GBA Programming Manual v1.22
GBA Programming Manual v1.22
Confidential
This document contains confidential and proprietary information
of Nintendo and is also protected under the copyright laws of
the United States and other countries. No part of this document
may be released, distributed, transmitted or reproduced in any
form or by any electronic or mechanical means, including
information storage and retrieval systems, without permission in
writing from Nintendo.
1999 - 2001 Nintendo of America Inc.
TM and are trademarks of Nintendo
D.C.N. AGB-06-0001-002B6
Introduction
Introduction
2.9" WIDE TFT COLOR
CHARACTER/BITMAP BG
MULTIPLAY COMMUNICATION
32768 COLORS
Game Boy Advanced (AGB) stresses portability and focuses on 2D rather than 3D image
processing functions, resulting in a cutting-edge portable game device with revolutionary
capabilities.
It provides window-like functions, rotation, scaling, blending, and fade-in/fade-out
features that can be combined to produce exactly the image representations desired.
Additionally, the bitmap image-rendering function, with its two modes (double buffering
mode for rewriting full-screen images in real time and single buffering mode for stills), can
be used to handle realistic images that are indistinguishable from actual photographs.
The 2.9-inch-wide reflective TFT color LCD screen provides a clear display with little
afterimage.
In addition to Game Boy Color compatible sound, AGB has a PCM stereo sound generator.
Multiple tracks can be played simultaneously by overlapping them using the CPU. L and R
buttons have been added to the Controller. The broader range of control provided also
expands the breadth of game designs possible.
Although AGB uses a 32-bit RISC CPU whose computing performance and data processing
capabilities far surpass those of Game Boy Color, it consumes little power, allowing
approximately 15 hours of continuous play. This is made possible by the inclusion of the various
types of RAM on a single custom chip.
Furthermore, software for AGB can be developed using the C language, minimizing the
cost of development equipment. This favorable development environment and the high
level of freedom of the system configuration allow one to build a profound world of play in
which anyone can become absorbed.
With its extremely high-performance computational and data processing capabilities as a
foundation, AGB provides greater image and sound representation capabilities, making the
pursuit of fun its essential aim.
The purpose of this high level of performance is to bring unique game ideas fully to life.
AGB is an innovation born from experience. While providing backwards compatibility with
the enormous software resources available for the 100 million Game Boy units in use
worldwide, it also breaks new ground for portable game devices.
D.C.N. AGB-06-0001-002B6
Revision History
Version
Date
0.3.6.2
12/21/1999
0.3.6.3
01/05/2000
0.4.0
01/25/2000
02/09/2000
0.4.1
02/22/2000
02/24/2000
02/25/2000
0.4.1.1
03/08/2000
03/10/2000
03/10/2000
0.4.1.2
04/06/2000
Revision History
Description
-Minor modification. ( Numbering for items: P81,P82,P149),
(Reference to chapter removed)
-Deleted 14.3
-Minor modification.
-Corrected BG Offset Registers diagrams
-Corrected the diagrams of Registers for Setting the Direction
Parameters of BG data.
-Corrected diagram of the Sound 1 Duty Cycle.
-Corrected the name of d05 bit for the DISPCNT Register.
-Added the description of Bit map BG mode.
-Corrected the SIO Timing Chart of Normal Serial Communication.
-Changed the diagrams and descriptions of the Sound Control
Registers.
-Added the formula for calculating the number of OBJs that can
be displayed on 1 line.
-Changed specifications.
*Changed CPU internal working RAM memory capacity, and
created CPU external working RAM.
*Changed the bit structures of DMA control registers.
*Deleted Infrared Communication functions.
*Created the interrupt IME register, and changed the bit
structures of IE and IF registers.
*Changed the number of colors that can be displayed to 32,768.
*Changed the specifications of Normal Serial Communication
(Bit width, communication speed)
*Changed the specifications of Multi SIO Communication (UART
system).
*Changed the center coordinate of OBJ Rotation to dot
boundary.
*Added UART system communication function.
-Added the Complete Block Diagram.
-Modified the description of Direct Sounds, and corrected register
R bit structure.
-Added the PWM sampling cycle control function.
-Changed the method to specify OBJ size.
-Corrected misprints in the communication control register.
-Added the description of ROM registration data.
-Improved the description of interrupt and multiple interrupt
process.
-Improved the description of system call and multiple system call
process.
-Added the description of UART system communication.
D.C.N. AGB-06-0001-002B6
Version
0.4.1.3
Date
05/08/2000
05/16/2000
05/25/2000
0.4.1.4
05/29/2000
0.4.1.5
06/01/2000
0.4.1.6
06/26/2000
0.4.1.7
08/10/2000
0.4.1.8
10/16/2000
Revision History
Description
-Corrected [Sound 1 Usage Notes].
-In 1) Normal Communication of Communication Functions,
mentioned not to 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).
-Revised ROM registration data.
-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 Functions.
-Added the description for 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 1) of 15.2.1. Normal Interrupt and 15.2.2.
Multiple Interrupts respectively.
-Emphasized the prohibition of use of cable for normal SIO
communication.
-Modified the connection diagram of the multi-play cable.
-Added the transition diagram of the multi-play communication
data.
-Modified the description of "16-Bit Multi-play Communication".
-Modified the description of an error flag for the multi=play
control register.
-Modified the description of a valid flag for all the DMA control
registers.
-Added the number of transfer when 0 is set for the DMA word
count register.
-Added cautions to the priority setting of OBJ.
-Added a description and cautions to Sound 1,2,3, and 4.
-Added the description to "Mapping of character data".
-Revised the description in SIOCNT[d14] and [06] of UART
communication register.
-Revised the connection diagram of 16 bit multi-play
communication.
-Added a description to all sound operation modes of the sound
control register.
