Programming Manual
Page 3
... representation capabilities, making the pursuit of fun its two modes (double buffering mode for portable game devices. ©1999 - 2001 Nintendo of play . AGB is to bring unique game ideas fully to produce exactly the image representations desired. The purpose of this high level of... 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. Multiple tracks can be developed using the CPU. The broader...
... representation capabilities, making the pursuit of fun its two modes (double buffering mode for portable game devices. ©1999 - 2001 Nintendo of play . AGB is to bring unique game ideas fully to produce exactly the image representations desired. The purpose of this high level of... 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. Multiple tracks can be developed using the CPU. The broader...
Programming Manual
Page 5
... [06] of UART communication register. -Revised the connection diagram of 16 bit multi-play control register. -Modified the description of a valid flag for the DMA word count ...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...sound control register. -Revised the itemized description of Chapter 10 "Sound". ©1999 - 2001 Nintendo of 15.2.1. AGB-06-0001-002B4 AGB Programming Manual Revision History Version 0.4.1.3 0.4.1.4 0.4.1.5 0.4.1.6 0.4.1.7...
... [06] of UART communication register. -Revised the connection diagram of 16 bit multi-play control register. -Modified the description of a valid flag for the DMA word count ...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...sound control register. -Revised the itemized description of Chapter 10 "Sound". ©1999 - 2001 Nintendo of 15.2.1. AGB-06-0001-002B4 AGB Programming Manual Revision History Version 0.4.1.3 0.4.1.4 0.4.1.5 0.4.1.6 0.4.1.7...
Programming Manual
Page 6
... chart and the cable connection diagram for the multiplay communication. *Revised the description of the normal serial communication cautions. ©1999 - 2001 Nintendo of America Inc. 6 D.C.N. AGB-06-0001-002B4 Added the diagram to Y coordinate. -Revised the description of the pre-fetch buffer flag in the... from "about 20 hours" to "about 15 hours". -Revised the illustrations of the AGB hardware and the Multi Player AGB 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...
... chart and the cable connection diagram for the multiplay communication. *Revised the description of the normal serial communication cautions. ©1999 - 2001 Nintendo of America Inc. 6 D.C.N. AGB-06-0001-002B4 Added the diagram to Y coordinate. -Revised the description of the pre-fetch buffer flag in the... from "about 20 hours" to "about 15 hours". -Revised the illustrations of the AGB hardware and the Multi Player AGB 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...
Programming Manual
Page 7
... example in Sound 3 Usage Note. - Modified the description of JOY bus communication from 256 to header files provided by Nintendo. --Wait Control-- 204h WSCNT à WAITCNT --Color Special Effects-- 050h BLDMOD à BLDCNT 052h COLEV à BLDALPHA...SG11 à SOUND1CNT_X 068h SG20 à SOUND2CNT_L 06Ch SG21 à SOUND2CNT_H ©1999 - 2001 Nintendo of multi-play communication. - Added additional description in the caution for multi-play communication control register. - Emphasized that unless general purpose communication mode, the cancellation condition SIO for normal ...
... example in Sound 3 Usage Note. - Modified the description of JOY bus communication from 256 to header files provided by Nintendo. --Wait Control-- 204h WSCNT à WAITCNT --Color Special Effects-- 050h BLDMOD à BLDCNT 052h COLEV à BLDALPHA...SG11 à SOUND1CNT_X 068h SG20 à SOUND2CNT_L 06Ch SG21 à SOUND2CNT_H ©1999 - 2001 Nintendo of multi-play communication. - Added additional description in the caution for multi-play communication control register. - Emphasized that unless general purpose communication mode, the cancellation condition SIO for normal ...
