-0x4AFF in the APU. If this area is exceeded, a portion of the sound program will be destroyed. (b) gft: is the starting address of the entire tune table. dw, bgm1, and bgm2... are the tune labels and the starting addresses of the score data items. (c) The tune label. The order in which the blocks are played is defined following the tune label. The dotted frame encloses the data for one tune, bgm1. (d) Data for each block. (e) 0x01-0x7F (01-127) is the number of loops (repetitions); 0x82-0xFF (130-255) is an endless loop. If repetition is not needed, set the end code (0x00) instead of a loop code. (f) Block definition end code. (g) Location where the parts of each block are indicated and the part labels are defined. Defines the part labels for parts 0, 1, 2, . . . 7 in ascending order from top to bottom. 0x00 should be written for unused parts. Even if some parts are unused, always define 8 parts. (h) The performance data for each part. Play Data Overview Parameters such as temp, volume, pan, source number, echo, velocity, interval, and sound length are set here. For specific descriptions, see Section 3.6.4, Code Summaries. First set are the effects parameters – such as main volume, ramp, and echo – for Part 0 of the first block. Once these are set, they need not be set again (for other blocks or parts) as long as they are not changed. Next the parameters such as part volume, pan, source number, and tuning are set for each part. Then the sound length, velocity + gate time, and interval are set in that order. Be careful to ensure that sound length is always set first, followed by velocity + gate item, then the interval. If the next sound is the same as the previous sound, the sound length, velocity, and gate time need not be set again. Finally, a data end code of 00 is set for Part 0 of each block. Settings for parts 1-7 are not required. The lower parts and blocks are set in the same manner. 193 Game Boy Programming Manual Code Summaries a) Length Data (step time) This is the length (step time) to the subsequent sound; it corresponds to the length of the sound envelope. The code corresponding to each sound envelope is shown in the following table. Please use the appropriate code in the settings. Note Length Sixteenth note Dotted sixteenth note Eighth note Code 6 9 12 Note Length Dotted eighth note Quarter note Dotted quarter note Code 18 24 36 Note Length Half note Dotted half note Whole note Code 48 72 96 Note For triplets and thirty-second notes, convert using the above values. 194 Chapter 7: Super Game Boy Sound (b) Velocity (volume) + gate time Velocity expresses the volume as a percentage. Here it can be set to 16 levels using the lower-order 4 bits (d0 – d3). Gate time expresses as a percentage the length that the sound is actually emitted. It can be set to 8 levels using the higher-order 3 bits (d4 – d6). Changing these values provides legato and staccato effects. The following table lists the values defined by the SGB sound driver. The settings are designated using the codes for the listed velocities (VELOCITY) and gate times (GATE_TIME). Symbol Code V10 V20 V30 V40 V45 V50 V55 V60 V65 V70 V75 V80 V85 V90 V95 V99 P20 P40 P50 P60 P70 P80 P90 P99 0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F 0x00 0x10 0x20 0x30 0x40 0x50 0x60 0x70 d7 d6 d5 d4 d3 d2 d1 d0 Rate x 0 x 1 x 0 x 1 x 0 x 1 x 0 x 1 x x x x x x x x x x 1 0 0 x x x 0 1 1 x x x 0 1 0 x x x 0 0 1 x x x x 0 x 0 x 0 1 x 0 x 0 x x x x 0 1 1 x x x 0 1 1 x x x 0 1 0 x x x 0 1 0 x x x 0 0 1 x x x 0 0 1 x x x 0 0 0 x x x 0 0 0 VELOCITY=010% VELOCITY=020% VELOCITY=030% VELOCITY=040% VELOCITY=045% VELOCITY=050% VELOCITY=055% VELOCITY=060% VELOCITY=065% VELOCITY=070% VELOCITY=075% VELOCITY=080% VELOCITY=085% VELOCITY=090% VELOCITY=095% VELOCITY=099% GATE_TIME=020% GATE_TIME=040% GATE_TIME=050% GATE_TIME=060% GATE_TIME=070% GATE_TIME=080% GATE_TIME=090% GATE_TIME=099% Symbol input example: P99+V99 Code input example: 0x70+ 0x0F *When setting score data using symbols, assemble after defining the equal statement according to the table above. 195 Game Boy Programming Manual c) Interval Data Intervals for 6 octaves can be set here. Depending on the sound, however, high sounds may not be heard. The following table shows the correspondence between code settings and intervals. Please refer to this table when setting an interval. *Interval symbols: 0x01- 0xB50 Codes: 0x81-0xC7 (tie = 0xC8 · rest = 0xC9) *When score data is set using symbols, assemble after defining the equals statement. Octave 0 Interval Code Octave 1 Interval Code C10 0x8C 0x8D 0x8E 0x8F 0x90 0x91 0x92 0x93 0x94 0x95 0x96 0x97 Octave 2 Interval Code C20 C21 D20 D21 E20 F20 F21 G20 G21 A20 A21 B20 0x98 0x99 0x9A 0x9B 0x9C 0x9D 0x9E 0x9F 0xA0 0xA1 0xA2 0xA3 Octave 3 Interval Code C30 C31 D30 D31 E30 F30 F31 G30 G31 A30 A31 B30 0xA4 0xA5 0xA6 0xA7 0xA8 0xA9 0xAA 0xAB 0xAC 0xAD 0xAE 0xAF C01 D00 D01 E00 F00 F01 G00 G01 A00 A01 B00 0x81 0x82 0x83 0x84 0x85 0x86 0x87 0x88 0x89 0x8A 0x8B C11 D10 D11 E10 F10 F11 G10 G11 A10 A11 B10 196 Chapter 7: Super Game Boy Sound Octave 4 Interval Code C40 C41 D40 D41 E40 F40 F41 G40 G41 A40 A41 B40 0xB0 0xB1 0xB2 0xB3 0xB4 0xB5 0xB6 0xB7 0xB8 0xB9 0xBA 0xBB Octave 5 Interval Code C50 C51 D50 D51 E50 F50 F51 G50 G51 A50 A51 B50 0xBC 0xBD 0xBE 0xBF 0xC0 0xC1 0xC2 0xC3 0xC4 0xC5 0xC6 0xC7 Tie Misc. TIE 0xC8 0xC9 Rest KYU Note 1: A value of 1 in the right-most position of the interval symbol indicates a A is represented as the of one interval lower. . Example: C01=C for interval 0. Note 2: When specifying a tie, first set the step time (length) and velocity + gate time. (This can be skipped if unchanged from the previous sound.) A tie cannot be used at the start of a block. Note 3: When specifying KYU (a rest), first set the step time (length). (This can be skipped if unchanged from the previous sound.) Settings Example: db db db Length 024, Length 048, Length 096 Gt & Vel P99+V99, Gt & Vel P90+V95, Rest KYU Interval Code C30 ;(0x0A4) for specifying an interval Tie Code TIE ;(0x0C8) for specifying a tie Code ;(0x0C9) for specifying a rest 197 Game Boy Programming Manual d) Special Symbols The special symbols represent special data for implementing a variety of special effects. These include sound change, crescendo, panpot change, vibrato, tremolo, and echo. Each symbol has its own parameters. The following table lists these special symbols, their parameters, and the valid values for these parameters. I Special Symbols Symbol First Argument Code (range) sno ($E0) pan ($E1) pam ($E2) vib ($E3) vof ($E4) mv1 ($E5) mv2 ($E6) Volume 0 ≤ X ≤ 255 No. of Steps 1 ≤ X ≤ 255 Volume 0 ≤ Y ≤ 255 SOURCE NAME 0 ≤ X ≤ 127 Pan value 0 ≤ X ≤ 20 No. of steps 1 ≤ X ≤ 255 No. of hold steps 0 ≤ X ≤ 255 Pan value 0 ≤ Y ≤ 20 Rate 1 ≤ Y ≤ 255 Depth 1 ≤ Z ≤ 255 Second Third Argument Argument(range) (range) Summary No. 1 Function Sound change Panpot (0=L/20=R/10=C) (10 = default) Move panpot (Y takes effect after X steps) Vibrato (no. of hold steps is the time till vibrato takes effect) Vibrato off Main volume (192 = Default value) Move main volume (used for crescendo/decrescendo) (Y takes effect after X steps) tp1 ($E7) tp2 ($E8) Rate 1 ≤ X ≤ 82 No. of steps 1 ≤ X ≤ 255 Rate 1 ≤ Y ≤ 82 Tempo See Note 1. Move tempo (Used for retardando/accelerando) (Y takes effect after X steps) Main key transpose (1= semitone up/-1= semitone down) – is the two’s complement ktp ($E9) Transposition level $E8≤F≤$FF(– value) $00≤X≤$18 ptp ($EA) Transposition level $E8≤X≤$FF(– value) $00≤X≤$18 Part key transpose (1= semitone up/-1= semitone down) – is the two’s complement 198 Chapter 7: Super Game Boy Sound I Special Symbols Symbol First Argument Code (range) tre ($EB) tof ($EC) pv1 ($ED) pv2 ($EE) Volume 0 ≤ X ≤ 255 No. of steps 1 ≤ X ≤ 255 Volume 0 ≤ Y ≤ 255 Second Argument (range) Third Argument (range) Depth 1 ≤ Z ≤ 255 Summary No. 2 Function No. of hold steps Rate 0 ≤ X ≤ 255 1 ≤ Y ≤ 255 Tremelo (no. of hold steps is the time till tremelo takes effect) Tremelo off Part volume (192=Default value) Move part volume (Used for crescendo/decrescendo) (Y takes effect after X steps.) pat ($EF) vch ($F0) swk ($F1) PAT ADRS(L) $00 ≤ X ≤ $FF No. of steps 1 ≤ X ≤ 255 PAT ADRS(H) $00 ≤ Y ≤ $FF REPEAT PAT 1 ≤ Z ≤ 255 Pattern data subroutine Seen Note 2. Vibrato deepens gradually over X number of steps No. of hold steps No. of steps 0 ≤ X ≤ 255 1 ≤ Y ≤ 255 Amount of change Start sweep from next sound $DC ≤ Z ≤ $FF(– value) is the two’s complement – $00 ≤ Z ≤ $24 sws ($F2) No. of hold steps No. of steps 0 ≤ X ≤ 255 1 ≤ Y ≤ 255 Amount of change Start sweep heading into next sound $DC ≤ Z ≤ $FF(– value is the two’s complement – $00 ≤ Z ≤ $24 sof ($F3) tun ($F4) ecv ($F5) eof ($F6) edl ($F7) ECHO TIME 1 ≤ X ≤ 15 FEED BACK $00 ≤ Y ≤ $7F ev2 ($F8) No. of steps 1≤X≤255 ECHO-VOL(L) 0≤Y≤255 ECHO-VOL(R) 0 ≤ Z ≤ 255 FILTER No. Amount of change 0 ≤ X ≤ 255 ECHO CHANNEL ECHO-VOL(L) 0 ≤ X ≤ 255 0 ≤ Y ≤ 255 ECHO-VOL(R) 0 ≤ Z ≤ 255 Sweep off Tune (Semitone up with 255) Echo volume Seen Note 3. Echo off $9D ≤ Y ≤ $FF(– value) 0 ≤ Z ≤ 10 Echo delay See Note 4. – is the two’s complement Move echo volume (YZ values take effect after X steps) 199 Game Boy Programming Manual Symbol First Argument Code (range) swp ($F9) No. of hold steps 0 ≤ X ≤ 255 Second Argument (range) No. of steps 1 ≤ Y ≤ 255 Third Argument (range) SWEEP value interval Function Sweep (once) The interval takes effect after the specified number of hold steps. Note 1: The tempo values set by the program data and the actual (musical piece) tempos that correspond to those values are as follows. Please refer to this table to make the conversions. Music Tempo Quarter note = 400 Quarter note = 30 Quarter note = 24 Driver Tempo 82 62 49 Music Tempo Quarter note = 120 Quarter note = 60 Quarter note= 30 Driver Tempo 25 12 6 Note 2: Used when the same performance data is repeated (for data compression). Following the pat code, the L and H addresses and the repetition frequency for the performance data is set. The performance data at the addresses specified by pat are then read. The data is played the number of times specified by the repetition frequency. The performance data at the locations specified by pat require an end code of 0x00. Note 3: When applying echo, ecv and edl are required. The value entered for the echo channel is 1 for echo used in Part 0, 2 for Part 1, 4 for Part 2, 8 for Part 3, 16 for Part 4, 32 for Part 5, 64 for Part 6, and 128 for Part 7. When echo is used for multiple parts, enter the sum of the channel number values. Examples When echo is used for parts 0 and 1, the value entered is 3. When echo is used for all parts, the value entered is 255. Note 4: Echo time is the delay duration. It uses RAM area equal to twice the echo time value, expressed in Kbytes. The echo area in SGB is 4 Kbytes, so a value of 2 or less should be entered. Feedback indicates the amount of delay returned. Filter No. indicates the type of filter applied to the delayed sound. 0 = no filter; 1 = high-pass filter; 2 = low-pass filter; 3 = band-pass filter *The symbols marked with a I in the Special Symbols table are applied to all parts. These should be set in the first part. *When using a symbol to set a special symbol for score data, assemble after defining the equals statement according to the Special Symbols table. *The special symbols and the arguments that follow should be set in the order shown in the tables. *If using IS-SOUND, load sgbsound.hex according to the steps in Section 3.5, Setting the Working Environment for IS-SOUND. Transferring the subsequently created score data allows the tunes and sounds to be checked. 200 Chapter 7: Super Game Boy Sound Cautions 1. The starting address for score data should be set to 0x2B00. 2. Source numbers should be set according to the source list. 3. Musical pieces should be produced according to the instructions in Section 3.7, Cautions Regarding Production of Musical Pieces. 