Programming Manual
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...TFT COLOR CHARACTER/BITMAP BG PCM STEREO SOUND MULTIPLAY COMMUNICATION COLOR GRAPHIC EFFECTS 32768 COLORS COMPATIBLE FOR CGB 32BIT RISC CPU 16MHz Game Boy Advanced (AGB) stresses portability and focuses on a single custom chip. Additionally, the bitmap image-rendering function, with the enormous ... . AGB-06-0001-002B4 This is to bring unique game ideas fully to build a profound world of game designs possible. With its essential aim. Furthermore, software for portable game devices. ©1999 - 2001 Nintendo of performance is made possible by overlapping them using the ...
...TFT COLOR CHARACTER/BITMAP BG PCM STEREO SOUND MULTIPLAY COMMUNICATION COLOR GRAPHIC EFFECTS 32768 COLORS COMPATIBLE FOR CGB 32BIT RISC CPU 16MHz Game Boy Advanced (AGB) stresses portability and focuses on a single custom chip. Additionally, the bitmap image-rendering function, with the enormous ... . AGB-06-0001-002B4 This is to bring unique game ideas fully to build a profound world of game designs possible. With its essential aim. Furthermore, software for portable game devices. ©1999 - 2001 Nintendo of performance is made possible by overlapping them using the ...
Programming Manual
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.... -Corrected the description of internal shift clock of normal SIO control register. -Newly added the description of "AGB Game Link cable" in the chapter of Communication Functions. -Corrected Overview of Screen Sizes for Text BG Screens in "Rendering... the device type of ROM Registration Data. -Corrected "Fault Function" to "Halt Function." -Corrected the diagram of "AGB Game Link cable." -Corrected the attributes of timer setting values register from W to R/W. -Added one sentence to "Mapping of...-Revised the itemized description of Chapter 10 "Sound". ©1999 - 2001 Nintendo of 15.2.1.
.... -Corrected the description of internal shift clock of normal SIO control register. -Newly added the description of "AGB Game Link cable" in the chapter of Communication Functions. -Corrected Overview of Screen Sizes for Text BG Screens in "Rendering... the device type of ROM Registration Data. -Corrected "Fault Function" to "Halt Function." -Corrected the diagram of "AGB Game Link cable." -Corrected the attributes of timer setting values register from W to R/W. -Added one sentence to "Mapping of...-Revised the itemized description of Chapter 10 "Sound". ©1999 - 2001 Nintendo of 15.2.1.
Programming Manual
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... *Revised the description of the normal serial communication cautions. ©1999 - 2001 Nintendo of America Inc. 6 D.C.N. 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. -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 ...
... *Revised the description of the normal serial communication cautions. ©1999 - 2001 Nintendo of America Inc. 6 D.C.N. 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. -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 ...
Programming Manual
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... ACCESS WIDTH 17 2.4 LITTLE-ENDIAN ...17 3 AGB MEMORY 18 3.1 OVERALL MEMORY MAP 18 3.2 MEMORY CONFIGURATION 19 3.2.1 AGB Internal Memory 19 3.2.2 Game Pak Memory ...20 3.3 GAME PAK MEMORY WAIT CONTROL 21 3.3.1 Access Timing...23 3.3.2 Game Pak Bus ...24 4 LCD ...25 4.1 LCD STATUS...26 4.1.1 V Counter...26 4.1.2 General LCD Status 27 5 IMAGE SYSTEM 29 5.1 BG MODES... Data Format 43 6.1.6 BG Screen Data Address Mapping for the LCD Screen 45 6.1.7 BG Rotation and Scaling Features 49 6.1.8 BG Scrolling ...52 ©1999 - 2001 Nintendo of America Inc. 9 D.C.N. AGB-06-0001-002B4
