GameBoy Advance Programming Manual
GameBoy Advance Programming Manual
Version 1.35
1999-2005 NINTENDO
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"Confidential" These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. 1999-2005 NINTENDO TM and are trademarks of Nintendo. All other trademarks and copyrights are property of their respective owners.
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Table of Contents
Contents
Revision History .......................................................................................................................................xiii Introduction ............................................................................................................................................. xxi Using This Manual ..................................................................................................................................xxii 1 The Game Boy Advance System ........................................................................................................ 1 1.1 System Overview....................................................................................................................... 1 2 System Configuration .......................................................................................................................... 3 2.1 CPU Block Diagram................................................................................................................... 3 2.2 Complete Block Diagram ........................................................................................................... 4 2.3 Memory Configuration and Access Widths................................................................................ 5 2.4 Little-Endian............................................................................................................................... 5 3 Game Boy Advance Memory............................................................................................................... 7 3.1 Overall Memory Map ................................................................................................................. 7 3.2 Memory Configuration ............................................................................................................... 8 3.2.1 Game Boy Advance Internal Memory .............................................................................. 8 3.2.2 Game Pak Memory .......................................................................................................... 9 3.3 Game Pak Memory Wait Control ............................................................................................... 9 3.3.1 Access Timing................................................................................................................ 12 3.3.2 Game Pak Bus ............................................................................................................... 13 4 LCD ................................................................................................................................................... 15 4.1 LCD Status .............................................................................................................................. 16 4.1.1 V Counter ....................................................................................................................... 16 4.1.2 General LCD Status ....................................................................................................... 16 5 Image System.................................................................................................................................... 19 5.1 BG Modes................................................................................................................................ 21 5.1.1 Details of BG Modes ...................................................................................................... 21 5.1.2 VRAM Memory Map....................................................................................................... 23 6 Rendering Functions ......................................................................................................................... 25 6.1 Character Mode BG (BG Modes 0-2) ...................................................................................... 25 6.1.1 BG Control ..................................................................................................................... 25 6.1.2 Mosaic Size.................................................................................................................... 29 6.1.3 VRAM Address Mapping of BG Data ............................................................................. 30 6.1.4 Character Data Format .................................................................................................. 32 6.1.5 BG Screen Data Format ................................................................................................ 33 6.1.6 BG Screen Data Address Mapping for the LCD Screen ................................................ 35 6.1.7 BG Rotation and Scaling Features ................................................................................ 40 6.1.8 BG Scrolling ................................................................................................................... 42 6.2 Bitmap Mode BGs (BG Modes 3-5) ......................................................................................... 43 6.2.1 BG Control ..................................................................................................................... 43 6.2.2 BG Rotation/Scaling.......................................................................................................43 6.2.3 Pixel Data....................................................................................................................... 44 6.2.4 Pixel Data Address Mapping for the LCD Screen .......................................................... 44 6.3 OBJ (Object) ............................................................................................................................ 47 6.3.1 OBJ Function Overview ................................................................................................. 47 6.3.2 Character Data Mapping ................................................................................................ 48 6.3.3 OAM ............................................................................................................................... 50 6.3.4 OBJ Rotation/Scaling Feature ....................................................................................... 57 6.4 Display Priority of OBJ and BG................................................................................................ 58 6.4.1 Priority Among BGs ....................................................................................................... 58 6.4.2 Priority Among OBJs...................................................................................................... 58 6.4.3 Priority Among BGs and OBJs....................................................................................... 59
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Color Palettes .................................................................................................................................... 61 7.1 Color Palette Overview ............................................................................................................ 61 7.1.1 16 Colors x 16 Palettes .................................................................................................. 61 7.1.2 256 Colors x 1 Palette....................................................................................................61 7.1.3 Color 0 Transparency .................................................................................................... 61 7.2 Color Palette RAM ................................................................................................................... 62 7.3 Color Data Format ................................................................................................................... 63 Window Feature ................................................................................................................................ 65 8.1 Window Position Setting .......................................................................................................... 65 8.2 Window Control ....................................................................................................................... 65 8.2.1 Control of Inside of Window ........................................................................................... 66 8.2.2 Control of Outside of Window and Inside of OBJ Window ............................................. 66 Color Special Effects ......................................................................................................................... 67 9.1 Selection of Color Special Effects............................................................................................ 67 9.2 Color Special Effects Processing............................................................................................. 69 9.2.1 Coefficients for Color Special Effects............................................................................. 69 Sound ................................................................................................................................................ 71 10.1 Sound Block Diagram .............................................................................................................. 71 10.2 Direct Sounds A and B ............................................................................................................ 71 10.2.1 Sound FIFO Input Registers .......................................................................................... 72 10.3 Sound 1 ................................................................................................................................... 73 10.4 Sound 2 ................................................................................................................................... 76 10.5 Sound 3 ................................................................................................................................... 78 10.5.1 Waveform RAM.............................................................................................................. 81 10.6 Sound 4 ................................................................................................................................... 82 10.7 Sound Control.......................................................................................................................... 84 10.8 Sound PWM Control ................................................................................................................ 87 Timer ................................................................................................................................................ 89 11.1 Timer Setting ........................................................................................................................... 89 11.2 Timer Control ........................................................................................................................... 89 DMA Transfer .................................................................................................................................... 91 12.1 DMA 0...................................................................................................................................... 91 12.1.1 Source Address ............................................................................................................. 92 12.1.2 Destination Address ....................................................................................................... 92 12.1.3 Word Count .................................................................................................................... 92 12.1.4 DMA Control .................................................................................................................. 93 12.2 DMA 1 and 2............................................................................................................................ 95 12.2.1 Source Address ............................................................................................................. 95 12.2.2 Destination Address ....................................................................................................... 95 12.2.3 Word Count .................................................................................................................... 96 12.2.4 DMA Control .................................................................................................................. 97 12.3 DMA 3...................................................................................................................................... 99 12.3.1 Source Address ............................................................................................................. 99 12.3.2 Destination Address ....................................................................................................... 99 12.3.3 Word Count ..................................................................................................................100 12.3.4 DMA Control ................................................................................................................100 12.3.5 Display Synchronization DMA.....................................................................................103 12.4 DMA Problems: How to Avoid Them .....................................................................................104 12.4.1 When the DMA Repeat Function is not Used ..............................................................104 12.4.2 When the DMA Repeat Function is Used ....................................................................104 Communication Functions ...............................................................................................................107 13.1 8-Bit/32-Bit Normal Serial Communication ............................................................................108 13.1.1 SIO Timing Chart .........................................................................................................109 13.1.2 32-Bit Normal Serial Communication Data Registers ..................................................110
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13.1.3 Control Register ...........................................................................................................110 13.2 16-Bit Multi-player Communication........................................................................................113 13.2.1 Connection Status during Multi-player Communication ...............................................113 13.2.2 Data Registers .............................................................................................................115 13.2.3 Data Transition Diagram ..............................................................................................116 13.2.4 Control Register ...........................................................................................................117 13.3 UART Communication Functions ..........................................................................................120 13.3.1 Data Register ...............................................................................................................120 13.3.2 Relations Between Data Register, FIFO, and Shift Register .......................................120 13.3.3 When FIFO is not Used ...............................................................................................120 13.3.4 When FIFO is Used .....................................................................................................121 13.3.5 Control Register ...........................................................................................................122 13.4 General-Purpose Communication .........................................................................................125 13.5 JOY Bus Communication.......................................................................................................126 13.5.1 JOY Bus Communication Control ................................................................................126 13.5.2 Receive Data Registers ...............................................................................................127 13.5.3 Send Data Registers ....................................................................................................127 13.5.4 Receive Status Register ..............................................................................................127 13.5.5 JOY Bus Communication Operations ..........................................................................128 13.5.6 [JOY Bus Reset] Command(FFh) Received ................................................................128 13.5.7 [Type/Status Data Request] Command(00h) Received ...............................................128 13.5.8 [JOY Bus Data Write] Command(15h) Received .........................................................129 13.5.9 [JOY Bus Data Read] Command(14h) Received.........................................................129 13.6 Game Boy Advance Game Link Cable ..................................................................................131 Key Input .........................................................................................................................................133 14.1 Key Status .............................................................................................................................133 14.2 Key Interrupt Control..............................................................................................................133 14.2.1 Interrupt Conditions......................................................................................................133 Interrupt Control...............................................................................................................................135 15.1 Interrupt Master Enable Register...........................................................................................135 15.2 Interrupt Enable Register.......................................................................................................135 15.3 Interrupt Request Register.....................................................................................................136 15.3.1 About H-Blank Interrupts..............................................................................................136 15.3.2 About Game Pak Interrupts .........................................................................................136 15.3.3 Cautions Regarding Clearing IME and IE ....................................................................136 15.3.4 Other Cautions .............................................................................................................136 15.4 System-Allocated Area in Work RAM ....................................................................................137 15.5 Interrupt Operation................................................................................................................137 15.5.1 Normal Interrupt ...........................................................................................................138 15.5.2 Multiple Interrupts ........................................................................................................139 Power-Down Functions ...................................................................................................................141 16.1 Stop Function.........................................................................................................................141 16.1.1 Stop Function Summary ..............................................................................................141 16.1.2 Implementing Stop .......................................................................................................141 16.1.3 System Working Status in Stop Mode..........................................................................141 16.1.4 Stop Function Cautions................................................................................................142 16.1.5 Guidelines for Use of the Stop Function ......................................................................142 16.2 Halt Function..........................................................................................................................144 16.2.1 Halt Function Summary................................................................................................144 16.2.2 Halt Transition Method .................................................................................................144 16.2.3 System Working Status in Halt Mode...........................................................................144 Game Boy Advance System Calls...................................................................................................145 17.1 System Call Operation...........................................................................................................145 17.1.1 Normal Calls ................................................................................................................145
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17.1.2 Multiple Calls................................................................................................................146 18 ROM Registration Data ...................................................................................................................149 18.1 Start Address .........................................................................................................................149 18.2 Nintendo Logo Character Data ..............................................................................................149 18.3 Game Title .............................................................................................................................149 18.4 Game Code ...........................................................................................................................149 18.5 Maker Code ...........................................................................................................................149 18.6 96h.........................................................................................................................................149 18.7 Main Unit Code ......................................................................................................................149 18.8 Device Type...........................................................................................................................150 18.9 Mask ROM Version No. .........................................................................................................150 18.10 Complement Check ...............................................................................................................150 18.11 Reserved Area.......................................................................................................................150
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Tables
Table 1 - Game Boy Advance Memory Configuration and Access Widths................................................ 5 Table 2 - Game Pak Memory Wait Control Values ..................................................................................11 Table 3 - Wait Control Values and Wait Cycles ....................................................................................... 12 Table 4 - Game Pak Bus Terminals......................................................................................................... 13 Table 5 - Game Boy Advance Display Screen Features ......................................................................... 15 Table 6 - Background Mode Details (Character Format BG Screen) ...................................................... 21 Table 7 - Background Mode Details (Bitmap Format BG Screen) ........................................................... 22 Table 8 - Background Mode Registers .................................................................................................... 25 Table 9 - Screen Size Settings ................................................................................................................ 27 Table 10 - BG Mode 3.............................................................................................................................. 44 Table 11 - BG Mode 4 (Frame 0)............................................................................................................. 45 Table 12 - BG Mode 4 (Frame 1)............................................................................................................. 45 Table 13 - BG Mode 5 (Frame 0)............................................................................................................. 46 Table 14 - BG Mode 5 (Frame 1)............................................................................................................. 46 Table 15 - OBJ Function Features...........................................................................................................47 Table 16 - Rendering Cycles and the Corresponding Number of Displayable Objects ........................... 48 Table 17 - Specifications for the BLDCNT Register................................................................................. 68 Table 18 - EVA, EVB, and EVY Values ................................................................................................... 69 Table 19 - Sound 1 Frequency Change Bits............................................................................................ 73 Table 20 - Sound 3 Output Level Selections ........................................................................................... 79 Table 21 - Sound 4 Prescalar Input Clock Selection ............................................................................... 84 Table 22 - PWM Modulation Amplitude Resolution and Sampling Cycle Frequency .............................. 88 Table 23 - Timer Control Prescalar Selection .......................................................................................... 90 Table 24 - DMA Transfer Timing Selections (DMA 0)..............................................................................94 Table 25 - DMA Transfer Timing Selections (DMA 1 and 2).................................................................... 98 Table 26 - DMA Transfer Timing Selections (DMA 3)............................................................................101 Table 27 - Communication Functions ....................................................................................................107 Table 28 - Normal Serial Communication Baud Rates ..........................................................................118 Table 29 - UART Communication Error Conditions ...............................................................................123 Table 30 - UART Communication Baud Rates ......................................................................................124 Table 31 - The JOY Bus Reset Command ............................................................................................128 Table 32 - The Type/Status Data Request Command...........................................................................128 Table 33 - The JOY Bus Data Write Command.....................................................................................129 Table 34 - The JOY Bus Data Read Command.....................................................................................129 Table 35 - System Status while in Stop Mode .......................................................................................141 Table 36 - Terminology for Entering Sleep Mode from the Menu Screen..............................................142 Table 37 - Terminology for Entering Sleep Mode Using a Buttons Shortcut .........................................143 Table 38 - Terminology for Automatically Entering Sleep Mode............................................................143 Table 39 - System Status while in Halt Mode ........................................................................................144
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Figures
Figure 1 - Bit Operation Attribute Symbols .............................................................................................xxii Figure 1 - Game Boy Advance CPU Block Diagram..................................................................................3 Figure 2 - Complete Game Boy Advance System Block Diagram............................................................. 4 Figure 3 - Game Boy Advance CPU Memory Addresses (Little-Endian)................................................... 5 Figure 4 - Game Boy Advance System Memory Map................................................................................ 7 Figure 5 - The WAITCNT Register...........................................................................................................10 Figure 6 - Sequential Access Timing Chart ............................................................................................. 12 Figure 7 - Random Access Timing Chart................................................................................................. 12 Figure 8 - Display Screen Horizontal and Vertical Blanking Intervals...................................................... 15 Figure 9 - The VCOUNT Register............................................................................................................ 16 Figure 10 - The DISPSTAT Register ....................................................................................................... 16 Figure 11 - The DISPCNT Register ......................................................................................................... 19 Figure 12 - Background Mode Memory Maps.......................................................................................... 23 Figure 13 - Background Screen Control Registers .................................................................................. 26 Figure 14 - Text Background and Rotation/Scaling Background Screen Control Registers.................... 26 Figure 15 - Text Background Screen Sizes ............................................................................................. 27 Figure 16 - Rotation/Scaling Background Screen Sizes .......................................................................... 28 Figure 17 - The MOSAIC Register...........................................................................................................29 Figure 18 - Mosaic Schematic ................................................................................................................. 29 Figure 19 - VRAM Base Blocks for Background Data ............................................................................. 31 Figure 20 - 16-Color x 16-Palette Character Data Format....................................................................... 32 Figure 21 - 256-Color x 1-Palette Character Data Format....................................................................... 33 Figure 22 - Text Background Screen Format........................................................................................... 34 Figure 23 - Rotation/Scaling Background Screen Format ....................................................................... 34 Figure 24 - Virtual Screen Size of 256 x 256 Pixels (Text Background) .................................................. 35 Figure 25 - Virtual Screen Size of 512 x 256 Pixels (Text Background) .................................................. 36 Figure 26 - Virtual Screen Size of 256 x 512 Pixels (Text Background) .................................................. 36 Figure 27 - Virtual Screen Size of 512 x 512 Pixels (Text Background) .................................................. 37 Figure 28 - Virtual Screen Size of 128 x 128 Pixels (Rotation/Scaling Background)............................... 37 Figure 29 - Virtual Screen Size of 256 x 256 Pixels (Rotation/Scaling Background)............................... 38 Figure 30 - Virtual Screen Size of 512 x 512 Pixels (Rotation/Scaling Background)............................... 38 Figure 31 - Virtual Screen Size of 1024 x 1024 Pixels (Rotation/Scaling Background)........................... 39 Figure 32 - Referencing Rotated Background Data................................................................................. 40 Figure 33 - Registers for Setting the Starting Point of BG Data............................................................... 41 Figure 34 - Registers for Setting the Direction Parameters of BG Data .................................................. 41 Figure 35 - Offset Settings Registers....................................................................................................... 42 Figure 36 - Offset Illustration.................................................................................................................... 43 Figure 37 - The BG2CNT Register .......................................................................................................... 43 Figure 38 - 32,768-Color Simultaneous Display Format.......................................................................... 44 Figure 39 - 256-Color Display Format...................................................................................................... 44 Figure 40 - VRAM 2-Dimensional Mapping for OBJ Characters.............................................................. 49 Figure 41 - VRAM 1-Dimensional Mapping for OBJ Characters.............................................................. 49 Figure 42 - Writing Rotation/Scaling Parameters to OAM ....................................................................... 51 Figure 43 - OBJ Attribute 0 ...................................................................................................................... 52 Figure 44 - Cropping when Displaying a Scaled or Rotated Object......................................................... 53 Figure 45 - Cropping when Displaying a Magnified Character ................................................................ 54 Figure 46 - OBJ Attribute 1 ...................................................................................................................... 55 Figure 47 - Object Sizes .......................................................................................................................... 55 Figure 48 - OBJ Attribute 2 ...................................................................................................................... 56 Figure 49 - OBJ Character Data Referenced with Rotation..................................................................... 57 Figure 50 - Object Rotation/Scaling Parameters ..................................................................................... 58 Figure 51 - Background and Object Priority............................................................................................. 59 Figure 52 - Color Palette RAM Memory Map........................................................................................... 62 AGB-06-0001-002-B13 Released: May 27, 2005 1999-2005 NINTENDO
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Figure 53 - Referencing Palette RAM for OBJ and BG Modes................................................................ 62 Figure 54 - Color Data Format ................................................................................................................. 63 Figure 55 - Window Position Setting Registers........................................................................................ 65 Figure 56 - Window Display Priority Example.......................................................................................... 65 Figure 57 - The WININ Register .............................................................................................................. 66 Figure 58 - The WINOUT Register .......................................................................................................... 66 Figure 59 - The BLDCNT Register...........................................................................................................67 Figure 60 - The BLDALPHA and BLDY Registers ................................................................................... 69 Figure 61 - Blending between OBJ and BG ......................................................................................... 70 Figure 62 - Game Boy Advance Sound System Block Diagram.............................................................. 71 Figure 63 - Sound FIFO Input Registers.................................................................................................. 72 Figure 64 - The SOUND1CNT_L Register............................................................................................... 73 Figure 65 - The SOUND1CNT_H Register ..............................................................................................74 Figure 66 - Waveform Amplitude Peak Proportions................................................................................. 75 Figure 67 - The SOUND1CNT_X Register ..............................................................................................75 Figure 68 - The SOUND2CNT_L Register............................................................................................... 76 Figure 69 - The SOUND2CNT_H Register ..............................................................................................77 Figure 70 - The SOUND3CNT_L Register............................................................................................... 78 Figure 71 - The SOUND3CNT_H Register ..............................................................................................79 Figure 72 - The SOUND3CNT_X Register ..............................................................................................79 Figure 73 - Waveform RAM Registers ..................................................................................................... 81 Figure 74 - The SOUND4CNT_L Register............................................................................................... 82 Figure 75 - The SOUND4CNT_H Register ..............................................................................................83 Figure 76 - The SOUNDCNT_L Register................................................................................................. 84 Figure 77 - The SOUNDCNT_X Register ................................................................................................ 85 Figure 78 - The SOUNDCNT_H Register ................................................................................................ 86 Figure 79 - The SOUNDBIAS Register.................................................................................................... 87 Figure 80 - PWM Conversion Image........................................................................................................ 88 Figure 81 - Timer Setting Registers ......................................................................................................... 89 Figure 82 - Timer Control Registers......................................................................................................... 89 Figure 83 - DMA 0 Source Address Registers......................................................................................... 92 Figure 84 - DMA 0 Destination Address Registers .................................................................................. 92 Figure 85 - The DMA0CNT_L Register.................................................................................................... 92 Figure 86 - The DMA0CNT_H Register ................................................................................................... 93 Figure 87 - DMA 1 and 2 Source Address Registers...............................................................................95 Figure 88 - DMA 1 and 2 Destination Address Registers ........................................................................ 95 Figure 89 - DMA 1 and 2 Word Count Registers ..................................................................................... 96 Figure 90 - DMA 1 and 2 Control Registers............................................................................................. 97 Figure 91 - DMA 3 Source Address Registers......................................................................................... 99 Figure 92 - DMA 3 Destination Address Registers .................................................................................. 99 Figure 93 - The DMA3CNT_L Register..................................................................................................100 Figure 94 - The DMA3CNT_H Register .................................................................................................100 Figure 95 - Connecting during Normal Serial Communication:..............................................................108 Figure 96 - SIO Timing Chart (8-bit Communication) ............................................................................109 Figure 97 - The SIODATA8 Register .....................................................................................................109 Figure 98 - 32-Bit Normal Serial Communication Data Registers..........................................................110 Figure 99 - The SIOCNT Register (32-Bits)...........................................................................................110 Figure 100 - Normal Serial Communication Flow (Example) .................................................................112 Figure 101 - Multi-Player Communication Connection Status ...............................................................113 Figure 102 - Multi-player Communication Timing Chart ........................................................................114 Figure 103 - Multi Player Game Boy Advance Game Link Cable Connecting Diagram ........................115 Figure 104 - The SIOMLT_SEND Register............................................................................................115 Figure 105 - Multi-Player Data Registers...............................................................................................115 Figure 106 - Multi-Player Data Transitions ............................................................................................116 1999-2005 NINTENDO AGB-06-0001-002-B13 Released: May 27, 2005
Figure 107 - The SIOCNT Register (16-Bit)...........................................................................................117 Figure 108 - Multi-player Communication Flow (Example) ....................................................................119 Figure 109 - UART Communication.......................................................................................................120 Figure 110 - The SIODATA8 Register ...................................................................................................120 Figure 111 - Serial Communication without FIFO..................................................................................120 Figure 112 - Serial Communication with FIFO.......................................................................................121 Figure 113 - Example: Writing Data Registers.......................................................................................121 Figure 114 - The SIOCNT Register (UART) ..........................................................................................122 Figure 115 - The RCNT Register (General-Purpose Communication) ..................................................125 Figure 116 - The RCNT Register (JOY Bus Communication) ...............................................................126 Figure 117 - The JOYCNT Register.......................................................................................................126 Figure 118 - JOY Bus Receive Data Registers......................................................................................127 Figure 119 - JOY Bus Send Data Registers ..........................................................................................127 Figure 120 - The JOYSTAT Register.....................................................................................................127 Figure 121 - Game Boy Advance Game Link Cable Connection Types................................................131 Figure 122 - The KEYINPUT Register ...................................................................................................133 Figure 123 - The KEYCNT Register ......................................................................................................133 Figure 124 - The IME Register...............................................................................................................135 Figure 125 - The IE Register..................................................................................................................135 Figure 126 - The IF Register..................................................................................................................136 Figure 127 - System-Allocated Area in Work RAM................................................................................137 Figure 128 - Game Boy Advance ROM Registration Data ....................................................................149 Figure 129 - Device Type Bits................................................................................................................150
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Equations
Equation 1 - Background Rotation and Scaling ....................................................................................... 41 Equation 2 - Determining Single-Shift Frequency Data ...........................................................................74 Equation 3 - Determining the Length of 1 Step (steptime).......................................................................74 Equation 4 - Determining the Length of the Output Sound ...................................................................... 75 Equation 5 - Determining the Output Frequency ..................................................................................... 75 Equation 6 - Determining the Length of 1 Step (steptime).......................................................................77 Equation 7 - Determining the Length of the Output Sound ...................................................................... 77 Equation 8 - Determining the Output Frequency ..................................................................................... 77 Equation 9 - Determining the Length of the Output Sound ...................................................................... 79 Equation 10 - Determining the Output Frequency ................................................................................... 80 Equation 11 - Determining the Length of 1 Step (steptime)..................................................................... 82 Equation 12 - Determining the Length of the Output Sound .................................................................... 82 Equation 13 - Selecting the Shift Clock Frequency.................................................................................. 83
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Revision History
Revision No. 1.35 1.34a 1.34 Date Revised 3/7/2005 1/26/2004 10/6/2003 1.32 1/30/2003 1.30 3/18/2002 Description Added "Precaution regarding memory map" to "3.1 Overall Memory Map" on page 7. Corrected note in "10.8 Sound PWM Control" on page 87. Specified that for color special effects, blending cannot be performed between OBJs. Corrected an erroneous entry for the brightness adjustment calculation method (G) in color special effects. Corrected an erroneous entry in the normal serial communications flow diagram. Added that the IF registers H-Blank interrupt request can also occur during V-Blank. Changed explanation of the start bit and busy flag in the SIOCNT register under "13.2 16-Bit Multi-player Communication" on page 113. Changed the explanation of the JOYSTAT register under "13.5 JOY Bus Communication" on page 126. Added recommended text strings to "16.1.5 Guidelines for Use of the Stop Function" on page 142. In Tables 24, 25, and 26, added that the H-Blank interval startup for DMA can only occur during the H-Blank for the display interval. Added a JOY Bus communication caution Corrected the section about normal serial communications to read that the state of the master's SD terminal outputs a LO instead of pull-up input. Added guidelines on use of the Stop (Sleep) feature. Fixed the bit contents of general-purpose communication register R. Specified the number of lost cycle of OBJ outside of rendering line in OBJ Function Overview. Changed the command names of JOY Bus Communication. (Device Reset -> JOY Bus Reset, GBA Data Write -> JOY Bus Data Write, GBA Data Read -> JOY Bus Data Read Modified conditions for canceling Stop Mode. Added to [Stop Function Cautions]. Changed the explanation of Device Type and added a diagram of ROM registration data.