4. Convert to the file format described in Section 3.8, Format for Transferred Files. Summary of Play Data Codes 0x00 0x10-0x7F 0x80-0xC7 0xC8 0xC9 0xCA-0xDF 0xE0-0xF9 0xFA-0xFF Part end code Note/rest length data & VELOCITY (volume) + GATE_TIME Interval (sound length) data (C00-B50) * C01-B50 in SGB Tie (TIE) Rest (KYU) Use prohibited Special symbols Use prohibited 201 Game Boy Programming Manual 3.7 Cautions Regarding Production of Musical Pieces The echo parameters set in BGM are applied in the same manner for the A and B sound effects. This is because echo is applied equally to all 8 channels. The parameters have been tuned so that they can also be used with BGM, so please note this when resetting the parameters. Score Data Settings Special Echo Channel Symbol ecv Special Symbol edl Echo Volume L 40 Feed Back 90 Echo Volume R 40 Filter No. 2 ΟΟΟ (Note 1) Echo Time 2 (Note 2) If echo is not used, specify e o f (special symbol) instead of e c v. If a value greater than 2 is specified for Echo Time, the sampling data will be destroyed. Up to 15 tunes can be registered (0x01-0x0F). Channels 2 and 3 are allocated for BGM, so these channels should be used for regular playback of BGM parts. Microtuning of source data used for notes should be specified using the tun code with the score data. For tuning values, refer to the recommended tunings in Section 4 of this chapter, SGB Sound Program Source List (except for percussion instruments). The recommended tuning values for this source list are based on an interval of C30 (See Section 3.6.4, Interval Data). Also indicated for each source data item is the score data setting (interval code) for producing sounds with a C30 interval. Please refer to these settings in inputting score data. In high and low areas, the tuning of some source data may be somewhat off. Whenever this occurs, the tuning value must be modified. For SGB, all tunings are set 50 cents higher than the standard value (A = 440 Hz). 202 Chapter 7: Super Game Boy Sound 3.8 Format of Transferred Data When Using NEWS 1. Copy s g b t. a s m to a new transfer file, filename.asm. % cp sgbt.asm yyy.asm * When making transfer files, create them based on sgbt.asm. 2. Open yyy.asm and modify it as follows. Line No. Before Changed 113 115 gft : 02b00H ; ; include xxx.dat After Changed gft : yyy$, · · · · · · · · ; include yyy.dat · · · · · ·· · · · · * When adding multiple tunes, add them beginning from line 113. Also increase the number of ‘include ΟΟΟ.dat’ statements after line 115 by the number of tunes. 3. Execute the following command: asm700 yyy.asm. The above completes creation of the yyy.hex transfer file. 4. Convert the yyy.hex file completed in Step 3 to the format used by the SNES sound generator. Converting to binary data: % cat h2b -start 400 -b > yyy.bin yyy.hex Converting to hexadecimal data: % cat yyy.hex h2b -start 400 > ΟΟΟ.asm When Using IS-SOUND or Original Tools The score data file to be transferred is converted to the format used by the sound boot program. Example: dw $0030 dw $2b00 db $00,$01,$02,$03,$04,$05,$06,$07 db $08,$09,$0a,$0b,$0c,$0d,$0e,$0f db $00,$01,$02,$03,$04,$05,$06,$07 db $08,$09,$0a,$0b,$0c,$0d,$0e,$0f db $00,$01,$02,$03,$04,$05,$06,$07 db $00,$01,$02,$03,$04,$05,$06,$07 dw $0000 dw $0400 ; Number of data items to transfer ; Transfer destination address ; Score data ; Score data ; Score data ; Score data ; Score data ; Score data ; Transfer end code ; Program start address 203 Game Boy Programming Manual The number of data items to transfer (2 bytes) and the transfer destination address (2 bytes) are placed at the starting address of the score data. (Be careful to ensure that the data in this order.) Finally, the transfer end code (2 bytes) and the program starting address are added. (Be careful to ensure that the data is in this order.) The transfer end code is $0000. Cautions Regarding Data Transfer In SGB, the transfer destination address is $2b00, and the program starting address is $0400. Please be sure to use the correct addresses, or program control will be lost. The area used for the transferred score data is approximately 8 Kbytes. A data overflow will destroy the directory. If the data exceed 4 Kbytes, divide them into 2 files. Transfer of score data is completely executed using system commands. 204 Chapter 7: Super Game Boy Sound 4. SGB SOUND PROGRAM SOURCE LIST Kankichi- so No. 0x000 0x001 0x002 0x003 kun so so Name Sound Family +d0.so +Dch.so +d1.so +d2.so +d3.so +d5.so +d9.so sin.so +d5.so +d6.so Bass Family 1 +d8.so B1.so +d5.so +d6.so Bass Family 2 +d9.so B2.so +d3.so +d5.so Guitar Family +Dch.so acg.so +d1.so +d3.so ep.so ep2.so Sine Family Envelope Type /Specific Sound Normal envelope Envelope with extremely short decay Electric keyboard envelope Brass envelope Pedal organ envelope Banjo envelope ’Soft’ envelope Normal sine wave Banjo envelope Bass envelope Fretless bass envelope Bass 1 Banjo envelope Bass envelope ‘Soft’ envelope Bass 2 Pedal organ envelope Banjo envelope Envelope with extremely short decay Guitar Electric keyboard envelope Recommended Interval Tuning No. sn0 sn1 sn2 sn3 0x004 sn4 0x005 0x006 0x007 0x008 0x009 sn5 sn6 sn7 sn8 sn9 t u n, 0 1 3 t u n, 0 1 3 t u n, 0 1 3 t u n, 0 1 3 t u n, 0 2 0 t u n, 0 2 0 t u n, 0 2 0 t u n, 0 2 0 t u n, 0 4 0 t u n, 0 4 0 t u n, 0 4 0 t u n, 0 4 0 0x 00a s10 0x 00b s11 0x00c 0x00d 0x00e 0x00f 0x010 0x011 0x012 0x013 0x014 0x015 0x016 0x017 s12 s13 s14 s15 s16 s17 s18 s19 s20 s21 s22 s23 Pedal organ envelope Electric Keyboard Electric keyboard 1 Family 1 Electric keyboard 1 t u n, 0 0 3 C20 205 Game Boy Programming Manual Kankichi- so No. 0x18 kun so Name Sound Family Envelope Type/ Specific Sound Electric keyboard envelope Recommended Interval Tuning so No. s24 +d1.so +d3.so epf.so pipe.so +d8.so +d4.so S1.so +d9.so Chorus Family 1 cho1.so +d3.so Chorus Family 2 cho2.so +Dch.so +d1.so Xylophone Family +d9.so Dxlp.so +d1.so Brass Family 1 brs.so brs8.so +Dch.so +d5.so Trumpet Family +d9.so tp3.so +d4.so Bassoon Family fg.so fl.so Flute Family Brass Family 2 Strings Family 0x019 s25 0x01a s26 0x01b s27 0x01c s28 Electric Keyboard Pedal organ envelope Family 2 Electric keyboard, soft type Organ Family Pipe organ Fretless bass envelope Strings envelope Strings ‘Soft’ envelope Chorus 1 Pedal organ envelope Chorus 2 Xylophone Electric keyboard envelope ‘Soft’ envelope Xylophone + looping sound Electric keyboard envelope Brass 1 Brass 2 Envelope with extremely short decay Banjo envelope ‘Soft’ envelope Trumpet Strings envelope Bassoon Flute t u n, 0 5 3 C20 t u n, 0 2 0 t u n, 0 4 0 t u n, 0 4 0 t u n, 0 4 0 t u n, 0 4 0 C20 C20 C20 C20 C20 t u n, 0 8 0 t u n, 0 8 0 t u n, 0 8 0 t u n, 1 7 0 t u n, 1 7 0 t u n, 1 6 5 t u n, 1 6 5 t u n, 0 5 5 t u n, 0 5 5 t u n, 0 5 5 t u n, 0 5 5 C20 C20 C20 B00 B00 B10 B10 0x01d s29 0x01e s30 0x01f s31 0x020 s32 0x021 s33 0x022 s34 0x023 s35 0x024 s36 0x025 s37 0x026 s38 0x027 s39 0x028 s40 0x029 s41 0x02a s42 0x02b s43 0x02c s44 0x02d s45 0x02e s46 0x02f s47 0x030 s48 206 Chapter 7: Super Game Boy Sound so No. Kankich so Name Sound Family Envelope Type Specific Sounds Bass drum Closed high-hat Open high-hat Snare 1 Recommended Interval Tuning i-kun 0x031 s49 0x032 s50 0x033 s51 0x034 s52 0x035 s53 0x036 s54 0x037 s55 0x038 s56 Db.so +Dch.so Percussion Instrument Doh.so Family sdr3.so Ds.so Dt.so clp.so jet2.so Snare 2 Percussion Family Tom (for stepping down) SE Family SE Family Hand clap Jet t u n, 0 1 0 * The following (0x39-0x3E) can be used with Kankichi-kun. 0x039 0x03a 0x03b 0x03c 0x03d 0x03e jet1.so noiz.so glas.so shot.so river.so wind.so Jet Noise Glass breaking Shot River flowing Wind blowing Settings for source data numbers 0x39-0x3E cannot be specified on Kankichi-kun. These source data can be used only with sound effects. However, they can be set using tools other than Kankichi-kun. The shaded portions are the basic source data. The other source data items are the basic source data with modified envelopes. The contents of the source list are also listed in the README file located in the sobox directory installed for NEWS. The recommended tuning values in the source list are based on an interval of C30. (See Section 3.6.4, Interval Data.) With high- and low-pass filtering, the tuning of some source data may be somewhat off. Whenever this occurs, the tuning value must be modified. The interval value is the score data setting (interval code) for producing sounds with a C30 interval. For SGB, all tunings are set 50 cents higher than the standard value (A = 440 Hz). The source data items in the empty areas do not require tuning. (In addition, they can be used without changing the interval). 207 Game Boy Programming Manual 5. TRANSFERRING AUDIO DATA TO THE SCORE AREA In general, the score area (8 K) is provided for transferring only score data. However, audio data also can be transferred for output. Audio data can be transferred only if the following conditions are met. • • The data must not exceed the score area (8 K). The data is not transferred to areas other than the score area (except for the Directory and sod data). If the data is transferred to other areas, the sound effects used by the system may no longer play or may be altered (strange sounds). Transferring data to other areas may also lead to a loss of program control. Therefore, please be certain to ensure that the above two conditions are met. 5.1 Required Data and Procedure for Audio Output 1. Sampling data (multiple data items permitted) 2. Score data (score used to play sampling data) * 1 and 2 combined must occupy less than 8 Kbytes. * The sound numbers ( so No.) corresponding to the sampling data should be from among one of the following. 002H,003H,004H & 00CH,00DH,00EH & 02AH,02BH,02CH (hex No.) Note All numbers other than the above are used for system sound effects or music. Therefore, be careful to use only the above numbers. 3. Directory and sod data corresponding to the sampling data: * Directory and sod data are provided for each sound (so No.). No. of Bytes Start Address Directory sod 0x4B00 0x4C30 Data Structure Source start address (L)/(H) · Source loop(end)address(L)/(H) 4 bytes so No./ adsr(1)/adsr(2)/gain/blk No.(2byte) 6 bytes When the sound number is 0x000, the directory data comprise 4 bytes beginning at 0x4B00, and the sod data comprise 6 bytes beginning at 0x4C30 (0x000 cannot be used). Please substitute the directory data and sod data values corresponding to the given sound number. Note For the sound number, however, be careful not to use any number other those shown in 2. Use of an incorrect number will cause a loss of program control. Transferring all of these data and issuing a BGB request will result in audio playback. 208 Chapter 7: Super Game Boy Sound 5.2 Transfer File Example With sampling data consisting of a single sound with a sound number of 0x002, the Directory data would be the 4 bytes beginning at 0x4B08, and the sod data would occupy the 6 bytes beginning at 0x4C3C. In this case, ensure that the score data begin at 0x2B00. Starting these data at any location other than 0x2B00 would cause a loss of program control. The sampling data (audio data) should be transferred to the area between 0x2B00 and 0x3AFF. dw dw db ; dw dw db ; dw dw db db db db ; dw dw db db db db db db db db ; dw dw $0004 $4B08 $00,$30,$3F,$30 $0006 $4C3C $02,$FF,$E0,$B8,$02,$B0 $0020 $2B00 $00,$01,$02,$03,$04,$05,&06,$07 $00,$01,$02,$03,$04,$05,&06,$07 $00,$01,$02,$03,$04,$05,&06,$07 $00,$01,$02,$03,$04,$05,&06,$07 $0040 $3000 $00,$01,$02,$03,$04,$05,&06,$07 $00,$01,$02,$03,$04,$05,&06,$07 $00,$01,$02,$03,$04,$05,&06,$07 $00,$01,$02,$03,$04,$05,&06,$07 $00,$01,$02,$03,$04,$05,&06,$07 $00,$01,$02,$03,$04,$05,&06,$07 $00,$01,$02,$03,$04,$05,&06,$07 $00,$01,$02,$03,$04,$05,&06,$07 $0000 $0400 ; No. of data items to transfer for Directory ; Directory transfer destination address ; Directory data (4 bytes) ; No. of data items to transfer for sod ; Sod transfer destination address ; Sod data (6 bytes) ; No. of score data items to transfer ; Score data transfer destination address ; Score data ; Score data ; Score data ; Score data ; No. of sampling data items to transfer ; Sampling data transfer destination address ; Sampling data ; Sampling data ; Sampling data ; Sampling data ; Sampling data ; Sampling data ; Sampling data ; Sampling data ; Transfer end code ; Program start address When using multiple sampling data items, also transfer the Directory and sod data specified for each item in Step 2. Note Be careful not to rewrite the Directory and sod data used by the system. 