... ACCESS WIDTH 17 2.4 LITTLE-ENDIAN ...17 3 AGB MEMORY 18 3.1 OVERALL MEMORY MAP 18 3.2 MEMORY CONFIGURATION 19 3.2.1 AGB Internal Memory 19 3.2.2 Game Pak Memory ...20 3.3 GAME PAK MEMORY WAIT CONTROL 21 3.3.1 Access Timing...23 3.3.2 Game Pak Bus ...24 4 LCD ...25 4.1 LCD STATUS...26 4.1.1 V Counter...26 4.1.2 General LCD Status 27 5 IMAGE SYSTEM 29 5.1 BG MODES... Data Format 43 6.1.6 BG Screen Data Address Mapping for the LCD Screen 45 6.1.7 BG Rotation and Scaling Features 49 6.1.8 BG Scrolling ...52 ©1999 - 2001 Nintendo of America Inc. 9 D.C.N. AGB-06-0001-002B4
Programming Manual
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... 128 13.2 16-BIT MULTI-PLAYER COMMUNICATION 134 13.3 UART COMMUNICATION FUNCTIONS 142 13.4 GENERAL PURPOSE COMMUNICATION 148 13.5 JOY BUS COMMUNICATION 150 13.6 AGB GAME LINK CABLE 154 14 KEY INPUT 155 14.1 KEY STATUS ...155 14.2 KEY INTERRUPT CONTROL 155 14.2.1 Interrupt Conditions 156 15 INTERRUPT CONTROL 157 15... AGB SYSTEM CALLS 165 17.1 SYSTEM CALL OPERATION 165 17.1.1 Normal Calls ...165 17.1.2 Multiple Calls ...167 18 ROM REGISTRATION DATA 170 ©1999 - 2001 Nintendo of America Inc. 11 D.C.N. AGB-06-0001-002B4
... 128 13.2 16-BIT MULTI-PLAYER COMMUNICATION 134 13.3 UART COMMUNICATION FUNCTIONS 142 13.4 GENERAL PURPOSE COMMUNICATION 148 13.5 JOY BUS COMMUNICATION 150 13.6 AGB GAME LINK CABLE 154 14 KEY INPUT 155 14.1 KEY STATUS ...155 14.2 KEY INTERRUPT CONTROL 155 14.2.1 Interrupt Conditions 156 15 INTERRUPT CONTROL 157 15... AGB SYSTEM CALLS 165 17.1 SYSTEM CALL OPERATION 165 17.1.1 Normal Calls ...165 17.1.2 Multiple Calls ...167 18 ROM REGISTRATION DATA 170 ©1999 - 2001 Nintendo of America Inc. 11 D.C.N. AGB-06-0001-002B4
Programming Manual
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..., not to either 0 or 1. 3. Bit Length 8 bits 16 bits 32 bits Term Used byte half-word word 2. Abbreviations Nintendo's game hardware is abbreviated as follows: Ø DMG (Game Boy) Ø CGB (Game Boy Color) Ø AGB (Game Boy Advance) Ø DOL (Nintendo GameCube) Write-only bit A bit that is writable. Symbols The attributes of America Inc. 12 D.C.N. Bit lengths in...
..., not to either 0 or 1. 3. Bit Length 8 bits 16 bits 32 bits Term Used byte half-word word 2. Abbreviations Nintendo's game hardware is abbreviated as follows: Ø DMG (Game Boy) Ø CGB (Game Boy Color) Ø AGB (Game Boy Advance) Ø DOL (Nintendo GameCube) Write-only bit A bit that is writable. Symbols The attributes of America Inc. 12 D.C.N. Bit lengths in...
Programming Manual
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... CPU (ARM7TDMI)/16.78 MHz Downward Compatibility with Game Boy Color (CGB) and provides higher performance. AGB-06-0001-002B4 AGB's 2.9-inch-wide reflective TFT color LCD and 32-bit RISC CPU enable production of games that maintains downward compatibility with CGB Integral 8-bit CISC..., Multi-player, General-purpose, JOY Bus) ©1999 - 2001 Nintendo of America Inc. 13 D.C.N. AGB Programming Manual AGB System 1 AGB System 1.1 System Overview AGB is a portable game device that match or surpass the Super Nintendo Entertainment System (Super NES) in /fade-out, and mosaic) 4 image...