-Revised the itemized description of Chapter 10 "Sound".
D.C.N. AGB-06-0001-002B6
Version
1.0
Date
12/01/2000
1.01
2/01/2001
1.02
2/13/2001
1.04
3/1/2001
Revision History
Description
-Deleted the checksum of ROM registration data and revised the
diagram.
-Revised the diagram for "AGB Game Link Cable" in the "Communication
Function".
-Revised the number of DMG sold from tens of millions to a hundred
million in the introduction of AGB.
-Revised the hours you can play continuously 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 all the DMA control registers.
-Added a caution in the master start bit of the multi-play control register.
-Revised the multi-play timing chart.
-Revised the memory map for system reserve area in the work RAM.
-Added a caution to "Communication Function".
-Revised the first sentence in "UART Communication". Added "Relation
between Data register, FIFO and Shift register".
-Revised the expression of [Cautions] to a more specific expression
[Cautions for ~~].
-Added a description of X coordinate and Y coordinate for OAM. 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 initialization flag of
Sound 1.
-Modified the description of "8-Bit/32-Bit Normal Communication Function"
summary in "Communication" chapter.
-Added a paragraph to "Selecting Communication Function" in
"Communication" chapter.
-Specified the method to control the OBJ display individually in
the description of the double size flag and the rotation/scaling
flag for OAM attribute 0.
-Added the description of display synchronization DMA to DMA3.
-Added the description of the DMA problem and how to avoid it at the end
of the chapter on DMA.
*Added the restrictions to the description of the repeat flag in DMA3.
*Updated the timing chart and the cable connection diagram for the multiplay communication.
*Revised the description of the normal serial communication cautions.
D.C.N. AGB-06-0001-002B6
Version
1.1
Date
4/2/2001
Revision History
Description
- Changed the picture in the AGB introduction in the
beginning paragraph.
- Added a caution regarding clearing of IME and IE in the
chapter "Interrupt Control".
- Added additional description of an error flag and ID flag
for multi-play communication.
- Added additional description of communication error flag
of multi-play communication control register.
- Modified the host side example in the description of JOY
bus communication from NUS to DOL.
Added DOL to the abbreviation in "Using This Manual".
- Modified the SIO timing chart for normal serial
communication.
- Revised the number of colors from 256 to 32,768 in the
description of Display Synchronization DMA of DMA3.
- Modified the description of general purpose
communication mode.
- Revised the caution for normal serial communication.
- Revised the caution for communication function.
- Revised the summary of normal serial communication in
the communication function chapter, and added additional
description.
- Added additional description in the caution for the
selection of communication function in the
communication function chapter.
- Emphasized that unless general purpose communication
mode, the cancellation condition SIO for System Call Stop
will not work.
- Changed LPU to LCD controller in system calls Halt and
Stop.
- Deleted the first item in Sound 3 Usage Note.
- Changed the names of following registers according to
header files provided by Nintendo.
--Wait Control-204h
WSCNT WAITCNT
BLDMOD BLDCNT
COLEV BLDALPHA
COLY BLDY
D.C.N. AGB-06-0001-002B6
Version
1.1
Date
4/2/2001
(Continued)
Revision History
Description
--Sound Related-080h~
084h
088h
060h~
064h
068h
06Ch
070h~
074h
078h
07Ch
090h~
092h~
0A0h~
0A4h~
--DMA Related-0B0h~
0B2h~
0B4h~
0B6h~
0B8h~
0Bah~
DM(0-3)SAD_L DMA(0-3)SAD_L **
DM(0-3)SAD_H DMA(0-3)SAD_H **
DM(0-3)DAD_L DMA(0-3)DAD_L **
DM(0-3)DAD_H DMA(0-3)DAD_H **
DM(0-3)CNT_L DMA(0-3)CNT_L **
DM(0-3)CNT_H DMA(0-3)CNT_H **
--Timer Related-100h~
102h~
TM(0-3)D TM(0-3)CNT_L **
TM(0-3)CNT TM(0-3)CNT_H **
--Communication Related-134h
128h
12Ah
120h
122h
124h~
140h
158h
150h~
154h~
R RCNT
SCCNT_L SIOCNT
SCCNT_H SIODATA8 (Normal serial, UART communication)
SIOMLT_SEND (Multi-play communication)
SCD0 SIODATA32_L (Normal serial communication)
SIOMULTI0 (Multi-play communication)
SCD1 SIODATA32_H (Normal serial communication)
SIOMULTI1 (Multi-play communication)
SCD(2 3) SIOMULTI(2 3) **
HS_CTRL JOYCNT
JSTAT JOYSTAT
JOYRE_(L H) JOY_RECV_(L H) **
JOYTR_(L H) JOYTRANS_(L H) **
--Key Related-130h
132h
P1 KEYINPUT
P1CNT KEYCNT
D.C.N. AGB-06-0001-002B6
Version
1.15
Date
5/7/2001
1.20
7/24/2001
1.22
8/10/2001
Revision History
Description
- Added cautions to "Communication Function" chapter.
- Added cautions to "Key Input" chapter.
- Added cautions to "Stop Function" chapter.
- Added to explanation of functions at the beginning of
"DMA Transfer" chapter.
- Modified the flowchart for Multi-Play communication.
- Modifed the Complete Block Diagram for the system
architecture.
- Modified the cautions for priority in the Display Priority
of OBJ and BG section.
- Fixed the explanation at the beginning of the DMA
Transfer chapter.
- Added section explaining Game Pak interrupts to the
Interrupt Control chapter.
- Added cautions to the Interrupt Control chapter.
- Fixed the Multi-Play communication flowchart.
- Fixed the BLDALPHA register so that reading and writing
are both possible.