209 Game Boy Programming Manual THIS PAGE WAS INTENTIONALLY LEFT BLANK 210 Chapter 8: Game Boy Memory Controllers (MBC) Chapter 8: Game Boy Memory Controllers (MBC) ..............212 1. MBC1.............................................................................................. 212 1.1 Overview..................................................................................................212 1.2 Description of Registers ........................................................................212 1.3 Memory Map............................................................................................214 2. MBC2.............................................................................................. 215 2.1 Overview..................................................................................................215 2.2 Description of Registers ........................................................................215 2.3 Memory Map............................................................................................215 2.4 Backup RAM............................................................................................215 3. MBC3.............................................................................................. 216 3.1 Overview..................................................................................................216 3.2 Description of Registers ........................................................................216 3.3 Accessing the Clock Counters ..............................................................217 3.4 Memory Map............................................................................................218 3.5 Programming Items to Note...................................................................219 4. MBC5.............................................................................................. 221 4.1 Overview..................................................................................................221 4.2 Registers .................................................................................................221 4.3 Memory Map............................................................................................221 4.4 Description of Registers ........................................................................222 4.5 Programming Cautions ..........................................................................223 4.6 Examples of MBC5 programs on DMG and CGB .................................224 5. MBC5 (with rumble feature)........................................................ 225 5.1 Overview..................................................................................................225 5.2 Registers .................................................................................................225 5.3 Memory Map............................................................................................226 5.4 Description of Registers ........................................................................227 5.5 Motor Control ..........................................................................................228 5.6 Programming Cautions ..........................................................................229 5.7 Physical Effects of Vibration on the Body ............................................230 211 Game Boy Programming Manual CHAPTER 8: GAME BOY MEMORY CONTROLLERS (MBC) 1. MBC1 1.1 Overview MBC1 is a memory controller that enables the use of 512 Kbits (64 Kbytes) or more of ROM and 256 Kbits (32 Kbytes) of RAM. It can be used as follows. ♦ To control up to 4 Mbits of ROM When used to control up to 4 Mbits (512 Kbytes) of ROM, MBC1 can control up to 256 Kbits (32 Kbytes) of RAM. To control 8 Mbits or more of ROM When MBC1 is used to control up to 8 MBits (1 MB) or 16 MBits (2 MB) of ROM, the following conditions apply ♦ When used to control 8 MBits of ROM MCB cannot use ROM addresses 0x080000-0x083FFF (Bank 0x20) When used to control 16 MBits of ROM MBC1 cannot use ROM Addresses 0x8000-0x083FFF (Bank 0x20) x100000-0x103FFF (Bank 0x40) 0x180000-0x183FFF (Bank 0x60) ♦ ♦ RAM use by MBC1 is restricted to 64 Kbits (8 Kbytes). 1.2 Description of Registers ♦ Register 0: RAMCS gate data (serves as write-protection for RAM) Write addresses: 0x0000-0x1FFF Write data: 0x0A Writing 0x0A to 0x0-0x1FFF causes the CS to be output, allowing access to RAM. ROM bank code Write addresses: 0x2000-0x3FFF Write data: 0x01-0x1F The ROM bank can be selected. Upper ROM bank code when using 8 Mbits or more of ROM (and register 3 is 0) Write addresses: 0x4000-0x5FFF Write data: 0-3 The upper ROM banks can be selected in 512-Kbyte increments. Write value of 0 selects banks 0x01-0x1F Write value of 1 selects banks 0x21-0x3F Write value of 2 selects banks 0x41-0x5F Write value of 3 selects banks 0x61-0x7F : RAM bank code when using 256 Kbits of RAM (and register 3 is 1) Write addresses: 0x4000-0x5FFF Write data: 0-3 The RAM bank can be selected in 8-Kbyte increments. ♦ Register 1: ♦ Register 2: 212 Chapter 8: Game Boy Memory Controllers (MBC) ♦ Register 3: ROM/RAM change Write addresses: 0x6000-0x7FFF Write Data: 0-1 Writing 0 causes the register 2 output to control switching of the higher ROM bank. Writing 1 causes the register 2 output to control switching of the RAM bank. 213 Game Boy Programming Manual 1.3 Memory Map ♦ When Used to Control up to 4 Mbits of ROM RAM Address 0x7FFF Bank 3 0x6000 Bank 2 0x4000 Bank 1 0x2000 Bank 0 0x0000 8000H Bank 5 Program Switching Area 4000H Bank 2 Program Residence Area 0000 0x08000 Bank 1 0x04000 Bank 0 0x00000 0x14000 Bank 4 0x10000 Bank 3 0x0C000 Display RAM A000H C000H External Expansion Working RAM CPU Address DFFFH Internal Working RAM Bank 0x1F Bank 0x1E ROM Address 7FFFFH : : : : : : Bank 6 0x18000 ♦ When Used to Control up to 8 Mbits of ROM CPU Address 0xDFFF Bank 0x7F Internal Working RAM External Expansion Working RAM Display RAM 0x8000 Bank 0x7E ROM Address 0x1FFFFF 0xC000 : : Bank 0x61 Bank 0x60 0x180000 0x183FFF Unusable (If accessed, the Bank 0x61 image appears) 0xA000 : : Bank 0x41 Bank 0x40 0x100000 0x103FFF Unusable (If accessed, the Bank 0x41 image appears) Program Switching Area 0x4000 : : Bank 0x21 Bank 0x20 0x083FFF 0x080000 Unusable (If accessed, the Bank 0x21 image appears) : : Program Residence Area 0000 Bank 2 Bank 1 Bank 0 0x008000 0x004000 000000 214 Chapter 8: Game Boy Memory Controllers (MBC) 2. MBC2 2.1 Overview Controller for up to 2 Mbits (256 Kbytes) of ROM with built-in backup RAM (512 x 4 bits). 2.2 Description of Registers ♦ Register 0: RAMCS gate data (serves as write-protection for RAM) Write addresses: 0x000-0x0FFF Write data: 0x0A Writing 0x0A to 000-0x0FFF causes the CS to be output, allowing access to RAM. ROM bank code Write addresses: 0x2100-0x21FF Write data: 0x01-0x0F The ROM bank can be selected. ♦ Register 1: 2.3 Memory Map CPU Address 0xDFFF ROM Address 0x3FFFF Internal Working RAM 0xC000 Bank 0F Bank 0E (512x4Bit) Backup RAM 0xA1FF External Expansion RAM 0xA000 : : : : Bank 6 Display 0x8000 0x18000 Bank 5 Program Switching Area 0x14000 Bank 4 0x10000 Bank 3 0x4000 0x0C000 Bank 2 Program Residence Area 0000 0x08000 Bank 1 0x04000 Bank 0 00000 2.4 Backup RAM Allocated to the D0-D3 areas of CPU addresses 0xA000-0xA1FF Backup RAM is write-protected by a power-on reset. To protect backup data, avoid removing write protection unless necessary. 215 Game Boy Programming Manual 3. MBC3 3.1 Overview MBC3 is the memory bank controller that allows use of between 512 Kbits (64 Kbytes) and 16 Mbits (2 MB) of ROM and 256 Kbits (32 Kbytes) of RAM. Built into the controller are clock counters that operate by means of an external crystal oscillator (32.768 KHz). The clock counters are accessed by RAM bank switching. RAM and clock counter data can be backed up by an external lithium battery. 3.2 Description of Registers Settings for control registers 0-3 are specified by writing data to the ROM area. ♦ Register 0: Write protects RAM and the clock counters (default: 0) Write addresses: 0x0000-0x1FFF Write data: 0x0A Allows access to RAM and the clock counter registers. ROM bank code (default: 0, selects ROM bank 1) Write addresses: 0x2000-0x3FFF Write data: 0x01-0x7F Allows the ROM bank to be selected in 16-Kbyte increments. RAM bank code (default: 0, selects RAM bank 0) Write addresses: 0x4000-0x5FFF Write data: 0-3 Allows the RAM bank to be selected in 8-Kbyte increments. Write addresses: 0x4000-0x5FFF Write data: 0x08-0x0C Allows a clock counter to be selected. Data 0x08 0x09 0x0A 0x0B Register RTC_S RTC_M RTC_H RTC_DL Range of Values 0-59 (0-0x3B) 0-59 (0-0x3B) 0-23 (0-0x17) 0-255 (0-0xFF) bit7 Function Seconds counter (6 bits) Minutes counter (6 bits) Hours counter (5 bits) Lower-order 8 bits of days counter ♦ Register 1: ♦ Register 2: bit0 Higher-order bit and carry bit of days counter. 0 0 0 0 0 0x0C RTC_DH Bit 0: Most significant bit of days counter HALT starts and stops the Bit 6: HALT clock counters. Bit 7: Carry bit of days counter * The days counter consists of a 9-bit counter + a carry bit. Thus, it can count from 0 to 511 (0x0000x1FF). * Once the carry bit is set to 1, it remains 1 until 0 is written. * The counters operate when HALT is 0 and stop when HALT is 1. * Values outside the given counter ranges will not be correctly written. ♦ Register 3: Latches the data for all clock counters (default: 0) Write addresses: 0x6000-0x7FFF Write Data: 0 → 1 Writing 0 → 1 causes all counter data to be latched. The latched contents are retained until 0 → 1 is written again. 216 Chapter 8: Game Boy Memory Controllers (MBC) 3.3 Accessing the Clock Counters The clock counter registers are assigned to the external expansion RAM area of the CPU address space. To access the clock counters, RAM bank switching must first be performed. External expansion RAM Area (0xA000-0xBFFF) Bank Map Bank Device Notes 0x00 RAM BANK 0 0x01 RAM BANK 1 0x02 0x03 0x08 0x09 0x0A 0x0B 0x0C : RAM BANK 2 RAM BANK 3 Not used Seconds counter Minutes counter Hours counter Days counter (L) Days counter (H) Not used The following are examples of accessing the clock counters. 3.3.1 Reading The clock counters are accessed by first writing 0x0A to register 0. This opens the gate used to access the counters. To read clock counter values, write 1 to register 3 to latch the values of all the registers. If the value of register 3 is already 1, first set it to 0 and then to 1. While this register is set to 1, the clock counters will operate but the latched values of all of the clock counters will not change. This allows the clock counters to be read. For example, the seconds counter register can be accessed and read by first setting the RAM bank to 8, then reading from any CPU address between 0xA000 and 0xBFFF. 3.3.2 Writing Writing 0x0A to register 0 opens the access gate, allowing each clock counter register to be written to. 217 Game Boy Programming Manual 3.4 Memory Map • ROM bank 0 is assigned to the program residence area (0x0000-0x3FFF) of the CPU memory space (unchangeable). One bank from among ROM banks 0x01-0x7F can be assigned to the program switching area (0x40000x7FFF) of the CPU memory space. One bank from among RAM banks 0-3 and the clock counter registers (RAM banks 0x08-0x0C) can be assigned to the external expansion working RAM area (0xA000-0xBFFF) of the CPU memory space. • • CPU Address 0xDFFF Days(H)counter ROM Address 0x1FFFFF Internal Working RAM Bank 0x7F 0x1FC000 Bank 0x0C Days(L)counter Bank 0x0B 0xC000 External Expansion Working RAM Display RAM 0x8000 : : 0x0FFFFF Bank 0x3F 0x0FC000 Hours counter Bank 0x0A 0xA000 Minutes counter Seconds Counter Bank 0x09 Bank 0x08 : : 0x07FFFF Bank 0xIF RAM Address 0x7FFF : : : : : : Bank 0x03 Program Switching Area 0x07C000 : : 0x4000 0x0BFFF Bank 0x02 Program Residence Area 0000 0x08000 Bank 0x01 0x04000 Bank 0x00 00000 0X6000 Bank 0x02 0X4000 Bank 0x01 0X2000 Bank 0x00 0000 218 Chapter 8: Game Boy Memory Controllers (MBC) 3.5 Programming Cautions 3.5.1 Accessing the Clock Counters Although counting up of the clock counters themselves and accessing the clock counters from the CPU are performed asynchronously, clock counter failure may result if both operations are performed at the same time. To prevent this, MBC3 provides an interface circuit for WR signals from the CPU. Use of this circuit necessitates a delay when accessing control register 3 and the clock counter registers (RTC_S, RTC_M, RTC_H, RTC_DL, and RTC_DH). Thus, whenever accessing these registers consecutively, interpose a delay of 4 cycles between accesses. When reading clock counter data: • Latch all clock counter data using control register 3. 