Programming Manual
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..., software for AGB can become absorbed. With its two modes (double buffering mode for portable game devices. ©1999 - 2001 Nintendo of continuous play in a cutting-edge portable game device with little afterimage. The purpose of this high level of performance is to bring unique... WIDE 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. The 2.9-inch-wide reflective TFT color LCD screen provides a clear ...
..., software for AGB can become absorbed. With its two modes (double buffering mode for portable game devices. ©1999 - 2001 Nintendo of continuous play in a cutting-edge portable game device with little afterimage. The purpose of this high level of performance is to bring unique... WIDE 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. The 2.9-inch-wide reflective TFT color LCD screen provides a clear ...
Programming Manual
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...Interrupts respectively. -Emphasized the prohibition of use a cable. -Added the diagram of Multi Player AGB Game Link cable connection. -Changed the diagram in System-Allocated Area in Working RAM, and deleted "(Tentative)".... 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 ...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...
...Interrupts respectively. -Emphasized the prohibition of use a cable. -Added the diagram of Multi Player AGB Game Link cable connection. -Changed the diagram in System-Allocated Area in Working RAM, and deleted "(Tentative)".... 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 ...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...
Programming Manual
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...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...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 initialization...
...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...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 initialization...
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.
... 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.
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.
... 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.
Programming Manual
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...The attributes of America Inc. 12 D.C.N. Read/write bit A readable and writable bit. Abbreviations Nintendo's game hardware is abbreviated as follows. Not used ©1999 - 2001 Nintendo of bits used in this manual are expressed as follows. Bit lengths in bit operations are ...general consumer. Terms The term "user" in this manual are represented 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. AGB Programming Manual Using This Manual Using This ...
...The attributes of America Inc. 12 D.C.N. Read/write bit A readable and writable bit. Abbreviations Nintendo's game hardware is abbreviated as follows. Not used ©1999 - 2001 Nintendo of bits used in this manual are expressed as follows. Bit lengths in bit operations are ...general consumer. Terms The term "user" in this manual are represented 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. AGB Programming Manual Using This Manual Using This ...
Programming Manual
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...32 bit, UART, Multi-player, General-purpose, JOY Bus) ©1999 - 2001 Nintendo of America Inc. 13 D.C.N. AGB CPU 32-bit RISC CPU (ARM7TDMI)/16.78 MHz Downward Compatibility with Game Boy Color (CGB) and provides higher performance. 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...
...32 bit, UART, Multi-player, General-purpose, JOY Bus) ©1999 - 2001 Nintendo of America Inc. 13 D.C.N. AGB CPU 32-bit RISC CPU (ARM7TDMI)/16.78 MHz Downward Compatibility with Game Boy Color (CGB) and provides higher performance. 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...
Programming Manual
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The following Game Paks operate on the AGB system. 1. AGB dedicated Game Paks(Game Paks that only function with a 32-pin connector for Game Pak connection. 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. AGB-06-0001-002B4 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.
The following Game Paks operate on the AGB system. 1. AGB dedicated Game Paks(Game Paks that only function with a 32-pin connector for Game Pak connection. 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. AGB-06-0001-002B4 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.
Programming Manual
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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...
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...
Programming Manual
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...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. AD Bus Memory Space ...32MByte Max. Power 3.3V AGB Game Pak(AGB Only) General Purpose Bus Memory Space 32KByte Max. Power 5V DMG/CGB Game Pak ©1999 - 2001 Nintendo of America Inc. 16 D.C.N. AGB Programming Manual System Configuration 2.2 Complete Block Diagram AGB ...
...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. AD Bus Memory Space ...32MByte Max. Power 3.3V AGB Game Pak(AGB Only) General Purpose Bus Memory Space 32KByte Max. Power 5V DMG/CGB Game Pak ©1999 - 2001 Nintendo of America Inc. 16 D.C.N. AGB Programming Manual System Configuration 2.2 Complete Block Diagram AGB ...
Programming Manual
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... Width Memory Type OAM Palette RAM VRAM CPU Internal Working RAM CPU External Working RAM Internal registers Game Pak ROM (Mask ROM, Flash Memory) Game Pak RAM (SRAM, Flash Memory) Bus Width 32 16 16 32 16 32 16 8 DMA... 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 (... 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.
... Width Memory Type OAM Palette RAM VRAM CPU Internal Working RAM CPU External Working RAM Internal registers Game Pak ROM (Mask ROM, Flash Memory) Game Pak RAM (SRAM, Flash Memory) Bus Width 32 16 16 32 16 32 16 8 DMA... 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 (... 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.
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 000000000h is palette RAM. It is used to be used for BG ... is CPU Internal Working RAM. AGB-06-0001-002B4 Various types of System Calls can be displayed and their attributes. ©1999 - 2001 Nintendo of America Inc. 19 D.C.N. It holds the objects to assign palette colors. 6) VRAM The 96 Kbytes from 02000000h is the VRAM area.