1.25 10/26/2001
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Description Fixed section explaining Game Pak interrupts in the Interrupt Control chapter. Added additional information to explanations about the DISPCNT registers Individual Screens Display Flag and Forced Blank. Modified the Complete Block Diagram for the system architecture. Modified the cautions for priority in the Display Priority of OBJ and BG section. Fixed the explanation at the beginning of the DMA Transfer chapter. Added section explaining Game Pak interrupts to the Interrupt Control chapter. Added cautions to the Interrupt Control chapter. Fixed the Multi-Play communication flowchart. Fixed the BLDALPHA register so that reading and writing are both possible. Added cautions to Communication Function chapter. Added cautions to Key Input chapter. Added cautions to Stop Function chapter. Added to explanation of functions at the beginning of DMA Transfer chapter. Modified the flowchart for Multi-Play communication.
1.20
7/24/2001
1.15
5/7/2001
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Description Changed the picture in the Game Boy Advance introduction in the beginning paragraph. Added a caution regarding clearing of IME and IE in the chapter Interrupt Control. Added additional description of an error flag and ID flag for multi-play communication. Added additional description of communication error flag of multi-play communication control register. Modified the host side example in the description of JOY bus communication from NUS to DOL. Added DOL to the abbreviation in Using This Manual. Modified the SIO timing chart for normal serial communication. Revised the number of colors from 256 to 32,768 in the description of Display Synchronization DMA of DMA3. Modified the description of general-purpose communication mode. Revised the caution for normal serial communication. Revised the caution for communication function. Revised the summary of normal serial communication in the communication function chapter, and added additional description. Added additional description in the caution for the selection of communication function in the communication function chapter. Emphasized that unless general-purpose communication mode, the cancellation condition SIO for System Call Stop will not work. Changed LPU to LCD controller in system calls Halt and Stop. Deleted the first item in Sound 3 Usage Note.
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Description Changed the names of following registers according to header files provided by Nintendo.
--Wait Control-204h WSCNT _ WAITCNT --Color Special Effects-050h BLDMOD _ BLDCNT 052h COLEV _ BLDALPHA 054h COLY _ BLDY --Sound Related-080h~ SGCNT0_(L H) _ SOUNDCNT_(L H) ** Combined multiple names 084h SGCNT1 _ SOUNDCNT_X 088h SG_BIAS _ SOUNDBIAS 060h~ SG10_(L H) _ SOUND1CNT_(L H) ** 064h SG11 _ SOUND1CNT_X 068h SG20 _ SOUND2CNT_L 06Ch SG21 _ SOUND2CNT_H 070h~ SG30_(L H) _ SOUND3CNT_(L H) ** 074h SG31 _ SOUND3CNT_X 078h SG40 _ SOUND4CNT_L 07Ch SG41 _ SOUND4CNT_H 090h~ SGWR(0-3)_L _ WAVE_RAM(0-3)_L ** 092h~ SGWR(0-3)_H _ WAVE_RAM(0-3)_H ** 0A0h~ SG_FIFOA_(L H) _ FIFO_A_(L H) ** 0A4h~ SG_FIFOB_(L H) _ FIFO_B_(L H) ** --DMA Related-0B0h~ DM(0-3)SAD_L _ DMA(0-3)SAD_L ** 0B2h~ DM(0-3)SAD_H _ DMA(0-3)SAD_H ** 0B4h~ DM(0-3)DAD_L _ DMA(0-3)DAD_L ** 0B6h~ DM(0-3)DAD_H _ DMA(0-3)DAD_H ** 0B8h~ DM(0-3)CNT_L _ DMA(0-3)CNT_L ** 0Bah~ DM(0-3)CNT_H _ DMA(0-3)CNT_H ** --Timer Related-100h~ TM(0-3)D _ TM(0-3)CNT_L ** 102h~ TM(0-3)CNT _ TM(0-3)CNT_H ** --Communication Related-134h R _ RCNT 128h SCCNT_L _ SIOCNT 12Ah SCCNT_H _ SIODATA8 (Normal serial, UART communication) SIOMLT_SEND (Multi-play communication) 120h SCD0 _ SIODATA32_L (Normal serial communication) SIOMULTI0 (Multi-play communication) 122h SCD1 _ SIODATA32_H (Normal serial communication) SIOMULTI1 (Multi-play communication) 124h~ SCD(2 3) _ SIOMULTI(2 3) ** 140h HS_CTRL _ JOYCNT 158h JSTAT _ JOYSTAT 150h~ JOYRE_(L H) _ JOY_RECV_(L H) ** 154h~ JOYTR_(L H) _ JOYTRANS_(L H) ** --Key Related-130h P1 _ KEYINPUT 132h P1CNT _ KEYCNT
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Description Specified the method to control the OBJ display individually in the description of the double size flag and the rotation/scaling flag for OAM attribute 0. Added the description of display synchronization DMA to DMA3. Added the description of the DMA problem and how to avoid it at the end of the chapter on DMA. Added the restrictions to the description of the repeat flag in DMA3. Updated the timing chart and the cable connection diagram for the multi-play communication. Revised the description of the normal serial communication cautions.
1.02
2/13/2001
Modified the description of 8-Bit/32-Bit Normal Communication Function summary in Communication chapter. Added a paragraph to Selecting Communication Function in Communication chapter. Modified the description of pin 31 in the Game Pak bus. Revised the cancel conditions for the Stop function in the power-down mode. Added additional descriptions and cautions for the initialization flag of Sound 1. Deleted the checksum of ROM registration data and revised the diagram. Revised the diagram for Communication Cable in the Communication Function. Revised the number of DMG sold from tens of millions to a hundred million in the Game Boy Advance introduction. Revised the hours you can play continuously from about 20 hours to about 15 hours. Revised the illustrations of the Game Boy Advance hardware and the Multi Player Communication Cable in the multi play communication diagram. Added the description of the timing chart for normal SIO communication. Added a caution in the DMA valid flag of all the DMA control registers. Added a caution in the master start bit of the multi-play control register. Revised the multi-play timing chart. Revised the memory map for system reserve area in the work RAM. Added a caution to Communication Function. Revised the first sentence in UART Communication. Added Relation between Data register, FIFO and Shift register.
1.01
2/01/2001
1.0
12/01/2000
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Description Revised the expression of [Cautions] to a more specific expression [Cautions for ~~]. Added a description of X coordinate and Y coordinate for OAM. Added the diagram to Y coordinate. Revised the description of the pre-fetch buffer flag in the Game Pak memory wait control register. Added cautions to the description of the input/output select flag in the R register of general communication. Deleted the checksum of ROM registration data and revised the diagram. Revised the diagram for Game Boy Advance Game Link Cable in the Communication Function. Revised the number of DMG sold from tens of millions to a hundred million in the Game boy Advance introduction. Revised the hours you can play continuously from about 20 hours to about 15 hours. Revised the illustrations of the Game Boy Advance hardware and the Multi Player Game Boy Advance Game Link cable in the multi-play communication diagram. Added the description of the timing chart for normal SIO communication. Added a caution in the DMA valid flag of all the DMA control registers. Added a caution in the master start bit of the multi-play control register. Revised the multi-play timing chart. Revised the memory map for system reserve area in the work RAM. Added a caution to Communication Function. Revised the first sentence in UART Communication. Added Relation between Data register, FIFO and Shift register. Revised the expression of [Cautions] to a more specific expression [Cautions for ~~]. Added a description of X coordinate and Y coordinate for OAM. Added the diagram to Y coordinate. Revised the description of the pre-fetch buffer flag in the Game Pak memory wait control register. Added cautions to the description of the input/output select flag in the R register of general communication.
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Description Added cautions to the priority setting of OBJ. Added a description and cautions to Sound 1,2,3, and 4. Added the description to Mapping of character data. Revised the description in SCCNT_L[d14] and [06] of UART communication register. Revised the connection diagram of 16 bit multi-play communication. Added a description to all sound operation modes of the sound control register. Revised the itemized description of Chapter 10 Sound. Modified the description of an error flag for the multi-play control register. Modified the description of a valid flag for all the DMA control registers. Added the number of transfer when 0 is set for the DMA word count register. Modified the connection diagram of the multi-play cable. Added the transition diagram of the multi-play communication data. Modified the description of 16-Bit Multi-play Communication. Changed the diagram in System-Allocated Area in Working RAM, and deleted (Tentative). Revised ROM registration data. Corrected the description of internal shift clock of normal SIO control register. Newly added the description of Communication Cable in the chapter of Communication Functions. Corrected Overview of Screen Sizes for Text BG Screens in Rendering Functions. Added the diagram of Multi Player Communication Cable connection. Corrected [Sound 1 Usage Notes]. In 1) Normal Communication of Communication Functions, mentioned not to use a cable. Added the description of UART system communication. Improved the description of interrupt and multiple interrupt process. Improved the description of system call and multiple system call process. Added the description of ROM registration data.
0.4.1.7
08/10/2000
0.4.1.6
06/26/2000
0.4.1.3
05/25/2000
05/16/2000 05/08/2000
0.4.1.2 0.4.1.1
04/06/2000 03/10/2000
03/08/2000
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Description Changed the method to specify OBJ size. Corrected misprints in the communication control register. Added the PWM sampling cycle control function. Modified the description of Direct Sounds, and corrected register R bit structure. Added the Complete Block Diagram. Changed CPU internal working RAM memory capacity, and created CPU external working RAM. Changed the bit structures of DMA control registers. Deleted Infrared Communication functions. Created the interrupt IME register, and changed the bit structures of IE and IF registers. Changed the number of colors that can be displayed to 32,768. Changed the specifications of Normal Serial Communication (bit width, communication speed) Changed the specifications of Multi SIO Communication (UART system). Changed the center coordinate of OBJ Rotation to dot boundary. Added UART system communication function. Minor modification. Corrected BG Offset Registers diagrams Corrected the diagrams of Registers for Setting the Direction Parameters of BG data. Corrected diagram of the Sound 1 Duty Cycle. Corrected the name of d05 bit for the DISPCNT Register. Added the description of Bit map BG mode. Corrected the SIO Timing Chart of Normal Serial Communication. Changed the diagrams and descriptions of the Sound Control Registers. Added the formula for calculating the number of OBJs that can be displayed on 1 line. Minor modification. (Numbering for items P81,P82,P149; reference to chapter removed) Deleted 14.3.
0.4.0
02/09/2000 01/25/2000
0.3.6.3
01/05/2000
0.3.6.2
12/21/1999
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Introduction
2.9" WIDE TFT COLOR PCM STEREO SOUND COLOR GRAPHIC EFFECTS COMPATIBLE FOR CGB CHARACTER/BITMAP BG MULTIPLAY COMMUNICATION 32768 COLORS 32BIT RISC CPU 16MHz
Game Boy Advance (GBA, or sometimes AGB) stresses portability and focuses on 2D rather than 3D image processing functions, resulting in a cutting-edge portable game device with revolutionary capabilities. It provides window-like functions, rotation, scaling, _ blending, and fade-in/fade-out features that can be combined to produce exactly the image representations desired. Additionally, the bitmap image-rendering function, with its two modes (double buffering mode for rewriting full-screen images in real time and single buffering mode for stills), can be used to handle realistic images that are indistinguishable from actual photographs. The 2.9-inch-wide reflective TFT color LCD screen provides a clear display with little afterimage. In addition to Game Boy Color compatible sound, Game Boy Advance has a PCM stereo sound generator. Multiple tracks can be played simultaneously by overlapping them using the CPU. L and R buttons have been added to the Controller. The broader range of control provided also expands the breadth of game designs possible. Although Game Boy Advance uses a 32-bit RISC CPU whose computing performance and data processing capabilities far surpass those of Game Boy Color, it consumes little power, allowing approximately 15 hours of continuous play. This is made possible by the inclusion of the various types of RAM on a single custom chip. Furthermore, software for Game Boy Advance can be developed using the C language, minimizing the cost of development equipment. This favorable development environment and the high level of freedom of the system configuration allow one to build a profound world of play in which anyone can become absorbed. With its extremely high-performance computational and data processing capabilities as a foundation, Game Boy Advance provides greater image and sound representation capabilities, making the pursuit of fun its essential aim. The purpose of this high level of performance is to bring unique game ideas fully to life. Game Boy Advance is an innovation born from experience. While providing backwards compatibility with the enormous software resources available for the 100 million Game Boy units in use worldwide, it also breaks new ground for portable game devices.
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* Not used
3. Abbreviations Nintendo's game hardware is abbreviated as follows: DMG: Game Boy CGB: Game Boy Color GBA or AGB: Game Boy Advance GCN: Nintendo GameCube
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1.1
Game Boy Advance is a portable game device that maintains backward compatibility with Game Boy Color (CGB) and provides higher performance. The Game Boy Advances 2.9-inch-wide reflective TFT color LCD and 32-bit RISC CPU enable production of games that match or surpass the Super Nintendo Entertainment System (Super NES) in performance. The Game Boy Advance CPU 32-bit RISC CPU (ARM7TDMI)/16.78 MHz Downward Compatibility with CGB Integral 8-bit CISC CPU for compatibility. (However, it cannot operate at the same time as the Game Boy Advance CPU.) Memory System ROM Working RAM VRAM OAM Palette RAM Game Pak memory Display 240 x 160 x RGB pixels 32,768 colors simultaneously displayable Special effects features (rotation/scaling, blending, fade-in/fade-out, and mosaic) 4 image system modes 16 KB (and 2 KB for CGB System ROM) 32 KB + CPU External 256 KB (2 wait) 96 KB 64 bits x 128 16 bits x 512 (256 colors for OBJ; 256 colors for BG) Up to 32 MB: mask ROM or flash memory (& EEPROM) + Up to 512 kilobits: SRAM or flash memory
Operation Operating keys (A, B, L, R, START, SELECT, and Control Pad) Sound 4 sounds (corresponding to CGB sounds) + 2 CPU direct sounds (PCM format) Communication Serial communication (8 bit/32 bit, UART, Multi-player, General-purpose, JOY Bus) Game Pak Like the original Game Boy and Game Boy Color, Game Boy Advance is equipped with a 32-pin connector for Game Pak connection. When a Game Pak is inserted, Game Boy Advance automatically detects its type and switches to either Game Boy Color or Game Boy Advance mode.
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The following Game Paks operate on the Game Boy Advance system. 1. DMG Game Paks, DMG/CGB dual mode Game Paks, and CGB dedicated Game Paks 2. GBA-dedicated Game Paks (Game Paks that only function with Game Boy Advance)
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2.1
System Configuration
CPU Block Diagram
Figure 1 - Game Boy Advance CPU Block Diagram
Game Pak
CPU
Game Pak I/F
(Prefetch Buffer) 16
16
BG Processing Circuit
INT Control
32 R:8/16/32 W:8/16/32
R:16/32 W:16/32
16 16
ROM (16KByte)
32 R:8/16/32
VRAM_B (16KByte)
16
16
VRAM_A (64KByte)
32
VRAM_C (16KByte)
16
WRAM (32KByte)
R:8/16/32 W:8/16/32
DMAC (4ch)
32 R:16/32 W:16/32
16
Timer (4ch)
32
SIO
32 32 32 R:8/16/32 W:8/16/32 16
* "R:8/16/32" and "W:8/16/32" mean that you can access an area of 8bits/16bits/32bits when reading and writing, respectively.
LCD Unit
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Bitmap Mode
16
32
2.2
Regulator IC
LCD Driver
2.9"Reflective TFT Color LCD 240 x 160 x RGB Dot 32,768 Colors Displayable
LCD Driver
LCD Driver
LCD Driver
CPU 2wait
LCD Controller VRAM 98KByte 16bit Bus CPU Internal WRAM 32KByte 32bit Bus AGB System ROM 16KByte 32bit Bus AGB 32bit CPU Core ARM7TDMI
External Device
Sound Volume
Sound Amp
Peripheral Circuit (SOUND, DMA, TIMER, I/O, etc) Prefetch Buffer 16bit x 8 4.194MHz (System 16.78MHz) Switch Between AD Bus/ General Purpose Bus
R A
3.3V(AGB)
5V(DMG/CGB)
Headphone Jack
Speaker
Gane Pak
General Purpose Bus Memory Space 64KByte Max. AD Bus Memory Space 32MByte Max. Power 3.3V AGB Game Pak(AGB Only)
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OAM Palette RAM VRAM CPU Internal Working RAM CPU External Working RAM Internal registers Game Pak ROM (Mask ROM, Flash Memory) Game Pak RAM (SRAM, Flash Memory)
Good execution efficiency is obtained when programs that operate from the Game Pak use 16-bit instructions (16-bit compiler), and those that operate from CPU Internal Working RAM use 32-bit instructions (32bit compiler).
2.4
Little-Endian
In the Game Boy Advance CPU, memory addresses are allocated in 8-bit increments, and little-endian format is used in implementing the 8-, 16-, and 32-bit access widths.
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3.1
The following is the overall memory map of the Game Boy Advance system.
Images
Flash Memory (1 Mbit) Mask ROM (255 Mbits) Flash Memory (1 Mbit) Mask ROM (255 Mbits) Flash Memory (1 Mbit) Mask ROM (255 Mbits)
OAM (1 Kbyte)
I/O, Registers
ROM RAM
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Precaution Regarding Memory Map Because the results obtained from accessing unmapped areas (memory and register addresses that are not mapped) are undefined in Game Boy Advance programming, do not perform processing based on these results. Be aware that the memory access methods in Nintendo DS differ from those in Game Boy Advance, Game Boy Advance-SP, and Game Boy Player and therefore, the values obtained when reading unmapped areas are very likely to differ.
3.2
Memory Configuration
In broad terms, the area 00000000h-07FFFFFFh is allocated as Game Boy Advance internal memory, and 08000000-0EFFFFFFh is allocated as Game Pak memory.
3.2.1 3.2.1.1
The 16 KB from 000000000h is the system ROM. Various types of System Calls can be used.
3.2.1.2
The 256 KB from 02000000h is CPU External Working RAM. Its specifications are 2 Wait 16 bit Bus.