4-cycle delay required • Read the data in the clock counter registers. When writing values to the clock counters: • Set data in clock counter register RTC_S. 4-cycle delay required • Set data in clock counter register RTC_M. 4-cycle delay required • Set data in clock counter register RTC_H. 4-cycle delay required • Set data in clock counter register RTC_DL. 4-cycle delay required • Set data in clock counter register RTC_DH. 219 Game Boy Programming Manual 3.5.2 Condensation MBC3 uses a crystal oscillator for its clock counter operation, and condensation on the oscillator may halt its oscillation, preventing the clocks from counting up. Once the condensation disappears, the clocks will resume counting up from where they stopped. However, please ensure that the counter stoppage does not result in a loss of program control. 3.5.3 Control Register Initialization Although control registers 0-3 are initialized (see Section 3.2, Description of Registers) when Game Boy power is turned on, they are not initialized by a hard reset of SNES when Super Game Boy is used. Therefore, please be sure to implement a software reset of these registers. 3.5.4 Clock Counter Registers When commercial Game Boy software that uses MBC3 is shipped from the factory, the values of the clock counter registers are undefined. Therefore, please ensure that these registers are initialized. 220 Chapter 8: Game Boy Memory Controllers (MBC) 4. MBC5 4.1 Overview Supports CGB double-speed mode. MBC5 can use up to 64 Mbits of ROM (512 banks of 128 bits each) and 1 Mbit of RAM (16 banks of 64 Kbits each). Upwardly compatible with MBC1. 4.2 Registers Name RAMG ROMB 0 ROMB 1 RAMB 4.3 Memory Map Addresses (hex) 0000-1FFF 2000-2FFF 3000-3FFF 4000-5FFF CPU Address RAM Highest bank, 0x0F Maximum of 1 Mbit Set by RAMB register. Accessible only when RAMG register is 0x0A. 0xFFFF 0xE000 Unit Registers Internal Working RAM External Expansion Working RAM Display RAM ROM Highest bank, 0x1FF : : : : 0xC000 Bank 0x01 Bank 0x00 : : : : : : : : : : : : Up to 64 Mbits Set by the ROMB0, ROMB1 registers 0xA000 0x8000 Empty (no image) Bank Switching Area Bank 0x00 - Bank 0x1FF (Default bank 0x01) 0x6000 0x5000 0x4000 ROMB1 RAMB 0x3000 ROMB0 0x2000 RAMG Program Residence Area Fixed at Bank 0x00 Bank 1 Bank 0 0x0000 Writing Reading During a write, data is written to the bank control registers at CPU addresses 0x0000-0x7FFF. During a read, the contents of ROM are read from these addresses. 221 Game Boy Programming Manual 4.4 Description of Registers ♦ Register for Specifying External Expansion Memory (RAMG) Specifies whether external expansion RAM is accessible. Access to this RAM is enabled by writing 0x0A to the RAMG register space, 0x0000-0x1FFF. Writing any other value to this register disables reading to and writing from RAM. ♦ Lower ROM Bank Register (ROMB0) Specifies the lower-order 8 bits of a 9-bit ROM bank. The ROM bank can be changed by writing the desired ROM bank number to the ROMB0 register area, 0x2000-0x2FFF. ♦ Upper ROM Bank Register (ROMB1) Specifies the higher-order 1 bit of a 9-bit ROM bank. The ROM bank can be changed by writing the desired ROM bank number to the ROMB1 register area, 0x3000-0x3FFF. ♦ RAM Bank Register (RAMB) Specifies the RAM bank The RAM bank can be changed by writing the desired RAM bank number to the RAMB register area, 0x4000-0x5FFF. Note Although the bits marked with are ignored by MBC5, they should be used after being set to 0. The default values are set automatically when power is turned on. 222 Chapter 8: Game Boy Memory Controllers (MBC) 4.5 Programming Cautions 4.5.1 When Migrating from MBC1 to MBC5 ♦ Use of Register 1 If an MBC1 program uses register 1 (ROM bank control register) addresses 0x3000-0x3FFF, the bank intended for selection by ROMB1 in MBC5 will not be selected. Addresses 0x2000-0x2FFF of register 1 should be used by programs that use MBC1. ♦ Use of Register 2 Note that in MBC1, programs that use 8 Mbits or more use register 2 (ROM or RAM bank control register) for the high ROM bank. Consequently, in MBC5 the RAM bank is different while the ROM bank is unchanged. ♦ ROM Banks 0x20, 0x40, and 0x60 ROM banks 0x20, 0x40, and 0x60 cannot be used in MBC1, but they can be used in MBC5. ♦ MBC1 Register 3 (ROM/RAM change) Because the addresses of ROM and RAM are independent of each other in MBC5, ROM/RAM switching is unnecessary. Any write instructions to register3 left in a program that uses MBC1 are ignored by MBC5 and have no effect. 4.5.2 General Notes ♦ Memory Image If a memory device is used that uses less than the maximum amount of memory available (ROM: 64 Mbits; RAM: 1 Mbit) , a memory image is generated for the empty bank area. Therefore, please do not develop software that uses an image, because it may cause failures. ♦ RAM Data Protection To protect RAM data, it is recommended that RAM access be disabled when RAM is not being accessed (RAMG ← 0x00) . ♦ Specifying External Sound Input (VIN) Always use the sound control register (NR50) with bits 7 and 3 (VIN function OFF) set to 0. Because the VIN terminal is used in development flash ROM cartridges, using the register with VIN set to ON will produce sound abnormalities. 223 Game Boy Programming Manual 4.6 Examples of MBC5 programs on DMG and CGB ♦ Set the bank switching area (0x4000-0x7FFF) to 0x1FF. LD A,$FF LD ($2000),A LD A,$01 LD ($3000),A | | | ;ROMB0 setting ;ROMB1 setting ♦ Set the external expansion memory area (0xA000-0xBFFF) to 0x0F. LD A,$0F LD ($4000),A ; RAMB setting LD A,$0A LD ($0000),A ; Enable access to RAM | | RAM Access Processing | LD A,$00 LD ($0000), A ; Disable access to RAM 224 Chapter 8: Game Boy Memory Controllers (MBC) 5. MBC5 (WITH RUMBLE FEATURE) 5.1 Overview This cartridge is the same as the previous MBC5 cartridge but also includes a rumble motor and size AAA battery to power the motor. The motor is controlled by the program using the MBC5 RAM bank register (RAMB, bit 3). MBC5 supports CGB normal- and double-speed modes. Up to 64 Mbits (512 banks of 128 Kbits each) of ROM and 256 Kbits of RAM (4 banks of 64 Kbits each) can be used. 5.2 Registers Name RAMG ROMB 0 ROMB 1 RAMB Addresses (hex) 0000-1FFF 2000-2FFF 3000-3FFF 4000-5FFF Notes Each register executes its control using any one of the address spaces at left. 225 Game Boy Programming Manual 5.3 Memory Map CPU Address RAM Bank 3 Maximum of 256 Kbits (Banks 0-3) Set by register RAMB Accessible only when RAMG is 0x0A 0xE000 Bank 2 0xFFFF Unit Registers Internal Working RAM External Expansion Working RAM Display RAM ROM Highest bank, 0x1FF : : : : : : : : : : Maximum 64 Mbits Set by registers ROMB0 and ROMB1 Bank 1 0xC000 Bank 0 0xA000 0x8000 Empty (no image) 0x6000 0x5000 0x4000 ROMB1 0x3000 ROMB0 0x2000 RAMG 0x0000 Write Read Program Residence Area Fixed at Bank 0 Bank 1 RAMB Bank Switching Area Bank 0x00 - Bank 0x1FF (Default bank 0x01) Bank 0 * During a write, data is written to the bank control registers at CPU addresses 0x0000-0x7FFF. During a read, the contents of ROM are read from these addresses. 226 Chapter 8: Game Boy Memory Controllers (MBC) 5.4 Description of Registers ♦ Register for Specifying External Expansion Memory (RAMG) Specifies whether external expansion RAM is accessible. Access to this RAM is enabled by writing 0x0A to the RAMG register (any single address in 0x0000-0x1FFF). Writing any other value to this register disables reading to and writing from RAM. ♦ Lower ROM Bank Register (ROMB0) Specifies the lower-order 8 bits of a 9-bit ROM bank. The ROM bank can be changed by writing the desired ROM bank number to the ROMB0 register (any single address in 0x2000-0x2FFF). ♦ Upper ROM Bank Register (ROMB1) Specifies the higher-order 1 bit of a 9-bit ROM bank. The ROM bank can be changed by writing the desired ROM bank number to the ROMB1 register (any single address in 0x3000-0x3FFF). ♦ RAM Bank Register (RAMB) Specifies the RAM bank. The RAM bank can be changed by writing the desired RAM bank number to the RAMB register (any single address in 0x4000-0x5FFF). Bits 0-1: Register for RAM bank setting Bit 3: Motor control register (1: motor ON; 0: motor OFF) Note Be sure to set the bits marked with to 0 before using them. The default values are set automatically when power is turned on. 227 Game Boy Programming Manual 5.5 Motor Control 5.5.1 Vibration Level Control of the rumble motor consists of setting it to ON or OFF. The vibration level can be controlled by sending pulses of combined ON/OFF instructions in short cycles. Please comply with the following points when implementing vibration control. (1) Set the frame rate to 1 frame per 1/60 second and control vibration frame by frame. (2) At the start of vibration control, send a startup pulse (at least 2 ON frames). A startup pulse also should be sent if the width of an OFF pulse is 3 or more consecutive frames. This is necessary because startup from a complete stop requires a certain amount of time. (see Ex. 5) 5.5.2 Vibration Pulse Examples RAMB Bit 3 ON Example 1: Strong OFF 2Frames Example 2: Slightly strong OFF ON Startup Pulse 1 2 2Frames Example 3: Slightly weak OFF ON Startup Pulse 1 1 2Frames Example 4: Strong ON Startup Pulse 2 1 OFF 2Frames Example 5: 3 consecutive OFF frames OFF ON Startup Pulse 3 2 Startup Pulse 228 Chapter 8: Game Boy Memory Controllers (MBC) 5.6 Programming Cautions IMPORTANT 5.6.1 Memory Image If a memory device is used that uses less than the maximum amount of memory available (ROM: 64 Mbits; RAM: 256 Kbits) , an empty bank area (memory image) results. Please do not access this empty bank area. Doing so may result in faulty operation. 5.6.2 RAM Data Protection To protect RAM data, it is recommended that RAM access be disabled (RAMG 0x00) when RAM is not being accessed. 5.6.3 Specifying External Sound Input (VIN) Always use the sound control register (NR50) with bits 7 and 3 set to 0 (VIN function OFF). Because the VIN terminal is used in development flash ROM cartridges, using the register with VIN set to ON will produce sound abnormalities. 5.6.4 Disabling Vibration Using the SGB, SGB2, or 64GB Pak When MBC5 is used by SGB, SGB2, or the 64GB Pak, vibration should be turned off by the program to prevent failures caused by a faulty connection. For methods of recognizing SGB and SGB2, see the description of the MLT_REQ command in Chapter 6, Section 3.2, System Command Details. With the 64GB Pak, vibration is controlled by the N64 software. Therefore, N64 software programs that support MBC5 should not write data to bit 3 of the RAM bank register. 5.6.5 Limiting the Period of Continuous Vibration To prevent physical effects in the user such as numbness as a result of continuous vibration, limit the duration of continuous vibration as indicated below, regardless of the vibration strength (see Section 5.5.2, Vibration Pulse Examples). • • The duration of continuous vibration should generally be limited to a maximum of 1 minute. The period of no vibration between the finish of one period of vibration and the start of the next period generally must be at least as long as the vibration time. The above points are guidelines that should be followed in most cases. However, if adhering to these guidelines is made difficult by factors such as the game content, take appropriate measures while keeping in mind the points noted in Section 6.7, Effects of Vibration on the Body. 5.6.6 Disabling Vibration for Resets and Pauses Vibration should be halted during resets and pauses. When power is turned on, the unit should not be vibrated until some input is received from the controller. 229 Game Boy Programming Manual 5.6.7 Rumble Feature Selection The user should be allowed to set the rumble feature to ON or OFF or to select strong, mild, or OFF by means such as an initial-settings screen at the start of the game. In addition, the program should allow the user to easily change these settings even during a game if, for example, they are uncomfortable with the vibration. Such changes also should be allowed a pause. 