- Fixed section explaining Game Pak interrupts in the
Interrupt Control chapter.
- Added additional information to explanations about the
DISPCNT registers Individual Screens Display Flag and
Forced Blank.
D.C.N. AGB-06-0001-002B6
Table of Contents
Table of Contents
1 AGB SYSTEM..................................................................................... 14
1.1 SYSTEM OVERVIEW ..........................................................................................14
4 LCD ..................................................................................................... 26
4.1 LCD STATUS ...................................................................................................27
4.1.1 V Counter ..................................................................................................................... 27
4.1.2 General LCD Status...................................................................................................... 28
10
D.C.N. AGB-06-0001-002B6
Table of Contents
7. COLOR PALETTES........................................................................... 74
7.1 COLOR PALETTE OVERVIEW..............................................................................74
7.2 COLOR PALETTE RAM......................................................................................75
7.3 COLOR DATA FORMAT ......................................................................................77
10 SOUND ............................................................................................. 85
10.1 SOUND BLOCK DIAGRAM ................................................................................85
10.2 DIRECT SOUNDS A AND B ...............................................................................86
10.3 SOUND 1........................................................................................................88
10.4 SOUND 2........................................................................................................92
10.5 SOUND 3........................................................................................................94
10.6 SOUND 4........................................................................................................98
10.7 SOUND CONTROL .........................................................................................101
10.8 SOUND PWM CONTROL ...............................................................................105
11
D.C.N. AGB-06-0001-002B6
Table of Contents
12
D.C.N. AGB-06-0001-002B6
Term Used
byte
half-word
word
2. Symbols
The attributes of bits used in bit operations are represented as follows.
Read/write bit
A readable and writable bit.
Read-only bit
A bit that is readable but not
writable.
Write-only bit
A bit that is not readable but
is writable.
Fixed-value bit
Must be set to a
specified fixed value.
Unrestricted bit
Can be set to either 0 or 1.
Not used
3. Abbreviations
Nintendo's game hardware is abbreviated as follows:
13
D.C.N. AGB-06-0001-002B6
AGB System
1 AGB System
1.1 System Overview
AGB is a portable game device that maintains downward compatibility with Game Boy
Color (CGB) and provides higher performance.
AGBs 2.9-inch-wide reflective TFT color LCD and 32-bit RISC CPU enable production
of games that match or surpass the Super Nintendo Entertainment System (Super
NES) in performance.
AGB CPU
32-bit RISC CPU (ARM7TDMI)/16.78 MHz
Downward Compatibility with CGB
Integral 8-bit CISC CPU for compatibility
(However, it cannot operate at the same time as the AGB CPU.)
Memory
System ROM
Working RAM
VRAM
OAM
Palette RAM
Game Pak
memory
Display
240 x 160 x RGB dots
32,768 colors simultaneously displayable
Special effects features (rotation/scaling, blending, fade-in/fade-out, and mosaic)
4 image system modes
Operation
Operating keys (A, B, L, R, START, SELECT, and Control Pad)
Sound
4 sounds (corresponding to CGB sounds) + 2 CPU direct sounds (PCM format)
Communication
Serial communication (8 bit/32 bit, UART, Multi-player, General-purpose, JOY Bus)
14
D.C.N. AGB-06-0001-002B6
AGB System
Game Pak
Like DMG and CGB, AGB is equipped with a 32-pin connector for Game Pak
connection. When a Game Pak is inserted, AGB automatically detects its type and
switches to either CGB or AGB mode.
The following Game Paks operate on the AGB system.
1.
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 AGB)
15
D.C.N. AGB-06-0001-002B6
System Configuration
2 System Configuration
2.1 CPU Block Diagram
Game Pak
16
CPU
Game Pak I/F
(Prefetch Buffer)
VRAM_A
(64KByte)
ARM7TDMI
CPU
(16.78MHz)
16
32
16
INT
Control
BG Processing Circuit
R:16/32
W:16/32
16
16
32
R:8/16/32
W:8/16/32
32
VRAM_B
(16KByte)
VRAM_C
(16KByte)
ROM
(16KByte)
16
WRAM
(32KByte)
16
16
R:8/16/32
32
R:8/16/32
W:8/16/32
16(2 Wait)
16
R:8/16/32
W:8/16/32
DMAC
(4ch)
32
R:8/16/32
W:8/16/32
32
32
R:16/32
W:16/32
16
R:8/16/32
W:8/16/32
SIO
32
R:8/16/32
W:8/16/32
SOUND(CGB
compatible + PWM)
Palette RAM
(16bit x 512)
16
R:16/32
W:16/32
R:8/16/32
W:8/16/32
16
32
Bitmap
Mode
32
32
KEY
Control
16
Timer
(4ch)
OAM
(64bit x 128)
R:16/32
W:16/32
16
EXT. WRAM
(256KByte)
32
32
RGB(5:5:5)
LCD Unit
16
D.C.N. AGB-06-0001-002B6
System Configuration
Regulator IC
LCD Driver
LCD Driver
LCD Driver
LCD Driver
External
Device
6Pin-EXP
SIO
Communication
Sound
Volume
RGB
Power Switch
CPU
8/32bit SIO
General Purpose
Port
Multi-SIO
UART
JOY
Sound
Amp
AA Alkaline Battery
LCD Controller
2wait
VRAM
98KByte
16bit Bus
AA Alkaline Battery
AGB 32bit
CPU Core
ARM7TDMI
3.3V/5V
Voltage
Detection
Circuit
CGB 8bit
CPU Core
CGB System ROM
2KB
Controller
R
Peripheral Circuit
(SOUND, DMA, TIMER, I/O, etc)
Prefetch Buffer
16bit x 8
4.194MHz
(System 16.78MHz)
Headphone
Jack
Speaker
Gane Pak
General Purpose
Bus Memory Space
64KByte Max.
