Nintendo DMG-01 - Game Boy Console Support and Manuals

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Popular Nintendo DMG-01 Manual Pages

Manual - Page 4

... can be found in the Appendix (thanks to start right off coding for GBC specific programming). Also, a timing diagram of specifications and commands for Nintendo Super Game Boy speciffic programming by GABY (GAmeBoY). Foreword Game BoyTM CPU Manual 1. Have fun! DP Page 4 V 1.01 The first is a summary of a typical read and write operation on the classic GB bus can be...
Manual - Page 6

... is more similar to the Z80, some instructions Page 6 V 1.01 In many ways the processor is the translation: 1 machine cycle = 4 clock cycles Machine Cycles Clock Cycles GB CPU Speed 1.05MHz 4.19MHz NOP Instruction 1 cycle 4 cycles 2.4. Game Boy Specs • CPU: 8-bit (Similar to an Intel 8080. Game Boy Specs Game BoyTM CPU Manual 2.3. Compared to the Zilog Z80 processor...
Manual - Page 14

...into 0000-1FFF area*. Writing a value (XXXXBBBB - Cartridge Types Game BoyTM CPU Manual Rom bank 0 is ALWAYS enabled. Include this operation anyway to allow your code to work with both. • MBC2 (Memory Bank Controller 2):... has 512 x 4 bits of the GameBoy. (NOTE: Nintendo suggests values $0A to enable and $00 to disable RAM bank!!) If memory model is set to enable it 's RAM bank is ...
Manual - Page 17

... location $100 with a table in the middle of the bytes in a ROM inside the GameBoy. Game BoyTM CPU Manual 2.7. Two musical notes are compared with the following register values: AF=$01-GB/SGB, $FF-GBP, $11-GBC F =$B0 by DP Page 17 The first...modi 2.7. This image is then scrolled until it is added to $14d, the SGB doesn't. A value of a Nintendo logo on the internal speaker.
Manual - Page 19

...values will only contain known data if the GameBoy code initializes it is not a good idea to...GameBoy emulators tend to some value. 2.7.2. Cart RAM the first time it to set these at which point the interrupt is serviced and then the instruction ... is recommended that GameBoy internal RAM on reset rather than these registers on power up contains random data. Always set all RAM to ...
Manual - Page 20

... extend battery life anywhere from Martin Korth who documented this problem: (assuming interrupts disabled for one instruction on the GB,GBP, and SGB as 76 halt Page 20 V 1.01 Low-Power Mode Game BoyTM CPU Manual is effectively executed as mentioned below. 2.7.3. This instruction skipping doesn't occur when interrupts are disabled (DI) on how much CPU...
Manual - Page 22

Tiles The main GameBoy screen buffer (background) consists of 32 bytes each ). when part of it goes off the screen, it appears on the screen...(8x8 pixels each . Background wraps around the screen (i.e. Do sprite updates ld a,1 ld (VblnkFlag),a pop hl pop de pop bc pop af reti 2.8. Low-Power Mode Game BoyTM CPU Manual ; **** V-Blank Interrupt Routine **** Vblnk: push af push bc ...
Manual - Page 28

...GameBoy circuitry allows producing sound in four different ways: Quadrangular wave patterns with an envelope function. By initializing sound 3, it starts it's function. Page 28 V 1.01 When setting the initial value of both output terminals. When the sound output is set... at all times while producing sound. Sound Game BoyTM CPU Manual 2.9. 2.9. It can be routed to the...
Manual - Page 82

H - Set if no borrow. SUB n Description: Subtract n from bit 4. N - 3.3.3. 8-Bit ALU Game BoyTM CPU Manual 3. Use with: n = A,B,C,D,E,H,L,(HL),# Flags affected: Z - Set if no borrow from A. C - Opcodes: Instruction SUB SUB SUB SUB SUB SUB SUB SUB SUB Parameters A B C D E H L (HL) # Opcode 97 90 91 92 93 94 95 96 D6 Cycles 4 4 4 4 4 4 4 8 8 Page 82 V 1.01 Set if result is ...
Manual - Page 83

...HL),# Flags affected: Z - H - Set if no borrow from A. Opcodes: Instruction SBC SBC SBC SBC SBC SBC SBC SBC SBC Parameters A,A A,B A,C A,D A,E A,H A,L A,(HL) A,# Opcode 9F 98 99 9A 9B 9C 9D 9E ?? C - Set if result is zero. Set if no borrow. by DP Page 83 Game BoyTM CPU Manual 3.3.3. 8-Bit ALU 4. Cycles 4 4 4 4 4 4 4 8 ? N - Set. SBC A,n Description: Subtract...
Manual - Page 87

...CP n Description: Compare A with : n = A,B,C,D,E,H,L,(HL),# Flags affected: Z - Use with n. n subtraction instruction but the results are thrown away. Set if result is basically an A - C - Set for no borrow from bit 4. H - Set. Game BoyTM CPU Manual 3.3.3. 8-Bit ALU 8. Set if no borrow. (Set if A < n.) Opcodes: Instruction CP CP CP CP CP CP CP CP CP Parameters A B C D E H L (HL...
Manual - Page 95

...2F 4 by DP Page 95 DAA Description: Decimal adjust register A. Not affected. This instruction adjusts register A so that the correct representation of Binary Coded Decimal (BCD) is zero. Opcodes: Instruction Parameters CPL -/- Game BoyTM CPU Manual 3.3.5. Set if register A is obtained. Set or reset according to operation. CPL Description: Complement A register. (Flip all bits...
Manual - Page 108

... bit b of register r is 0. Bit Opcodes Game BoyTM CPU Manual 3.3.7. C - Not affected. H - Opcodes: Instruction BIT BIT BIT BIT BIT BIT BIT BIT Parameters b,A b,B b,C b,D b,E b,H b,L b,(HL) Opcode CB 47 CB 40 CB 41 CB 42 CB 43 CB 44 CB 45 CB 46 Cycles 8 8 8 8 8 8 8 16 Page 108 V 1.01 Reset. Set. Use with: b = 0 - 7, r = A,B,C,D,E,H,L,(HL) Flags affected: Z - Bit Opcodes...
Manual - Page 122

...following four Palette Direct Set commands, the GameBoy image will be altered (colors changed) even if you used . Download color palettes 0 & 1 2 & 3 ($01,data) - Download color palettes 2 & 3 0 & 3 ($02,data) - The color most recently stored in this text. Therefore use arguments Page 122 V 1.01 Set SGB color Palettes 0 & 1 ($00,data) - Information for setting SGB color palettes 0 & 1: DW...
Manual - Page 132

... 3 components (Red,Green,Blue) each . Commands Game BoyTM CPU Manual $02 = Mask so that all color codes in SGB color palette are black. $03 = Mask so that all color codes in SBG color... palette are accessible by the SGB. Only 8 of 32,768. Color data is capable of displaying 256 colors from a palette of these palettes are white. 22. SNES Color Palette Info The Nintendo...

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