5.6.8 Changes in Vibration Level with Battery Use If the battery that powers the motor (Size AAA alkaline battery) wears out, the perceived vibration level will be reduced even if the requested vibration level remains the same. Therefore, rumble operation should be checked both when the battery is new (1.6 V) and when it is at the end of its life (1.1 V). 5.7 Physical Effects of Vibration on the Body Users have occasionally experienced numbness for some time after continuous vibration lasting several tens of seconds to several minutes. This may occur regardless of the strength of the vibration (see Section 5.5.2, Vibration Pulse Examples). Unfortunately, the effects of continuous vibration on the body are not yet clear. Thus, the guidelines presented in Section 5.6.5, Limiting the Period of Continuous Vibration, are intended to give priority to user safety. However, software development requires free thinking and original ideas, and there may well be cases in which the use of continuous vibration in a game is desirable. Because each game is different, the limitations presented in Section 5.6.5 are by their nature not restrictions that should be enforced digitally. It is instead preferable for the developer to adequately consider user safety when determining the game’s content. For example, even supposing that continuous vibration does last for more than 1 minute, it may not pose a safety problem if it is used infrequently, such as only when special events occur. Conversely, if vibrations lasting several seconds to several tens of seconds are repeated at short intervals, the effects on the user may be the same as with continuous, long-term vibration. Thus, the guidelines presented in Section 5.6.5 are not absolute restrictions. However, even if a program varies from these guidelines, the following points should be considered minimum requirements and strictly observed. • • Continuous vibration should not exceed 3 minutes for any reason. Because the effects of continous vibration vary from person to person, the strength of these effects on the user should not be determined independently by the developer. Rather, this determination should be arrived at after considering the opinions of many others during debugging and other phases of development. 230 Chapter 9: Pocket Printer Chapter 9: Pocket Printer .....................................................233 1. Overview ........................................................................................ 233 2. Communication Specifications ................................................... 233 2.1 Bidirectional Communication ...............................................................233 2.2 Transfer Interval for Each Byte .............................................................233 2.3 Packets and the Transfer Interval.........................................................233 2.4 Synchronism Check when Connecting ...............................................233 3. Communication Data Definitions ................................................ 234 3.1 Transferring to the Printer.....................................................................234 3.2 Receiving from the Printer ....................................................................235 3.3 Handling Errors ......................................................................................235 4. Packet Details................................................................................ 237 4.1 The Initialization and Connection Packet ............................................237 4.2 Print Instruction Packet.........................................................................237 4.3 Data Packet.............................................................................................238 4.4 Data-End Packet.....................................................................................239 4.5 Break Packet...........................................................................................239 4.6 NUL Packet .............................................................................................239 4.7 Packet Error............................................................................................239 4.8 Other Packets .........................................................................................239 5. Printer Status and Packets .......................................................... 240 6. Printer Print Sequence ................................................................. 241 7. Processing Connection Eval./Preamble Detection Failure....... 242 7.1 Connection Evaluation (includes cable disconnection) ....................242 7.2 Preamble Detection Failure...................................................................242 8. Print Data ....................................................................................... 243 9. Compression Algorithm ............................................................... 244 10. Hardware Specifications ............................................................ 245 10.1 General Specifications ........................................................................245 10.2 Dimensions and Weight ......................................................................245 11. Miscellaneous.............................................................................. 245 231 Game Boy Programming Manual 11.1 Cautions when Debugging..................................................................245 11.2 Sample Programs Provided by Nintendo (subroutines)...................245 232 Chapter 9: Pocket Printer CHAPTER 9: POCKET PRINTER 1. OVERVIEW These specifications define the serial protocol used to send print and control data from Game Boy to the Pocket Printer (abbreviated to printer). Game Boy sends data to the printer in packets, and the printer responds by returning 2 bytes of status information. 2. COMMUNICATION SPECIFICATIONS 2.1 Bidirectional Communication Serial transfers between Game Boy and the printer are performed in the Game Boy specification communication format (bidirectional). The shift clock is furnished by the Game Boy. Both Game Boy and the printer start transmission from the most significant bit (MSB). For more information , see Chapter 1, Section 2.5.1, Serial Cable Communication. Game Boy 7 6 5 4 3 2 1 0 7 6 Printer 5 4 3 2 1 0 2.2 Transfer Interval For Each Byte An interval of 270 µs to 5 ms must be interposed between each byte sent. Thus, care should be exercised regarding factors like interrupts when programming. 2.3 Packets and the Transfer Interval Each type of data sent by the Game Boy is sent in a packet. An interval of 270 µs to 117 ms must be allowed between the transfer of each packet. Thus, care should be exercised regarding factors like interrupts when programming. 2.4 Synchronism Check when Connecting After the connection between the Game Boy and printer is confirmed, the Game Boy sends a NUL packet every 100 msec for a synchronism check of the connection. If the Game Boy determines that a connection is unnecessary and does not send a NUL packet in the prescribed time, the printer will determine that the connection is abnormal and will wait in an initialized state for a signal from the Game Boy. 233 Game Boy Programming Manual 3. COMMUNICATION DATA DEFINITIONS This section defines the following data items (packet types and data) by function. 3.1 Transferring to the Printer The packet types are as follows. Packet Type Initialization and connection packet Print instruction packet Data packet Data end packet Break packet NUL packet Code 01 02 04 04 08 0F Each of the above packet types is in the following format. Preamble Header Data Checksum Dummy Preamble: Header: Data: Checksum: Dummy: 2 bytes of data: 0x88 x 1 + 0x33 x 1. Abbreviated PA below. 4 bytes of contiguous data that represent the following. Byte 1. Packet type 01: Initialization and connection packet 02: Print instruction packet 04: Data packet 08: Break packet 0F: NUL packet Byte 2: In the case of a data packet, indicates compression/no compression. If another type of packet, fixed at 0x00. Bytes 3 and 4: Data volume (2 bytes), number of bytes of data Data in Game Boy character data format. Print instruction data. 2 bytes of data representing the sum of the header + all data in the data portion of the packet. 2 bytes of dummy data used to obtain status information from the printer. In the data received from the printer in place of the dummy data, byte 1 holds the peripheral device number and byte 2 holds the printer status. 234 Chapter 9: Pocket Printer 3.2 Receiving from the Printer The printer returns 2 bytes of status data. Byte 1: Device number 1 0 0 0 0 0 0 1 The value of the MSB is always 1. The lower-order 7 bits represent the device number. The Pocket Printer is device no. 1. Byte 2: Status LowBat ER2 ER1 ER0 Untran Full Busy Sum LowBat: 1 = Low-battery error bit 0 = Battery OK ER2: 1 = Other error ER1: 1 = Paper jam (abnormal motor operation) ER0: 1 = Packet error Untran: 1 = Unprocessed data present 0 = No unprocessed data present Full: 1 = Image data full 0 = Image data not full Busy: 1 = Printer busy 0 = Printer ready Sum: 1 = Checksum error 0 = Data OK Status information is sent in reply to each 2 bytes of dummy data sent by the Game Boy. * The status returned by the printer is FF FF when the printer is not connected to the Game Boy or not powered on. 3.3 Handling Errors Either an error number listed below or the error number plus a description of the error would be sent to the display screen in response to an error flag in byte 2. (This information is also presented in the user’s manual of the Pocket Printer. That information must be used together with the information given here.) Status: Byte 2 Error No. low Bat = 1 01 FF FF 02 ER1 = 1 03 ER2 = 1 04 * Error No. 02 is represented using both status bytes. ER0 = 1 likely indicates program failure. When an error is generated, always sever communication with the printer and inform the user of the type of error. 235 Game Boy Programming Manual A value other than 0x81for the first status byte means that a device other than the Pocket Printer is connected. This should be conveyed to the user as an error message. 236 Chapter 9: Pocket Printer 4. PACKET DETAILS 4.1 The Initialization and Connection Packet This packet is used to initialize the printer and check the connection. If the Game Boy sends a packet for checking the printer connection and a printer is connected, it returns a 2-byte status code and initializes for the start of print processing. This packet must always be sent when the Game Boy starts to access the printer. It allows transferred data to be invalidated (reset). Actual Data 88 33 01 PA 00 00 00 01 00 00 00 Header Checksum This packet has no data section. Dummy Normal status: 0x81 and 0x00 (For more information, see Section 3, Communication Data Definitions.) Not connected: 0xFF and 0xFF. 4.2 Print Instruction Packet Used for print instructions for single-sheet mode and copy mode (for specifying the number of sheets). Example 88 33 PA 02 00 04 00 01 13 E4 Data 40 3D 01 00 00 Header Checksum Dummy Data: Byte 1 specifies the number of sheets. Data: Byte 2 indicates the number of line feeds. 0-255 (1 in the example). 0 means line feed only. Higher-order 4 bits represents the number of feeds before printing. Lower-order 4 bits represents the number after printing. Each value is 0x00-0x0F. * 1 feed = 2.64 mm Data: Byte 3 holds the palette values. Data: Byte 4 is the print density adjustment. Default is 00. Palettes are defined by every 2 bits beginning from high bit. (See Chapter 2, Section 2.3, Character RAM.) 0x00-0x7F. Default values are 0x40 and 0x80 or greater. 00 < 0x40 < 0x7F -25% 0% +25% When printing continuous images from multiple screens, setting the number of line feeds to 0 after one screen’s worth of data is printed (9 data packets and a data-end packet) enables printing to be continued from one image to the next without a break. Cautions Regarding Print Instructions (Caution Required) • • Although applications can print 2-255 pages continuously, this may take a long time. Thus, the user should be provided with a means of halting a print job in progress. (See Section 4.5, Break Packet.) Whenever possible, the print density data should be backed up to avoid the inconvenience of adjusting the density at each startup. 