AD Bus Memory
Space
32MByte Max.
Power 3.3V
SELECT START
3.3V(AGB)
5V(DMG/CGB)
17
D.C.N. AGB-06-0001-002B6
System Configuration
32
DMA
Read
Width
16/32
Write
Width
16/32
CPU
Read
Width
16/32
Write
Width
16/32
Palette RAM
16
16/32
16/32
16/32
16/32
VRAM
16
16/32
16/32
16/32
16/32
32
16/32
16/32
8/16/32
8/16/32
16
16/32
16/32
8/16/32
8/16/32
Internal registers
32
16/32
16/32
8/16/32
8/16/32
16
16/32
16/32
8/16/32
16/32
--
--
Memory Type
Bus
Width
OAM
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).
2.4 Little-Endian
In the AGB CPU, memory addresses are allocated in 8-bit increments, and littleendian format is used in implementing the 8-, 16-, and 32-bit access widths.
Memory
Register
d31
D
0003h
d24
D
d23
d16
C
d15
d08
B
d07
d00
A
C
0002h
B
0001h
A
0000h
18
D.C.N. AGB-06-0001-002B6
AGB Memory
3 AGB Memory
3.1 Overall Memory Map
The following is the overall memory map of the AGB system.
0FFFFFFFh
0E00FFFFh
0E000000h
0DFFFFFFh
08000000h
AGB Internal
Memory
070003FFh
07000000h
Images
Flash Memory
(1 Mbit)
Mask ROM
(255 Mbits)
Flash Memory
(1 Mbit)
Mask ROM
(255 Mbits)
Flash Memory
(1 Mbit)
Mask ROM
(255 Mbits)
OAM
(1 Kbyte)
06017FFFh
VRAM
(96 Kbytes)
06000000h
050003FFh
05000000h
04000000h
Palette RAM
(1 Kbyte)
I/O, Registers
03007FFFh
0203FFFFh
00003FFFh
00000000h
ROM
RAM
System ROM
(16 Kbytes)
19
Unused Area
Image Area
D.C.N. AGB-06-0001-002B6
AGB Memory
The 256 Kbytes from 02000000h is CPU External Working RAM. Its
specifications are 2 Wait 16 bit Bus.
3) CPU Internal Working RAM
The 96 Kbytes from 06000000h is the VRAM area. This area is for BG and
OBJ data.
7) OAM
20
D.C.N. AGB-06-0001-002B6
AGB Memory
Three 32 MB Game Pak ROM spaces are allocated to the area beginning
from 08000000h.
The access speed of each of these spaces can be set individually. Thus,
they are named Wait State 0, Wait State 1, and Wait State 2.
This specification enables memory of varying access speeds in Game Pak
ROM to be accessed optimally.
The base addresses of the 3 spaces are 08000000h for Wait State 0,
0A000000h for Wait State 1, and 0C000000h for Wait State 2.
In addition, the upper 1 Mbit of each space is allocated as flash memory.
This area is used primarily for saving data.
2) Game Pak RAM
The area beginning from 0E000000h is the Game Pak RAM area. Up to
512 Kbits of SRAM or Flash Memory can be stored here. However, it is an
8 bit data bus. Due to the specifications, any Game Pak device other than
ROM must be accessed using Nintendo's library.
21
D.C.N. AGB-06-0001-002B6
AGB Memory
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Register
204h WAITCNT
Attributes
R/W
Initial
Value
0000h
22
D.C.N. AGB-06-0001-002B6
AGB Memory
If the Prefetch Buffer Flag is disabled, the fetch is done from the Game Pak
ROM. There is a wait based on the wait state associated with the fetch
instruction to the Game Pak ROM in respect to the CPU.
WAITCNT [d12 - 11] PHI Terminal Output Control
Controls the output from the PHI terminal. This should always be set to
00(No Output).
WAITCNT [d10 - 08],[d07 - 05],[d04 - 02] Wait State Wait Control
Individual wait cycles for each of the three areas(Wait States 0-2) that
occur in Game Pak ROM can be set. The relation between the wait control
settings and wait cycles is as follows. Use the appropriate settings for the
device you are using.
Wait Cycles
2nd Access
1st Access
000
001
010
011
100
101
110
111
4
3
2
8
4
3
2
8
Wait State
Wait State
Wait State
2
2
2
2
1
1
1
1
4
4
4
4
1
1
1
1
8
8
8
8
1
1
1
1
After executing the System ROM (when the User Program is started) the Wait
Control Value is 000. In the Game Pak Mask ROM used with the actual
manufactured product, the specifications are 1st Access/3 Wait, 2nd Access/1 Wait.
In this case, set the Wait Control Value to 101.
00
01
10
11
23
D.C.N. AGB-06-0001-002B6
AGB Memory
1) Sequential Access
System Clock
16.78 MHz
Wait Cycles
wait
AD Bus
wait
wait
wait
Address
wait
Data
1st Access
(3 wait cycles)
Data
Data
2nd Access
(1 wait cycle)
3rd Access
(1 wait cycle)
wait
wait
2) Random Access
System Clock
16.78 MHz
Wait Cycles
wait
AD Bus
wait
wait
Address
Data
1st Access
(3 wait cycles)
wait
Address
Data
1st Access
(3 wait cycles)
24
D.C.N. AGB-06-0001-002B6
AGB Memory
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
25
D.C.N. AGB-06-0001-002B6
LCD
4 LCD
AGB uses a 2.9-inch-wide reflective TFT color LCD screen.
The vertical blanking interval of AGB is longer than that of DMG and CGB, and its horizontal
blanking interval is fixed.
