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Question posted by Josh6298 on April 24th, 2012

How Much Are They Worth With Power Pack?

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Related Nintendo DMG-01 Manual Pages

Manual - Page 1

...: Game BoyTM, Game Boy PocketTM, Super Game BoyTM and Game Boy ColorTM are registered trademarks of Anthrox, GABY, Marat Fayzullin, Pascal Felber, Paul Robson, Martin Korth, kOOPa, Bowser Contents: Assembly Language Commands, Timings and Opcodes, and everything you always wanted to know about GB but were afraid to 1999 by DP Version: 1.01 by Nintendo CO., LTD. Game...
Manual - Page 2

Forward 5 2.2. Game Boy Specs 6 2.4. User I /O 31 2.12. Power Up Sequence 17 2.7.2. Stop Mode 19 2.7.3. Sprites 25 2.8.3. Timer 30 2.11. Interrupts 32 2.12.1. Interrupt Procedure 32 2.12.2. Special Registers 35 2.13.1. Terms 5 2.3. Sprite RAM Bug 27 2.9. Interrupt Descriptions 34 2.13. Special modi 17 2.7.1. Low-Power Mode 19 2.8. Sound 28 2.10. ...
Manual - Page 3

...Program Counter 63 3.2.4. Rotates & Shifts 99 3.3.7. Appendix A 134 5.1. Generally 61 3.2.2. Stack Pointer 63 3.3. Miscellaneous 94 3.3.6. Emulator Notes 134 5.2. Foreword 61 3.2. Foreword 3. Game Boy command overview 61 3.1. Main Action Window 121 4.5. Returns 117 4. SGB Border 120 4.4. Flag Register 62 3.2.3. Commands 65 3.3.1. 8-Bit Loads 65 3.3.2. 16...
Manual - Page 4

... On the last page a quick reference of ASM commands is a mixture of several documents from 'Game Boy Assembly Language Primer (GALP) V1.0'by GABY (GAmeBoY). Have fun! 1. Also, a timing diagram ... Anthrox, Marat Fayzullin, Pascal Felber, Paul Robson, Martin Korth, kOOPa. DP Page 4 V 1.01 It was designed to kOOPa). It contains opcodes, time duration and the affected flags per ASM command...
Manual - Page 5

.... Hardware specifications 2. GameBoy is presented to copyrighted material is not presented for monetary gain, but for informational purposes regarding the inner workings on how their Game Boy works and what makes it "tick". Hardware specifications 2.1. Any reference to inform a user on the hand-held...
Manual - Page 6

...61.17 Hz for SGB) • Sound: 4 channels with stereo sound • Power: DC6V 0.7W (DC3V 0.7W for GB Pocket) Nintendo documents describe the CPU & instructions...1.05MHz 4.19MHz NOP Instruction 1 cycle 4 cycles 2.4. 2.3. Game Boy Specs Game BoyTM CPU Manual 2.3. Compared to the Z80 processor.) • Main RAM: 8K Byte • Video RAM: 8K Byte • Screen Size 2.6" • ...
Manual - Page 8

... but unusable for I/O FEA0 Sprite Attrib Memory (OAM) FE00 Echo of 8kB Internal RAM E000 8kB Internal RAM C000 8kB switchable RAM bank A000 8kB Video RAM 8000 -- 16kB switchable ROM bank | 4000 |= 32kB Cartrigbe 16kB ROM bank #0 | 0000 -- * NOTE: b = bit, B = byte Page...
Manual - Page 13

... (XXXXXXXS - Writing a value (XXXBBBBB - Reserved Memory 014D Complement check (PROGRAM WON'T RUN ON GB IF NOT CORRECT!!!) (It will run on power up. X = Don't care, S = Memory model select) into 2000-3FFF area will select the memory model to ROM bank 1. X = Don... to use. Cartridge Types The following define the byte at 4000-7FFF. Game BoyTM CPU Manual Locations 2.5.4.
Manual - Page 14

... 4000-7FFF and can only be read from false writes during power down of Page 14 V 1.01 X = Don't care, B = bank select bits) into... 0000-1FFF area*. Writing a value (XXXXBBBB - Unlike the MBC1 which uses external RAM, MBC2 has 512 x 4 bits of the GameBoy. (NOTE: Nintendo suggests values $0A to enable and $00 to 2Mbit. Cartridge Types Game...
Manual - Page 15

Game BoyTM CPU Manual 2.6. For example the following addresses can be used to enable/disable cart RAM. The suggested address range to use... use for MBC2 rom bank selection is 2100-21FF. • MBC3 (Memory Bank Controller 3): This controller is guaranteed to save data during power-off though. Writing a value (XBBBBBBB - by DP Page 15 Cartridge Types RAM which is 0000-00FF.
Manual - Page 17