237 Game Boy Programming Manual • If a print instruction packet is set within 100 msec of when the motor is stopped, the position where printing resumes may be incorrect. Always send print instruction packets at least 100 msec after the motor has been stopped. Always set the number of line feeds before printing to 1 or greater and the number after printing to 3 or greater, except in the case of the previously mentioned continuous printing , when both values are 0. Other values for these parameters may in result in faulty operation, such as double printing on the same line or failure of the last printed line to reach the paper cutter. • 4.3 Data Packet Sends print data that are in character data format. The print data is sent in 1-byte increments for the specified number of bytes. Example 88 33 PA 04 00 80 02 Data0 ~ DataN-1 Data C1 C2 00 00 Header Checksum Dummy Notification of compression/no compression: Maximum number of data bytes is 0x280 (NoError through 0x3FF): (16 (bytes/color) x 20 (colors) x 2 (colors)). Nine of these packets represent 1 printed sheet. (160 dots x 144 dots) Byte 2 of the header is the compression/no compression notification byte. * 1: Compression (* upper 4 bits have no effect) * 0: No compression Transmission of compressed data is accomplished by compressing one line at a time -- each line consisting of 20 characters horizontally and 2 characters vertically -- and sending the number of compressed bytes in order, beginning from the first line. If the compressed lines exceed 0x280 bytes, the non-compressed data is sent as is (mixture of compressed and non-compressed packets). If the extended data do not fill an entire line when the packets are processed, the printer returns a packet error. If an instruction to stop printing is received while print data is being sent, an initialization packet can be sent instead of the next data packet. One Game Boy screen of data is represented by 9 data packets. However, a data-end packet can be sent even if the number of data packets sent is less than 9. In this case, the printer will print only the number of lines received. Line feeds can be performed by sending a data-end packet with no data packet and issuing a print instruction. The printer will then feed the number of lines indicated by the instruction. Sending the following print instruction packet with a data-end packet but no data packet would specify that 5 sheets be printed, with 1 line feed before printing and 3 line feeds after printing, and that the pre-printing line feeds be ignored. The number of line feeds performed would therefore equal the product of number of sheets to be printed and the number of post-printing line feeds specified. Thus, in this example, the number of line feeds would be 15. Example 88 33 02 00 04 00 05 13 E4 40 42 01 00 00 238 Chapter 9: Pocket Printer 4.4 Data-End Packet Actual Data 88 33 04 00 00 00 04 00 00 00 PA Header This packet has no data section. Checksum Dummy A data length of 0 for the data packet header represents the end of the print data. This must always be sent to end print data transmission. 4.5 Break Packet Used to discontinue printing. The break packet is sent by means of the user’s instructions and forcibly stops printing. (Printing is halted after 1 line is printed.) Actual Data 88 33 08 00 00 00 08 00 00 00 PA Header This packet has no data section. Checksum Dummy 4.6 NUL Packet A functionless packet for requesting the current status of the printer. The printer may occasionally be halted unintentionally while printing (e.g., paper jam, low battery), so a NUL packet should always first be sent to check the printer’s status. Actual Data 88 33 0F 00 00 00 0F 00 00 00 PA Header This packet has no data section. 4.7 Packet Error Checksum Dummy Except in the case of a checksum error, if a packet of one of these types is sent but does not match the specification described, the printer will return a packet error. 4.8 Other Packets Packets other than the types mentioned above are ignored by the printer. 239 Game Boy Programming Manual 5. PRINTER STATUS AND PACKETS The following table shows the packets that can and cannot be sent from the Game Boy to the printer while the printer is in various states. Disconnected Immediately Print Buffer after Full Connected While Printing While Feeding Connection/initialization packet Print instruction packet Data packet Data-end packet Break packet NUL packet Ο ? ? ? ? ? Ο x Ο Ο s Ο Ο Ο x x s Ο s s s s Ο Ο s s s s s Ο Ο = OK; s = ignored; x = packet error; ? = undefined * The user could push the feed button while data is being transferred. In this case, the entire data packet would be ignored, so the same packet would need to be re-sent. 240 Chapter 9: Pocket Printer 6. PRINTER PRINT SEQUENCE The print sequence used in the Game Boy. 241 Game Boy Programming Manual 7. PROCESSING OF CONNECTION EVALUATION AND PREAMBLE DETECTION FAILURE 7.1 Connection Evaluation (includes cable disconnection) To check whether a printer is connected to the Game Boy, it sends a NUL packet. If nothing is connected, the value 0xFF is received; if there is a connection, 0x00 is received. Game Boy Not Connected NUL packet sent ↓ 0xFF received ↓ No data for 120 ms Evaluates as not connected No data reception detected ↓ Printer ↓ Evaluates as not connected; print data cleared Cable connected here NUL packet sent NUL packet detected ↓ ↓ 0x00 received Status of 0x00 sent ↓ ↓ Evaluates as connected Evaluates as connected ↓ ↓ Connection-check packet sent after 100 msec delay Connection confirmed, ACK returned . . . . The printer prepares to print data again; it is not cleared while data is received. 7.2 Preamble Detection Failure If preamble detection fails during data reception, the flow of the Game Boy and printer sequences are as shown below in parallel. Game Boy Printer Printer normal ↓ Wait to receive data ↓ Data reception ↓ Preamble detection failure ↓ Set status to 0xFF ↓ 80 msec delay ↓ Printer initialization Printer status normal ↓ Start communication ↓ Cable disconnects during data transfer ↓ Printer status = 0xFF ↓ Confirm reset of printer connection ↓ Check connection after 100 msec 242 Chapter 9: Pocket Printer 8. PRINT DATA The print data transferred in data packets is in character data format. Printing Example Line1 Line2 Line3 Line4 Line5 Line6 Line7 Line8 Line9 X00 X01 X02 X03 .... X09 X0A X0B X0C ... X13 Y0 Y1 Transfer Order Y0.X00 --> Y0.X01 --> Y0.X02 --> ··· Y0.X13: 2 x 8 x 20 = 0x140 bytes Y1.X00 (2 x 8) --> Y1.X01 --> ··· Y1.X13: 2 x 8 x 20 = 0x140 bytes Total 0x280 bytes 1 CHAR = 2 bytes (higher grayscale, then lower grayscale) x 8 dots vertically 243 Game Boy Programming Manual 9. COMPRESSION ALGORITHM Compressed data essentially consist of control codes specifying the data type and length and the actual data. À Control code 1 + raw data Á Control code 2 + loop data Control Code 0x7F Control Code Control Code Control Code Control Code ... 0x7E ... 0xFF ... 0x80 ... 0xFE ... ... RAW Data RAW Data Loop Data Loop Data Loop Data À Control code 1 + Raw data 0x7F: Next 0x80 bytes are raw data 0x0-0x7E (N): Next < N + 1 data items (0x01-0x7F) are raw data Á Control code 2 + Loop data 0xFF: Repeat the next < 1 byte of data for 0x81 bytes 0x80-0xFE: Repeat the next < 1 byte of data for 2 (80) – 0x80 (FE) items Example 0x09 0xA0 0xA1 0xA2 0xA3 ... 0xAA 0x7F 0x80 0x81 0x82 ... 0xFF 0xFF 0x55 0x80 0xAA 0x10 bytes of raw data 0x80 bytes of raw data 0x81 items of 0x55, 0x02 items of 0xAA 244 Chapter 9: Pocket Printer 10. HARDWARE SPECIFICATIONS 10.1 General Specifications • • • • • • • • Printing method: Print direction: Total dot count: Dot pitch: Dot dimensions: Paper feed pitch: Print width: Printing speed: Thermal serial dot Left to right (facing direction of paper feed) 16 x 160 (H x W/line) 0.165 mm x 0.167 mm (H x W) 0.14 mm x 0.164 mm (H x W) 2.64 mm Approximately 6.6 mm Approximately 1.1 lines/sec 10.2 Dimensions and Weight • • Dimensions: Weight: 72.2 mm x 139.5 mm x 56.0 mm (W x D x H) Approximately 190 g (not including battery) 11. MISCELLANEOUS 11.1 Cautions when Debugging The printer comes in two types, each made a different manufacturer (Seiko Systems and Hosiden). During final game debugging, the game should be checked with at least 1 printer of each type. The manufacturer can be determined from the serial number on the back of the unit (Printers with PS serial numbers are made by Seiko; those with PH serial numbers are made by Hosiden.) Many of the Seiko printers obtained on the market are the normal Pocket Printer, while many of the printers made by Hosiden are manufactured according to the special Pocket Printer Pikachu Yellow specification. However, depending on the needs of the manufacturers, there is no guarantee that this distinction will hold true in the future. If obtaining a printer proves difficult, please contact Nintendo for a special consultation. 11.2 Sample Programs Provided by Nintendo (subroutines) Modifying a program to suit the intended use is permitted. However, in creating the original program, values for timing and other parameters were calculated to allow normal operation. These parameters must therefore be carefully considered when modifying a program. 245 Game Boy Programming Manual THIS PAGE WAS INTENTIONALLY LEFT BLANK. 246 Appendix 1: Programming Cautions APPENDIX 1: PROGRAMMING CAUTIONS ......................................... 248 1. Using this Appendix ..................................................................... 248 2. Programming Cautions Regarding Game Boy.......................... 249 2.1 LCDC/VRAM............................................................................................249 2.2 Communication ......................................................................................250 2.3 Sound ......................................................................................................250 2.4 Miscellaneous Notes..............................................................................251 3. Programming Cautions Regarding MBCs ................................. 253 3.1 All MBCs .................................................................................................253 3.2 MBC 3 ......................................................................................................253 3.3 MBC5 .......................................................................................................254 4. SGB Programming Cautions....................................................... 256 4.1 ROM Data ................................................................................................256 4.2 Default Data ............................................................................................256 4.3 SOU_TRN default data ...........................................................................256 5. Programming Cautions Regarding Pocket Printer ................... 257 5.1 Transfer Time Intervals..........................................................................257 5.2 Printing Multiple Sheets Continuously.................................................257 5.3 Print Density ...........................................................................................257 5.4 Operation After the Motor is Stopped ..................................................257 5.5 Feeds.......................................................................................................257 5.6 Point of Caution During Debugging .....................................................257 5.7 Sample Program Provided by Nintendo...............................................257 6. Programming Cautions for U.S. Programmers .......................... 258 247 Game Boy Programming Manual APPENDIX 1: PROGRAMMING CAUTIONS 1. USING THIS APPENDIX Purpose and Scope These programming notes provide information on how to avoid easily made mistakes during program development, information on unique Game Boy programming issues that require special attention, and special issues regarding peripheral devices. Items Covered in this Manual Many of the topics covered in this appendix also are covered elsewhere in different chapters of this manual. This appendix consolidates the discussion of these topics. Topics that would be more easily comprehensible to the reader when presented separately will also be discussed in another chapter, even though this may duplicate the discussion in this appendix. Note: Although these notes were created to make every effort to eliminate potential sources of trouble at market, they do not represent a guarantee that various potential problems on the market can be absolutely avoided. 