308 dots
160 lines
240 dots
(16.212s)
Display
Screen
Horizontal
Blank
228 lines
Vertical
Blank
(4.994ms)
Display
screen size
Total number
of dots
Blanking
Scanning
cycle
Item
Number of dots per
horizontal line
Number of
horizontal lines
Number of dots per
horizontal line
Number of
horizontal lines
Number of dots per
horizontal blank
Number of
horizontal lines per
vertical blank
H interval frequency
V interval frequency
Value
240 dots
Interval
57.221 s
160 lines
11.749 ms
308 dots
73.433 s
228 lines
16.743 ms
68 dots
16.212 s
68 lines
4.994 ms
13.618 KHz
59.727 Hz
73.433 s
16.743 ms
26
D.C.N. AGB-06-0001-002B6
LCD
006h
Register
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
VCOUNT
0000h
V counter value
0-227
27
D.C.N. AGB-06-0001-002B6
LCD
Register
004h
DISPSTAT
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
R/W
0000h
V-Blank Status
0: Outside V-blank interval
1: During V-blank interval
V count setting
0-227
H-Blank Status
0: Outside H-blank interval
1: During H-blank interval
V Counter Evaluation
0: V counter non-match
1: V counter match
28
D.C.N. AGB-06-0001-002B6
LCD
29
D.C.N. AGB-06-0001-002B6
Image System
5 Image System
AGB can use different image systems depending on the purpose of the software.
These display-related items are changed mainly using the DISPCNT register.
Address
0000h
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Register
DISPCNT
R/W
OBJBG3BG2BG1BG0
0080h
BG Mode
0-5
(CGB Mode)
Display Frame Selection
0: Frame buffer 0
1: Frame buffer 1
H-Blank Interval OBJ Processing Flag
0: Enable(OBJ Processing of all H-Line
Intervals)
1: Disable(OBJ Processing of H-Line
Display Intervals Only)
OBJ Character VRAM Mapping Format
0: 2-dimensional
1: 1-dimensional
Forced Blank
0: Disable
1: Enable
Individual Screens Display
0: OFF
1: ON
Window 0 Display Flag
Window 1 Display Flag
OBJ Window Display Flag
30
D.C.N. AGB-06-0001-002B6
Image System
31
D.C.N. AGB-06-0001-002B6
Image System
5.1 BG Modes
5.1.1 Details of BG Modes
In AGB, changing the BG mode allows character format and bitmap format
to be used selectively, as appropriate.
In modes 0, 1, and 2, rendering to the LCD screen is performed in a
character format suitable for the game.
In modes 3, 4, and 5, rendering to the LCD screen is performed in bitmap
format.
Character Format BG Screen
BG Mode
Rotation/
Scaling
No. of
Screens
No
No
Yes
Yes
BG Mode
Number of
Characters
Specifiable
Size
256 x 256
to
512 x 512
256 x 256
to
512 x 512
128 x 128
to
1024 x 1024
128 x 128
to
1024 x 1024
*1
*2
*3
*4
*5
*6
16 / 16
256 / 1
1024
16 / 16
256 / 1
256
256 / 1
256
256 / 1
No. of Colors
Rotation/
Scaling
No. of
Screens
Size
Yes
240 x 160
Yes
240 x160
Yes
160 x 128
Features
1024
Frame
Memory
Features
Number of Colors/
Palettes
Features
*1
*2
*3
*4
*5
*6
32,768
256
32,768
*4 Semitransparent(16 levels)
*5 Fade-in/Fade-out
*6 Screen priority specification (2 bits)
[Note]
In mode 3, one frame memory is available that can display 32,768 colors, which is suitable for
rendering still images. Modes 4 and 5 allow double buffering using two frame memories, and are
thus suitable for rendering animated video.
The method of controlling text BG scrolling 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.)
32
D.C.N. AGB-06-0001-002B6
Image System
06014000h
BG Mode 3
BG Modes 4 and 5
OBJ
Character Data
16 Kbytes
OBJ
Character Data
16 Kbytes
06014000h
06010000h
Frame Buffer 1
40 Kbytes
BG0-BG3
Screen Data
Maximum 32 Kbytes
Frame Buffer 0
80 Kbytes
0600A000h
and
BG0-BG3 Shared
Character Data
Minimum 32 Kbytes
Frame Buffer 0
40 Kbytes
06000000h
Users can map the screen and character data areas in the 64 Kbyte BG
area in BG modes 0, 1, and 2. For more information, see section 6.1.3,
VRAM Address Mapping of BG Data.
In addition, see the descriptions below for more information on the memory
areas and the data formats for each area.
33
D.C.N. AGB-06-0001-002B6
Rendering Functions
6 Rendering Functions
The AGB CPU has 96 Kbytes of built-in VRAM.
Its rendering functions include BG and OBJ display capability. The method used for BG
rendering varies with the BG mode, as described below.
6.1 Character Mode BG (BG Modes 0-2)
In character mode, the components of the BG screen are basic characters of 8 x 8
dots.
6.1.1 BG Control
There are 4 BG control registers, corresponding to the maximum number
of BG screens (registers BG0CNT, BG1CNT, BG2CNT, and BG3CNT).
Registers BG0CNT and BG1CNT are exclusively for text BG control, while
BG2CNT and BG3CNT also support BG rotation and scaling control.
The registers used by the BG modes are as follows.