... CPU (ARM7TDMI)/16.78 MHz Downward Compatibility with Game Boy Color (CGB) and provides higher performance. AGB-06-0001-002B4 AGB's 2.9-inch-wide reflective TFT color LCD and 32-bit RISC CPU enable production of games that maintains downward compatibility with CGB Integral 8-bit CISC..., Multi-player, General-purpose, JOY Bus) ©1999 - 2001 Nintendo of America Inc. 13 D.C.N. AGB Programming Manual AGB System 1 AGB System 1.1 System Overview AGB is a portable game device that match or surpass the Super Nintendo Entertainment System (Super NES) in /fade-out, and mosaic) 4 image...
Programming Manual
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When a Game Pak is equipped with AGB) ©1999 - 2001 Nintendo of America Inc. 14 D.C.N. DMG Game Paks, DMG/CGB dual mode Game Paks, and CGB dedicated Game Paks 2. AGB dedicated Game Paks(Game Paks that only function with a 32-pin connector for Game Pak connection. AGB-06-0001-002B4 The following Game Paks operate on the AGB system. 1. AGB Programming Manual AGB System Game Pak Like DMG and CGB, AGB is inserted, AGB automatically detects its type and switches to either CGB or AGB mode.
When a Game Pak is equipped with AGB) ©1999 - 2001 Nintendo of America Inc. 14 D.C.N. DMG Game Paks, DMG/CGB dual mode Game Paks, and CGB dedicated Game Paks 2. AGB dedicated Game Paks(Game Paks that only function with a 32-pin connector for Game Pak connection. AGB-06-0001-002B4 The following Game Paks operate on the AGB system. 1. AGB Programming Manual AGB System Game Pak Like DMG and CGB, AGB is inserted, AGB automatically detects its type and switches to either CGB or AGB mode.
Programming Manual
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AGB Programming Manual 2 System Configuration 2.1 CPU Block Diagram Game Pak 16 ARM7TDMI CPU (16.78MHz) Game Pak I/F (Prefetch Buffer) 32 System Configuration CPU VRAM_A (64KByte) 16 INT Control ROM (16KByte) 32 R:8/16/32 W:8/16/32 32 R:8/16/32 16 R:16/32 W:... Processing Circuit RGB(5:5:5) 16 * "R:8/16/32" and "W:8/16/32" mean that you can access an area of America Inc. 15 D.C.N. LCD Unit ©1999 - 2001 Nintendo of 8bits/16bits/32bits when reading and writing, respectively.
AGB Programming Manual 2 System Configuration 2.1 CPU Block Diagram Game Pak 16 ARM7TDMI CPU (16.78MHz) Game Pak I/F (Prefetch Buffer) 32 System Configuration CPU VRAM_A (64KByte) 16 INT Control ROM (16KByte) 32 R:8/16/32 W:8/16/32 32 R:8/16/32 16 R:16/32 W:... Processing Circuit RGB(5:5:5) 16 * "R:8/16/32" and "W:8/16/32" mean that you can access an area of America Inc. 15 D.C.N. LCD Unit ©1999 - 2001 Nintendo of 8bits/16bits/32bits when reading and writing, respectively.
Programming Manual
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... DMG/CGB Game Pak ©1999 - 2001 Nintendo of America Inc. 16 D.C.N. AD Bus Memory Space 32MByte Max. AGB Programming Manual System Configuration 2.2 Complete Block Diagram AGB Unit LCD Module External Unit Infrared Communi -cation Adaptor, etc. AGB-06-0001-002B4 Power 3.3V AGB Game Pak(AGB... Circuit L Controller R A B SELECT START 4.194MHz (System 16.78MHz) 3.3V(AGB) 5V(DMG/CGB) Headphone Jack Speaker Game Pak Shape Detection Switch Switch Between AD Bus/ General Purpose Bus Gane Pak Game Pak Power 3.3V(AGB)/5V(DMG/CGB) General Purpose Bus Memory Space 64KByte Max.