248 Appendix 1: Programming Cautions 2. PROGRAMMING CAUTIONS REGARDING GAME BOY Covers: DMG: DMG, MGB, and MGL SGB: SGB and SGB2 CGB: CGB 2.1 LCDC/VRAM 2.1.1 Setting the LCDC to OFF (Recommended) Covers: DMG and CGB In early DMGs, a black horizontal line appears on the screen if the LCDC is stopped (LCDC register bit 7 ← 0) at any time other than during vertical blanking. Therefore, the LCDC should be set to OFF during V-blanking. If the occurrence of V-blanking cannot be confirmed, the LCDC should be set to OFF when the value of the LY register is 145 (0x91) or greater. These restrictions do not apply in CGB. Thus, when creating software for use on CGB only, the timing of setting the LCDC to OFF need not be considered. 2.1.2 Window x-coordinate Register (Required) Covers: DMG, SGB, and CGB When the window is displayed, the window x-coordinate register (register WX, address 0xFF4B) must be set in the range 7-165. A setting of 0-6 or 166 is prohibited. Specifying a value of 167 or greater causes the window not to be displayed. 2.1.3 Displaying Multiple Windows (Required) Covers: CGB Multiple windows that divide the screen horizontally into upper and lower areas can be displayed by setting the window x-coordinate register (WX) to a value of 167 or greater during a horizontal blanking period. Attempting to display multiple windows by switching the window ON and OFF during H-blanking may result in the lower window not being displayed. Display Data Window BG (Background) WX Value WX=7 167-"This game can only be played on Game Boy Color" 4. LICENSEE GAME PLAY VIDEOTAPE PASS/FAIL GUIDELINES 1. The licensee game play videotape (if included) must be recorded on a VHS tape, Standard Play speed (SP) for clarity. 2. No editing of the tape is allowed. 3. If more than one tape is needed to show the entire piece of software, then when a second tape begins it must show that the player is in the exact same place as where the first tape left off. 4. No codes or “built-up” characters are allowed. 5. All levels or areas must be completed, in succession. 6. Screen text must have correct grammar and spelling. 7. No deviations from NOA Software Standards Policy may be present. 8. The entire ending credits (if any) must be shown. 9. If the product has been rated by the ESRB, then a copy of the rating certificate must accompany the submission and no videotape is needed. 5. LICENSING SCREEN INFORMATION PASS/FAIL GUIDELINES The following Licensing information should be included for all software. This can be displayed on one (1) or two (2) screens. 1. Licensee’s software title. 2. Licensee’s trademark and copyright notice (_ 19__ Licensee’s name or copyright owner) 3. LICENSED BY NINTENDO Example Tom’s Golf™ or ® © 1992 ABC Corporation LICENSED BY NINTENDO If a blank screen appears for more than two seconds when powered up, Nintendo suggests placing a message or graphic on the screen so that consumers do not think their game is inoperable (e.g., -“Please Wait”--). If a blank screen appears for more than five seconds during game play, a message or graphic should also be placed on the screen. 278 Appendix 3: Software Submission Requirements 6. COMMON PROBLEMS Some possible problems that may prevent approval of your software include, but are not limited to the following: 1. Software locks up. 2. Scrambled blocks or characters appear on the screen. 3. The software won’t pause. 4. Your character can get stuck somewhere with no possible way to get out. 5. Scrambled graphics at the edges of the screen when the screen scrolls in any direction. 6. Vowels in the passwords or password entry-system. 7. Colored lines at the top or bottom of the screen. 8. Shifting of the screen in any direction. 9. Inconsistent scoring methods. 10. Flashes on screen. 11. Small flickering lines on the screen. 12. Hit or be hit by an enemy but no damage is incurred. 13. Three (3) or four (4) player game can be started without using a four player adapter. 14. Incorrect Licensing Screen; “Licensed by Nintendo” should appear for all formats. 15. Violation of any Programming Cautions in the product programming manual. 16. Communication problems on two-player linkable DMG games. 17. Horizontal or vertical black lines when switching between screens on DMG games. 18. Use of the Nintendo logo or representations of Nintendo products in software without license agreement. 19. The use of the term Super Nintendo or Nintendo when the Super Nintendo Entertainment System or Nintendo Entertainment System is the intended reference, respectively. Use of any term other than Nintendo 64 or N64 when the Nintendo 64 Entertainment System is the intended reference. 20. Character actions are inconsistent (for instance, a character that cannot fly, being able to walk off the edge of a platform and stand in midair). 21. Referring to the Nintendo Control Pad or Control Stick by an unacceptable term, such as; “joypad”, “directional control”, etc. 22. Referring to the Nintendo Controller by an unacceptable term, such as; “joystick”, etc. 23. Referring to the Nintendo Game Pak by an unacceptable term, such as; “Game Cassette”, etc. 24. Referring to the Game Boy Game Link by an unacceptable term, such as; “Video Link”, etc. Note If Licensor approval is required, please assure that this has been finalized before the software submission has been made. 279 Game Boy Programming Manual 7. A NOTE ON OBJECTIONABLE MATERIAL A copy of the Nintendo “Game Content Guidelines” is included at the end of this document. If you are unsure of whether an item of text or element of a game is within Nintendo Software Standards, you may contact our Engineering Department early in the development process and they will discuss questionable items over the phone. In cases concerning an extensive amount of text, please send it to the attention of NOA Product Testing Supervisor, at the address listed in below, with the questionable items highlighted. The material will be evaluated and you will be contacted within a week to ten days. Nintendo of America Inc. Attn: Product Testing Supervisor 4820 150th Avenue NE Redmond, WA 98052 Phone:(425) 861-2674 Fax: (425) 882-3585 280 Appendix 3: Software Submission Requirements 8. SOFTWARE SUBMISSION CHECKLIST Note This checklist must be included with the software submission. If any of the items are not satisfied, the program will be promptly returned and will not be submitted into the approval process until all criteria are met. 281 Game Boy Programming Manual 9. INSTRUCTIONS FOR SOFTWARE SPECIFICATION SHEET 1. Game Title Print the planned name for the game. You may use up to 11 characters. 2. Game Code Print the product code designated by Nintendo. Use “CGB-P-” for CGB-dedicated software (software that will not operate on a conventional Game Boy). Otherwise, use “DMG-P-”. 3. Language Indicate the primary language used for messages, etc. in the game. 4. DMG Communication Mode Indicate whether the software has a function which uses an external expansion connector for Game Boy (or Super Game Boy), like a Game Boy communication cable. 5. Software Type Indicate whether the game being submitted is DMG exclusive, DMG/CGB compatible, or CGB exclusive. 6. CGB-related Functions Check the following items, as appropriate, if you selected "DMG/CGB compatible" or "CGB exclusive" in item 5. a. Serial Transfer Speed (check all that apply) Check all corresponding communication speeds. b. High Speed ROM Required? A high speed ROM is required if CPU double-speed mode (Key 1), horizontal blanking DMA, or general DMA is used. Note: These 3 functions cannot be used in MBC-1, 2, and 3. c. IR Communications If the software has CGB infrared communications capabilities, please indicate whether the function involves communications with the same game or with a different game. If you select “different game,” include the game title in the parentheses. 7. Overseas Version If the game has been, or will be, sold in another country; indicate the product title and product code. 8. Contact Provide the company name, department, address, phone number, fax number, and the name of a representative that Nintendo should contact with all questions or comments about the product. 282 Appendix 3: Software Submission Requirements 9. Submission Date Provide the submission date and select the method used for submission. 10. Scheduled Release Date Provide the scheduled release date for the game. 11. ROM Registration Data Provide the contents registered in the indicated addresses of the master ROM. Refer to “ROM Registration Data Specification” for details. Enter the ASCII code for the characters in areas marked with parenthesis “( )”. 12. Game Title Registration Enter the game title registered in the master ROM using ASCII characters and their ASCII codes. Also enter the Game Code assigned by Nintendo. Refer to “Character Code List for Game Title Registration” for these entries. 13. Memory Controller Indicate the type of memory controller used for this game. If no Memory Controller is used, mark None. 14. Memory Configuration Indicate the memory configuration of the game, as follows. ♦ ROM: Indicate the ROM size. ♦ RAM: Indicate whether or not work RAM is installed in the Game Pak. If work RAM is installed, indicate whether it is used as an expansion device or contained inside an MBC. If it is used as an expansion device, indicate the size of the RAM in the location provided. Also indicate if work RAM requires data back-up (battery). When the MBC-3 Clock Counter function is used, check "Yes" for "Data Back-up", regardless of which box is checked for "RAM". 283 Game Boy Programming Manual 15. ROM Version Mask ROM Version ♦ Indicate “0” if submitting the first version of the game. ♦ Indicate the next higher number for each revised version after starting production. Submission ROM ♦ Indicate “0” for the first submission ♦ Indicate the next higher number each time the game contents change without updating the Mask ROM version. 284 Appendix 3: Software Submission Requirements Example: 16. File Name and Check Sums Print the file name on each disk using the following format: *** **-*.GB Example: Note: The first disk will be numbered “0.” If the Initial code is 3 digits (prior to 1994), include an under bar (“_”) after the Initial code to bring it to 4 digits. The file name would appear as follows: “AAJ_10-0.GB” Enter the check sum of each ROM submitted. To calculate the check sum, add each byte in the ROM data. The lower 2 bytes of the resulting value is the check sum. Enter the check sum for each ROM submitted for the master program and the total of their individual check sums. The total is calculated by adding the individual check sums. This method of calculation is different from the check sum on the ROM Registration Specification. 285 Game Boy Programming Manual 17. Programming Features Indicate if special programming is implemented for a specific purpose, such as copy protection. If special programming is implemented, it must be explained in writing. If the software is N64 GB Pak compatible, indicate the name of the N64 game and its product code. (N64 GB Pak is a peripheral device that allows the N64 system to read data from and write to a standard Game Boy Game Pak. This device is not marketed in the U.S. For more information, please contact Nintendo Technical Support.) 