BG Mode
0
BG Control Register
BG0CNT
BG1CNT
BG0
BG1
(text)
BG0
(text)
(text)
BG2CNT
BG2
BG3CNT
BG3
(text)
(text)
(text)
BG1
BG2
(rotation/scaling)
34
BG2
BG3
(rotation/scaling)
(rotation/scaling)
D.C.N. AGB-06-0001-002B6
Rendering Functions
Register
008h
00Ah
BG0CNT
BG1CNT
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
0
R/W
0000h
Priority Specification
Mosaic
0: Disable
1: Enable
Color Mode
0: 16 colors x 16 palettes
1: 256 colors x 1 palette
Screen Base Block
0-31
Screen Size
35
D.C.N. AGB-06-0001-002B6
Rendering Functions
00Ch
00Eh
15
Register
14
13
12 11
10
09
08
07 06
05 04
BG2CNT
BG3CNT
03
02
01
00
R/W
0000h
Priority Specification
00: 1st priority
01: 2nd priority
10: 3rd priority
11: 4th priority
Mosaic
0: Disable
1: Enable
Text Screen
Rotation/Scaling Screen
Screen Size
Screen Data
Screen Size
Screen Data
00
256256
2 Kbytes
128128
256 Bytes
01
512256
4 Kbytes
256256
1 Kbyte
10
256512
4 Kbytes
512512
4 Kbytes
11
512512
8 Kbytes
10241024
16 Kbytes
36
D.C.N. AGB-06-0001-002B6
Rendering Functions
SC0
(256 x 256)
SC0
(256 x 256)
SC0
Display Screen
(240 x 160)
SC0
Display Screen
(240 x 160)
SC0
SC0
(256 x 256)
SC0
SC1
SC0
(256 x 256)
SC0
Display Screen
(240 x 160)
SC1
(256 x 256)
SC1
(256 x 256)
SC1
(256 x 256)
SC0
Display Screen
(240 x 160)
SC1
37
SC2
(256 x 256)
SC3
(256 x 256)
SC2
SC0
SC1
SC0
D.C.N. AGB-06-0001-002B6
Rendering Functions
SC0
or
Transparent
SC0
(128 x 128)
Display Screen
(240 x 160)
SC0
(256 x 256)
SC0
or
Transparent
Display Screen
(240 x 160)
SC0
or
Transparent
SC0
(512 x 512)
Display Screen
(240 x 160)
SC0
or
Transparent
SC0
or
Transparent
SC0
or
Transparent
Display Screen
(240 x 160)
SC0
or
Transparent
SC0
or
Transparent
SC0
or
Transparent
38
SC0
or
Transparent
D.C.N. AGB-06-0001-002B6
Rendering Functions
39
D.C.N. AGB-06-0001-002B6
Rendering Functions
15
Register
14
13
12 11
10
09
08
07 06
05 04
03
02
01
00
04Ch MOSAIC
OBJ Mosaic
H size
BG Mosaic
H size
OBJ Mosaic
V size
BG Mosaic
V size
0000h
The mosaic value specifies how many dots of a normal display should
comprise each large dot displayed.
Counting from the upper left-most dot on the screen, the number of dots
equal to the mosaic size are used in the mosaic display. The other dots
are overwritten by the mosaic. Please refer to the figure below.
If the mosaic size value is 0, a normal display is seen even if mosaic is
turned on.
Mosaic Schematic
Mosaic H size: 1
V size: 1
Normal Display
00 01 02 03 04 05 06 07 08 09
00 00 02
10 11 12 13 14 15 16 17 18 19
00 00
04
06
08
20 21 22 23 24 25 26 27 28 29
20
22
24
26
28
40
42
44
46
48
08
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
50 51 52 53 54 55 56 57 58 59
60 61 62 63 64 65 66 67 68 69
00 00 00 00 04
00 00 00 00
30 31 32 33 34 35 36 37 38 39
40 41 42 43 44 45 46 47 48 49
Mosaic H size: 3
V size: 5
60
62
64
66
68
60
64
68
70 71 72 73 74 75 76 77 78 79
40
D.C.N. AGB-06-0001-002B6
Rendering Functions
The starting address for referencing BG screen data can be set using the
screen base block specification of the BG control register.
The amount of data depends on the type of BG screen (text or
rotation/scaling) and the screen size. These can be set by the BG control
register.
41
D.C.N. AGB-06-0001-002B6
Rendering Functions
BG Screen Data
Base Block
OBJ
Character Data
OBJ
Character Data
32 Kbytes
32 Kbytes
10000h
Base Block 31
Base Block 30
Base Block 29
Base Block 28
Base Block 27
Base Block 26
Base Block 25
Base Block 24
Base Block 23
Base Block 22
Base Block 21
Base Block 20
Base Block 19
Base Block 18
Base Block 17
Base Block 16
Base Block 15
Base Block 14
Base Block 13
Base Block 12
Base Block 11
Base Block 10
Base Block 9
Base Block 8
Base Block 7
Base Block 6
Base Block 5
Base Block 4
Base Block 3
Base Block 2
Base Block 1
Base Block 0
Base Block 3
C000h
Base Block 2
8000h
Base Block 1
4000h
Base Block 0
0000h
42
D.C.N. AGB-06-0001-002B6
Rendering Functions
There are 2 dots per address. Thus, the amount of data for each basic
character is 20H x 8 bits.