Programming Manual
Page 8
...) 122h SCD1 à SIODATA32_H (Normal serial communication) SIOMULTI1 (Multi-play communication) 124h~ SCD(2 3) à SIOMULTI(2 3) ** 140h HS_CTRL à JOYCNT 158h JSTAT à JOYSTAT 150h~ JOYRE_(L H) à JOY_RECV_(L H) ** 154h~ JOYTR_(L H) à JOYTRANS_(L H) ** --Key Related-- 130h P1 à KEYINPUT 132h P1CNT à KEYCNT ©1999 - 2001 Nintendo of America Inc. 8 D.C.N. AGB-06-0001-002B4
...) 122h SCD1 à SIODATA32_H (Normal serial communication) SIOMULTI1 (Multi-play communication) 124h~ SCD(2 3) à SIOMULTI(2 3) ** 140h HS_CTRL à JOYCNT 158h JSTAT à JOYSTAT 150h~ JOYRE_(L H) à JOY_RECV_(L H) ** 154h~ JOYTR_(L H) à JOYTRANS_(L H) ** --Key Related-- 130h P1 à KEYINPUT 132h P1CNT à KEYCNT ©1999 - 2001 Nintendo of America Inc. 8 D.C.N. AGB-06-0001-002B4
Programming Manual
Page 85
...data to Use Direct Sound 1. Preparing to the FIFO with FIFO A and FIFO B, and initialize the sequencer. 3. Linear 8-bit audio data can be played back. The audio data are transferred sequentially to an arbitrary value using the sound FIFO transfer mode of America Inc. 85 D.C.N. Audio data are set... 11 10 Sound Data 3 09 08 07 06 05 04 03 02 Sound Data 2 01 00 Attributes Initial Value W - Start the timer. ©1999 - 2001 Nintendo of DMA 1 and 2. Sound Data All sounds are repeated for DMA 1 or 2 (see 12.2 "DMA 1 and 2"). 5. Therefore, if you match the 8 bit ...
...data to Use Direct Sound 1. Preparing to the FIFO with FIFO A and FIFO B, and initialize the sequencer. 3. Linear 8-bit audio data can be played back. The audio data are transferred sequentially to an arbitrary value using the sound FIFO transfer mode of America Inc. 85 D.C.N. Audio data are set... 11 10 Sound Data 3 09 08 07 06 05 04 03 02 Sound Data 2 01 00 Attributes Initial Value W - Start the timer. ©1999 - 2001 Nintendo of DMA 1 and 2. Sound Data All sounds are repeated for DMA 1 or 2 (see 12.2 "DMA 1 and 2"). 5. Therefore, if you match the 8 bit ...
Programming Manual
Page 93
...add the functionalities listed above to form a waveform pattern with a total of 64 steps. ©1999 - 2001 Nintendo of 1, the data in CGB, and can be selected. The Sound 3 circuit plays the waveform data in waveform RAM and output them while modifying their length, frequency, and level. When waveform RAM...now be used as 2 banks of 64 steps) is twice that in the bank specified by NR30 [d06] (waveform RAM bank specification) is played, followed immediately by the user, the bank not specified is constructed under normal operation. The front bank 32 steps and the back bank 32 ...
...add the functionalities listed above to form a waveform pattern with a total of 64 steps. ©1999 - 2001 Nintendo of 1, the data in CGB, and can be selected. The Sound 3 circuit plays the waveform data in waveform RAM and output them while modifying their length, frequency, and level. When waveform RAM...now be used as 2 banks of 64 steps) is twice that in the bank specified by NR30 [d06] (waveform RAM bank specification) is played, followed immediately by the user, the bank not specified is constructed under normal operation. The front bank 32 steps and the back bank 32 ...
Programming Manual
Page 96
... 05 04 03 02 01 00 Attributes Step 30 Step 31 Step 28 Step 29 R/W Initial Value - ©1999 - 2001 Nintendo of a 4-bit x 32-step waveform pattern. 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...
... 05 04 03 02 01 00 Attributes Step 30 Step 31 Step 28 Step 29 R/W Initial Value - ©1999 - 2001 Nintendo of a 4-bit x 32-step waveform pattern. 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...