... DMG/CGB Game Pak ©1999 - 2001 Nintendo of America Inc. 16 D.C.N. AD Bus Memory Space 32MByte Max. AGB Programming Manual System Configuration 2.2 Complete Block Diagram AGB Unit LCD Module External Unit Infrared Communi -cation Adaptor, etc. AGB-06-0001-002B4 Power 3.3V AGB Game Pak(AGB... Circuit L Controller R A B SELECT START 4.194MHz (System 16.78MHz) 3.3V(AGB) 5V(DMG/CGB) Headphone Jack Speaker Game Pak Shape Detection Switch Switch Between AD Bus/ General Purpose Bus Gane Pak Game Pak Power 3.3V(AGB)/5V(DMG/CGB) General Purpose Bus Memory Space 64KByte Max.
Programming Manual
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...16/32 8/16/32 8/16/32 8/16/32 8/16/32 16/32 8 8 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 (32-bit compiler). ... and 32-bit access widths. 0003h 0002h 0001h 0000h Memory D C B A Register d31 d24 d23 d16 d15 d08 d07 d00 D C B A ©1999 - 2001 Nintendo of America Inc. 17 D.C.N. AGB-06-0001-002B4 AGB Programming Manual System Configuration 2.3 Memory Configuration and Access Width Memory Type OAM Palette RAM VRAM CPU...
...16/32 8/16/32 8/16/32 8/16/32 8/16/32 16/32 8 8 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 (32-bit compiler). ... and 32-bit access widths. 0003h 0002h 0001h 0000h Memory D C B A Register d31 d24 d23 d16 d15 d08 d07 d00 D C B A ©1999 - 2001 Nintendo of America Inc. 17 D.C.N. AGB-06-0001-002B4 AGB Programming Manual System Configuration 2.3 Memory Configuration and Access Width Memory Type OAM Palette RAM VRAM CPU...
Programming Manual
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... the AGB system. 0FFFFFFFh 0E00FFFFh 0E000000h 0DFFFFFFh 0C000000h 0BFFFFFFh 0A000000h 09FFFFFFh Game Pak Memory AGB Internal Memory 08000000h 070003FFh 07000000h 06017FFFh 06000000h 050003FFh 05000000h Game Pak RAM (0 - 512 Kbits) Game Pak ROM Wait State 2 (32 MB) Game Pak ROM Wait State 1 (32 MB) Game Pak ROM Wait State 0 (32 MB) OAM (1 Kbyte) VRAM (96 Kbytes... (255 Mbits) Flash Memory (1 Mbit) Mask ROM (255 Mbits) Flash Memory (1 Mbit) Mask ROM (255 Mbits) ROM RAM Unused Area Image Area ©1999 - 2001 Nintendo of America Inc. 18 D.C.N.
... the AGB system. 0FFFFFFFh 0E00FFFFh 0E000000h 0DFFFFFFh 0C000000h 0BFFFFFFh 0A000000h 09FFFFFFh Game Pak Memory AGB Internal Memory 08000000h 070003FFh 07000000h 06017FFFh 06000000h 050003FFh 05000000h Game Pak RAM (0 - 512 Kbits) Game Pak ROM Wait State 2 (32 MB) Game Pak ROM Wait State 1 (32 MB) Game Pak ROM Wait State 0 (32 MB) OAM (1 Kbyte) VRAM (96 Kbytes... (255 Mbits) Flash Memory (1 Mbit) Mask ROM (255 Mbits) Flash Memory (1 Mbit) Mask ROM (255 Mbits) ROM RAM Unused Area Image Area ©1999 - 2001 Nintendo of America Inc. 18 D.C.N.
Programming Manual
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... Programming Manual AGB Memory 3.2 Memory Configuration In broad terms, the area 00000000h-07FFFFFFh is allocated as AGB internal memory, and 08000000-0EFFFFFFh is allocated as Game Pak memory. 3.2.1 AGB Internal Memory 1) System ROM The 16 KBytes from 06000000h is the VRAM area. It is used to assign palette colors. 6) VRAM The... External Working RAM The 256 Kbytes from 03000000h is palette RAM. Various types of System Calls can be displayed and their attributes. ©1999 - 2001 Nintendo of America Inc. 19 D.C.N.