...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 000000000h is palette RAM. It is used to be used for BG ... is CPU Internal Working RAM. AGB-06-0001-002B4 Various types of System Calls can be displayed and their attributes. ©1999 - 2001 Nintendo of America Inc. 19 D.C.N. It holds the objects to assign palette colors. 6) VRAM The 96 Kbytes from 02000000h is the VRAM area.
Programming Manual
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... of each space is used primarily for Wait State 2. Due to 512 Kbits of SRAM or Flash Memory can be accessed using Nintendo's library. ©1999 - 2001 Nintendo of these spaces can be accessed optimally. The base addresses of each of America Inc. 20 D.C.N. This area is allocated as ...flash memory. Up to the specifications, any Game Pak device other than ROM must be stored here. In addition, the upper 1 Mbit of the 3 ...
... of each space is used primarily for Wait State 2. Due to 512 Kbits of SRAM or Flash Memory can be accessed using Nintendo's library. ©1999 - 2001 Nintendo of these spaces can be accessed optimally. The base addresses of each of America Inc. 20 D.C.N. This area is allocated as ...flash memory. Up to the specifications, any Game Pak device other than ROM must be stored here. In addition, the upper 1 Mbit of the 3 ...
Programming Manual
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...Control Although the 32 MB Game Pak memory space is not using it hits the Prefetch Buffer, the fetch is a wait based on the set wait state. ©1999 - 2001 Nintendo of America Inc. 21 ...D.C.N. WAITCNT [d14] Prefetch Buffer Flag When the Prefetch Buffer Flag is enabled and there is some free space, the Prefetch Buffer takes control of the Game Pak Bus during... from 08000000h onward, the 32 MB spaces beginning from 0A000000h and 0C000000h are images of the Game Pak memory (1-4 wait cycles). Address Register 204h WAITCNT 15 14 13 12 11 10 09...
...Control Although the 32 MB Game Pak memory space is not using it hits the Prefetch Buffer, the fetch is a wait based on the set wait state. ©1999 - 2001 Nintendo of America Inc. 21 ...D.C.N. WAITCNT [d14] Prefetch Buffer Flag When the Prefetch Buffer Flag is enabled and there is some free space, the Prefetch Buffer takes control of the Game Pak Bus during... from 08000000h onward, the 32 MB spaces beginning from 0A000000h and 0C000000h are images of the Game Pak memory (1-4 wait cycles). Address Register 204h WAITCNT 15 14 13 12 11 10 09...
Programming Manual
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... the appropriate settings for the Game Pak RAM can be set to 101. The relation between the wait control settings and wait cycles is as follows. This should always be set . 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 the CPU. AGB-06-0001-002B4 The relation between the wait control settings and wait cycles is as follows. WAITCNT [d01 - 00] Game Pak RAM Wait Control Wait cycles for the device...
... the appropriate settings for the Game Pak RAM can be set to 101. The relation between the wait control settings and wait cycles is as follows. This should always be set . 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 the CPU. AGB-06-0001-002B4 The relation between the wait control settings and wait cycles is as follows. WAITCNT [d01 - 00] Game Pak RAM Wait Control Wait cycles for the device...
Programming Manual
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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 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.
Programming Manual
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AGB-06-0001-002B4 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. 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... 31 IREQ 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.
AGB-06-0001-002B4 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. 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... 31 IREQ 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.
Programming Manual
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... format and bitmap format to the LCD screen is performed in bitmap format. The method of controlling text BG scrolling is suitable for the game. AGB-06-0001-002B4 In modes 0, 1, and 2, rendering to 1024 x 1024 Number of Characters Specifiable 1024 1024 256 256 Number ..., which 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 Colors/ Palettes Features *1 *2 *3 *4 *5 *6 16 / 16 256 / 1 OOOO OO 16 / 16 256 / 1 OOOO OO 256 / 1 OX OOOO 256 / 1 OX OOOO BG ...
... format and bitmap format to the LCD screen is performed in bitmap format. The method of controlling text BG scrolling is suitable for the game. AGB-06-0001-002B4 In modes 0, 1, and 2, rendering to 1024 x 1024 Number of Characters Specifiable 1024 1024 256 256 Number ..., which 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 Colors/ Palettes Features *1 *2 *3 *4 *5 *6 16 / 16 256 / 1 OOOO OO 16 / 16 256 / 1 OOOO OO 256 / 1 OX OOOO 256 / 1 OX OOOO BG ...
Programming Manual
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...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 bytes transferred by using DMA 1 and 2. 1) Source Address Specifies the source address using 28 bits. The area 00000000h-07FFFFFFh (internal ...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 sound data are transferred). With each request received from sound...
...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 bytes transferred by using DMA 1 and 2. 1) Source Address Specifies the source address using 28 bits. The area 00000000h-07FFFFFFh (internal ...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 sound data are transferred). With each request received from sound...