4 bits of data
per dot
(Specifies 1 of 16
colors)
d3
d2
d3
d6
d1
d0
8 dots
d7
d7
d2
d5
d6
d1
d4
d3
d2
d5
d0
d7
d6
d1
d4
d3
d5
d0
d7
d2
d6
d1
d4
d5
d0
d4
a(n)
a(n+ 1)
a(n+ 2)
a(n+ 3)
a(n+ 4)
a(n+ 5)
a(n+ 6)
a(n+ 7)
a(n+ 8)
a(n+ 9)
a(n+ A)
a(n+ B)
a(n+ C)
a(n+ D)
a(n+ E)
a(n+ F)
a(n+10)
a(n+11)
a(n+12)
a(n+13)
a(n+14)
a(n+15)
a(n+16)
a(n+17)
a(n+18)
a(n+19)
a(n+1A)
a(n+1B)
a(n+1C)
a(n+1D)
a(n+1E)
a(n+1F)
8 dots
There is 1 dot specified per address. Thus, the amount of data for each
basic character is 40H x 8 bits.
d7
d6
d1
d0
d1
d0
d3
d1
d1
d1
d5
d4
d3
d4
d3
d2
d1
d6
d5
d4
d2
d7
d6
d5
d4
d3
d7
d6
d5
d4
d2
d7
d6
d5
d3
d2
d7
d6
d5
d4
d3
d2
d7
d6
d5
d4
d3
d2
d7
d6
d5
d4
8 dots
d7
d2
d1
d3
d2
d1
d0
d0
d0
d0
d0
d0
a(n)
a(n+ 1)
a(n+ 2)
a(n+ 3)
a(n+ 4)
a(n+ 5)
a(n+ 6)
a(n+ 7)
a(n+ 8)
a(n+ 9)
a(n+ A)
a(n+ B)
a(n+ C)
a(n+ D)
a(n+ E)
a(n+ F)
a(n+10)
a(n+11)
a(n+12)
a(n+13)
a(n+14)
a(n+15)
a(n+16)
a(n+17)
a(n+18)
a(n+19)
a(n+1A)
a(n+1B)
a(n+1C)
a(n+1D)
a(n+1E)
a(n+1F)
a(n+20)
a(n+21)
a(n+22)
a(n+23)
a(n+24)
a(n+25)
a(n+26)
a(n+27)
a(n+28)
a(n+29)
a(n+2A)
a(n+2B)
a(n+2C)
a(n+2D)
a(n+2E)
a(n+2F)
a(n+30)
a(n+31)
a(n+32)
a(n+33)
a(n+34)
a(n+35)
a(n+36)
a(n+37)
a(n+38)
a(n+39)
a(n+3A)
a(n+3B)
a(n+3C)
a(n+3D)
a(n+3E)
a(n+3F)
8 dots
43
D.C.N. AGB-06-0001-002B6
Rendering Functions
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Character name
Horizontal flip flag
Vertical flip flag
Color Palette
With 16 colors x 16 palettes: 0-15
With 256 colors x 1 palette: disabled
44
D.C.N. AGB-06-0001-002B6
Rendering Functions
07
06
05
04
03
02
01
00
Character Name
45
D.C.N. AGB-06-0001-002B6
Rendering Functions
160 dots
(20 blocks)
000H
002H
004H
006H
008H
040H
042H
044H
046H
048H
080H
082H
084H
086H
088H
4FAH 4FCH
780H
788H
4FEH
256 dots
(32 blocks)
782H
784H
786H
256 dots
(32 blocks)
000 H
002 H
004 H
006 H
03A H
03C H
03E H
040 H
042 H
044 H
046 H
07A H
07C H
07E H
080 H
082 H
084 H
086 H
4C0 H
4C2 H
4C4 H
4C6 H
4FAH
780 H
782 H
784 H
786 H
788 H
7BC H 7BE H
7C0 H
7C2 H
7C4 H
7C6 H
7C8 H
7FC H 7FE H
800 H
83E H
FC0 H
FFE H
256 dots
(32 blocks)
4FC H 4FE H
46
D.C.N. AGB-06-0001-002B6
Rendering Functions
256 dots
(32 blocks)
512 dots
(64 blocks)
000H
002H
004H
03A H 03CH
03E H
040H
042H
044H
07A H 07CH
07E H
7FC H 7FE H
800H
83E H
FC0 H
FFE H
(64 blocks)
(32 blocks)
256 dots
(32 blocks)
000 H
002 H 004 H
040 H
042 H 044
044HH
83E H
256 dots
(32 blocks)
FFEH
1000 H
103E H 1800 H
183E H
17C0 H
17FEH
1FFEH
512 dots
(64 blocks)
256 dots
(32 blocks)
47
D.C.N. AGB-06-0001-002B6
Rendering Functions
2) Rotation/scaling BG
001H
002H
003H
004H
00F H
010H
011H
012H
013H
014H
01F H
0E0 H
0E1 H
0E2 H
0E3 H
0E4 H
0EF H
0F0 H
0F1 H
0F2 H
0F3 H
0F4 H
0FF H
128 dots
(16 blocks)
160 dots
(20 blocks)
160 dots
(20 blocks)
256 dots
(32 blocks)
000H
001H
002H
003H
004H
01DH
01E H
01F H
020H
041H
042H
043H
044H
03DH
03E H
03F H
040H
081H
082H
083H
084H
05DH
05E H
05F H
060H
06DH
06E H
06F H
260H
261H
262H
263H
264H
27DH
27E H
27F H
280H
281H
282H
283H
284H
29DH
29E H
29F H
3E0 H
3E1 H
3E2 H
3E3 H
3E4 H
48
D.C.N. AGB-06-0001-002B6
Rendering Functions
160 dots
(20 blocks)
512 dots
(64 blocks)
000H
001H
002H
003H
004H
01DH
01E H
03E H
03F H
040H
041H
042H
043H
044H
05DH
05E H
07E H
07F H
080H
081H
082H
083H
084H
09DH
09E H
0BE H 0BF H
0DD H 0DE H
0FE H 0FF H
4DD H 4DE H
4FE H 4FF H
500H
501H
502H
503H
504H
51DH
53E H
F80 H
F81 H
F82 H
F83 H
F84 H
F9D H F9E H
FBE H FBF H
FDD H FDE H
FFE H FFF H
51E H
53F H
160 dots
(20 blocks)
1024 dots
(128 blocks)
000 H
001 H
002 H 003 H
004 H
01D H 01E H
07E H 07F H
080 H
081 H
082 H 083 H
084 H
09D H 09E H
0FEH 0FFH
100 H
101 H
102 H 103 H
104 H
11D H 11E H
17E H 17F H
180 H
181 H
182 H 183 H
184 H
19D H 19E H
1FEH 1FFH
980 H
981 H
982 H 983 H
984 H
99D H 99E H
9FEH 9FFH
A1D H A1E H
A7E H
3F1D H 3F1E H
3F7E H 3F7FH
3F9D H 3F9E H
3FFEH 3FFFH
A7F H
49
D.C.N. AGB-06-0001-002B6
Rendering Functions
Origin
(0,0)
Coordinate
before rotation
BG display
screen
(x1, y1)
( x2 , y 2 )
BG
nt
rot al lin
ati e a
on
fte
r
( x0 , y0 )
dx
are
a
Ho
riz
o
Rotation center
coordinate
y-axis
da
ta
ref
ere
nc
e
dmy
dy
dmx
(1 / ) cos
- (1 / ) sin
( 1 / ) sin
( 1 / ) cos
BG rotation and scaling are implemented in AGB using the following arithmetic
expressions.