18. SGB Support If the software is designed to use Super Game Boy (SGB) functions, check “Yes.” If the software is not specifically designed to use Super Game Boy functions, but will run on SGB, indicate ‘No.” If you checked "Yes" for SGB Support, the SGB Function Code (address 0146H) should contain "03H". If you checked "No", the data contained in address 0146H should read "00H". Also, if you checked "Yes" for CGB Support, complete the following 3 items. Do not make any marks in these boxes if you checked "No". a. SGB Support Marking Check "Yes", if the SGB compatability marking needs to be displayed on product packaging. Otherwise, check "No". b. SGB Competition Mode Indicate whether the game contains a multi-player function for SGB, by checking the appropriate box. c. Program Transfer to Super NES Indicate whether or not the program is transferred to the S-CPU for execution as a unique program on the Super NES. 286 Appendix 3: Software Submission Requirements 10. CHARACTER CODE LIST FOR GAME TITLE REGISTRATION 287 Game Boy Programming Manual 11. ROM REGISTRATION DATA SPECIFICATION Enter information regarding the game title and Game Boy software specifications at the indicated addresses in ROM. The ROM registration data address is 80 bytes of CPU memory (0100H ~ 014FH). ROM registration data is stored using the following format. Note The following data will be stored in Game Boy Memory for all Game Boy software. 0100H = 00H 0101H = C3H 014BH = 33H 0104H~0133H = “Nintendo” character data 288 Appendix 3: Software Submission Requirements 11.1 Description of ROM Registration Data 1. Start Address (0102H, 0103H) The Game Boy (Super Game Boy) program starts after Initial Program Load (IPL) is run on the CPU. The low byte of the starting address is stored first, then the high byte. 2. “Nintendo” Character Data (0104H~0133H) Register the character pattern of “Nintendo” to be displayed when the Game Boy is turned on. The following hexadecimal data must be store since IPL verifies it when the program begins. 3. Game Title (0134H~013EH) Store the game title (up to 11 characters) using ASCII code. The table “Character Code List for Game Title Registration” is provided for your convenience. Use code 20H for a space and code 00H for all unused areas in the game title. Please use only those characters listed in the provided table when registering a game title. The game title registered should be close to the title under which the game will be marketed. Please do not register a tentative name which is used for development. 4. Game Code (013FH~0142H) Store the 4 character game code, assigned by Nintendo, using ASCII code from the table used in item 3. Please use only "upper case" letters, listed in the provided table, when registering a game code. Example: When the Game Code is "APCJ", the following codes would be stored. 41H('A') → Address 013FH 50H('P') → Address 0140H 43H('C') → Address 0141H 4AH('J') → Address 0142H This requirement only applies to new titles. If the program is changed and a master ROM resubmitted for a game title which has already been marketed, it is not necessary to insert a game code for this submission. (If the Game Code is added to an existing game, please be aware of potential problems with software verification routines in serial communication protocols or GB Pak routines. For example, the Game Titles for the old version and the new version MAY be different, causing the new version to be unrecognized by the software verification routine.) 289 Game Boy Programming Manual 5. CGB Support Code (0143H) Store the code which distinguishes between games that are CGB (Game Boy Color) compatible, and those that are not. Address 143H 00H 80H C0H Denotation CGB Incompatible CGB Compatible CGB Exclusive CGB Incompatible: A program which does not use CGB functions, but operates with both CGB and DMG (Monochrome). CGB Compatible: A program which uses CGB functions, and operates with both CGB and DMG. CGB Exclusive: A program which uses CGB functions, but will only operate on a Game Boy Color unit (not on DMG/MGB). If a user attempts to play this software on Game Boy, a screen must be displayed telling the user that the game must be played on Game Boy Color. 6. Maker Code (0144H, 0145H) Enter the 2-digit ASCII code assigned by Nintendo. Contact Product Testing, if in doubt. All letters must be in upper case. For example; If Maker Code is 01, the ASCII code for 0 (30H) is stored at 0144H and the ASCII code for 1 (31H) is stored at 0145H. If Maker Code is FF, the ASCII code for F (46H) is stored at 0144H and 0145H. 7. SGB Support Code (0146H) Store the Function Code for the game program. Use the table below. 0146H 00H 03H Super Game Boy Function Game Boy (will also run on Super Game Boy) Uses Super Game Boy Functions Note In order to use Super Game Boy functions, the following data must be registered. 0146H = 03H and 014BH = 33H 290 Appendix 3: Software Submission Requirements 8. Cartridge Type (0147H) Store the appropriate code for the type of cartridge (Game Pak parts configuration) being used. Parts Configuration Address 0147H MBC-3 ROM MBC-1 MBC-2 W/ No No W/ RTC RTC Rumble Rumble 00H 01H 02H 03H 04H 05H 06H 07H 08H 09H 0FH 10H 11H 12H 13H 19H 1AH 1BH 19H 1AH 1BH X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X MBC5 SRAM Backup Battery 291 Game Boy Programming Manual 9. ROM Size (0148H) Store the code for the program ROM size from the table below. 0148H 00H 01H 02H 03H 04H 05H 06H 07H 08H ROM Size 256 KBit 512 KBit 1 MBit 2 MBit 4 MBit 8 MBit 16 MBit 32 Mbit 64 Mbit 10. External RAM Size (0149H) Store the code for the size of external RAM installed in the cartridge. Address 149 00H 01H 02H 03H 04H RAM Size No RAM or MBC2 ------64 KBit 256 KBit 1 Mbit 11. Destination Code (014AH) Store the code from the table below which indicates where the product will be marketed. Address 147 00H 01H Destination Japan All Others 12. Mask ROM Version N0. (014CH) The mask ROM version number starts from 00 and increases by 1 for each revised version sent after starting production. 292 Appendix 3: Software Submission Requirements 13. Complement Check (014DH) After all the registration data has been entered (0134H~014CH), add 19H to the sum of the data stored at addresses 0134H through 014CH and store the complement value of the resulting sum. (0134H) + (0135H) +...+ (014CH) + 19H + (014DH) = 00H 14. Check Sum Hi and Lo The check sum, excluding the value of 014EH and 014FH, is stored here. Check sum Hi and Lo will be different from the Total Check Sum. 014EH = Upper 014FH = Lower 12. STORING DATA TO THE FLOPPY DISK 1. Use MS-DOS® 3.5 inch, 2HD disk(s). 2. The data must be submitted in binary (ROM) format. Do not compress the data. The maximum amount of data stored on each floppy should be 8Mbit. 3. The file name should be formatted as described in item #16 of "Instructions for Game Boy Software Specification Sheet - File Name and Check Sums.” 4. Place a label describing the content of each disk as shown below. Company name: Nintendo Co., Ltd. Product name: Mario’s Pikurosu Product code: DMG-P-APCJ (JPN) File name: Check sum: Date: APCJ00-0.GB ABCD 1998/8/1 293 Game Boy Programming Manual 13. PRODUCTION SOFTWARE SELECTION ROM SIZE MBC SRAM SIZE None 64K 256K 512K 1M 2M 4M 8M 16 M 32 M 64M Comments None With or without backup battery *1 *1 *1 *1 MBC-1 None 64K 256K With or without backup battery With or without backup battery With backup battery only With backup battery only With backup battery only With backup battery only MBC-2 MBC-3 W/RTC None None 64K 256K MBC-5 None 64K 256K 1M ( ( ( ( ( )*2 )*2 )*2 )*2 )*2 ( ( ( ( ( ( ( )*2 )*2 )*2 )*2 )*2 )*2 )*2 ( ( ( ( ( ( ( )*2 )*2 )*2 )*2 )*2 )*2 )*2 ( ( ( ( ( ( ( ) ) ) ) ) ) ) With or without backup battery With or without backup battery With or without backup battery MBC-5/ Rumble None 64K 256K With or without backup battery With or without backup battery : Board Available If a price quote is necessary, please submit a "Game Boy Price Quote Request Form" to NOA Licensing Dept. : Board Not Available If required, please submit a "Game Boy Price Quote Request Form" to NOA Licensing Dept., approximately 5 months before scheduled software submission. ( ) : At the present time, a mask ROM cannot be prepared. If necessary, please contact NOA Licensing Dept. [Notes] MBC-1, 2, and 3 do not support Game Boy Color double-speed mode (including H-DMA and General Purpose DMA. Please refer to your Programming Manual. *1 There are some restrictions in memory mapping when MBC-1 ROM Size is 8M or larger. Please refer to "Memory Controllers" in your Programming Manual. *2 For MBC-5 with ROM of 1M or less, a mask ROM supporting CGB double-speed mode can not be prepared. Double-speed mode is supported by ROM of 2M or larger. 294 Appendix 3: Software Submission Requirements 14. DEVELOPMENT SOFTWARE SELECTION ROM SIZE MBC SRAM SIZE None None 256K 512K 1M 2M 4M 8M 16M 32M Comments None 1 2 5 7 8 9 • RTC Function • Built-in 256K SRAM With or without backup battery 3 4 6 • Built-in 64K SRAM With or without backup battery • Built-in 256K SRAM With or without backup battery MBC-1 64K/None 256K/64K/None MBC-2 MBC-3 None 256K/64K/None 1M/256K/64K/None 10 MBC-5 256K/64K/None • Built-in 32M Flash ROM • Built-in 1M SRAM With or without backup battery • Built-in 32M Flash ROM • Rumble Function • Built-in 256K SRAM With or without backup battery 11 1 2 3 4 5 6 7 8 9 Product Names (*1) Board Name Product Code DMG-256K-EPROM E200225 MBC1-512K-EPROM MBC1-1M to 2M-EPROM MBC1-1M to 2M-EPROM+64K MBC1-Multichecker MBC1-4M to 16M-EPROM+64K MBC1-1M to 4M-EPROM+256K MBC2-1M to 2M-EPROM MBC3-4M-ROM2-256K E200241 E200233 E200530 E200191 E200654 E200605 E200258 E201025 Memory Specifications (*2) EPROM : 27C256 EPROM : 27C512 EPROM : 27C101/27C2001 (Can use 301 type) EPROM : 27C101/27C2001/27C4001 (*3) Comments EPROM not included EPROM : 27C256/27C512/27C101/27C301 EPROM : 27C4001 EPROM : 27C101/27C2001/27C4001 EPROM : 27C101/27C2001 (Can use 301 type) EPROM : 27C101/27C2001/27C4001/27C8001 (*3) 295 Game Boy Programming Manual 10 11 Product Names (*1) Board Name Product Code DMG-MBC5-32M-FLASH E201264 DMG-MBC5-32M-R-FLASH E201272 Memory Specifications (*2) Built-in 32M Flash Memory + 1MRAM Built-in 32M Flash Memory (with Rumble Pak) +256KRAM Comments Requires DMG Falsh ROM Gang Writer or CGB Emulator [Notes] MBC-1, 2, and 3 do not support Game Boy Color double-speed mode (including H-DMA and General Purpose DMA. Please refer to your Programming Manual. There are some restrictions in memory mapping when MBC-1 ROM size is 1M or larger. Please refer to "Memory Controllers" in your Programming Manual. *1 : When ordering, please indicate both the board name and product code to NOA Licensing Dept. *2 : For the EPROM specification, please use the described specification, above, or something with the same pin configuration. *3 : Can support both types for land switching on the board. 296 Appendix 3: Software Submission Requirements 15. GAME CONTENT GUIDELINES The following Game Content Guidelines are presented for assistance in the development of authorized game paks (i.e., both Nintendo and licensee game paks) by defining the types of themes inconsistent with Nintendo’s corporate philosophy. Exceptions may be made when an objectional item is necessary to maintain the integrity of the product or the games’ theme. Nintendo will only approve products (i.e., audio-visual work, packaging and instruction manuals) which do not: • contain sexually explicit content including but not limited to nudity, rape, sexual intercourse and sexual touching; for instance, Nintendo does not allow bare-breasted women in its games, however, mild displays of affection such as kissing or hugging are acceptable. contain language or depictions which specifically denigrate members of any race, gender, ethnicity, religion or political group. depict gratuitous or excessive blood or violence. Nintendo does not permit depictions of animal cruelty or torture. depict verbal or physical spousal or child abuse. permit racial, gender, ethnic, religious or political stereotypes; for example religious symbols such as crosses will be acceptable when fitting into the theme of the game and not promoting a specific religious denomination. use profanity, obscenity or incorporate language or gestures that are offensive by prevailing public standard and tastes. promote the use of illegal drugs, smoking materials, tobacco and/or alcohol; for example Nintendo does not allow an unnecessary beer or cigarette advertisement anywhere in a product, however Sherlock Holmes smoking a pipe would be acceptable as it fits the theme of the game. • • • • • • 297 Game Boy Programming Manual 16. GAME BOY PRICE QUOTE REQUEST FORM Please FAX this form to Nintendo of America Inc., Attn.: Juana Tingdale, Licensing Department, (206) 861-2173. 298