3.2.1.3
The 32 KB from 03000000h is CPU Internal Working RAM. It is used to store programs and data.
3.2.1.4
3.2.1.5
Palette RAM
3.2.1.6
VRAM
The 96 KB from 06000000h is the VRAM area. This area is for BG and OBJ data.
3.2.1.7
OAM
The 1 KB from 07000000h is Object Attribute Memory (OAM). It holds the objects to be displayed and their attributes.
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3.2.2 3.2.2.1
Three 32 MB Game Pak ROM spaces are allocated to the area beginning from 08000000h. The access speed of each of these spaces can be set individually. Thus, they are named Wait State 0, Wait State 1, and Wait State 2. This specification enables memory of varying access speeds in Game Pak ROM to be accessed optimally. The base addresses of the 3 spaces are 08000000h for Wait State 0, 0A000000h for Wait State 1, and 0C000000h for Wait State 2. In addition, the upper 1 megabit of each space is allocated as flash memory. This area is used primarily for saving data.
3.2.2.2
The area beginning from 0E000000h is the Game Pak RAM area. Up to 512 kilobits of SRAM or Flash Memory can be stored here. However, it is an 8 bit data bus. Due to the specifications, any Game Pak device other than ROM must be accessed using Nintendo's library.
3.3
Although the 32 MB Game Pak memory space is mapped to the area from 08000000h onward, the 32 MB spaces beginning from 0A000000h and 0C000000h are images of the 32 MB space that starts at 08000000h. These images enable memory to be used according to the access speed of the Game Pak memory (1-4 wait cycles).
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15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
204h WAITCNT
R/W
0000h
Game Pak RAM Wait Control Wait State 0 Wait Control Wait State 1 Wait Control Wait State 2 Wait Control
PHI Terminal Output Control 00: No Output 01: 4.19 MHz clock 10: 8.38 MHz clock 11: 16.76 MHZ clock Prefetch Buffer Flag 0: Disabled 1: Enabled Game Pak Type Flag
WAITCNT [d15] Game Pak Type Flag The System ROM uses this. WAITCNT [d14] Prefetch Buffer Flag When the Prefetch Buffer Flag is enabled and there is some free space, the Prefetch Buffer takes control of the Game Pak Bus during the time when the CPU is not using it, and reads Game Pak ROM data repeatedly. When the CPU tries to read instructions from the Game Pak and if it hits the Prefetch Buffer, the fetch is completed with no wait in respect to the CPU. If there is no hit, the fetch is done from the Game Pak ROM and there is a wait based on the set wait state. If the Prefetch Buffer Flag is disabled, the fetch is done from the Game Pak ROM. There is a wait based on the wait state associated with the fetch instruction to the Game Pak ROM in respect to the CPU. WAITCNT [d12 - 11] PHI Terminal Output Control Controls the output from the PHI terminal. This should always be set to 00(No Output). WAITCNT [d10 - 08],[d07 - 05],[d04 - 02] Wait State Wait Control Individual wait cycles for each of the three areas (Wait States 0-2) that occur in Game Pak ROM can be set. The relation between the wait control settings and wait cycles is as follows. Use the appropriate settings for the device you are using.
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4 3 2 8 4 3 2 8
After executing the System ROM (when the User Program is started) the Wait Control Value is 000. In the Game Pak Mask ROM used with the actual manufactured product the specifications are 1st Access/3 Wait, 2nd Access/1 Wait. In this case, set the Wait Control Value to 101. WAITCNT [d01 - 00] Game Pak RAM Wait Control Wait cycles for the Game Pak RAM can be set. The relation between the wait control settings and wait cycles is as follows. Use the appropriate settings for the device you are using.
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3.3.1
Access Timing
The following timing charts illustrate Game Pak ROM access with 3 wait cycles on the first access and 1 wait cycle on the second.
3.3.1.1
Sequential Access
Figure 6 - Sequential Access Timing Chart
Wait Cycles
wait
wait
wait
wait
wait
AD Bus
Address
Data
Data
Data
3.3.1.2
Random Access
Figure 7 - Random Access Timing Chart
Wait Cycles
wait
wait
wait
wait
wait
wait
AD Bus
Address
Data
Address
Data
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3.3.2
The Game Pak bus has a total of 32 terminals, which are described in the following table.
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LCD
The Game Boy Advance uses a 2.9-inch-wide reflective TFT color LCD screen. The vertical blanking interval of Game Boy Advance is longer than that of DMG and CGB, and its horizontal blanking interval is fixed.
160 lines
Display Screen
Horizontal Blank
228 lines
(4.994ms)
Vertical Blank
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4.1 4.1.1
The VCOUNT register can be used to read which of the total of 228 LCD lines (see "Figure 8 - Display Screen Horizontal and Vertical Blanking Intervals" on page 15) is currently being rendered.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
006h
VCOUNT
0000h
A value of 0-227 is read. A value of 0-159 indicates that rendering is in progress; a value of 160-227 indicates a vertical blanking interval.
4.1.2
General LCD status information can be read from bits 0-5 of the DISPSTAT register. In addition, 3 types of interrupt requests can be generated by the LCD controller.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
004h
DISPSTAT
R/W
0000h
V-Blank Status 0: Outside V-blank interval 1: During V-blank interval H-Blank Status 0: Outside H-blank interval 1: During H-blank interval V Counter Evaluation 0: V counter non-match 1: V counter match
V-Blank Interrupt Request Enable Flag 0: Disable 1: Enable H-Blank Interrupt Request Enable Flag 0: Disable 1: Enable V Counter Match Interrupt Request Enable Flag 0: Disable 1: Enable
DISPSTAT [d15-08] V Count Setting Can be used to set the value used for V counter evaluation and V counter match interrupts. The range for this setting is 0-227.
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LCD Status
17
DISPSTAT [d05] V Counter Match Interrupt Request Enable Flag Allows an interrupt request to be generated when the value of the V counter setting and the value of the line actually rendered (VCOUNT register value) agree. DISPSTAT [d04] H-Blank Interrupt Request Enable Flag Allows an interrupt request to be generated during horizontal blanking. DISPSTAT [d03] V-Blank Interrupt Request Enable Flag Allows an interrupt request to be generated during vertical blanking. DISPSTAT [d02] V Counter Evaluation Flag indicating whether the V count setting and the V count register value match. It is set while they match and automatically reset when they no longer match. DISPSTAT [d01] H-Blank Status Can check whether a horizontal blanking interval is currently in effect. DISPSTAT [d00] V-Blank Status Can check whether a vertical blanking interval is currently in effect.
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Image System
Game Boy Advance can use different image systems depending on the purpose of the software. These display-related items are changed mainly using the DISPCNT register.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
0000h
DISPCNT
R/W
0080h
BG Mode 0-5 (CGB Mode) Display Frame Selection 0: Frame buffer 0 1: Frame buffer 1 H-Blank Interval OBJ Processing Flag 0: Enable(OBJ Processing of all H-Line Intervals) 1: Disable(OBJ Processing of H-Line Display Intervals Only) OBJ Character VRAM Mapping Format 0: 2-dimensional 1: 1-dimensional Forced Blank 0: Disable 1: Enable Individual Screens Display 0: OFF 1: ON Window 0 Display Flag Window 1 Display Flag OBJ Window Display Flag
DISPCNT [d15] OBJ Window Display Flag Master flag that controls whether the OBJ window is displayed. For information on the OBJ window, see "6.3 OBJ (Object)" on page 47. DISPCNT [d14][d13] Display Flags for Windows 0 and 1 Master flag that controls whether windows 0 and 1 are displayed. For information on windows, see "8 Window Feature" on page 65. DISPCNT [d12-08] Individual Screens Display Flag Allows individual control of whether BG0, BG1, BG2, BG3, and OBJ, respectively, are displayed. When settings are changed during the display period, the screen is hidden immediately if switching from ON to OFF, but the screen is displayed only after displaying three vertical lines when switching from OFF to ON.
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DISPCNT [d07] Forced Blank Setting this bit causes the CPU to forcibly halt operation of the image processing circuit, allowing access to VRAM, color palette RAM, OAM, and the internal registers. The LCD screen displays white during a forced blank. However, the internal HV synchronous counter continues to operate even during a forced blank. When the internal HV synchronous counter modifies the forced blank setting during a display period, the forced blank occurs immediately when switching from ON to OFF, but the forced blank only occurs after displaying three vertical lines when switching from OFF to ON. DISPCNT [d06] OBJ Character VRAM Mapping Format Specifies the VRAM mapping format for an OBJ character. A setting of 0 causes the OBJ character to be handled in memory mapped 2-dimensional. A setting of 1 causes the OBJ character to be handled in memory mapped 1-dimensional. For information on OBJ character VRAM mapping formats, see "6.3.2 Character Data Mapping" on page 48. DISPCNT [d05] H-Blank Interval OBJ Processing Flag A setting of 0 executes OBJ Render Processing with all H-Line intervals (including H-Blank intervals). A setting of 1 executes OBJ Render Processing with the display intervals only and not for H-Blank intervals. Thus, when the user accesses OAM or OBJ VRAM during an H-Blank interval, this bit needs to be set. However, also in this situation, maximum OBJ display performance cannot be obtained. DISPCNT [d04] Display Frame Selection When rendering in bitmap format in a mode in which there are 2 frame buffers (BG modes 4 and 5), this bit allows selection of one of the frame buffers for rendering. A setting of 0 selects the contents of frame buffer 0 for rendering; a setting of 1 selects the contents of frame buffer 1 for rendering. DISPCNT [d03] (CGB Mode) Game Boy Advance is equipped with two CPUs. In Game Boy Advance mode, a 32-bit RISC CPU starts, and in CGB mode, an 8-bit CISC CPU starts. Note: Because this bit is controlled by the system, it cannot be accessed by the user. DISPCNT [d02-00] BG Mode Selects the BG mode from a range of 0-5. For more information on BG modes, see "5.1 BG Modes" on page 21.
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21
5.1 5.1.1
In Game Boy Advance, changing the BG mode allows character format and bitmap format to be used selectively, as appropriate. In modes 0, 1, and 2, rendering to the LCD screen is performed in a character format suitable for the game. In modes 3, 4, and 5, rendering to the LCD screen is performed in bitmap format.
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Note:
In mode 3, one frame memory is available that can display 32,768 colors, which is suitable for rendering still images. Modes 4 and 5 allow double buffering using two frame memories, and are thus suitable for rendering animated video.
The method of controlling text BG scrolling is different from that of BG rotation/scaling and bitmap BG scrolling. (See "6.1.8 BG Scrolling" on page 42 and "6.1.7 BG Rotation and Scaling Features" on page 40.)
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23
5.1.2
The VRAM (96 KB) memory maps in the BG modes are as shown in the following figure.
06014000h
Frame Buffer 1 40 Kbytes BG0-BG3 Screen Data Maximum 32 Kbytes and BG0-BG3 Shared Character Data Minimum 32 Kbytes Frame Buffer 0 40 Kbytes
0600A000h
06000000h
Users can map the screen and character data areas in the 64 KB BG area in BG modes 0, 1, and 2. For more information, see "6.1.3 VRAM Address Mapping of BG Data" on page 30. In addition, see the descriptions in subsequent sections of this document for more information on the memory areas and the data formats for each area.
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Rendering Functions
The Game Boy Advance CPU has 96 KB of built-in VRAM. Its rendering functions include BG and OBJ display capability. The method used for BG rendering varies with the BG mode, as described below.
6.1
In character mode, the components of the BG screen are basic characters of 8 x 8 pixels.
6.1.1
BG Control
There are 4 BG control registers, corresponding to the maximum number of BG screens (registers BG0CNT, BG1CNT, BG2CNT, and BG3CNT). Registers BG0CNT and BG1CNT are exclusively for text BG control, while BG2CNT and BG3CNT also support BG rotation and scaling control. The registers used by the BG modes are as follows.
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6.1.1.1
Address
Register
15
14
13
12
11
10
09
08
07
06
05 0
04 0
03
02
01
00
Attributes
Initial Value
008h 00Ah
BG0CNT BG1CNT
R/W
0000h
Priority Specification Mosaic 0: Disable 1: Enable 00: 1st priority 01: 2nd priority 10: 3rd priority 11: 4th priority Character Base Block 0-3 Color Mode 0: 16 colors x 16 palettes 1: 256 colors x 1 palette Screen Base Block 0-31 Screen Size
6.1.1.2
Whether the screen is a text screen or a scaling/rotation screen varies with the BG mode.
15
14
13
12
11
10
09
08
07
06
05 0
04 0
03
02
01
00
00Ch 00Eh
BG2CNT BG3CNT
R/W
0000h
Priority Specification 00: 1st priority 01: 2nd priority 10: 3rd priority 11: 4th priority Character Base Block 0-3
Color Mode 0: 16 colors x 16 palettes 1: 256 colors x 1 palette Screen Base Block 0-31 Area Overflow Processing Flag 0: Transparent display 1: Wraparound display Screen Size
BG*CNT [d15-14] Screen Size Allows the screen size for the BG as a whole to be specified.
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When a value other than the maximum is specified, the remaining VRAM area can be used as a character data area. Refer to the table below and the VRAM Memory Map figure above.
(1) Overview of Screen Sizes for Text BG Screens Figure 15 - Text Background Screen Sizes
[d15,d14]=[0,0] Virtual screen size:256 x 256 [d15,d14]=[0,1] Virtual Screen size: 512 x 256
SC0
SC0
SC0
SC0
SC1
SC0
SC0
SC1
SC2
SC0
SC1
SC0
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(2) Illustration of Screen Sizes for Rotation/Scaling BG Screens Figure 16 - Rotation/Scaling Background Screen Sizes
[d15,d14]=[0,0] Virtual screen size: 128 x 128 SC0 (128 x 128)
Display Screen (240 x 160)
SC0 or Transparent
SC0 or Transparent
SC0 or Transparent
[d15,d14]=[1,1] Virtual screen size: 1024 x1024 SC0 (1024 x 1024) SC0 or Transparent
Display Screen (240 x 160)
SC0 or Transparent
SC0 or Transparent
SC0 or Transparent
SC0 or Transparent
SC0 or Transparent
BG2CNT,BG3CNT [d13] Area Overflow Processing When the display screen overflows the boundaries of the virtual screen due to a rotation/scaling operation, this bit can be used to choose whether the area of the screen into which the overflow occurs is displayed as transparent or wraps around the display screen. For information on scaling, see "6.1.7 BG Rotation and Scaling Features" on page 40. BG*CNT [d12-08] Screen Base Block Specification Specifies the starting block in VRAM where screen data are stored. (32 steps: 0-31; 2-KB increments). See "6.1.3 VRAM Address Mapping of BG Data" on page 30. BG*CNT [d07] Color Mode Specifies whether to reference BG character data in 16 color x 16 palette format or 256 color x 1 palette format. BG*CNT [d06] Mosaic Turns mosaic processing for BG on and off.
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BG*CNT [d03-02] Character Base Block Specification Specifies the starting block in VRAM where the character data to be displayed in the BG is stored. (4 steps: 0-3; 16-KB increments) See "6.1.3 VRAM Address Mapping of BG Data" on page 30. BG*CNT [d01-00] Priority Among BGs With the default value (same priority value specified for all), the order of priority is BG0, BG1, BG2, and BG3. However, this order can be changed to any desired. Values of 0 (highest priority) to 3 can be specified. When the BG priority has been changed, care should be taken in specifying the pixels used for color special effects.
6.1.2
Mosaic Size
Mosaic size is set in the MOSAIC register. Turning mosaic on/off for each BG is accomplished by the mosaic flag of the BG control register. For information on the mosaic flag, see "6.1.1 BG Control" on page 25.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
04Ch MOSAIC
0000h
The mosaic value specifies how many pixels of a normal display should comprise each large pixel displayed. Counting from the upper left-most pixel on the screen, the number of pixels equal to the mosaic size are used in the mosaic display. The other pixels are overwritten by the mosaic. Please refer to the figure below. If the mosaic size value is 0, a normal display is seen even if mosaic is turned on.
68
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6.1.3
BG data (BG character and screen data) are stored in the 64-KB BG area of VRAM.
6.1.3.1
BG Character Data
The starting address for referencing BG character data can be specified using the character base block specification of the BG control register. The amount of data depends on the number of character data items stored and the data format (color formats: 256 colors x 1 palette or 16 colors x 16 palettes).
6.1.3.2
BG Screening Data
The starting address for referencing BG screen data can be set using the screen base block specification of the BG control register. The amount of data depends on the type of BG screen (text or rotation/scaling) and the screen size. These can be set by the BG control register.
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6.1.3.3
10000h Base Block 31 Base Block 30 Base Block 29 Base Block 28 Base Block 27 Base Block 26 Base Block 25 Base Block 24 Base Block 23 Base Block 22 Base Block 21 Base Block 20 Base Block 19 Base Block 18 Base Block 17 Base Block 16 Base Block 15 Base Block 14 Base Block 13 Base Block 12 Base Block 11 Base Block 10 Base Block 9 Base Block 8 Base Block 7 Base Block 6 Base Block 5 Base Block 4 Base Block 3 Base Block 2 Base Block 1 Base Block 0
Base Block 3
C000h
Base Block 2
8000h
Base Block 1
4000h
Base Block 0
0000h
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6.1.4
There are two formats for character pixel data, 16 color x 16 palettes and 256 colors x 1 palette. The same format is used for OBJ and BG. The data are held in VRAM in the form indicated below.
6.1.4.1
16 Colors x 16 Palettes
Figure 20 - 16-Color x 16-Palette Character Data Format
There are 2 pixels per address. Thus, the amount of data for each basic character is 20H x 8 bits.
d3 d2 d5 d4 d6
d3 d6 d5 d4
d7 d1 d0
d3 d2 d4 d5
d7 d6 d0 d1
d3 d2
d7 d6 d5 d4
8 pixels
8 pixels
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6.1.4.2
There is 1 pixel specified per address. Thus, the amount of data for each basic character is 40H x 8 bits.
8 bits of data per pixel (Specifies 1 of 256 colors) d4 d3 d2 d1 d0 a(n) a(n+ 8) a(n+10) a(n+18) a(n+20) a(n+28) a(n+30) a(n+38)
d6 d5
8 pixels
8 pixels
6.1.5
A BG screen is considered to be the 8 x 8 pixel unit that represents the size of the basic character, and the BG screen data specifies the characters that are arranged. BG screen data should be stored, beginning from the starting address of the BG screen base block specified in the BG control register. The number of screen data items specified per BG depends on the screen size setting in the BG control register. BG screen data for text and rotation/scaling screens are specified in the following formats.
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6.1.5.1
Text BG Screen
A text BG screen consists of 2 bytes of screen data per basic character; 1,024 character types can be specified.
Character name Horizontal flip flag Vertical flip flag Color Palette With 16 colors x 16 palettes: 0-15 With 256 colors x 1 palette: disabled
[d15-12] Color Palette If the color mode specification in the BG control register is 16 colors x 16 palettes, these bits specify palette 0-15 as the palette to be applied to the character. This is disabled when the color mode specification is 256 x 1 palette. [d11] Vertical Flip Flag Enables the BG character to be flipped vertically. A setting of 1 produces the vertical-flip display. [d10] Horizontal Flip Flag Enables the BG character to be flipped horizontally. A setting of 1 produces the horizontal-flip display. [d09-00] Character Name Specify the number of the character that has character base block starting address specified in the BG control register as its starting point.
6.1.5.2
Rotation/Scaling BG Screen
The rotation/scaling BG screen consists of 1 byte of screen data per basic character; 256 character types can be specified. The character data must be classified as 256 colors x 1 palette. The color mode specification in the BG control register is disabled for a rotation/scaling screen.
Character Name
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Cautions for VRAM Game Boy Advance provides a high degree of freedom in using the BG area of VRAM. Consequently, in managing VRAM, the following points deserve particular attention. 1. There are 2 formats for BG character data (defined by 16 and 256 colors), and these can be used together. 2. The BG character data base block can be selected from among 4 blocks (BG control register). 3. The BG screen data base block can be selected from among 32 blocks (BG control register). 4. The screen size (amount of VRAM used) can be set for each BG (BG control register). 5. Text and rotation/scaling BGs can be present and used together in a BG screen. In managing VRAM, particular care is required in BG mode 1, because text BG screens (which can handle BG character data in both 256 colors x 1 palette and 16 colors x 16 palettes) and rotation/scaling BG screens (which can handle only 256 colors x 1 palette) may be used together. Therefore, the VRAM mapping status should be sufficiently understood when programming.