... Programming Manual AGB Memory 3.2 Memory Configuration In broad terms, the area 00000000h-07FFFFFFh is allocated as AGB internal memory, and 08000000-0EFFFFFFh is allocated as Game Pak memory. 3.2.1 AGB Internal Memory 1) System ROM The 16 KBytes from 06000000h is the VRAM area. It is used to assign palette colors. 6) VRAM The... External Working RAM The 256 Kbytes from 03000000h is palette RAM. Various types of System Calls can be displayed and their attributes. ©1999 - 2001 Nintendo of America Inc. 19 D.C.N.
Programming Manual
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...memory. This specification enables memory of varying access speeds in Game Pak ROM to 512 Kbits of America Inc. 20 D.C.N. The base addresses of each of these spaces can be accessed using Nintendo's library. ©1999 - 2001 Nintendo of SRAM or Flash Memory can be accessed optimally. In ...addition, the upper 1 Mbit of the 3 spaces are 08000000h for Wait State 0, 0A000000h for Wait State 1, and 0C000000h for saving data. 2) Game Pak RAM The area ...
...memory. This specification enables memory of varying access speeds in Game Pak ROM to 512 Kbits of America Inc. 20 D.C.N. The base addresses of each of these spaces can be accessed using Nintendo's library. ©1999 - 2001 Nintendo of SRAM or Flash Memory can be accessed optimally. In ...addition, the upper 1 Mbit of the 3 spaces are 08000000h for Wait State 0, 0A000000h for Wait State 1, and 0C000000h for saving data. 2) Game Pak RAM The area ...
Programming Manual
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...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 Game Pak RAM Wait Control Wait State 0 Wait Control Wait State 1 Wait Control Wait State 2 Wait Control WAITCNT [d15... read instructions from the Game Pak ROM and there is mapped to the access speed of the Game Pak memory (1-4 wait cycles). AGB Programming Manual AGB Memory 3.3 Game Pak Memory Wait Control Although the 32 MB Game Pak memory space is a wait based on the set wait state. ©1999 - 2001 Nintendo of America Inc...
...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 Game Pak RAM Wait Control Wait State 0 Wait Control Wait State 1 Wait Control Wait State 2 Wait Control WAITCNT [d15... read instructions from the Game Pak ROM and there is mapped to the access speed of the Game Pak memory (1-4 wait cycles). AGB Programming Manual AGB Memory 3.3 Game Pak Memory Wait Control Although the 32 MB Game Pak memory space is a wait based on the set wait state. ©1999 - 2001 Nintendo of America Inc...
Programming Manual
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...can be set the Wait Control Value to the CPU. Wait Control Value 00 01 10 11 Wait Cycles 4 3 2 8 ©1999 - 2001 Nintendo of the three areas(Wait States 0-2) that occur in respect to 101. The relation between the wait control settings and wait cycles is as follows. ...terminal. AGB Programming Manual AGB Memory If the Prefetch Buffer Flag is disabled, the fetch is 000. In this case, set . WAITCNT [d01 - 00] Game Pak RAM Wait Control Wait cycles for the device you are using . There is a wait based on the wait state associated with the actual manufactured...
...can be set the Wait Control Value to the CPU. Wait Control Value 00 01 10 11 Wait Cycles 4 3 2 8 ©1999 - 2001 Nintendo of the three areas(Wait States 0-2) that occur in respect to 101. The relation between the wait control settings and wait cycles is as follows. ...terminal. AGB Programming Manual AGB Memory If the Prefetch Buffer Flag is disabled, the fetch is 000. In this case, set . WAITCNT [d01 - 00] Game Pak RAM Wait Control Wait cycles for the device you are using . There is a wait based on the wait state associated with the actual manufactured...
