Nintendo 1504166 - Game Boy Advance SP Edition Console Support and Manuals
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Programming Manual - Page 3
...Manual
Introduction
Introduction
2.9" WIDE TFT COLOR
CHARACTER/BITMAP BG
PCM STEREO SOUND
MULTIPLAY COMMUNICATION
COLOR GRAPHIC EFFECTS
32768 COLORS
COMPATIBLE FOR CGB
32BIT RISC CPU 16MHz
Game...continuous play ...game device with little afterimage.
The purpose of this high level of development equipment. Furthermore, software for portable game devices.
©1999 - 2001 Nintendo...
Programming Manual - Page 5
...play communication data. -Modified the description of "16-Bit Multi-play Communication". -Modified the description of an error flag for the multi=play communication. -Added a description to all the DMA control registers. -Added the number of transfer when 0 is set... SIO control register. -Newly added the description of "AGB Game Link cable" in the chapter of Communication Functions. -Corrected ...
Programming Manual - Page 6
... 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 DMA3. *Updated the timing chart and the cable connection diagram for the multiplay communication. *Revised the description of the normal serial communication cautions.
©1999 - 2001 Nintendo...
Programming Manual - Page 12
...169;1999 - 2001 Nintendo of bits used in this manual are expressed as follows:
Ø DMG (Game Boy) Ø CGB (Game Boy Color) Ø AGB (Game Boy Advance) Ø DOL (Nintendo GameCube)
Write-only bit...1
Fixed-value bit Must be set to a specified fixed value.
*
Unrestricted bit Can be set to the general consumer. Terms
The term "user" in this manual refers to the software developer, ...
Programming Manual - Page 20
... set individually. Up to be accessed optimally. AGB-06-0001-002B4 Due to the area beginning from 0E000000h is allocated as flash memory. AGB Programming Manual
AGB Memory
3.2.2 Game Pak Memory
1) Game Pak ROM
Three 32 MB Game Pak ROM spaces are allocated to the specifications, any Game Pak device other than ROM must be accessed using Nintendo...
Programming Manual - Page 21
...from the Game Pak ROM and there is a wait based on the set wait state.
©1999 - 2001 Nintendo of America Inc.
21
D.C.N. If there is no wait in respect to read instructions from 0A000000h ... spaces beginning from the Game Pak and if it , and reads Game Pak ROM data repeatedly. AGB Programming Manual
AGB Memory
3.3 Game Pak Memory Wait Control
Although the 32 MB Game Pak memory space is ...
Programming Manual - Page 22
...Nintendo of the three areas(Wait States 0-2) that occur in respect to 101. Use the appropriate settings for the Game Pak RAM can be set the Wait Control Value to the CPU. AGB-06-0001-002B4 This should always be set . In the Game Pak Mask ROM used with the fetch instruction... to 00(No Output). AGB Programming Manual
...
Programming Manual - Page 95
... Sound 2 ON flag of time specified for the data of frequencies is not set without problems.
2.
AGB Programming Manual
Sound
SOUND3CNT_X [d14] Sound Length Flag When 0, sound is determined by the ... may be set , sound may stop prematurely.
©1999 - 2001 Nintendo of NR34), always set the initialization flag. When changing the frequency during Sound 3 output, do not set 0 for ...
Programming Manual - Page 119
...Nintendo of H-Line rendering during a display interval and start .
DMA3CNT_H [d10] DMA Transfer Type
Sets the bit length of the DMA transfer can selected from the Game Pak.
[Note] A Game Pak that supports...) units. a request is generated with a setting of a H-blanking interval (approximately 16.212 µs). AGB Programming Manual
DMA Transfer
DMA3CNT_H [d14] Interrupt Request Enable ...
Programming Manual - Page 122
...169;1999 - 2001 Nintendo of America Inc.
122
D.C.N. AGB Programming Manual
DMA Transfer
12.4 DMA Problems: How to the DMA... control register.
-DMA enabled flag :
1 (Enabled)
-DMA start timing :
00 (Start Immediately)
-Data request transfer flag of the Game... of the STR command using the following settings in 16-bit width to avoid them...
Programming Manual - Page 125
...Manual
Communication Functions
13 Communication Functions
AGB provides the following five functions.
1. 8-bit/32-bit normal communication function The use of Game... Link cable for the previous DMG/MGB/CGB is possible to communicate at 256KHz and 2MHz with peripheral equipment that does not use cables. Always set... Nintendo's standardized Joy bus.
©1999 - 2001 Nintendo of multi-play ...
Programming Manual - Page 127
...codes that are examples of communication problems.
-When a peripheral device that is not supported is connected -When different software is connected to prevent optimization. Even if you think you have set...device -When the AGB Game Link cable is connected incorrectly
©1999 - 2001 Nintendo of America Inc.
127
D.C.N. AGB Programming Manual
Communication Functions
When changing ...
Programming Manual - Page 132
AGB-06-0001-002B4 Communication cannot be a one-way communication due to cable connection of multiplay communication
©1999 - 2001 Nintendo of America Inc.
132
D.C.N. Also, please note it will be done properly at 256KHz when performing normal communication with the AGB Game Link cable.
AGB Programming Manual
Communication Functions
Always set a communication speed at 2MHz.
Programming Manual - Page 139
...no error. AGB Programming Manual
Communication Functions
2)Slave(d00 is 0)
Set during the ...Nintendo of the SI Terminal can be read . The stop bit for this shows that the terminal which specifies the order that each particular machine was connected. Confirm error flags when communicating so there are no problems created in case of an incorrect cable connection. Confirm ID code...
Programming Manual - Page 148
...set to an output, a problem may occur with some connecting equipment.
©1999 - 2001 Nintendo of America Inc.
148
D.C.N. d14] Communication Function Set Flag
When set to 0, no interrupt request is set... terminal. AGB Programming Manual
Communication Functions
13.4 General Purpose Communication
By setting (d15, d14 )= (1, 0) for RCNT register, it is generated. When set flag, a 1 ...
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