6.1.6 6.1.6.1
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03EH
800H
040H
042H
044H
046H
07AH
07CH
07EH
080H
082H
084H
086H
0BAH
0BCH
0BEH
256 pixels
(32 blocks)
4C0H 4C2H 4C4H 4C6H 4FAH 4FC H 4FEH
780H
782H
784H
786H
788H
7BCH
7BEH
7C0H
7C2H
7C4H
7C6H
7C8H
7FC H
7FEH
FC0H
FFEH
040H
042H
044H
07AH
07CH
07EH
4C0H
4C2H
4C4H
4FAH
4FCH
4FEH
7C0H
7C2H
7C4H
7FCH
7FEH
800H
83EH
FC0H
FFE H
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512 pixels
(64 blocks)
256 pixels
(32 blocks)
83EH
040H
042H
044H
07AH
07CH
07EH
256 pixels
(32 blocks)
4C0H 4C2H 4C4H 4FAH 4FCH 4FEH
512 pixels
(64 blocks)
7C0H
7C2H
7C4H
7FCH
7FEH
FC 0H
1800H
FFEH
183EH
1000H
103EH
256 pixels
(32 blocks)
17C0H
17FEH
1FFE H
6.1.6.2
Rotation/Scaling BG
010H
011H
012H
013H
014H
01FH
0F0H
0F1H
0F2H
0F3H
0F4H
0FFH
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020H
041H
042H
043H
044H
03DH
03EH
03FH
040H
081H
082H
083H
084H
05DH
05EH
05FH
060H
0C1H
0C2H
0C3H
0C4H
06DH
06EH
06FH
260H
261H
262H
263H
264H
27DH
27EH
27FH
280H
281H
282H
283H
284H
29DH
29EH
29FH
3C0H
3C1H
3C2H
3C3H
3C4H
3DDH
3DEH
3DFH
3E0H
3E1H
3E2H
3E3H
3E4H
3FDH
3FEH
3FFH
040H
041H
042H
043H
044H
05DH
05EH
07EH
07FH
080H
081H
082H
083H
084H
09DH
09EH
0BEH
0BFH
0C0H
0C1H
0C2H
0C3H
0C4H
0DDH
0DEH
0FEH
0FFH
4C0H
4C1H
4C2H
4C3H
4C4H
4DDH
4DEH
4FEH
4FFH
500H
501H
502H
503H
504H
51DH
51EH
53EH
53FH
F80H FC0H
F81H FC1H
F82H FC2H
F83H FC3H
F84H FC4H
F9DH
F9EH
FDDH FDEH
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080H
081H
082H
083H
084H
09DH
09EH
0FEH
0FFH
100H
101H
102H
103H
104H
11DH
11EH
17 EH
17FH
180H
181H
182H
183H
184H
19 DH
19EH
1FEH
1FFH
980H
981H
982H
983H
984H
99DH
99EH
9FEH
9FFH
A00H
A01H
A02H
A03H
A04H
A1DH
A 1E H
A 7E H
A7FH
3F00H 3F01H
3F02H
3F03H 3F04H
3F1DH 3F1EH
3F7EH 3F7FH
3F80H 3F81H
3F82H
3F83H 3F84H
3F 9D H 3F 9E H
3FFEH 3FFF H
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6.1.7
Rotation and scaling of the BG as a whole can be performed in a rotation/scaling BG screen. With rotation, BG data is referenced as shown in the following figure.
(0,0)
(x1, y1)
( x2 , y2 )
*
BG da ta ref ere nc ea rea
( x0 , y 0 )
dx
q
y-axis
d y
dy
dx (distance moved in direction x, same line) = (1 / a ) cos q dy (distance moved in direction y, same line) = - (1 / b ) sin q dx (distance moved in direction x, next line) = ( 1 / a ) sin q dy (distance moved in direction y, next line) = ( 1 / b ) cos q
d x
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BG rotation and scaling are implemented in Game Boy Advance using the following arithmetic expressions.
Parameters used in rotation and scaling operations are specified for BG2 and BG3 in the following registers. Registers for Starting Point of BG Data Reference are also used when Scaling/Rotation BG and Bitmap Mode BG are offset displayed (scrolled). (There is also an offset register for Text BG.)
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
028h 038h
Address
BG2X_L BG3X_L
Register
W
01 00
0000h
15
14
13
12
11
10
09
08
07
06
05
04
03
02
02Ah 03Ah
Address
BG2X_H BG3X_H
Register
W
01 00
0000h
15
14
13
12
11
10
09
08
07
06
05
04
03
02
02Ch 03Ch
Address
BG2Y_L BG3Y_L
Register
W
01 00
0000h
15
14
13
12
11
10
09
08
07
06
05
04
03
02
02Eh 03Eh
BG2Y_H BG3Y_H
0000h
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
020h 030h
Address
BG2PA BG3PA
Register
W
01 00
Attributes
0100h
Initial Value
15
14
13
12
11
10
09
08
07
06
05
04
03
02
022h 032h
Address
BG2PB BG3PB
Register
W
01 00
Attributes
0000h
Initial Value
15
14
13
12
11
10
09
08
07
06
05
04
03
02
024h 034h
Address
BG2PC BG3PC
Register
W
01 00
Attributes
0000h
Initial Value
15
14
13
12
11
10
09
08
07
06
05
04
03
02
026h 036h
BG2PD BG3PD
0100h
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6.1.7.1
1. Using software, the user determines the results of the rotation/scaling operation for the left-upper coordinate of the display screen and sets this as the starting point of the BG data reference in registers BG2X_L, BG2X_H, BG2Y_L, BG2Y_H, BG3X_L, BG3X_H, BG3Y_L, and BG3Y_H. The set value is a signed fixed-point number (8 bits for fractional portion, 19 bits for integer portion, and 1 bit for sign, for a total of 28 bits). The BG data reference direction is set in BG2PA, BG2PB, BG2PC, BG2PD, BG3PA, BG3PB, BG3PC, and BG3PD. The set value is a signed fixed-point number (8 bits for fractional portion, 7 bits for integer portion, and 1 bit for sign, for a total of 16 bits). 2. The image processing circuit sums the increases in the x direction (dx, dy) in relation to the BG data reference starting point set in the above registers, and calculates the x-coordinate. 3. When the line is advanced, the increases in the y direction (dx, dy) are summed in relation to the reference starting point, and the coordinate of the rendering starting point for the next line is calculated. The processing in step 2) is then performed. 4. However, if a register for the BG data reference starting point is rewritten during an H-blanking interval, the y-direction summation for that register is not calculated. The CPU uses this mode to change the center coordinate and the rotation/scaling parameters for each line.
6.1.7.2
When the display screen overflows the boundaries of the virtual screen due to a rotation/scaling operation, this BG control register can be used to select whether the area of the screen into which the overflow occurs is transparent or wraps around the display screen. For information on BG control, see "6.1.1 BG Control" on page 25.
6.1.8
BG Scrolling
For each text BG screen, the offset on the display screen can be specified in 1-pixel increments. Offset register is only valid for Text BG. In order to offset display Scaling/Rotation BG and Bitmap Mode BG set the BG Reference Starting Point. See "6.1.7 BG Rotation and Scaling Features" on page 40.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0000h
H offset
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0000h
V offset
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V Offset
H Offset
Display Screen
Screen
6.2
In the bitmap modes, the components of the BG screen are handled in pixel units, and the contents of VRAM (frame buffer) are displayed as color data for each pixel on the screen.
6.2.1
BG Control
The bitmap BG will be treated as BG2. Therefore, in order to display the content of the frame buffer on the LCD screen, you need to set the BG2 display flag to ON in the DISPCNT Register. For BG Control the BG2CNT Register is used.
15
14
13
12
11
10
09
08
07
06
05 0
04 0
03
02
01
00
Attributes
Initial Value
00Ch
BG2CNT
R/W
0000h
Priority Specification Mosaic 0: Disable 1: Enable 00: 1st priority 01: 2nd priority 10: 3rd priority 11: 4th priority
BG2CNT [d06] Mosaic This controls the ON/OFF of mosaic processing for BG2. When ON, the settings for the Mosaic Size Register, MOSAIC, are referenced. For information on Mosaic, see "6.1.2 Mosaic Size" on page 29. BG2CNT [d01-00] Priority Among BGs Due to the fact that in Bitmap Mode there is only one BG plane (other than the backdrop plane), there is no priority relationship among BGs, but you can set up priorities with OBJ. For information on this, see "6.4 Display Priority of OBJ and BG" on page 58.
6.2.2
BG Rotation/Scaling
The parameters for Bitmap BG Rotation/Scaling use BG2 related registers(BG2X_L, BG2X_H, BG2Y_L, BG2Y_H, BG2PA, BG2PB, BG2PC, and BG2PD). For information on rotation/scaling parameters, see "6.1.7 BG Rotation and Scaling Features" on page 40. With Bitmap BG, if the displayed portion exceeds the edges of the screen due to the rotation/scaling operation, that area becomes transparent.
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6.2.3
Pixel Data
In the bitmap modes, only the amount of pixel data corresponding to the size of the display screen can be stored in VRAM. Available bitmap modes allow the simultaneous display of 32,768 colors (BG modes 3 and 5) and the display of 256 of the 32,768 colors (BG mode 4). The format of the data in the frame buffer differs between the modes as described below.
6.2.3.1
B4 B3 B2 B1 B0
G4 G3 G2 G1 G0
R4 R3 R2 R1 R0
Blue
Green
Red
6.2.3.2
Palette RAM color data (256 of the 32,768 colors storable) are referenced. Each pixel uses 1 byte.
Color No.
6.2.4
The different address mappings for the different BG modes are shown below. The frame buffer (VRAM) starts at address 06000000h. Thus, to see the addresses used by the CPU, add 06000000h to the addresses shown below.
6.2.4.1
Because there is a single frame buffer, this mode is used mainly for still images. However, it enables 32,768 colors to be displayed simultaneously over the full screen.
Table 10 - BG Mode 3
0 0 1 2 3 0h 1E0h 3C0h 5A0h 1 2h 1E2h 3C2h 5A2h 2 4h 1E4h 3C4h 5A4h 3 6h 1E6h 3C6h 5A6h 4 8h 1E8h 3C8h 5A8h 236 1D8h 3B8h 598h 778h 237 1Dah 3Bah 59Ah 77Ah 238 1DCh 3BCh 59Ch 77Ch 239 1DEh 3BEh 59Eh 77Eh
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6.2.4.2
Two frame buffers are allocated in VRAM, making this mode suitable for full-motion video. Of the total of 32,768 colors, 256 can be displayed simultaneously over the full screen.
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6.2.4.3
Although there are 2 frame buffers, the display area is limited in this mode to enable simultaneous display of 32,768 colors.
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47
6.3 6.3.1
Objects are in character format regardless of the BG mode. However, the number of basic characters that can be defined varies depending on the BG mode.
6.3.1.1
The single-line OBJ display capability shown in the table above, is the capability at maximum efficiency. When the displayed OBJ are arranged continuously from the start of OAM, you can calculate the OBJ display capability on a single line using the following formula: (Number of H Pixels x 4 - 6) / Number of Rendering Cycles = OBJ Displayable on a single line (Max. of 128) The Number of H Pixels is usually 308 pixels, but when the H-Blank Interval OBJ Processing Flag for Register DISPCNT is set to 1, there are 240 pixels (see "4 LCD" on page 15). x 4 expresses the number of cycles that the OBJ Rendering Circuit can use per one pixel. - 6 represents the number of cycles needed for processing before OBJ rendering at the start of the H Line.
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The Number of Rendering Cycles and the corresponding number of OBJ displayable for a single line is expressed in the table below.
The table above expresses capabilities at maximum efficiency. In reality, the OAM also contains OBJs which are outside the rendered screen. Therefore, the efficiency will drop. OBJs outside the rendered screen lose 2 cycles.
6.3.2
With OBJ character data, the basic character is 8 x 8 pixels, and characters between 8 x 8 and 64 x 64 pixels can be handled (total of 12 types). The base address of OBJ character data is a fixed VRAM base address. The OBJ character data capacity allocated is either 32 KB or 16 KB, depending on the BG mode (see "5.1.2 VRAM Memory Map" on page 23). There are 2 types of mapping to the character area, and they can be specified in bit [d06] of the DISPCNT register. OBJ is managed by character numbers that are divided by 32 bytes starting with OBJ character database address. The required capacity to define 1 basic character of 16 colors x 16 palettes is 32 bytes. The required capacity to define 1 basic character of 256 colors x 1 palette is 64 bytes.
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6.3.2.1
Setting the DISPCNT register bit [d06] to 0 results in the 2-dimensional mapping mode shown in the following figure.
020H
021H
022H
023H
024H
025H
026H
027H
028H
03BH
03CH
03DH
03 EH
03FH
040H
041H
042H
043H
044H
045H
046H
047H
048H
05BH
05CH
05DH
05EH
05FH
060H
061H
062H
063H
064H
065H
066H
067H
068H
07BH
07CH
07DH
07EH
07FH
080H
081H
082H
083H
084H
085H
086H
087H
088H
09BH
09CH
09DH
09EH
09FH
0A0H
0A1H
0A2H
0A3H
0A4H
0A5H
0A6H
0A7H
0A8H
0BBH
0BCH
0BDH
0BEH
0 BFH
0C0H
0C1H
0C2H
0C3H
0C4H
0C5H
0C6H
0C7H
0C8H
0DBH
0DCH
0DDH
0DEH
0DFH
0E0H
0E1H
0E2H
0E3H
0E4H
0E5H
0E6H
0E7H
0E8H
0 FBH
0FCH
0FD H
0 FEH
0FFH
100H
101H
102H
103H
104H
105H
106H
107H
108H
11BH
11CH
11DH
11EH
11FH
120H
121H
122H
123H
124H
125H
126H
127H
128H
13BH
13CH
13DH
13EH
13FH
140H
141H
142H
143H
144H
145H
146H
147H
148H
15BH
15CH
15DH
15EH
15FH
160H
161H
162H
163H
164H
165H
166H
167H
168H
17BH
17CH
17DH
17EH
17FH
Cautions for Character Name When a character of 256 colors x 1 palette is displayed during 2 dimensional mapping mode, specifying a character name is limited to even numbers (see "Figure 48 - OBJ Attribute 2" on page 56). So, in most cases when defining a character of 256 colors x 1 palette during 2 dimensional mapping mode, you define it so that a character name is an even number.
6.3.2.2
Setting DISPCNT register bit [d06] to 1 results in the 1-dimensional mapping mode shown in the following figure. The data that comprise a character are stored in contiguous addresses.
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n+7
n+1
16 x 32-pixel character
(256 colors x 1 palette format) n
1 basic character 64 bytes
8 x 8-pixel character
(16 colors x 16 palette format) n+63 n+62
n n+8 n+1 n+9 n+2 n+3 n+4 n+5 n+6 n+7
n+16 n+17 n+18 n+19 n+20 n+21 n+22 n+23 n+24 n+25 n+26 n+27 n+28 n+29 n+30 n+31 n+32 n+33 n+34 n+35 n+36 n+37 n+38 n+39
64 x 64-pixel character
(16 color x 16 palette format) n+2 n+1 100h 0FFh 000h n
1 basic character 32 bytes
n+40 n+41 n+42 n+43 n+44 n+45 n+46 n+47 n+48 n+49 n+50 n+51 n+52 n+53 n+54 n+55 n+56 n+57 n+58 n+59 n+60 n+61 n+62 n+63
16 x 16-pixel character
(256 colors x 1 palette format) n Character name
6.3.3
OAM
OBJs are displayed by placing data in OAM. OBJ data for 128 OBJs can be written to internal CPU OAM (addresses 07000000h-070003FFh), and 128 OBJ characters of an arbitrary size can be displayed on the LCD.
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51
6.3.3.1
OAM Mapping
OBJ attributes occupying 48 bits x 128 OBJs can be written to OAM. In addition, when rotation/scaling are performed for an OBJ, a total of 32 instances of rotation/scaling parameter combinations (PA, PB, PC, and PD) can be written to OAM, as shown in the following figure.
Rotation/Scaling Parameter PB-0 Attribute 2 OBJ1 Attribute 1 Attribute 0 Rotation/Scaling Parameter PA-0 Attribute 2 OBJ0 07000000h 16 Bits Attribute 1 Attribute 0
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OBJ Mode 00: normal OBL 01: semi-transparent OBJ 10: OBJ window 11: Prohibited code OBJ Mosaic 0: OFF 1: ON Color Mode 0: 16 colors x 16 palettes 1: 256 colors x 1 palette OBJ Shape 00: Square 01: Horizontal Rectangle 10: Vertical Rectangle 11: Prohibited Code
[d15-14] OBJ Shape Selects the OBJ Character Shape: Square, Horizontal Rectangle, or Vertical Rectangle. 11 is a prohibited code. Please also refer to the OBJ size specification for OBJ Attribute 1 (see "Figure 47 - Object Sizes" on page 55). [d13] Color Mode Flag Specifies whether the OBJ data format is 16 colors x 16 palette mode or 256 colors x 1 palette mode. [d12] OBJ Mosaic Flag Turns mosaic for OBJs on and off. [d11-10] OBJ Mode Specifies whether an OBJ is a normal OBJ or a semitransparent OBJ. A normal OBJ is specified by 00, a semi-transparent OBJ by 01, and an OBJ window by 10. A value of 11 is a prohibited code, so care should be taken to prevent this setting. When a semi-transparent OBJ is specified, color special effects processing can be performed. For information on color special effects, see "9 Color Special Effects" on page 67. OBJs for which an OBJ window specification is used are not displayed as normal OBJs; pixels with non-zero character data are used as the OBJ window.
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53
[d09] Rotation/Scaling Double-Size Flag OBJs are limited in size by the OBJ field (8x8 - 64x64 pixels), and the character data may surpass the boundaries of this field when rotated. This problem can be avoided by implementing a pseudo double-size for the OBJ field, by setting the double-size flag to 1. With this setting, the OBJ does not surpass the boundaries of the OBJ field even if the OBJ display is magnified by up to two-fold. Example: A 64x64 pixel OBJ field increased to a 128x128 pixel field displayed with rotation processing. Note, however, that the OBJ display position is shifted. With the double-size flag set to 0, display of the portion protruding from the edges is cut off. Please refer to the following figure.
Individual Control of OBJ display It is possible to control the ON and OFF functions of the OBJ display individually by setting in the combination of this double size flag and the rotation/scaling flag of [d08].
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In case of (double size flag, rotation/scaling flag) = (1, 0), OBJ is not displayed, but is displayed in other cases. [d08] Rotation/Scaling Flag Allows rotation processing for the OBJ to be enabled and disabled. With the OBJ rotation/scaling feature enabled by setting this bit to 1, the maximum number of OBJs displayed per line is decreased. Please refer to the description in "6.3.1.1 OBJ Display Capability on a Single Line" on page 47. Individual Control of OBJ display It is possible to control the ON and OFF functions of the OBJ display individually by setting in the combination of the double size flag for [d09] and this rotation/scaling flag. In case of (double size flag, rotation/scaling flag) = (1, 0), OBJ is not displayed, but is displayed in other cases. [d07-00] Y-Coordinate Allows the y-coordinate of the OBJ in the display screen to be specified. Cautions 160 pixels in total (0 - 159) are inside the display screen, and 96 pixels in total (160 - 255) are outside the display screen (virtual screen). When the vertical size displays a 64 pixel OBJ by a double size of character, the size is 128 pixels, exceeding the vertical 96 pixels for the virtual screen. Therefore, in the range of Y coordinate values of 129 - 159, the lower part of OBJ that is pushed out upwards is displayed. The upper part of OBJ in the lower screen is not displayed (see the figure below).
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OBJ (Object)
55
x-coordinate
Rotation/scaling parameter selection
[d15-14] OBJ Size Linked to the specification of the OBJ size for Attribute 0, the size for the OBJ Character is also specified. For each of the three OBJ shapes, you can set four sizes.
00
Square E
01
Horizontal Rectangle
16x8
32x8
32x16
64x32
I Vertical Rectangle
8x16
8x32
16x32
32x64
10
11
Prohibited Code
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[d13] [d12] Vertical and Horizontal Flip Flags Allows the OBJ to be flipped horizontally and vertically. A normal display is produced by a setting of 0 and a flip display by a setting of 1. When the rotation/scaling flag ([d08] of OBJ Attribute 0) is enabled, these bits also can be used as the high-order bits of the rotation/scaling parameter selection. [d13-09] Rotation/Scaling Parameter Selection The parameters used in OBJ rotation/scaling processing are selected from the 32 parameters registered in OAM. [d08-00] X-Coordinate Specifies the x-coordinate of the OBJ on the display screen in the range of 0~511.
Character name Priority Specification Relative to BG 00: 1st priority 01: 2nd priority 10: 3rd priority 11: 4th priority Color Palette No. 16 colors x 16 palettes: 0-15 256 colors x 1 palette: disabled
[d15-12] Color Palette No. When 16 colors x 16 palette format is specified in the color mode bit, these bits specify 1 of the 16 palettes to apply to the character data. When 256 colors x 1 palette format is specified in the color mode bit, these bits are disabled. [d11-10] Priority Relative to BG Specifies the display priority of the OBJ relative to BG. For information on priority, see "6.4 Display Priority of OBJ and BG" on page 58. [d09-00] Character Name Writes the number of the basic character located at the start of the OBJ character data mapped in VRAM. (See "6.3.2 Character Data Mapping" on page 48). 16 colors x 16 palettes (color mode=1) Allows selection of 1,024 characters. 256 colors x 1 palette (color mode=0) Allows selection of 512 characters. Bit 0 fixed at 0 in 2-dimensional mapping mode. BG Mode is 3~5 (Bitmap Mode) OBJ character data RAM is halved to 16 KB, so character name numbers 0-511 are disabled and numbers 512 and greater are used.
AGB-06-0001-002-B13 Released: May 27, 2005 1999-2005 NINTENDO
OBJ (Object)
57
6.3.4
The rotation and scaling feature for OBJ is essentially the same as that for BG.
eO
bje c
tF
Ob
iel d
jec
tF
ie l d
OBJ Center
dx
q
y-axis
d y
dy
dx (distance moved in x direction, same line) = ( 1 / a ) cos q dy (distance moved in y direction, same line) = - ( 1 / b ) sin q dx (distance moved in x direction, next line) = ( 1 / a ) sin q dy (distance moved in y direction, next line) = ( 1 / b ) cos q
d x
When an OBJ is displayed, the OBJ character data are referenced horizontally, beginning from the leftuppermost position. Rotation display can be achieved by adding an angle to the reference direction. The center of rotation is fixed at the center of the OBJ field. If a reference point surpasses the specified OBJ size, it becomes transparent.
6.3.4.1
1. Specify the rotation/scaling parameter number to be applied in OBJ Attribute 1 of the OAM. 2. The image-processing circuit sums the increases in the x direction (dx, dy) in relation to the center of rotation (OBJ field center), which serves as reference point, to calculate the x-direction coordinates. 3. When the line is advanced, the increases in the y-direction (dx, dy) in relation to the reference point, are summed to calculate the coordinate of the starting point for rendering the next line. The processing in step 2) above, is then performed.