Programming Manual
Page 125
... Joy bus. ©1999 - 2001 Nintendo of America Inc. 125 D.C.N. UART Communication Function Enables high-speed communication by any protocol through direct control of multi-play communication. Due to differences in voltage, communication with peripheral equipment that does not use of up...player communication is not possible. Always set the communication speed at 2MHz. JOY Bus Communication Function Enables communication using an AGB Game Link Cable. Similarly, communication with previous DMG/MGB/CGB compatible hardware (pocket printer, etc.) which connects to an extension ...
... Joy bus. ©1999 - 2001 Nintendo of America Inc. 125 D.C.N. UART Communication Function Enables high-speed communication by any protocol through direct control of multi-play communication. Due to differences in voltage, communication with peripheral equipment that does not use of up...player communication is not possible. Always set the communication speed at 2MHz. JOY Bus Communication Function Enables communication using an AGB Game Link Cable. Similarly, communication with previous DMG/MGB/CGB compatible hardware (pocket printer, etc.) which connects to an extension ...
Programming Manual
Page 129
... least significant bit will be d0 in the register SIODATA32_L. The upper 8-bits will become disabled. (This data register is used for 16 bit multi-play communication as well.) Address Register 12Ah SIODATA8 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial... 32_H 15 14 13 12 11 10 09 08 07 Data 1 06 05 04 03 02 01 00 Attributes R/W Initial Value 0000h ©1999 - 2001 Nintendo of America Inc. 129 D.C.N.
... least significant bit will be d0 in the register SIODATA32_L. The upper 8-bits will become disabled. (This data register is used for 16 bit multi-play communication as well.) Address Register 12Ah SIODATA8 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial... 32_H 15 14 13 12 11 10 09 08 07 Data 1 06 05 04 03 02 01 00 Attributes R/W Initial Value 0000h ©1999 - 2001 Nintendo of America Inc. 129 D.C.N.
Programming Manual
Page 137
... 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value Data 3 R/W 0000h Data Transition Diagram ©1999 - 2001 Nintendo of First slave, Second slave, and Third slave are in SIOMULTI1, SIOMULTI2, and SIOMULTI3 respectively. Send data of America Inc. 137 D.C.N. AGB Programming Manual Communication.... Register SIOMLT_ SEND 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes R/W Initial Value 0000h After multi-play communication is finished, a send data of Master is stored in SIOMULTI0. AGB-06-0001-002B4
... 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes Initial Value Data 3 R/W 0000h Data Transition Diagram ©1999 - 2001 Nintendo of First slave, Second slave, and Third slave are in SIOMULTI1, SIOMULTI2, and SIOMULTI3 respectively. Send data of America Inc. 137 D.C.N. AGB Programming Manual Communication.... Register SIOMLT_ SEND 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Attributes R/W Initial Value 0000h After multi-play communication is finished, a send data of Master is stored in SIOMULTI0. AGB-06-0001-002B4
Programming Manual
Page 141
... all slaves Connected as Slave Wait for input from master Communication is started by the master and data is generated ©1999 - 2001 Nintendo of Register SIOCNT Transmit End(Send/Receive) If the Interrupt Request Enable Flag is set for Register SIOCNT, an interrupt request is obtained from... other machine is not in Multi-play ID# is stored in (d12,d13) of Control Register SIOCNT Communication Functions Set transfer data Is (d03) of Register SIOCNT, (0)? AGB-06...
... all slaves Connected as Slave Wait for input from master Communication is started by the master and data is generated ©1999 - 2001 Nintendo of Register SIOCNT Transmit End(Send/Receive) If the Interrupt Request Enable Flag is set for Register SIOCNT, an interrupt request is obtained from... other machine is not in Multi-play ID# is stored in (d12,d13) of Control Register SIOCNT Communication Functions Set transfer data Is (d03) of Register SIOCNT, (0)? AGB-06...