Programming Manual
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AGB Programming Manual AGB Memory 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. 1) Sequential Access System Clock 16.78 MHz Wait Cycles ... Wait Cycles wait wait wait wait wait wait AD Bus Address Data Address Data 1st Access (3 wait cycles) 1st Access (3 wait cycles) ©1999 - 2001 Nintendo of America Inc. 23 D.C.N. AGB-06-0001-002B4
AGB Programming Manual AGB Memory 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. 1) Sequential Access System Clock 16.78 MHz Wait Cycles ... Wait Cycles wait wait wait wait wait wait AD Bus Address Data Address Data 1st Access (3 wait cycles) 1st Access (3 wait cycles) ©1999 - 2001 Nintendo of America Inc. 23 D.C.N. AGB-06-0001-002B4
Programming Manual
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AGB-06-0001-002B4 Game Pak ROM Access Terminal Use Game Pak RAM Access Terminal Use 1 VDD(3.3V) VDD(3.3V) 2 PHI PHI 3 /WR Write Flag /WR Write Flag 4 /RD Read Flag /RD Read Flag 5 /CS ROM ... and DREQ Terminal used for IREQ IREQ and and DREQ DREQ Terminal used for IREQ and DREQ 32 GND GND ©1999 - 2001 Nintendo of 32 terminals, which are described in the following table. No. AGB Programming Manual AGB Memory 3.3.2 Game Pak Bus The Game Pak bus has a total of America Inc. 24 D.C.N.
AGB-06-0001-002B4 Game Pak ROM Access Terminal Use Game Pak RAM Access Terminal Use 1 VDD(3.3V) VDD(3.3V) 2 PHI PHI 3 /WR Write Flag /WR Write Flag 4 /RD Read Flag /RD Read Flag 5 /CS ROM ... and DREQ Terminal used for IREQ IREQ and and DREQ DREQ Terminal used for IREQ and DREQ 32 GND GND ©1999 - 2001 Nintendo of 32 terminals, which are described in the following table. No. AGB Programming Manual AGB Memory 3.3.2 Game Pak Bus The Game Pak bus has a total of America Inc. 24 D.C.N.
Programming Manual
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... BG scrolling is suitable for rendering still images. Modes 4 and 5 allow double buffering using two frame memories, and are thus suitable for the game. AGB-06-0001-002B4 In modes 3, 4, and 5, rendering to the LCD screen is performed in /Fade-out *6 Screen priority specification (2 bits...is different from that of BG rotation/scaling and bitmap BG scrolling. (See "6.1.8 BG Scrolling" and "6.1.7 BG Rotation and Scaling Features".) ©1999 - 2001 Nintendo of Size Scaling Screens Yes 1 240 x 160 Yes 1 240 x160 Yes 1 160 x 128 Frame Memory 1 2 2 No. In modes 0, 1, and ...
... BG scrolling is suitable for rendering still images. Modes 4 and 5 allow double buffering using two frame memories, and are thus suitable for the game. AGB-06-0001-002B4 In modes 3, 4, and 5, rendering to the LCD screen is performed in /Fade-out *6 Screen priority specification (2 bits...is different from that of BG rotation/scaling and bitmap BG scrolling. (See "6.1.8 BG Scrolling" and "6.1.7 BG Rotation and Scaling Features".) ©1999 - 2001 Nintendo of Size Scaling Screens Yes 1 240 x 160 Yes 1 240 x160 Yes 1 160 x 128 Frame Memory 1 2 2 No. In modes 0, 1, and ...
Programming Manual
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... bits. AGB Programming Manual DMA Transfer 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 America Inc. 113 D.C.N. Address Register 15 14 13 12 11 10... 02 01 00 Attributes Initial Value 0C4h DMA1CNT_L 0D0h DMA2CNT_L W 0000h The word-count register setting is set, 4000h bytes are transferred. ©1999 - 2001 Nintendo of the main unit and the direct sound FIFO. Transfers to 4000h x 4=10000h bytes can be specified.
... bits. AGB Programming Manual DMA Transfer 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 America Inc. 113 D.C.N. Address Register 15 14 13 12 11 10... 02 01 00 Attributes Initial Value 0C4h DMA1CNT_L 0D0h DMA2CNT_L W 0000h The word-count register setting is set, 4000h bytes are transferred. ©1999 - 2001 Nintendo of the main unit and the direct sound FIFO. Transfers to 4000h x 4=10000h bytes can be specified.