6.3.4.2
Rotation/Scaling Parameters
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The values set for PA, PB, PC, and PD are signed, fixed-point numbers (8-bit fractional portion, 7-bit integer portion, 1-bit sign, for a total of 16 bits). These 4 parameters are used together as a single group, which can be placed in any of 32 areas in OAM.
PA
15 14 13
12
11
10
09
08
07
06
05
04
03
02
01
00
PB
15 14 13
12
11
10
09
08
07
06
05
04
03
02
01
00
PC
15 14 13
12
11
10
09
08
07
06
05
04
03
02
01
00
PD
6.4 6.4.1
Priority among BGs can be set to any of 4 levels. When BGs have the same priority setting, the BG with the lowest BG number is given priority.
6.4.2
Priority among OBJs can be set to any of 4 levels. When OBJs have the same priority setting, the OBJ with the lowest OBJ number is given priority.
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6.4.3
The priority of each OBJ in relation to the BG can be set to 4 levels. Please refer to the following figure.
Observer
OBJ Priority 3
OBJ Priority 2
OBJ Priority 1
OBJ Priority 1
Low
Priority
High
Cautions for priority When orders of OBJ number and OBJ priority are reversed, the display is not right. Please be cautious not to let this situation occur. Examples of when display is not right: OBJ-No.0 (OBJ priority 2) BG (BG priority 1) OBJ-No.1 (OBJ priority 0)
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7
7.1
Color Palettes
Color Palette Overview
The LCD unit of Game Boy Advance can display 32 levels of red, 32 levels of green, and 32 levels of blue, for a total of 32,768 colors. The number of colors that can be displayed at once varies with the BG mode. See "5.1.1 Details of BG Modes" on page 21. Color palettes are used in defining character-format BGs and OBJs. Note: Bitmap-format BG modes 3 and 5 are not palette formats. See "6.2 Bitmap Mode BGs (BG Modes 3-5)" on page 43.
7.1.1
16 Colors x 16 Palettes
This mode provides 16 color palettes, each consisting of 16 colors. Color 0 for OBJ and BG palettes is forcibly allocated to transparent (color specification disabled).
7.1.2
This mode allocates all 256 of its colors to 1 palette. Color data are represented by 15 bits (5 for Red, 5 for Green, and 5 for Blue). Colors can be selected from the total of 32,768. OBJ color 0 and BG color 0 are forcibly allocated to transparent (color specification disabled).
7.1.3
Note:
Color 0 Transparency
The color specified for color 0 of BG palette 0 is applied to the backdrop, which has the lowest priority.
Color 0 transparency is used to render the pixels of low-priority OBJs or BGs as transparent.
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7.2
OBJs and BGs use separate palettes. The size of palette RAM is large enough (512 bytes) to hold data (16-bit) for up to 256 colors (of 32,768) that can be specified. The memory map of the OBJ and BG palettes is shown in the follow figure.
05000200h 050001FFh
05000000h
Either of 2 modes (16 colors x 16 palette and 256 colors x 1 palette) can be selected for OBJ and BG. Palette RAM for these modes is referenced as shown in the following figure.
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7.3
B3 B2
B1 B0
G4 G3 G2
G1 G0 R4
R3 R2
R1 R0
Blue
Green
Red
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Window Feature
The Game Boy Advance system can display 2 windows simultaneously. Display of the areas inside and outside the windows can be separately turned on and off. In addition, scrolling and color special effects such as rotation, blending, and fade-in/fade-out can be performed for each window.
8.1
The Window Position Setting specifies the upper-left and lower-right coordinates of a rectangular area. These settings specify the window's position and size. When a non-rectangular window is displayed, the values of these registers are updated during H-blanking intervals.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
040h 042h
Address
WIN0H WIN1H
Register
Attributes
Initial Value
W
00
Attributes
0000h
Initial Value
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
044h 046h
WIN0V WIN1V
0000h
Window Display Example Window 0 has a higher display priority than Window 1.
Window 0
8.2
Window Control
The window control registers control operations such as turning window display on and off. However, the master window display flag of the DISPCNT register has a higher priority than the WININ and WINOUT registers. For information concerning the DISPCNT register, see "5 Image System" on page 19.
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8.2.1
The WININ register controls display of the area inside windows 0 and 1. The high-order bits (d13-8) control Window 1, while the low-order bits (d5-0) control Window 0.
Window 0 10 09 08 07 06 05 04 03 02 01 00
Attributes Initial Value
15
14
13
12
11
048h
WININ
0000h
8.2.2
The WINOUT register controls display of the area outside the window. It controls both windows 0 and 1. In addition, it controls display of the area inside the OBJ window.
Windows 0 and 1 09 08 07 06 05 04 03 02 01 00
Attributes Initial Value
15
14
13
12
11
10
04Ah
WINOUT
0000h
WININ [d12-08][d04-00], WINOUT[d12-08][d04-00] Display Flags Turns display of the OBJ and BG 3-0 on and off. A setting of 0 turns display off, and 1 turns display on. WININ [d13][d05], WINOUT[d13][d05] Color Special Effects Flags A setting of 0 disables color special effects; 1 enables them. For information on color special effects, see "9 Color Special Effects" on page 67.
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The Game Boy Advance provides the following color special effects. The area where these effects are applied can be limited using a window. 1. Blending Performs arithmetic operations on 2 selected surfaces and implements processing for 16 levels of semi-transparency. 2. Fade-in/Fade-out Performs arithmetic operations on 1 selected surface and implements processing for 16 levels of brightness.
9.1
The types of color special effects and the target pixels, are determined by the BLDCNT register.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
050h
BLDCNT
0000h
1st Target Pixel Color Special Effects Setting 2nd Target Pixel
Although color special effects are specified by the BLDCNT register, for blending, which involves processing between surfaces, the 2 target surfaces must have suitable priorities.
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In addition, semi-transparent OBJs are individually specified in OAM, and color special effects for the OBJ as a whole, are specified in the BLDCNT register. These specifications are summarized in the following table.
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9.2 9.2.1
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
052h
BLD ALPHA
R/W
0000h
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
054h
BLDY
0000h
Coefficients used in blending processing are specified in EVA and EVB of the BLDALPHA register. The coefficient used in processing brightness changes is specified in EVY of the BLDY register. The values of EVA, EVB, and EVY are numbers less than 1 and are obtained by multiplying 1/16 by an integer.
The color special effects arithmetic expressions that use the coefficients are shown below.
9.2.1.1
Display color (R) = 1st pixel color (R) x EVA + 2nd pixel color (R)EVB Display color (G) = 1st pixel color (G) x EVA + 2nd pixel color (G) EVB Display color (B) = 1st pixel color (B) x EVA + 2nd pixel color (B) EVB
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9.2.1.2
Display color (R) = 1st pixel (R) + (31 - 1st pixel (R) ) EVY Display color (G) = 1st pixel (G) + (31 - 1st pixel (G) ) EVY Display color (B) = 1st pixel (B) + (31 - 1st pixel (B) ) EVY
9.2.1.3
Display color (R) = 1st pixel (R) - 1st pixel (R) EVY Display color (G) = 1st pixel (G) - 1st pixel (G) EVY Display color (B) = 1st pixel (B) - 1st pixel (B) EVY
Note: There is no method for blending between OBJs. In Figure 61, the OBJ is designated in the first target screen, and the BG and OBJ are designated in the second target screen. In this case OBJ-B is ignored as the blendings target pixel, and it is considered that there is a BG immediately after OBJ-A. If this is the result, blending is conducted on OBJ-A and the BG.
OBJ-A
Low
High
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10 Sound
In addition to 4 channels of CGB-compatible sound, Game Boy Advance has 2 channels of direct sound. 1. Direct Sounds A and B Provides playback of linear 8-bit audio data. Uses the timer and DMA.
2. Sound 1 Allows generation of rectangular waveforms with sweep (frequency change) and envelope (volume change) functions. 3. Sound 2 Allows generation of rectangular waveforms with envelope functions. 4. Sound 3 Allows playback of any waveform recorded in waveform RAM. Waveform RAM in Game Boy Advance has double the capacity of that in CGB.
5. Sound 4 Can generate white noise with the envelope function. The synthesis ratio of sounds 1-4 to direct sound can be specified.
10.1
10.2
Direct sounds have 2 channels, A and B. Linear 8-bit audio data can be played back. The audio data are set to a bias level of 00h and are 8-bit data (+127 to -128), obtained by 2s complement. Audio data are transferred sequentially to the sound FIFO (8-word capacity), using the sound FIFO transfer mode of DMA 1 and 2. The sampling rate can be set to an arbitrary value using timers 0 and 1.
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10.2.1
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
0A0h 0A4h
Address
FIFO_A_L FIFO_B_L
Register
Sound Data 1
Sound Data 0
W
Attributes
Initial Value
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0A2h 0A6h
FIFO_A_H FIFO_B_H
Sound Data 3
Sound Data 2
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Sound 1
73
10.3
Sound 1
Sound 1 is a circuit that generates rectangular waveforms with sweep (frequency change) and envelope (volume change) functions. The contents of NR10, NR11, NR12, NR13, and NR14 for Sound 1, conform with those of CGB.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
060h
SOUND1 CNT_L
NR10
R/W
0000h
No. of sweep shifts 0-7 Sweep Increase/Decrease 0: Addition (increase frequency) 1: Decrease (decrease frequency)
Sweep time
SOUND1CNT_L [d06 - 04] Sweep Time These bits specify the interval for frequency change.
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SOUND1CNT_L [d02 - 00] Number of Sweep Shifts Specifies the number of sweeps. The frequency data with a single shift are determined according to the following formula, with f(t) signifying the frequency after a shift and f(t-1) the frequency before the shift.
If the addition according to this formula produces a value consisting of more than 11 bits, sound output is stopped and the Sound 1 ON flag (bit 0) of NR52 is reset. With subtraction, if the subtrahend is less than 0, the pre-subtraction value is used. However, if the specified setting is 0, shifting does not occur and the frequency is unchanged.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
062h
SOUND1 CNT_H
NR12
NR11
Attributes
Initial Value
R/W
0000h
Sound Length 0-63 Waveform duty cycle No. of Envelope Steps 0-7 Envelope Increase/Decrease 0: Attenuate 1: Amplify Envelope initial value
SOUND1CNT_H [d15 - 12] Envelope Initial-Value Allows specification of any of 16 levels ranging from maximum to mute. SOUND1CNT_H [d11] Envelope Increase/Decrease Specifies whether to increase or decrease the volume. SOUND1CNT_H [d10 - 08] Number of Envelope Steps Sets the length of each step of envelope amplification or attenuation. With n the specified value, the length of 1 step (steptime) is determined by the following formula.
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Sound 1
75
SOUND1CNT_H [d07 - 06] Waveform Duty Cycle Specifies the proportion of amplitude peaks for the waveform.
SOUND1CNT_H [d05 - 00] Sound Length With st signifying the sound length, the length of the output sound is determined by the following formula.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
064h
SOUND1 CNT_X
NR14
NR13
R/W
0000h
Frequency Data
SOUND1CNT_X [d15] Initialization Flag A setting of 1 causes Sound 1 to restart. When the sweep function is used, set the initialization flag again after an interval of 8 clocks or more. SOUND1CNT_X [d14] Sound Length Flag When 0, sound is continuously output. When 1, sound is output for only the length of time specified for the sound length in NR11. When sound output ends, the Sound 1 ON flag of NR52 is reset. SOUND1CNT_X [d10-00] Frequency Data With fdat signifying the frequency, the output frequency (f) is determined by the following formula.
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Sound 1 Usage Notes 1. When the sweep function is not used, the sweep time should be set to 0 and the sweep increase/ decrease flag should be set to 1. 2. If sweep increase/decrease flag of NR10 is set to 0, the number of sweep shifts set to a non-zero value, and sweep OFF mode is set, sound production may be stopped. 3. When a value is written to the envelope register, sound output becomes unstable before the initialization flag is set. Therefore, set initialization flag immediately after writing a value to the envelope register. 4. For sound 1, if you change the frequency when selecting a consecutive operation mode (sound length flag of NR14 is 0), always set 0 for the data of sound length (lower 6 bits of NR11) after setting the frequency data. If 0 is not set, sound may stop prematurely. 5. If the Sound 1 initialization flag is set when the sweep function is used, always set the initialization flag again after an interval of 8 clocks or more. Unless the initialization flag is set twice with an interval of 8 clocks or more, the sound may not be heard.
10.4
Sound 2
Sound 2 is a circuit that generates rectangular waveforms with envelope functions. The contents of NR21, NR22, NR23, NR24 for Sound 2, conform with those of CGB.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
068h
SOUND2 CNT_L
NR22
NR21
R/W
0000h
Sound Length 0-63 Waveform Duty Cycle No. of Envelope Steps 0-7 Envelope Increase/Decrease 0: Attenuate 1: Amplify Envelope Initial-Value
SOUND2CNT_L [d15 - 12] Envelope Initial-Value Allows specification of any one of 16 levels ranging from maximum to mute. SOUND2CNT_L [d11] Envelope Increase/Decrease Specifies whether volume will increase or decrease. SOUND2CNT_L [d10 - 08] Number of Envelope Steps Sets the length of 1 step of envelope amplification or attenuation. With n signifying the value specified, the length of 1 step (step time) is determined by the following formula.
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Sound 2
77
When n=0, the envelope function is turned off. SOUND2CNT_L [d07 - 06] Waveform Duty Cycle Specifies the proportion of waveform amplitude peaks. SOUND2CNT_L [d05 - 00] Sound Length With st signifying the sound length data, the length of the output sound is determined by the following formula.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
06Ch
SOUND2 CNT_H
NR24
NR23
R/W
0000h
Frequency Data
SOUND2CNT_H [d15] Initialization Flag A setting of 1 causes Sound 2 to be restarted. SOUND2CNT_H [d14] Sound Length Continuous sound output with 0; with 1, sound output only for the time specified in the sound length data of NR21. When sound output ends, the Sound 2 ON flag of NR52 is reset. SOUND2CNT_H [d10-00] Frequency Data With fdat signifying the frequency data, the output frequency is determined by the following formula.
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Sound 2 Usage Notes 1. When a value is written to the envelope register, sound output becomes unstable before the initialization flag is set. Therefore, set initialization flag immediately after writing a value to the envelope register. 2. For sound 2, if you change the frequency when selecting a consecutive operation mode (Reset the sound length flag of NR24), always set 0 for the data of sound length (lower 6 bits of NR21) after setting the frequency data. If 0 is not set, sound may stop prematurely.
10.5
Sound 3
The Sound 3 circuit outputs arbitrary waveforms and can automatically read waveform patterns (1 cycle) in waveform RAM and output them while modifying their length, frequency, and level. The capacity of the waveform RAM of Sound 3 in Game Boy Advance (total of 64 steps) is twice that in CGB, and can be used as 2 banks of 32 steps or as 64 steps. In addition, a new output level of 3/4 output can now be selected. The contents of NR30, NR31, NR32, NR33, NR34 for Sound 3, add the functionality listed above to those of CGB.
070h
SOUND3 CNT_L
NR30
R/W
0000h
Waveform RAM Data Association Spec. 0: 32 Steps 1: 64 Steps Waveform RAM Bank Specification 0: Bank 0 1: Bank 1 Sound Output Flag 0: Stop Output 1: Output
SOUND3CNT_L [d07] Sound Output Flag Sound output stops when 0; sound output occurs when 1. SOUND3CNT_L [d06] Waveform RAM Bank Specification Two banks of waveform RAM are provided, banks 0 and 1. The Sound 3 circuit plays the waveform data in the specified bank. When waveform RAM is accessed by the user, the bank not specified is accessed. SOUND3CNT_L [d05] Waveform RAM Data Association Specification When 0 is specified, 32-step waveform pattern is constructed under normal operation. With a setting of 1, the data in the bank specified by NR30 [d06] (waveform RAM bank specification) is played, followed immediately by the data in the back bank. The front bank 32 steps and the back bank 32 steps combine to form a waveform pattern with a total of 64 steps.
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Sound 3
79
072h
SOUND3 CNT_H
NR32
NR31
R/W
0000h
SOUND3CNT_H [d15] Forced 3/4 Output Level Specification Flag With 0 specified, the output level specified in NR32 [d14-13] is used. A setting of 1 forces a 3/4 output level regardless of the setting in NR32 [d14-13]. SOUND3CNT_H [d14 - 13] Output Level Selection The Sound 3 output-level selections are as shown in the following table.
SOUND3CNT_H [d07-00] Sound Length The sound length, time, is determined by the following formula, with st signifying the sound-length setting.
074h
SOUND3 CNT_X
NR34
NR33
R/W
0000h
Frequency Data
SOUND3CNT_X [d15] Initialization Flag When SOUND3CNT_L [d07] is 1, a setting of 1 in this bit causes Sound 3 to restart.
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SOUND3CNT_X [d14] Sound Length Flag When 0, sound is continuously output. When 1, sound is output for only the length of time specified for the sound length in NR31. When sound output ends, the Sound 2 ON flag of NR52 is reset. SOUND3CNT_X [d10 - 00] Frequency Data With fdat signifying the frequency, the output frequency (f) is determined by the following formula.
Thus, the specifiable range of frequencies is 64 to 131.1 KHz. Sound 3 Usage Notes 1. When changing the frequency during Sound 3 output, do not set the initialization flag. The contents of waveform RAM may be corrupted. With sounds 1, 2, and 4, the initialization flag can be set without problems. 2. For sound 3, if you change the frequency when selecting a consecutive operation mode (Reset the sound length flag of NR34), always set 0 for the data of sound length (NR31) after setting the frequency data. If 0 is not set, sound may stop prematurely.
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Sound 3
81
10.5.1
Waveform RAM
Waveform RAM consists of a 4-bit x 32-step waveform pattern. It has 2 banks, with [d06] of SOUND3CNT_L used for bank specification. The Sound 3 circuit plays the waveform data specified by the bank setting, while the waveform RAM not specified is the waveform RAM accessed by the user.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
090h
WAVE_ RAM0_L
Register
Attributes
Initial Value
Step 2
Step 3
Step 0
Step 1
R/W
00
Attributes
Initial Value
Address
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
092h
WAVE_ RAM0_H
Register
Step 6
Step 7
Step 4
Step 5
R/W
00
Initial Value
Address
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
Attributes
094h
WAVE_ RAM1_L
Register
Step 10
Step 11
Step 8
Step 9
R/W
00
Attributes
Initial Value
Address
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
096h
WAVE_ RAM1_H
Register
Step 14
Step 15
Step 12
Step 13
R/W
00
Attributes
Initial Value
Address
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
098h
Step 18
Step 19
Step 16
Step 17
R/W
00
Initial Value
Address
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
Attributes
09Ah
Step 22
Step 23
Step 20
Step 21
R/W
00
Attributes
Initial Value
Address
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
09Ch
Address
Step 26
Step 27
Step 24
Step 25
R/W
00
Attributes
Initial Value
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
09Eh
WAVE_ RAM3_H
Step 30
Step 31
Step 28
Step 29
R/W
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10.6
Sound 4
Sound 4 is a circuit that generates white noise with the envelope function. The contents of NR41, NR42, NR43, and NR44 for Sound 4 conform with those of CGB.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
078h
SOUND4 CNT_L
NR42
NR41
R/W
0000h
No. of Envelope Steps 0-7 Envelope Increase/Decrease 0: Attenuate 1: Amplify Envelope Initial-Value
SOUND4CNT_L [d15 - 12] Envelope Initial-Value Allows specification of any of 16 levels ranging from maximum to mute. SOUND4CNT_L [d11] Envelope Increase/Decrease Specifies whether to increase or decrease the volume. SOUND4CNT_L [d10 - 08] Number of Envelope Steps Sets the length of each step of envelope amplification or attenuation. With n the specified value, the length of 1 step (steptime) is determined by the following formula.
When n = 0, the envelope function is turned off. SOUND4CNT_L [d05 - 00] Sound Length With st signifying the sound length, the length of the output sound is determined by the following formula.
1999-2005 NINTENDO
Sound 4
83
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
07Ch
SOUND4 CNT_H
NR44
NR43
R/W
0000h
Dividing Ratio Freq. Selection Polynomial Counter Step Number Selection 0: 15 steps 1: 7 steps Polynomial Counter Shift Clock Freq. Selection
SOUND4CNT_H [d15] Initialization Flag A setting of 1 causes Sound 4 to be restarted. SOUND4CNT_H [d14] Sound Length Continuous sound output with 0; with 1, sound output only for the time specified in the sound length data of NR41. When sound output ends, the Sound 4 ON flag of NR52 is reset. SOUND4CNT_H [d07 - 04] Polynomial Counter Shift Clock Frequency Selection With n signifying the specified value, the shift clock frequency (shiftfreq) is selected as shown in the following formula.
However, %1110 and %1111 are prohibited codes. SOUND4CNT_H [d03] Polynomial Counter Step Number Selection A value of 0 selects 15 steps; 1 selects 7 steps.
1999-2005 NINTENDO
84
SOUND4CNT_H [d02 - 00] Dividing Ratio Frequency Selection Selects a 14-step prescalar input clock to produce the shift clock for the polynomial counter. With f=4.194304 MHz, selection is as shown in the following table.
