Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour --
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3 Game Boy Handheld Systems -./ ' 4- Table 2.1 Game Boy Specifications Model CPU Memory Display Colors Game Boy 8-bit Z MHz 64 Kbits 16 x Game Boy Pocket 8-bit Z MHz 64 Kbits 16 x Game Boy Color 8-bit Z8 8. MHz 384 Kbits 16 x Game Boy Advance 32-bit ARM MHz 3,72 Kbits 24 x 16 32,768 Game Boy Advance SP 32-bit ARM MHz 3,72 Kbits 24 x 16 32,768 Game Boy, !5 4-# -./ " 2 7! 1 62# & 88/9 : -./9( ; 8/9; " ';" <-=,) > (, ; <==,) >1?<@ ) -?9-<< & 5 A'42 9-4B 7 9 '
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5 Game Boy Color, 1998 ;!5 4B# ; " ; & ; C? B4 ; 7 1 ; *! ; #
6 7 &, ;! " # $&'()*'+",-#. Game Boy Advance, 21!5 4<# -9 ; >E(2; ; "! ; #( 8/9; " ; ( 1 ; -,/ E, = 8/9;" -./.: ( -./.: F1 7! ; # 2( ( 2 5 4C
7 36$ 3;$ 1 &", /"2 - &,(33&& " 2 &! : #5 (! GB9# 32!+HH#( ( Game Boy Advance SP, 23 2!5 4?#!# ( 2! #! #7 2
8 4,/ Direct Hardware Access ;!E,#! #!$ 2# ; H!(7 2# ;! #, > 6, 7 ; 7
9 ! &- "# ( 5 ' : A 3 ' Memory Architecture I ; I E, '! E,# 3 ; /! # ; E,!D E(2;, D# / -?B4 44 & 5 " 3""" & &"(& &&(& 6& "("& /& &2 - "& 5 - ( "3( & &"$" - "" &("" ""&" 67 8,! 98,! &/- "" :33/7 ;&( " <7 8,! "7 &"= "- -""
10 Memory Type Access Widths Comments IWRAM 8, 16, KB "internal" working RAM. Typically used for fast scratchpad RAM and for time-critical code. EWRAM 8, KB "external" working RAM. Typically used for main data storage and multiboot code. VRAM 8, KB video RAM. Stores all graphics data. Can only write 16 bits at a time. ROM 8, 16 ROMs can be read in either slow (4/2) or fast (3/1) mode. See chapter text for more details. Game Save RAM 8, 16 The game save RAM is part of the cartridge. See chapter text for more details. Internal Working RAM ( E,!( E,# B4 ; " ; " ' 7 8,! E,! #( E, B4 E, " 4C?@,"("&, 8! "" "-" 3"- &&(- "4 3"3"3" External Working RAM 7 E,!6 E,# ) (' $ ; "' -? ' 49</@ E, ( E, 6 E, I JE, I
11 & ( &3""3 3(""3""- " - ( E7, & - >"" 4 :4114;"3"4 E7, ""3" &"" -(- " : ; &"&"3 &" (? Cartridge Memory ' E7, ; $ E7, ; E, 2 2 J ;! # Game ROM " &(?@$@ 3 6 E, E7, -? E7, 2 E7, BH- E7, & & & E7, 2 E7, ( &! # & E7, ( E7, & & - E7, 6 E7,!<H4 # &6 E, E7, 6 E, 7 E7, 6 E, &
12 & " E, > ; ', 3 / E, ' 3 > ' K > - ( -./9 (, (,; ( /9/?,,?/999 -? / 2;(( 3-3B- /-?B4 5 (, B4?< ;!, $ C, &4# > B4 B4?<?< ( -? / E, -?! /?# 8/9 ( ; /9</? E, + E, / E, B4 -? &(- (
13 Game Save Memory 2! J # + E,!2E,#5E7, 66E7, 6 & 2 J 2E, 5E7,! 66E7,# Graphics Memory + *!7, # Video Memory J JE, > ( E, -? ( E, ) JE, 7 E, ( -?! B4# 4 & ; JE,! #5 JE, ; " Palette Memory, ' 4C? + 6 -? -? ; 9
14 !J# '! <# Object Attribute Memory 7 *!7,# JE, '> 7, 7, J The Central Processor E, = $,( B4E(2; : & ( E, * $ 2 ( =B=-.-, 8!, 8! E, 2 5 (21.49-?=C-.? E,,8!,8! 5 Two Instruction Sets E, E(2;! # E(2; E(2; ;" ( ( ": : E(2; ;(2;!
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16 !" # $ &$ R R3 ' R4 R1 E. -9 ' R11 R12 5 R13 D D! # R14 R15 I * The Graphics System ( ( ' & 4/9/.?! # C.=B >!) >#
17 L?952?952, ' ( Tile-Based Modes ( 2) D D// 7 (> Mode ( ( 9MB D D ; Mode 1 9 : H Mode ( 4B H Bitmap-Based Modes (3 5) ; (> I ' (
18 Mode 3 -?! #4<9-?9 9 9?999999=?/99 2 "! : # 7 E, JE, Mode 4 /! # 4<9-?9 99? ?99999 < E6N$(2; 1 2 < ' & 9C C?-? Mode 5 -? -?9-4/ 4 B & C < E6N$(2; 1 99? > 9?99999 The Sound System 5, -? ; DD "&" 3( ;.D 22 D
19 Summary, 4$ B$ * : Chapter Quiz &> &>-9 & $ D ; O >> D - 499BF 2 2 ;2 $ 4 ; F?/94 /9/? ;8/9 $?/999 B) F /@?<@ ;-4/@ $B/<@ < " 2 F -/=. -./B ;-./. $-..-
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