...If the least significant byte of the bytes in the internal rom. Power Up Sequence When the GameBoy is located in the middle of the screen. Two musical notes are compared with the following register values: AF=$01-GB/SGB, $FF-GBP, $11-GBC F =$B0 by DP...locations from $134 to $14d. If the above checks pass then the internal ROM is in a ROM inside the GameBoy. Game BoyTM CPU Manual 2.7.
Manual - Page 18

...] = $9F ; NR41 [$FF21] = $00 ; NR42 [$FF22] = $00 ; BGP [$FF48] = $FF ; IE Page 18 V 1.01 TAC [$FF10] = $80 ; NR10 [$FF11] = $BF ; NR30 [$FF24] = $77 ; TIMA [$FF06] = $00 ; TMA [$FF07... [$FF45] = $00 ; 2.7.1. NR22 [$FF19] = $BF ; LCDC [$FF42] = $00 ; Power Up Sequence Game BoyTM CPU Manual BC=$0013 DE=$00D8 HL=$014D Stack Pointer=$FFFE [$FF05] = $00 ; NR32 [$FF1E...
Manual - Page 19

...The GBC screen goes black. 2.7.3. Low-Power Mode It is not a good idea to reduce power consumption & extend the life of both the CPU and ROM. Power Up Sequence It is recommended that GameBoy...will remain suspended until any button is accessed on power up contains random data. This command stops the system clock reducing the power consumption of the batteries. The CPU will only ...
Manual - Page 20

...'t occur when interrupts are disabled (DI) on the GB,GBP, and SGB as 76 halt Page 20 V 1.01 If interrupts are disabled (DI) then halt doesn't suspend operation but it does cause the program counter to stop... code 76 halt FA 34 12 ld a,(1234) is effectively executed as mentioned below. Low-Power Mode Game BoyTM CPU Manual is "skipped" when interrupts are enabled (EI).
Manual - Page 21

...which therefore causes the following command (=itself) to be repeated - Below is suggested code for Game Boy programs: ; **** Main Game Loop **** Main: halt ; V-Blank interrupt ? Placing a NOP between the two halts ...'t lock the cpu. No, some other ; game operation jr Main by DP Page 21 return from halt when ; button inputs ; Low-Power Mode FA FA 34 12 ld a,(34FA) ld...
Manual - Page 22

...It is organized as Background Tile Map contains the numbers of tiles to be displayed on the screen. Low-Power Mode Game BoyTM CPU Manual ; **** V-Blank Interrupt Routine **** Vblnk: push af push bc push de push hl ... of 256x256 pixels or 32x32 tiles (8x8 pixels each . Each byte contains a Page 22 V 1.01 Do sprite updates ld a,1 ld (VblnkFlag),a pop hl pop de pop bc pop af reti...
Manual - Page 25

Sprites GameBoy video controller can be displayed per scan line. OAM is ignored and treated as tiles... can display up to the left corner of which corresponds to table ordering. (i.e. $FE00 - Sprite patterns have unsigned numbering. Game BoyTM CPU Manual 2.8.2. Sprites 2.8.2. In 8x16 sprite mode, the least significant bit of the sprite pattern number is divided into ...
Manual - Page 29

... done after the All Sound OFF mode is set .) NOTE: DURING THE ALL SOUND OFF MODE, GB POWER CONSUMPTION DROPS BY 16% OR MORE! gb) by DP Page 29 WHILE YOUR PROGRAMS AREN'T USING SOUND ...THEN SET THE ALL SOUND OFF FLAG TO 0. Game BoyTM CPU Manual 2.9. These tend to 0, the mode registers for sounds 1,2,3, and 4 are reset and the sound ...
Manual - Page 34

...) to $00. 4. This period lasts approximately 1.1 ms. 2. One very popular reason is to indicate to the user when the video hardware is not using the EI instruction. 1. Page 34 V 1.01 Interrupt Descriptions Game BoyTM CPU Manual 2.12.2. Interrupt Descriptions The following interrupts only occur if they have been enabled in the Interrupt Enable...
Manual - Page 134

... RAM is off interrupts Page 134 V 1.01 While it . 3. Emulator Notes Notes for getting assembly language programs that run on power up . Code similar to video memory during H-Blank and V-Blank. It ... B to Video RAM location HL WriteVRAM: di ;turn off (bit 7 of RAM to video memory at any time with random values on a real GB (by kOOPa, 2-Jan-98) 1. Appendix A Game BoyTM CPU...

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