10.7
Sound Control
The output ratio for direct sound and sound can be set using the SOUNDCNT_H register. Final sound control can be achieved with the SOUNDCNT_L register. NR50 and NR51 are each based on their counterparts in CGB.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
080h
SOUND CNT_L
NR51
NR50
R/W
0000h
L Output Level 0-7 Sound 1 R Output Flag Sound 2 R Output Flag Sound 3 R Output Flag Sound 4 R Output Flag Sound 1 L Output Flag Sound 2 L Output Flag Sound 3 L Output Flag Sound 4 L Output Flag
1999-2005 NINTENDO
Sound Control
85
SOUNDCNT_L [d15 - 12] L Output Flag for each Sound No output of that sound to L when 0. Output of that sound to L when 1. SOUNDCNT_L [d11 - 08] R Output Flag for each Sound No output of that sound to R when 0. Output of that sound to R when 1. SOUNDCNT_L [d06 - 04] L Output Level L output level can be set to any of 8 levels. However, there is no effect on direct sound. SOUNDCNT_L [d02 - 00] R Output Level R output level can be set to any of 8 levels. However, there is no effect on direct sound.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
084h
SOUND CNT_X
NR52
R/W
0000h
Sound 1 Operation Flag 0: Halt 1: Operate Sound 2 Operation Flag 0: Halt 1: Operate Sound 3 Operation Flag 0: Halt 1: Operate Sound 4 Operation Flag 0: Halt 1: Operate All Sounds Operation Flag 0: Halt 1: Operate
SOUNDCNT_X [d07] All Sounds Operation Flag The master flag that controls whether sound functions as a whole are operating. A setting of 0 halts all sound functions including direct sound, producing a mute state. In this situation, the contents of all the Sound mode registers are reset. Note: Always set all the sound operation flags to 1 when setting each sound mode register. You cannot set each sound mode register when all the sound is stopped.
SOUNDCNT_X [d03, d02, d01, d00] Sound Operation Flags Each sound circuits status can be referenced. Each sound is set during output, and when in counter mode it is reset after the time passes which was set up with the length data.
1999-2005 NINTENDO
86
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
082h
SOUND CNT_H
Attributes
Initial Value
R/W
0000h
Output Ratio for Synthesis of Sounds 1-4 00: 1/4 Output 01: 1/2 Output 10: Full Range 11: Prohibited Code Output Ratio for Direct Sound A 0: 1/2 Full Range 1: Full Range Output Ratio for Direct Sound B 0: 1/2 Full Range 1: Full Range
R Output of Direct Sound A 0: No output to R 1: Output to R L Output of Direct Sound A 0: No output to L 1: Output to L Timer Selection for Direct Sound A 0: Timer 0 1: Timer 1 Direct Sound FIFO A Clear and Sequencer Reset R Output of Direct Sound B 0: No output to R 1: Output to R L Output of Direct Sound B 0: No output to L 1: Output to L Timer Selection for Direct Sound B 0: Timer 0 1: Timer 1 Direct Sound FIFO B Clear and Sequencer Reset
SOUNDCNT_H [d15],[d11] FIFO Clear and Sequencer Reset for Each Direct Sound With direct sound the sequencer counts the number of times data is transmitted from FIFO to the mixing circuit. A setting of 1 resets the FIFO and sequencer used for each direct sound. When this bit is read, 0 is returned. SOUNDCNT_H [d14],[d10] Timer Selection for Each Direct Sound Specifies the timer used for each direct sound. A setting of 0 selects timer 0, and 1 selects timer 1. The same timer can be specified for both direct sounds (A and B).
AGB-06-0001-002-B13 Released: May 27, 2005 1999-2005 NINTENDO
87
SOUNDCNT_H [d13],[d09] L Output for Each Direct Sound Controls the output to L for each direct sound. A setting of 0 results in no output to L; a setting of 1 causes output to L. SOUNDCNT_H [d12],[d08] R Output for Each Direct Sound Controls the output to R for each direct sound. A setting of 0 results in no output to R; a setting of 1 causes output to R. SOUNDCNT_H [d03],[d02] Output Ratio for Each Direct Sound Selects the output level for each direct sound. A setting of 0 produces output that is 1/2 of full range. A setting of 1 results in full-range output. SOUNDCNT_H [d01 - 00] Output Ratio for Synthesis of Sounds 1-4 Specifies the output level for the synthesis of sounds 1-4. A setting of 00 results in output that is 1/4 of full range. A setting of 01 results in output that is 1/2 of full range. A setting of 10 results in full-range output. A setting of 11 is a prohibited code.
10.8
Bit modulation format PWM is used in the Game Boy Advance sound circuit. When no sound is produced, the duty waveform is output, and bias voltage is provided. The PWM circuit is stopped when the setting for duty is 0h. Note: The bias level uses system ROM. This can be the cause of errors, therefore be careful not to change the bias level value.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
088h
SOUND BIAS
R/W
0200h
Bias Levels
1999-2005 NINTENDO
88
SOUNDBIAS [d15 - 14] Amplitude Resolution/Sampling Cycle This sets the amplitude resolution and sampling cycle frequency during PWM modulation. The DMG compatible sound is input at 4 bits/130.93KHz so in order to have accurate modulation the sampling frequency must be set high. Direct sound will arbitrarily decide the sampling frequency based on the timer setting. By using the sampling frequencies listed in the table below, an accurate modulation can be done. Thus, in order to increase authenticity of sound, the amplitude resolution needs to be set higher. When producing both compatible sound and direct sound find a value that will work for both and set this.
Amplitude Resolution
SOUNDBIAS [d09 - 00] Bias Level This is used by system ROM. Please do not change this value, as it may cause errors.
1999-2005 NINTENDO
89
11
Timer
Game Boy Advance is equipped with 4 channels of 16-bit timers. Of these, timers 0 and 1 can be used to set the interval for the supply of data from the FIFO(s) for direct sounds A and B. This interval is set by timer overflow.
11.1
Timer Setting
Figure 81 - Timer Setting Registers
Address Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
R/W
0000h
11.2
Timer Control
Figure 82 - Timer Control Registers
Address Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
R/W
0000h
Prescalar Selection Count-up Timing Interrupt Request Enable Flag 0: Disable 1: Enable Timer Operation Flag 0: Disable 1: Enable
TM*CNT_H [d07] Timer Operation Flag Starts and stops the timer. A setting of 0 stops the timer, and a setting of 1 starts it. TM*CNT_H [d06] Interrupt Request Enable Flag Controls whether an interrupt request flag is generated by an overflow. No interrupt is generated with a setting of 0. An overflow does generate an interrupt if the setting is 1. TM*CNT_H [d02] Count-Up Timing With a setting of 0, count-up is performed in accordance with the prescalar specification in [d01-00]. With a setting of 1, overflow of the timer channel one number lower starts a count-up regardless of the prescalar specification. This mode is suitable for purposes such as time measurement over relatively long periods. The count-up timing specification is disabled for Timer 0, which counts up in accordance with the prescalar specification.
1999-2005 NINTENDO
90
TM*CNT_H [d01 - 00] Prescalar Selection Allows selection of a prescalar based on the system clock (16.78MHz).
1999-2005 NINTENDO
91
12 DMA Transfer
DMA uses the DMA controller to transfer data at a high speed between memories without going through the Game Boy Advance CPU. (In order to prevent conflict with the external bus, the CPU stops when the DMA controller is working.) Game Boy Advance has 4 DMA transfer channels. The highest priority of these channels is DMA0, followed in order by DMA1, DMA2, and DMA3. If a DMA with a higher priority than the currently executing DMA begins execution, the execution of the current DMA is temporarily halted, and the DMA with the higher priority is executed. Once this DMA finishes, the original DMA resumes execution from where it was halted. Thus, the most appropriate uses of each DMA channel are those described below. DMA 0 Because this has the highest priority, it is not interrupted by other DMA channels. Thus, it is used for reliable processing over a limited period, as is required for purposes such as horizontal-blanking DMA. DMA 1 and DMA 2 These are used for direct sound functions, which require relatively high priority, or for general-purpose transfers. DMA 3 This is used for the most general types of transfers. Perform the following settings when using DMA. 1. Specify the transfer source address in the source address register. 2. Specify the transfer destination address in the destination address register. 3. Set the number of data items in the word-count register. 4. Specify the transfer method to be used in the DMA control register. Cautions for DMA When transferring data to OAM or OBJ VRAM by DMA during H-blanking, the H-blank must first be freed from OBJ display hardware processing periods using the DISPCNT register. (See "5 Image System" on page 19.)
12.1
DMA 0
DMA 0 allows different areas of internal memory in the main unit to access one another. It has the highest priority of the DMA channels.
1999-2005 NINTENDO
92
12.1.1
Source Address
Specifies the source address using 27 bits. The area 00000000h-07FFFFFFh (internal memory area of main unit) can be specified.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0B0h
Address
DMA0 SAD_L
Register
Attributes
Initial Value
W
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
0000h
0B2h
DMA0 SAD_H
0000h
12.1.2
Destination Address
Specifies the destination address using 27 bits. The area 00000000h-07FFFFFFh (internal memory area of main unit) can be specified.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0B4h
Address
DMA0 DAD_L
Register
Attributes
Initial Value
W
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
0000h
0B6h
DMA0 DAD_H
0000h
12.1.3
Word Count
Specifies the number of bytes transferred by DMA0, using 14 bits. The number can be specified in the range 0001h~3FFFh~0000h (when 0000h is set, 4000h bytes are transferred). Thus, in 16-bit data transfer mode, up to 4000h x 2=8000h bytes can be transferred, and in 32-bit data transfer mode, up to 4000h x 4=10000h bytes can be transferred.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0B8h
DMA0 CNT_L
0000h
1999-2005 NINTENDO
DMA 0
93
12.1.4
DMA Control
Figure 86 - The DMA0CNT_H Register
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
0BAh
DMA0 CNT_H
R/W
0000h
Destination Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Increment/Reload after Transfer Source Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Prohibited Code DMA Repeat 0: OFF 1: ON DMA Transfer Type 0: 16-bit Transfer 1: 32-bit Transfer DMA Start Timing 00: Start Immediately 01: Start in a V-blank Interval 10: Start in an H-blank Interval 11: Prohibited Code Interrupt Request Enable Flag 0: Disable 1: Enable DMA Enable Flag 0: OFF 1: ON
DMA0CNT_H [d15] DMA Enable Flag A setting of 0 disables DMA. A setting of 1 enables DMA, and after the transfer is completed the source and destination registers are restored to their last values. Note: Delay of 2 waits will occur before DMA is activated after this flag is set. Accessing DMA related registers during this time may cause a DMA malfunction. Do another process or insert a dummy load command instead.
DMA0CNT_H [d14] Interrupt Request Enable Flag Enables an interrupt request to be generated when DMA transfer of the specified word count has been completed. No request is generated with a setting of 0; a request is generated with a setting of 1.
1999-2005 NINTENDO
94
DMA0CNT_H [d13 - 12] DMA Startup Timing The timing of the DMA transfer can be selected from the following options.
DMA0CNT_H [d10] DMA Transfer Type Sets the bit length of the transfer data. With a setting of 0, the data are transferred by DMA in 16-bit (half-word) units. With a setting of 1, the data are transferred by DMA in 32-bit (word) units. DMA0CNT_H [d09] DMA Repeat With the DMA repeat function set to ON, if V-blanking or H-blanking intervals are selected as the timing of DMA startup, DMA is restarted when the next startup condition occurs (a V-blank or H-blank). Note: In this mode, restarting will continue as long as the DMA enable flag is not set to 0. When the DMA repeat function is set to OFF, DMA halts as soon as the amount of data specified by the value in the word-count register has been transferred. DMA0CNT_H [d08] Source Address Control Flag Control of the source address is specified after each DMA transfer. A setting of 00 causes an increment. A setting of 01 causes a decrement. A setting of 10 causes it to be fixed. 11 is a prohibited code.
1999-2005 NINTENDO
DMA 1 and 2
95
DMA0CNT_H [d07] Destination Address Control Flag Control of the destination address is specified after each DMA transfer. A setting of 00 causes an increment. A setting of 01 causes a decrement. A setting of 10 causes it to be fixed. A setting of 11 causes an increment and after all transfers end, a reload (the setting is returned to what it was when the transfer started) is performed.
12.2
DMA 1 and 2
DMA channels 1 and 2 provide access between the Game Pak bus/internal memory of the main unit and internal memory of the main unit, or between the Game Pak bus/internal memory of the main unit and the direct sound FIFO. Transfers to direct-sound FIFO can be accomplished only by using DMA 1 and 2.
12.2.1
Source Address
Specifies the source address using 28 bits. The area 00000000h-0FFFFFFFh can be specified.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
W
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Attributes
0000h
Initial Value
0000h
12.2.2
Destination Address
Specifies the destination address using 27 bits. The area 00000000h-07FFFFFFh (internal memory area of main unit) can be specified.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
W
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Attributes
0000h
Initial Value
0000h
1999-2005 NINTENDO
96
12.2.3
Word Count
Specifies the number of bytes transferred by DMA 1 and DMA 2, using 14 bits. The number can be specified in the range 0001h~3FFFh~0000h (when 0000h is set, 4000h bytes are transferred). Thus, in 16-bit data transfer mode, up to 4000h x 2=8000h bytes can be transferred, and in 32-bit data transfer mode, up to 4000h x 4=10000h bytes can be transferred.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0000h
The word-count register setting is disabled in direct-sound FIFO transfer mode. With each request received from sound FIFO, 32 bits x 4 words of sound data are transferred.
1999-2005 NINTENDO
DMA 1 and 2
97
12.2.4
DMA Control
Figure 90 - DMA 1 and 2 Control Registers
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
R/W
0000h
Destination Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Increment/Reload after Transfer Source Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Prohibited Code DMA Repeat 0: OFF 1: ON DMA Transfer Type 0: 16-bit Transfer 1: 32-bit Transfer DMA Start Timing 00: Start Immediately 01: Start in a V-blank Interval 10: Start in an H-blank Interval 11: Prohibited Code Interrupt Request Enable Flag 0: Disable 1: Enable DMA Enable Flag 0: OFF 1: ON
DMA(1,2)CNT_H [d15] DMA Enable Flag A setting of 0 disables the DMA function. A setting of 1 enables DMA, and after the transfer is completed the source and destination registers are restored to their last values. Note: Delay of 2 waits will occur before DMA is activated after this flag is set. Accessing DMA related registers during this time may cause a DMA malfunction. Do another process or insert a dummy load command instead.
DMA(1,2)CNT_H [d14] Interrupt Request Enable Flag Enables an interrupt request to be generated when DMA transfer of the specified word count has been completed. No request is generated with a setting of 0; a request is generated with a setting of 1.
1999-2005 NINTENDO
98
DMA(1,2)CNT_H [d13-12] DMA Startup Timing The timing of the DMA transfer can be selected from the following options.
1999-2005 NINTENDO
DMA 3
99
DMA(1,2)CNT_H [d07] Destination Address Control Flag Control of the destination address is specified after each DMA transfer. A setting of 00 causes an increment. A setting of 01 causes a decrement. A setting of 10 causes it to be fixed. A setting of 11 causes an increment to be carried out and then a reload (returned to setting at start of transfer) is performed after every transfer is completed. However, when in direct sound FIFO transfer mode, the destination address is fixed and unrelated to the setting.
12.3
DMA 3
DMA 3 provides memory access between the Game Pak bus and internal memory of the main unit, or between different areas of internal memory of the main unit.
12.3.1
Source Address
Specifies the source address using 28 bits. The area 00000000h-0FFFFFFFh (internal memory of main unit and Game Pak memory area) can be specified.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
0D4h
Address
DMA3SAD_L
Register
W
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Attributes
0000h
Initial Value
0D6h DMA3SAD_H
0000h
12.3.2
Destination Address
Specifies the destination address using 28 bits. The area 00000000h-0FFFFFFFh (internal memory area of main unit and Game Pak memory area) can be specified.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
0D8h DMA3DAD_L
Address Register
W
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Attributes
0000h
Initial Value
0DAh DMA3DAD_H
0000h
1999-2005 NINTENDO
100
12.3.3
Word Count
Specifies the number of bytes transferred by DMA 3, using 16 bits. The number can be specified in the range 0001h~FFFFh~0000h (when 0000h is set, 10000h bytes are transferred). Thus, in 16-bit data transfer mode, up to 10000h x 2=20000h bytes can be transferred, and in 32-bit data transfer mode, up to 10000h x 4=40000h bytes can be transferred.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
0DCh DMA3CNT_L
0000h
12.3.4
DMA Control
Figure 94 - The DMA3CNT_H Register
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial-Value
0DEh DMA3CNT_H
R/W
0000h
Destination Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Increment/Reload after Transfer Source Address Control Flag 00: Increment after Transfer 01: Decrement after Transfer 10: Fixed 11: Prohibited Code DMA Repeat 0: OFF 1: ON DMA Transfer Type 0: 16-bit Transfer 1: 32-bit Transfer Game Pak Data Request Transfer Flag 0: Disable(Normal) 1: Enable DMA Start Timing 00: Start Immediately 01: Start in a V-blank Interval 10: Start in an H-blank Interval 11: Synchronize with display and start Interrupt Request Enable Flag 0: Disable 1: Enable DMA Enable Flag 0: OFF 1: ON
1999-2005 NINTENDO
DMA 3
101
DMA3CNT_H [d15] DMA Enable Flag A setting of 0 disables DMA. A setting of 1 enables DMA, and after the transfer is completed the source and destination registers are restored to their last values. Note: Delay of 2 waits will occur before DMA is activated after this flag is set. Accessing DMA related registers during this time may cause a DMA malfunction. Do another process or insert a dummy load command instead.
DMA3CNT_H [d14] Interrupt Request Enable Flag Enables an interrupt request to be generated when DMA transfer of the specified word count has been completed. No request is generated with a setting of 0; a request is generated with a setting of 1. DMA3CNT_H [d13-12] DMA Startup Timing The timing of the DMA transfer can selected from the following options.
DMA3CNT_H [d10] DMA Transfer Type Sets the bit length of the transfer data. With a setting of 0, the data are transferred by DMA in 16-bit (half-word) units. With a setting of 1, the data are transferred by DMA in 32-bit (word) units.
1999-2005 NINTENDO
102
DMA3CNT_H [d09] DMA Repeat With the DMA repeat function set to ON, if V-blanking or H-blanking intervals are selected as the timing of DMA startup, DMA is restarted when the next startup condition occurs (a V-blank or H-blank). Note: In this mode, restarting will continue as long as the DMA enable flag is not set to 0. When the DMA repeat function is set to OFF, DMA halts as soon as the amount of data specified by the value in the word-count register has been transferred. However, in Game Pak data request mode do not use the repeat function. DMA3CNT_H [d08] Source Address Control Flag Control of the source address is specified after each DMA transfer. A setting of 00 causes an increment. A setting of 01 causes a decrement. A setting of 10 causes it to be fixed. 11 is a prohibited code. Note: When the Game Pak Bus has been set to the source address, make sure you select increment.
DMA3CNT_H [d07] Destination Address Control Flag Control of the destination address is specified after each DMA transfer. A setting of 00 causes an increment. A setting of 01 causes a decrement. A setting of 10 causes it to be fixed. A setting of 11 causes an increment to be carried out and then a reload (returned to setting at start of transfer) is performed after every transfer is completed.
1999-2005 NINTENDO
DMA 3
103
12.3.5
This function is used to transfer frame data from peripheral equipment, such as a camera, to a frame buffer in BG mode 3. Since BG mode 3 has only one frame buffer, this function is designed so that the next frame data transfer will not overwrite the current screen data that is displayed. When transferring one (1) frame of data composed of 240 x 160 pixels with 32,768 colors (16-bit/pixel), use the following settings: Word count register The number of transfers per horizontal line (For 32-bit DMA transfer, set to 78h). :1 Word count
DMA repeat
You can enable this DMA anytime. Set the DMA enable flag to 1 after making the above settings. If the DMA enable flag is 1 when the V count value is 162, DMA transfers will be executed in the next frame. Synchronizing with the horizontal line, DMA, which transfers the "word count" data per horizontal line, will be executed 160 times, from line 2 to line 161. Data is always DMA transferred to the frame buffer address located 2 horizontal lines before the line being drawn, so currently displayed graphics will never be affected by transferred data. When the V count value becomes 162, the DMA enable flag is reset to 0 automatically and the DMA stops. If the DMA enable flag is cleared manually, there is a possibility of a malfunction. Always wait until the DMA enable flag is reset to 0. Although the DMA repeat flag is ON, this DMA will be disabled after the transfer of 1 frame's worth of data. Therefore, it is necessary to re-enable the DMA enable flag for every frame to be transferred.
1999-2005 NINTENDO
104
12.4
With DMA transfer it is possible to synchronize with H-blank, V-blank, Direct sound (DMA1,2), and Display (DMA3) (DMA repeat). However, there are some problems with this function as discussed below. With a DMA repeat, the DMA begins when the start trigger is sent. When the word count's data transfer is finished, DMA stops is repeated. If the DMA enable flag is cleared by the CPU at the same time as the DMA start trigger, the DMA locks up. Therefore, be careful when stopping the DMA during a DMA repeat.
12.4.1
The DMA automatically stops after it has been executed one time, so do not clear the DMA-enabled flag with the user program until it becomes 0.
12.4.2
Maintain a spacing of 4 clocks or more between the DMA start trigger and the timing to clear the DMAenabled flag by the CPU. For example, it is possible to stop the DMA safely by clearing an enabled flag before the next start trigger is sent by using an interrupt that occurs at the end of the DMA. When this method cannot be used, stop the DMA as shown below.
(1) Write the following settings in 16-bit width to the DMA control register:
DMA-enabled flag: DMA start timing: Data request transfer flag of the Game Pak side: DMA repeat: Other control bits: 1 (Enabled) 00 (Start Immediately) 0 (Disabled) (DMA3 only) 0 (OFF) No change
(3) Write the following settings in 16-bit blocks to the DMA control register and stop the DMA:
DMA-enabled flag: DMA start timing: Data request transfer flag of the Game Pak side: DMA repeat: Other control bits: 0 (Disabled) 00 0 (DMA3 only) 0 No change
Note:
Please note that the DMA may be started one extra time due to procedure 1 above.
1999-2005 NINTENDO
105
12.4.2.2 How to Stop a DMA Repeat in the Direct Sound FIFO Transfer Mode
(1) Write the following settings in 32-bit blocks to the DMA control register and Word count register:
DMA Word count register Word count: DMA-enabled flag: 0004h 1 (Enabled) 00 (Start immediately) 1 (32 bit transfer mode) 0 (OFF) 10 (Fixed) No change -DMA control register DMA start timing: DMA transfer type: DMA repeat: Destination address control flag: Other control bits:
However, when the value of the DMA word count register is already set to 0004h, the procedure is executed by writing in 16-bit width to the DMA control register. * It is possible to disable the next repeated DMA by setting the DMA to start immediately; however, Direct Sound FIFO Transfer mode will be cancelled so that the value of the Word count register will be used. Therefore, the value of the Word count register needs to be set to 0004h.* Similarly, the setting of destination address control flag will be used, so the value of 10 (destination address fixed) needs to be set, too. Note: We recommend that the transfer type, destination address control flag, and the word count are initially set to the above setting. (i.e., transfer type = 1, destination address control flag = 10, and word count = 0004h).
(3) Write the following settings in the 16-bit width to the DMA control register and stop the DMA:
DMA-enabled flag: DMA start timing: DMA transfer type: DMA repeat: Destination address control flag: Other control bits: 0 (Disabled) 00 1 0 10 No change
Note:
Please note that the DMA may be started one extra time due to procedure 1 above.
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106
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13 Communication Functions
Game Boy Advance provides the following five communication functions. 1. 8-Bit/32-Bit Normal Communication Function The use of Game Link cable for the previous DMG/MGB/CGB is prohibited for normal communication. It is possible to communicate at 256KHz and 2MHz with peripheral equipment that does not use cables. Always set the communication speed at 256KHz when performing normal communication using a Game Boy Advance Game Link Cable. Communication cannot be done properly at 2MHz. Also, please note it will be a one-way communication due to cable connection of multi-play communication. Due to differences in voltage, communication with DMG/MGB/CGB is not possible. Similarly, communication with previous DMG/MGB/CGB compatible hardware (pocket printer, etc.) which connects to an extension connector is not possible. 2. 16-Bit Multi-player Communication Function This multiple/simultaneous communication function uses UART system to enable communication of up to 4 Game Boy Advance units. A special cable for Multi-player communication is necessary. 3. UART Communication Function Enables high-speed communication by UART system. 4. General-Purpose Communication Function Enables communication by any protocol through direct control of the communication terminal. 5. JOY Bus Communication Function Enables communication using Nintendos standardized Joy bus. Selecting Communication Function All the communication functions use an external expansion 6-pin connector. Communication functions are switched by the communication function set flag of the communication control register RCNT (2-bit) and the communication mode set flag of the serial communication control register SIOCNT (2-bit), which are described later.
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Do not change or reset a communication mode during communication, as this may cause a communication malfunction. When changing communication modes, change only the communication mode flag first. Do not start a communication at the same time the mode is changed. This may cause a malfunction. Even if you think you have set different bits of same register separately using the C language, sometimes they are optimized by a compiler and changed to codes that are set simultaneously. When this happens, attach the type qualifier, volatile, in order to prevent optimization. Example:
*(volatile unsigned short int*)REG_AGB =0x8000; *(volatile unsigned short int*)REG_AGB = 0x0040; /*REG_AGB:register name*/
If communication is not finished (SIO interrupt does not occur) after a certain period of time, or if there is a communication error after retries, enter another communication mode once and then re-enter the communication mode once again. By doing this, the communication circuit will be reset. Cautions for Communication Function For communication, take into consideration a case in which unexpected data is received. Be careful so that a lock up, destruction of saved data, or malfunction do not occur. (Example: To permit cancellation of communication by pressing a key.) The following situations are examples of communication problems. When a peripheral device that is not supported is connected When different software is connected to other device When the communication mode is different from the other device When the Game Boy Advance Game Link cable is connected incorrectly When an error occurs in data due to noise
13.1
Serial transfer sends/receives simultaneously. If data is stored in the data register and the serial transfer is started, received data is stored in the data register when the transfer is complete.
SI SO SD SC
SI SO SD SC
The master (internal clock mode) will output the shift clock from the SC terminal. The SD terminal outputs a LO. In the case of a slave (external clock mode), the SC terminal becomes an input terminal, with pull-up. The SD terminal outputs a LO.
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The stored data will be left-shifted by the falling edge of the shift clock, and will be output from the SO terminal in order, starting from the most significant bit. The data input from the SI terminal will be input to the least significant bit, with the rising edge of the shift clock.
13.1.1
The figure below illustrates 8-bit communication. In 32-bit communication, the shift clock sends and receives 32 bits of data.
8 bit Normal Serial Communication Data Register 8-bit transfer mode uses SIODATA8 as a data register. The upper 8-bits will become disabled. (This data register is used for 16 bit multi-play communication as well.)
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
12Ah SIODATA8
R/W
0000h
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13.1.2
32-bit transfer mode uses [120h:SIODATA32_L] and [122h:SIODATA32_H] as data registers.(These data registers are used for 16-bit multi-player communication also.) The most significant bit will be d15 in the register SIODATA32_H, and the least significant bit will be d0 in the register SIODATA32_L.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
120h
Address
SIODATA 32_L
Register
Data 0
R/W
06 05 04 03 02 01 00
0000h
15
14
13
12
11
10
09
08
07
122h
SIODATA 32_H
Attributes
Initial Value
Data 1
R/W
0000h
13.1.3
Control Register
When Register RCNT (d15) = (0), the mode will be 8-bit normal serial communication mode by setting to Register SIOCNT (d13, d12) = (0,0), and the mode will be 32-bit normal serial communication mode by setting to SIOCNT (d13, d12) = (0, 1).
15
14
13 0
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
128h
SIOCNT
R/W
0000h
Shift Clock Selection 0: Use external clock as receiver 1: Use internal clock as sender Internal Shift Clock Selection 0: 256 KHz 1: 2 MHz Transfer enable flag receive Transfer Enable Flag Send 0: Enable Transfer 1: Disable Transfer Start Bit 0: No Serial Transfer 1: Start Serial Transfer (reset when finished) Transfer Length Set Flag 0: 8-bit Transfer 1: 32-bit Transfer Interrupt Request Enable Flag 0: Disable 1: Enable
SIOCNT [d14] Interrupt Request Enable Flag If 0 is set, an interrupt request will not be made. If 1 is set, an interrupt request will be made immediately after transfer is complete.
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SIOCNT [d12] Transfer Length Setting Flag Sets bit length of transfer data. If 0, 8-bit transfer is carried out. If 1, 32-bit transfer is carried out. SIOCNT [d07] Start Bit With a setting of 1, a serial transfer starts. The bit is automatically reset after transfer completion. SIOCNT [d03] Transfer Enable Flag Send A setting of 0 enables transfer; 1 disables it. This flag is output from the SO terminal until the start of a transfer. When the transfer starts, serial data are output from the SO terminal. SIOCNT [d02] Transfer Enable Flag Receive It is possible to read the status of SI terminal (transfer-enable flag transmitting of the other party's hardware) before communication starts. It becomes invalid after communication has started.(receive data bit during communication is reflected.) SIOCNT [d01] Internal Shift Clock Selection If 0, 256KHz is selected for the shift clock. If 1, 2MHz is selected for the shift clock. SIOCNT [d00] Shift Clock Selection If 0, an external clock is used as a shift clock. (slave) The external clock is input by the SC terminal from another hardware unit. SD terminal will go to LO output. If 1, an internal clock is used as a shift clock. (master) The internal clock is output from the SC terminal, and SD terminal will be in the pull-up input status. Cautions for Normal Serial Communications The shift clock should be selected before the start bit of the SIOCNT register is set. Extra shift operations may result if the serial transfer is started before or at the same time as the shift clock is selected. Do not use a value of the transfer enable flag receiving bit for SIOCNT register while the start bit of SIOCNT register is being set. (Because it transforms to a receiving data bit that is being communicated.) The 8 bit transfer mode is compatible in terms of modes with DMG/CGB, but the voltage with the communication terminal varies. Therefore, communication between Game Boy Advance and DMG/CGB is not possible. Using a Game Link cable for DMG/MGB is prohibited in normal serial communication mode. It is possible to communicate at 256 KHz and 2 MHz with peripheral equipment that does not use a cable. Always set a communication speed of 256 KHz when performing normal communication with the Game Boy Advance Game Link cable. Communication cannot be done properly at 2 MHz. Also, please note it will be a one-way communication due to cable connection of multi-play communication.
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Yes
No
Select internal clock with Register SIOCNT and select Cable Communication 256KHz or Special Hardware 2MHz for the frequency.
No
Set Start Flag for Register SIOCNT and wait for external clock input
Start Flag for Register SIOCNT is reset. If the Interrrupt Request Enable Flag is set, an interrupt Transmit(Receive/Send) End Transmit(Receive/Send) End request is generated
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13.2
Game Boy Advance enables multi-player communication between up to 4 units using a special cable. Depending on the connection status, 1 unit is established as the master and transfers data to slaves in order, one after another.
13.2.1
In multi-player communication mode the SC and SD become pull-up input terminals. Immediately following a reset or in another communication mode, LO is output from the SD terminal. Once the SD terminal becomes HI, you can tell that all connected terminals have entered multi-player communication mode. The SI terminal is in pull-up input, but due to the multi player Game Boy Advance Game Link cable it becomes pull-down. Thus, once all of the terminals are in multi-player mode, the terminal that is LO input to the SI terminal becomes the master. The terminal that is HI input to the SI terminal becomes the slave. If you set the start bit of Register SIOCNT of the master, the data registers SIOMULTI0, SIOMULTI1, SIOMULTI2, and SIOMULTI3 of the master are initialized to FFFFh. Additionally, the SYNC signal (LO level) is output from the SC terminal. At the same time, the Start bit (LO level) is output from the SD terminal. Next, the data from Register SIOMLT_SEND is output and a Stop bit (HI level) is output. After this is done, the master makes the SD terminal become pull-up input, and LO is output from the SO terminal. Each slave detects the SYNC Signal output from the master and initializes all of the data registers (SIOMULTI0, SIOMULTI1, SIOMULTI2, and SIOMULTI3) to FFFFh. The data output from the master is stored in the master and each slaves SIOMULTI0 register. If LO is input to the SI terminal of the slave which was connected immediately following the master, a Start bit (LO level) is output from the SD terminal. Next, data from Register SIOMLT_SEND is output, and lastly a Stop bit (HI level) is output. After this, the SD terminal goes to pull-up input and LO is output from the SO terminal. At this point, the data output from the first slave is stored in the master and each slaves SIOMULTI1 Register. In this way, each slave is sent and all transmissions are carried out. In the following situations the master produces a SYNC Signal (pull-up input after the output of a 5 cycle HI interval of source oscillation) and the transmission ends: After the master outputs its own Stop bit, the next Start bit is not input after a certain period of time. After a Stop bit is received from the first or second slave, a Start bit is not input after a certain period of time. A Stop bit is received from the third slave.
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Once the transmission ends, the received data is stored in each of the data registers (SIOMULTI0, SIOMULTI1, SIOMULTI2, and SIOMULTI3). If there is a terminal that is not connected the initial data FFFFh is stored.
Master
SD 0 1 F 0 1 F 0 1 F
Master Data SC
Primary Slave
SD 0 1 F 0 1 F 0 1 F
SC Interrupt Request SI
SO
HI LO
Input
Output
Input
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Figure 103 - Multi Player Game Boy Advance Game Link Cable Connecting Diagram
Small Connecter Large Connecter
13.2.2
Data Registers
Figure 104 - The SIOMLT_SEND Register
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
12Ah
SIOMLT_ SEND
R/W
0000h
After multi-player communication is finished, a send data of Master is in SIOMULTI0. Send data of First slave, Second slave, and Third slave are in SIOMULTI1, SIOMULTI2, and SIOMULTI3 respectively.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
120h
Address
SIO MULTI0
Register
Data 0
R/W
06 05 04 03 02 01 00
Attributes
0000h
Initial Value
15
14
13
12
11
10
09
08
07
122h
Address
SIO MULTI1
Register
Data 1
R/W
06 05 04 03 02 01 00
Attributes
0000h
Initial Value
15
14
13
12
11
10
09
08
07
124h
Address
SIO MULTI2
Register
Data 2
R/W
06 05 04 03 02 01 00
Attributes
0000h
Initial Value
15
14
13
12
11
10
09
08
07
126h
SIO MULTI3
Data 3
R/W
0000h
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13.2.3
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13.2.4
Control Register
If you set Register SIOCNT (d13,d12) = (1,0) when Register RCNT (d15) = (0), you will go to 16-bit multiplayer communication mode.
15
14
13 1
12 0
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
128h
SIOCNT
R/W
0000h
Baud Rate 00: 9600bps 01: 38400bps 10: 57600bps 11: 115200bps SI Terminal SD Terminal Multi-player ID Flag 00: Master 01: 1st Slave 10: 2nd Slave 11: 3rd Slave Communication Error Flag 0: Normal 1: Error (Master) Start Bit/ (Slave) Busy Flag 0: No transfer 0: Free 1: Start transfer 1: Busy
SIOCNT [d14] Interrupt Request Enable Flag When set to 0, no interrupt request is generated. When set to 1, an interrupt request is generated upon the completion of multi-player communication. SIOCNT [d07] Start Bit/Busy Flag 1. Master (d02 is 0) When set to 0, no data is transferred. When set to 1, a data transfer is started. Upon completion of the data transfer, it is automatically reset. Caution Due to individual differences in Game Boy Advance hardware, there is a variation in the timing of interrupt occurrences. Always use a timer when sending data, so that you have an adequate interval between communications (minimum send interval + 600 clocks). 600 clocks is the guaranteed value that considers the variation in timing of interrupt occurrence. Refer to Game Boy Advance Programming Cautions 5.1.16-Bit MultiPlayer Communications. 2. Slave (d02 is 1) Set during input of transmit start bit (LO source oscillation cycle 3 (approximately 180ns)), and reset when the transfer is complete.
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SIOCNT [d06] Communication Error Flag The communication status can be confirmed at the end of a communication. (During communication, it is not reflected properly.) If the status for this bit is 0, there is no error. If it is 1, it means an error has occurred. This error flag is automatically set in the following situations: The SI Terminal does not become LO during the interval when the SYNC signal is being input (the master is outputting). Example: When connected to the fifth slave or after that, or when the previous slave is not connected. The stop bit for the receive data is not HI (Framing Error) However, communication continues even when an error occurs, and invalid data is stored in SIOMULTI0 - SIOMULTI3. Confirm error flags when communicating so there are no problems created in case of an incorrect cable connection. SIOCNT [d05 - d04] Multi-player ID Flag When multi-player communication ends, an ID code will be stored which specifies the order that each particular machine was connected. Confirm ID code when communicating so there are no problems created in case of an incorrect cable connection. SIOCNT [d03] SD Terminal The status of the SD Terminal can be read. If all of the connected terminals enter multi-player communication mode, it becomes HI status. SIOCNT [d02] SI Terminal The status of the SI Terminal can be read. When all of the connected terminals are in multi-player communication mode, this shows that the terminal which is LO input to the SI terminal is the master. HI input means that it is a slave. Prior to communication starting, it is not possible to determine the number order of a particular slave. SIOCNT [d01 - d00] Baud Rate Sets the communication baud rate.
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Set (d13,d12) in register SIOCNT to (1,0) Multi-Play Communication Mode Is ID "0" (either Master or no communication)?
No
Yes
Yes
Cannot communicate
Is SI "Lo" or is there no transmission? Determine that connection is as a Yes Master Set Communication Data
If register SIOCNT's interrupt request authorization flag is set, then an interrupt request results
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13.3
In UART communication mode, a HI level is output from the SD terminal. When the receive data register (or the receive FIFO) is full, a HI is output from the SD terminal. When it is not full, a LO is output from the SD terminal if the receive enable flag is set. A HI is output if it is reset. The output of the SD terminal of the other machine is input to the SC terminal. Once data is written to the send data register, data is sent after a Start bit (1 bit) is sent from the SO terminal. However, when the CTS flag for the Control Register is set, data can be sent only when there is a LO input to the SC terminal. The Stop bit is a fixed 1 bit.
13.3.1
Data Register
Figure 110 - The SIODATA8 Register
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
12Ah SIODATA8
R/W
0000h
13.3.2
When sending or receiving, there are 4 bytes of FIFO. By using the FIFO enable flag for the control register SIOCNT, you can select whether to use or not use FIFO.
13.3.3
If written to a data register SIODATA8, data is written to a send shift register, and if read, data is read from a receive shift register. (Only the lower 8 bits are valid.)
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13.3.4
If written to a data register SIODATA8, data is written to a send FIFO. If all the contents of the send shift register are shifted out, data is transferred from a send FIFO to a shift register, immediately. Please note when using this operation, that data is immediately transferred to a shift register when the first data is written to the data register, and the interrupt request condition is met as a send FIFO becomes empty. Also, when read, data is read from a receive FIFO. (Only the lower 8 bits are valid.)
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13.3.5
Control Register
If Register SIOCNT (d13,d12) = (1,1) is set when Register RCNT (d15) = (0), you will go to UART communication mode.
15
14
13 1
12 1
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
128h
SIOCNT
R/W
0000h
Baud Rate 00: 9600bps 01: 38400bps 10: 57600bps 11: 115200bps CTS Flag 0: Send always possible 1: Send possible during LOW input to SC terminal Parity Control 0: Even parity 1: Odd parity Send Data Flag 0: Not Full 1: Full Receive Data Flag 0: Not Empty 1: Empty Error Flag 0: No Error 1: Error Data Length 0: 7 bits 1: 8 bits FIFO Enable Flag 0: Disable 1: Enable Parity Enable Flag 0: Disable 1: Enable
Send Enable Flag 0: Disable 1: Enable Receive Enable Flag 0: Disable 1: Enable Interrupt Request Enable Flag 0: Disable 1: Enable
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SIOCNT [d14] Interrupt Request Enable Flag When set to 0, an interrupt request is not generated. When set to 1 and FIFO is invalid, an interrupt request is generated when a communication error occurs or when the transmission (send/receive) ends. When set to 1 and FIFO is valid, an interrupt request is generated when a communication error occurs, when a send FIFO is emptied, or a receive FIFO becomes full. SIOCNT [d11] Receive Enable Flag Controls the receive enable/disable. If the receive enable flag is set when the receive data register (or the receive FIFO) is not full, a LO is output from the SD terminal, and a HI is output if it is reset. Note: You must first set the receive enable flag and send enable flag to 0 [Disable] before going from UART communication mode to a different communication mode.
SIOCNT [d10] Send Enable Flag Controls the send enable/disable. Note: You must first set the receive enable flag and send enable flag to 0 [Disable] before going from UART communication mode to a different communication mode.
SIOCNT [d09] Parity Enable Flag Controls the parity enable/disable. SIOCNT [d08] FIFO Enable Flag Controls the send of the 8 bit wide 4 depth and the receive FIFO enable/disable. Note: When using FIFO, first you need to go into UART mode in a status of 0 [FIFO Disable]. By disabling FIFO in UART mode the FIFO sequencer is initialized.
SIOCNT [d07] Data Length Select data length as 8 bits or 7 bits. SIOCNT [d06] Error Flag By referring to this error flag, the status of communication errors can be determined. When it is 0, no errors have occurred. When it is set to 1, an error has occurred. By reading Register SIOCNT, this error flag is reset. Additionally, when there has been an error, the data from the Receive Shift Register is not written to the Receive Data Register. The conditions associated with each error are described below.
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SIOCNT [d05] Receive Data Flag When set to 0, there is still data present. When set to 1, it is empty. SIOCNT [d04] Send Data Flag When set to 0, it is not full. After one send operation ends this is reset. When set to 1, it is full. Set during a write of data to the lower 8 bits of the Send Data Register SIODATA8. SIOCNT [d03] Parity Control Switches between even parity and odd parity. SIOCNT [d02] CTS Flag The SD terminal of the other machine (receive enable/disable) is input to the SC terminal. When set to 0, a send is always possible independent of the SC Terminal. When set to 1, a send is only possible when a LO is being input to the SC Terminal. SIOCNT [d01 - d00] Baud Rate Sets communication baud rate.
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General-Purpose Communication
125
13.4
General-Purpose Communication
By setting (d15, d14) = (1, 0) for RCNT register, it will change to a general-purpose communication mode. In this mode, all of the terminals SI, SO, SC, and SD become pull-up and operate as general-purpose input/output terminals. Each of the communication terminals SI, SO, SC, and SD can be directly controlled.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
134h
RCNT
SO SI SD SC SO SI SD SC R/W
0000h
Data Bit Input/Output Selection Flag 0: Set to Input 1: Set to Output Interrupt Request Enable Flag 0: Disable 1: Enable
RCNT [d15 - d14] Communication Function Set Flag When set to 00 or 01, operates as a serial communication(8-bit/16-bit serial communication, multiplayer communication, UART communication function) terminal. When set to 10, can be used as a general-purpose input/output terminal. When set to 11, can be used as a JOY Bus communication terminal. RCNT [d08] Interrupt Request Enable Flag When general-purpose input/output is set(R[d15,d14]=[1,0]) with the communication function set flag, a 1 causes an interrupt request to be generated with the falling of the SI Terminal (edge detect). When set to 0, no interrupt request is generated. RCNT [d07 - d04] Input/Output Selection Flag When general-purpose input/output is set (R[d15,d14]=[1,0]) with the communication function set flag, a setting of 0 allows the corresponding terminal to be used as an input terminal. A setting of 1 allows the corresponding terminal to be used as an output terminal. Caution Always set the SI terminal to an input. If it is set to an output, a problem may occur with some connecting equipment. RCNT [d03 - d00] Data Bit When the corresponding terminal is set for input, the status (HI/LO) of the terminal can be confirmed. If the corresponding terminal is set for output, the status of the set bit is output.
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13.5
By setting the communication function set flag to 11 for Register RCNT, JOY Bus communication mode is selected. In JOY Bus communication mode, the SI Terminal is for input, and SO Terminal is for output. SD and SC Terminals go to LO output.
15 1
14 1
13
12
11
10
09
08
07
06
05
04
03
02
01
00
134h
RCNT
R/W
0000h
13.5.1
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
140h
JOYCNT
R/W
0000h
JOY Bus Reset Signal Receive Flag Receive Complete Flag Send Complete Flag Interrupt Request Enable Flag 0: Disable 1: Enable
JOYCNT [d05] Interrupt Request Enable Flag When set to 0, an interrupt request is not generated. When set to 1, an interrupt request is generated if JOY Bus reset command is received. JOYCNT [d02] Send Complete Flag Set upon completion of send operation. When this is set, if you write a 1, a reset can be done. JOYCNT [d01] Receive Complete Flag Set upon completion of receive operation. When this is set, if you write a 1, a reset can be done. JOYCNT [d00] JOY Bus Reset Signal Receive Flag Set when a JOY Bus reset command is received. When this is set, if you write a 1, a reset can be done.
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13.5.2
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
150h
Address
JOY_ RECV_L
Register
R/W
05 04 03 02 01 00
Attributes
0000h
Initial Value
15
14
13
12
11
10
09
08
07
06
152h
JOY_ RECV_H
R/W
0000h
13.5.3
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
154h
Address
JOY_ TRANS_L
Register
R/W
05 04 03 02 01 00
0000h
15
14
13
12
11
10
09
08
07
06
R/W
0000h
13.5.4
The lower 8-bits of the receive status register JOYSTAT is returned as the communication status.
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
158h
JOYSTAT
R/W
0000h
JOYSTAT [d05,d04] General-Purpose Flag This flag is not assigned. The user can set the use of this flag arbitrarily. JOYSTAT [d03] Send Status Flag Set this bit if the JOY_TRANS register is written by word. Reset this bit if a JOY Bus Data Read Signal is received. JOYSTAT [d01] Receive Status Flag Set this bit if a JOY Bus Data Write Signal is received. Reset this bit if the JOY_RECV register is read by word.
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13.5.5
Game Boy Advance JOY Bus communication recognizes four commands sent from the host (for example, Nintendo GameCube). These commands are: JOY Bus Reset, Type/Status Data Request, JOY Bus Data Write, and JOY Bus Data Read. Game Boy Advance operates based on the particular signal received. The transfer of the bit data for JOY Bus communication is done in units of bytes and in the order of MSB first.
13.5.6
The JOY Bus reset signal receive flag of Register JOYCNT is set. If the interrupt request enable flag for the same register is also set, a JOY Bus interrupt request is generated.
Receive Send
1 1 2 3
1 0 0
1 0 0
1 0 0
1 0 0
1 0 0
1 0 1
1 0 0
1 0 0
Communication Status
13.5.7
Receive Send
1 1 2 3
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 1
0 0 0
0 0 0
Communication Status
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13.5.8
Receives the 4 bytes of data sent following this command, and stores them in Register JOY_RECV. Once the receive is completed a 1 byte communication status is returned, and the receive complete flag for Register JOYCNT is set. Also, if the interrupt request enable flag for the same register is set, a JOY Bus interrupt request is generated.
Receive Receive
1 2 3 4 5
Lower 8 bits of receive data Register JOY_RECV_L Upper 8 bits of receive data Register JOY_RECV_L Lower 8 bits of receive data Register JOY_RECV_H Upper 8 bits of receive data Register JOY_RECV_H Lower 8 bits of Register JOYSTAT
Send
Communication Status
13.5.9
4 bytes of data stored in Register JOY_TRANS and the 1 byte communication status are sent, and the send complete flag for Register JOYCNT is set. Also, if the interrupt request enable flag for the same register is set, a JOY Bus interrupt request is generated.
Receive Send
1 2 3 4 5 6
Lower 8 bits of send data Register JOY_TRANS_L Upper 8 bits of send data Register JOY_TRANS_L Lower 8 bits of send data Register JOY_TRANS_H Upper 8 bits of send data Register JOY_TRANS_H Lower 8 bits of Register JOYSTAT
Communication Status
If the Nintendo GameCube Game Boy Advance Cable is disconnected during JOY Bus communication, the Game Boy Advance's JOY Bus communication circuitry may malfunction and JOY Bus communication would no longer be possible, even if the cable is reconnected. For this reason, if around 0.16 seconds (approximately 10 frames) passes and no SIO interrupt has been generated in the Game Boy Advance, reset the communication circuitry to time out the process. If the GBA cable is disconnected and then reconnected, the Game Boy Advance may behave the same way it does when it receives a JOY Bus reset command (i.e., the JOY_IF_RESET bit of the REG_JOYCNT register is set). In this situation, an interrupt request will be generated if SIO interrupts are enabled. When a Game Boy Advance is connected to Nintendo GameCube and continuous communication is executed, the Game Boy Advance will experience frequent SIO interrupts.
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If the Game Boy Advance cannot respond to this series of SIO interrupts (due to such factors as a large DMA, an extended interrupt process, or a prolonged disabling of interrupts), then data communication will fail and incorrect values will be exchanged. Thus, you should design your application so that the progress of the game will not be affected due to the exchange of incorrect values during communication. For example, do not disable interrupts for long periods of time, and either divide up large DMA tasks or use some other method such as substituting them with CpuFastCopy().
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13.6
When communicating between Game Boy Advance units, the Game Boy Advance Game Link cable to be used will vary depending upon the type of Game Pak used.
Figure 121 - Game Boy Advance Game Link Cable Connection Types
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14 Key Input
14.1 Key Status
Game Boy Advance allows input with the L and R Buttons, as well as with the START and SELECT buttons, the +Control Pad, and A and B Buttons. The status of each of these buttons can be checked by reading the individual bits of Register KEYINPUT.
15
14
13
12
11
10
09 L
08 R
07
DW N
06
UP
05
LFT
04
RT
03
ST
02
SL
01 B
00 A
130h
KEY INPUT
R/W
0000h
14.2
When an interrupt is performed for key input, this register enables a target key combination or condition for the interrupt to be specified.
15
14
13
12
11
10
09 L
08 R
07
DWN
06
05
04
RT
03
ST
02
SL
01 B
00 A
Attributes
Initial Value
132h
KEYCNT
UP LFT
R/W
0000h
Interrupt Request Enable Flag 0: Disable 1: Enable Interrupt Condition Specification Flag
0: Logical Addition (OR) 1: Logical Multiplication (AND)
14.2.1
Interrupt Conditions
Specifies interrupt generation conditions when the interrupt enable request flag is true. The conditions for buttons selected with the key interrupt specification flag can be selected as follows. 1. Logical Addition (OR) Operation The conditions for interrupt request generation occur when there is input for any of the buttons specified as interrupts. 2. Logical Multiplication (AND) Operation The conditions for interrupt request generation occur when there is simultaneous input for all of the keys specified as interrupt keys.
Key Input Cautions
Key bounce (chattering) may occasionally occur when a user presses a button. In order to prevent a button's function from being called multiple times, we recommend that you program an interval (i.e., once per frame) when reading a key.
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15 Interrupt Control
Game Boy Advance can use 14 types of maskable hardware interrupts. If an interrupt request signal is received from a hardware item, the corresponding interrupt request flag is set in the IF register. Masking can be performed individually for interrupt request signals received from each hardware item by means of the interrupt request flag register IE.
15.1
The entire interrupt can be masked. When this flag is 0, all interrupts are disabled. When 1, the setting for interrupt enable register IE is enabled.
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
208h
IME
R/W
0000h
15.2
With the interrupt enable register, each hardware interrupt can be individually masked.
15
14
13
12
11
10
09
08
07
06
3
05
2
04
1
03
0
02
01 H
00 V
200h
IE
R/W
0000h
Rendering Blank V Counter Match Timer Serial Communication/General Purpose Communication/JOY Bus Communication/ UART Communication
By resetting the bit, the corresponding interrupt can be prohibited. Setting this to 1 enables the corresponding interrupt.
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15.3
When an interrupt request signal is generated from each hardware device, the corresponding interrupt request flag is set in the IF Register.
15
14
13
12
11
10
09
08
07
06
3
05
2
04
1
03
0
02
01 H
00 V
202h
IF
0000h
Rendering Blank V Counter Matching Timer Serial Communication/General Purpose Communication/JOY Bus Communication/UART Communication
If a 1 is written to the bit which the interrupt request flag is set in, that interrupt request flag can be reset.
15.3.1
15.3.2
An interrupt request occurs when the IREQ terminal is High. Although the IREQ terminal is pulled High in the Game Boy Advance hardware, the IREQ terminal is set to Lo when a normal Game Pak is installed. Therefore, the IREQ terminal is pulled High and an interrupt request occurs when the Game Pak is removed from the Game Boy Advance.
15.3.3
A corresponding interrupt could occur even while a command to clear IME or each flag of the IE register is being executed. When clearing a flag of IE, you need to clear IME in advance so that mismatching of interrupt checks will not occur.
When Multiple Interrupts are Used
When the timing of clearing of IME and the timing of an interrupt agree, multiple interrupts will not occur during that interrupt. Therefore, set (enable) IME after saving IME during the interrupt routine.
15.3.4
Other Cautions
The CPU stops during DMA transfer. Therefore, interrupts cannot take place until the DMA transfer has completed (there is a delay until the DMA has finished).
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15.4
Controlling interrupts entails, along with clearing the IF register and setting the IE register, first writing an interrupt jump address at addresses $7FFC-$7FFF (total of 32 bits; see figure below) in the system allocated area of Work RAM. Processing is executed in 32-bit mode for the user interrupt. To return control from the interrupt routine to the user program, the instruction BX LR is used.
Interrupt Address
Allocated Area
Allocated Area
03007FE0
SP_svc
System Call Stack (4 words/1 time)
03007FA0
SP_irq
Interrupt Stack (6 words/1 time)
03007F00
SP_usr
User Stack
* Specify where to return for SoftReset( ) System Call If 0h:08000000h If not 0h:02000000h
By changing each CPU Mode SP Initial-value, they can be set to an arbitrary memory map.
15.5
Interrupt Operation
The user can arbitrarily define the Interrupt Processing Routine, but as a general rule, the Monitor ROM handles this processing. For further details on each register, please refer to ARM7TDMI Data Sheet.
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15.5.1
Normal Interrupt
1. If an interrupt occurs, the CPU enters IRQ mode and control shifts to the Monitor ROM. In Monitor ROM, save each register (R0~R3, R12, LR_irq (former PC)) to the Interrupt Stack. The total is 6 words. Next, call the user interrupt processing set up in 03007FFCh. Commands called from the monitor directly must be in 32bit code format.
USR Stack
03007F00
IRQ Stack
03007FA0 6 WORDS 03007FE0
SP_usr
SP_irq
03007F00 03007FA0
2. User interrupt processing is done (you can reference the cause of the interrupt with the IF Register). Also solve* problems with a stack, if necessary. 3. Restore the registers (total of 6 words) saved to the Interrupt Stack and return to user main processing.
USR Stack
03007F00
IRQ Stack
03007FA0
SP_usr
SP_svc
03007F00
03007FA0
Note:
Only the interrupt stack is used for normal interrupt processing. Therefore, there is a possibility of stack overflow in some cases. To solve this problem, you can either allocate a larger interrupt stack by moving SP_usr in advance or use user stack for both, by switching the CPU mode to the user mode in user interrupt processing. For the latter method, see "15.5.2 Multiple Interrupts" on page 139.
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15.5.2
Multiple Interrupts
1. If an interrupt occurs, the CPU enters IRQ mode and control shifts to the Monitor ROM. In Monitor ROM, save each register (R0~R3, R12, LR_irq (former PC)) to the Interrupt Stack. The total is 6 words. Next, call the user interrupt processing set up in 03007FFCh. Commands called from the monitor directly must be in 32bit code format.
USR Stack
03007F00
SP-irq
03007F00 03007FA0
2. User interrupt processing is done (you can reference the cause of the interrupt with the IF Register). If multiple interrupts occur, SPSR_irq will be overwritten, so you must save before enabling IRQ.
USR Stack
03007F00
SP_irq
03007FA0
03007F00
The Stack problem is solved* (CPU mode is changed to user mode with system mode = privilege here.) and IRQ is enabled. With user interrupt processing, user stack is used because the CPU is in system mode. When calling the subroutine, save LSR_usr as well.
USR Stack
03007F00 LR_usr User Interrupt Processing 03007FA0 6 WORDS SPSR_irq
IRQ Stack
03007FE0
SP_usr
03007F00
SP_irq
03007FA0
When an interrupt occurs, Monitor ROM does the processing (1) again, and loads each register to the interrupt stack.
USR Stack
03007F00 LR_usr User Interrupt Processing 03007FA0 6 WORDS SPSR_irq 6 WORDS 03007F00
IRQ Stack
03007FE0
SP_usr
SP_irq
03007FA0
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16 Power-Down Functions
16.1 16.1.1 Stop Function Stop Function Summary
During periods when the LCD display is not done and CPU processing is not considered essential you can reduce power consumption greatly if used efficiently. The content of each type of RAM are maintained.
16.1.2
Implementing Stop
1. Implementation of Stop Mode Game Boy Advance is placed in stop mode by executing the system call [SWI <3>] instruction (Stop( )). 2. Canceling Stop Mode If the corresponding flag of the interrupt enable register IE is set for various interrupt requests of Key, Game Pak, and SIO (general-purpose communication mode only), Stop Mode is canceled. For example, if key input conditions set by the KEYCNT register are met, or by Hi input to IREQ/DREQ terminal or Lo input to SI terminal in general-purpose communication mode. However, because Clock is stopped, the applicable flag of Interrupt Request Register IF will not be set.
Note:
Canceling stop status requires a brief wait until the system clock stabilizes.
16.1.3
The working status of each block of the Game Boy Advance system during a stop is shown in the following table.
GBA CPU LCD Controller Sound Timer Serial Communication Key System Clock Infrared Communication
Note:
X X X X X X X X
Wait status resulting from wait signal Stopped because no clock provided* Stopped* Stopped Stopped Stopped Stopped Stopped
The LCD controller stops so turn OFF the LCD display before entering Stop Mode. Sound stops in Stop Mode, therefore noise may result. So stop the sound first, then enter Stop Mode.
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16.1.4
The only way to distinguish the stopped state from the power off state is to observe the Power lamp. Therefore, it is possible that a user may fail to notice the stopped state. Specifically, it is possible that a battery may die as a result of being left in the stopped state for long hours, or that power is turned off while in the stopped state.
Please ensure that a problem does not occur in this situation. Do not use the stop function when writing to a backup device. Do not use the stop function during communication. (Use it after terminating communication.) When using the stop function, enable the Game Pak interrupt first. When Stop is cancelled by removing the Game Pak, stop the processing (i.e., infinite loop, etc.). Be sure to adhere the guidelines described in the next section when using this function.
16.1.5
Use the term Sleep Mode or Sleep when describing the Stop Function in Instruction Booklets and game screen text.
Table 36 - Terminology for Entering Sleep Mode from the Menu Screen
Language Term
Be sure to display a way to exit Sleep Mode. For example, To show the menu again, press SELECT + L Button + R Button.
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Entering Sleep Mode via a Button Shortcut Follow the examples listed in the table below for both on-screen text and Instruction Booklet text:
Easy Sleep Standby-Bereitschaft Veille rapide Salvapantallas directo Riposo Rapido Standby
For the button shortcut, always use the following button combination: SELECT + L Button + R Button. This is the only acceptable button combination for entering Sleep Mode. Design your application so that it does not go into Sleep Mode when the user presses other buttons. By waiting to enter into Sleep Mode until all three pressed buttons (SELECT + L + R) have been released, you can avoid an unexpected exit from Sleep Mode. Automatically Entering Sleep Mode Follow the examples listed in the table below for both on-screen text and Instruction Booklet text:
Create a Menu Screen Option and enable this setting to be toggled ON and OFF. Set the initial setting to OFF (The user may mistakenly think their system is broken if the Game Boy Advance goes into sleep mode automatically without their prior knowledge.) On the Menu Screen, display the way to exit Sleep Mode.
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By waiting until all three pressed buttons have been released before exiting sleep mode, you can avoid an unexpected entry into Sleep Mode again.
16.2 16.2.1
During periods when CPU processing is not considered essential you can reduce power consumption if used efficiently.
16.2.2
1. Transition to Halt Mode Game Boy Advance is placed in halt mode by executing the system call [SWI <2> instruction (Halt( )). Game Boy Advance enters Halt status. 2. Cancel Halt Mode Halt is canceled when the interrupt enable register IEs corresponding flag is set with any type of interrupt request.
16.2.3
The working status of each block of the Game Boy Advance system during a semi-stop is shown in the following table.
GBA CPU LCD Controller Sound Timer Serial Communication Key System Clock
X O O O O O O
Wait status resulting from wait signal Normal operation Normal operation Normal operation Normal operation Normal operation Normal operation
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17.1 17.1.1
1. When an argument is required for the system call used, after writing to registers R0-R3 call the monitor ROM system call with the SWI<Number>. The CPU mode changes to Supervisor Mode. 2. Save the registers, SPSR_svc (formerly CPSR), R 11, R12, LR_svc (formerly PC) to the system call stack with the monitor ROM.
USR Stack
03007F00
IRQ Stack
03007FA0
SP_usr
SP_svc
03007F00 03007FA0
3. Switch from CPU mode to system mode. Call the IRQ disable flag with monitor ROM. The previous status will continue. 4. Save the R2 and LR_usr registers to the user stack. Other registers will be saved with each system call.
USR Stack
03007F00 LR_usr R2 Save with each System Call 03007FA0
SVC Stack
4 WORDS
SP_svc SP_usr
03007F00 03007FA0
IRQ Stack
03007FA0
SP_usr
SP_svc
03007F00 03007FA0
6. Return value to registers R0, R1, and R3, in cases where a system call provides a return value, and then return to the user program.
USR Stack
03007F00
IRQ Stack
03007FA0
SP_usr
SP_svc
03007F00
03007FA0
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17.1.2
Multiple Calls
1. When an argument is required for the system call used, after reading to the registers, R0-R3, call the monitor ROM system call with the SWI<Number>. 2. Save the registers, SPSR_svc (formerly CPSR), R12, LR_svc (formerly PC) to the system call stack with the monitor ROM.
USR Stack
03007F00
IRQ Stack
03007FA0
SP_usr
SP_svc
03007F00 03007FA0
3. Switch from CPU mode to system mode. The status of the IRQ Disable Flag prior to the call is kept in System ROM. The previous conditions will be continued. 4. Save the R2 and LR_usr registers to the user stack. Other registers will be saved with each system call.
Usr Stack
03007F00 LR_usr R2 Save with each System Call 03007FA0
SVC Stack
4 WORDS
SP_svc SP_usr
03007F00 03007FA0
IRQ Stack
03007FE0
SVC Stack
4 WORDS
SP_irq SP_usr
03007F00 03007FA0
SP_svc
6. User interrupt processing is done. (You can reference the cause of the interrupt with the IF Register.) The CPU mode is changed to System Mode (User Mode with privilege) in order to solve the problem with stacks (to reference interrupt processing).
USR Stack
03007F00 LR_usr R2 Save with each System Call User Interrupt Processing 03007FA0 6 WORDS
IRQ Stack
03007FE0
SVC Stack
4 WORDS
SP_irq SP_usr
03007F00 03007FA0
SP_svc
If the System Call occurs during User interrupt processing, the System Call is called using Multiple Calls.
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7. Monitor ROM does the system call operation (1), and loads to the system call stack.
USR Stack
03007F00 LR_usr R2 Save with each System Call User Interrupt Processing 03007FA0 6 WORDS
IRQ Stack
03007FE0
SVC Stack
4 WORDS
SP_irq
03007F00 03007FA0
4 WORDS
SP_svc
SP_usr
8. Switch the CPU Mode to System Mode (privileged user mode). 9. Monitor ROM does the same operation as (3), and loads to the user stack.
USR Stack
03007F00 LR_usr R2 Save with each System Call User Interrupt Processing LR_usr R2 Save with each System Call 03007FA0 6 WORDS
IRQ Stack
03007FE0
SVC Stack
4 WORDS
SP_irq
4 WORDS
SP_svc
SP_usr
03007F00
03007FA0
IRQ Stack
03007FE0
SVC Stack
4 WORDS
SP_irq
03007F00 03007FA0
4 WORDS
SP_svc
SP_usr
11. Return value to registers R0, R1, and R3, in cases where a system call provides a return value, and then return to the user interrupt processing.
USR Stack
03007F00 LR_usr R2 Save with each System Call User Interrupt Processing 03007FA0 6 WORDS
IRQ Stack
03007FE0
SVC Stack
4 WORDS
SP_irq
03007F00 03007FA0
SP_svc
SP_usr
12. Complete the user interrupt processing and return to the previous system call.
USR Stack
03007F00 LR_usr R2 Save with each System Call 03007FA0
IRQ Stack
03007FE0
SP_svc SP_usr
03007F00 03007FA0
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IRQ Stack
03007FA0
SP_usr
SP_svc
03007F00 03007FA0
14. Return value to registers R0, R1, and R3, in cases where a system call provides a return value, and then return to the user program.
USR Stack
03007F00
IRQ Stack
03007FA0
SP_usr
SP_svc
03007F00
03007FA0
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Game Code
Maker Code
Reserved Area
Complement Check
18.1
Start Address
18.2
The Nintendo logo/character data, which is displayed when the game is started, is stored here. The Monitor ROM checks this data at start-up, therefore always store the data provided by Nintendo.
18.3
Game Title
18.4
Game Code
18.5
Maker Code
The Maker Code, determined by the maker of the software and Nintendo, is stored here.
18.6
96h
18.7
Store the code for the hardware on which the software is intended to run.
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18.8
Device Type
Store the type of device that is installed in the Game Pak. If there is a 1-megabit flash DACS (Debugging And Communication System) (=custom 1Mbit flash Memory with security and patch functions) in a Game Pak, set the applicable bit to 1. Otherwise it is reset (see the illustration below). Other bits are system allocated area.
18.9
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