x 2 A B x1 x0 x0
=
+
y 2 C D y1 y 0 y 0
A=
1
1
1
1
cos , B = sin , C = sin , D = cos
x 2 = A( x1 x0 ) + B( y1 y 0 ) + x0
y 2 = C ( x1 x0 ) + D ( y1 y 0 ) + y 0
50
D.C.N. AGB-06-0001-002B6
Rendering Functions
Parameters used in rotation and scaling operations are specified for BG2
and BG3 in the following registers. Registers for Starting Point of BG
Data Reference are also used when Scaling/Rotation BG and Bitmap
Mode BG are offset displayed (scrolled). (There is also an offset register
for Text BG.)
028h
038h
Address
02Ah
03Ah
Address
02Ch
03Ch
Address
02Eh
03Eh
15
Register
14
BG2X_L
BG3X_L
15
Register
13
12 11
10
14
13
12 11
10
15
14
BG2Y_L
BG3Y_L
07 06
05 04
03
02
01
00
09
08
07 06
05 04
03
02
13
12 11
10
09
08
07 06
05 04
03
02
14
13
12 11
10
01
00
01
00
09
08
07 06
05 04
03
02
00
0000h
W
01
0000h
BG2Y_H
BG3Y_H
15
Register
08
BG2X_H
BG3X_H
Register
09
0000h
0000h
020h
030h
Address
022h
032h
Address
024h
034h
Address
026h
036h
Register
15
14
BG2PA
BG3PA
Register
15
14
BG2PD
BG3PD
10
09
08
07 06
05 04
03
02
01
00
13
12 11
10
09
08
07 06
05 04
03
02
01
15
14
13
12 11
10
09
08
07 06
05 04
03
02
01
00
14
13
12 11
10
09
08
07 06
05 04
03
02
01
51
Attributes
W
00
15
Attributes
BG2PC
BG3PC
Register
12 11
BG2PB
BG3PB
Register
13
Attributes
W
00
Attributes
Initial Value
0100h
Initial Value
0000h
Initial Value
0000h
Initial Value
0100h
D.C.N. AGB-06-0001-002B6
Rendering Functions
When the display screen overflows the boundaries of the virtual screen
due to a rotation/scaling operation, this BG control register can be used to
select whether the area of the screen into which the overflow occurs is
transparent or wraps around the display screen.
For information on BG control, see 6.1.1 BG Control.
52
D.C.N. AGB-06-0001-002B6
Rendering Functions
6.1.8 BG Scrolling
For each text BG screen, the offset on the display screen can be specified
in 1-dot increments. Offset register is only valid for Text BG. In order to
offset display Scaling/Rotation BG and Bitmap Mode BG set the BG
Reference Starting Point. See 6.1.7, BG Rotation and Scaling Features.
010h
014h
018h
01Ch
15
Register
14
13
12 11
10
09
08
07 06
05 04
03
02
01
00
BG0HOFS
BG1HOFS
BG2HOFS
BG3HOFS
0000h
H offset
Address
012h
016h
01Ah
01Eh
Register
15
14
13
12 11
10
09
08
07 06
05 04
03
02
01
00
BG0VOFS
BG1VOFS
BG2VOFS
BG3VOFS
0000h
V offset
Offset Illustration
V Offset
H Offset
Display Screen
Screen
53
D.C.N. AGB-06-0001-002B6
Rendering Functions
Address
00Ch
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Register
BG2CNT
R/W
0000h
Priority Specification
Mosaic
0: Disable
1: Enable
54
D.C.N. AGB-06-0001-002B6
Rendering Functions
6.2.2 BG Rotation/Scaling
The parameters for Bitmap BG Rotation/Scaling use BG2 related
registers(BG2X_L, BG2X_H, BG2Y_L, BG2Y_H, BG2PA, BG2PB,
BG2PC, and BG2PD).
For information on rotation/scaling parameters, see 6.1.7 BG Rotation
and Scaling Features.
With Bitmap BG, if the displayed portion exceeds the edges of the screen
due to the rotation/scaling operation, that area becomes transparent.
Blue
Green
Red
05
04
03
02
01
00
Color No.
55
D.C.N. AGB-06-0001-002B6
Rendering Functions
Because there is a single frame buffer, this mode is used mainly for still
images. However, it enables 32,768 colors to be displayed
simultaneously over the full screen.
0
236
237
238
239
0h
2h
4h
6h
8h
1D8h
1Dah
1DCh
1DEh
1E0h
1E2h
1E4h
1E6h
1E8h
3B8h
3Bah
3BCh
3BEh
3C0h
3C2h
3C4h
3C6h
3C8h
598h
59Ah
59Ch
59Eh
5A0h
5A2h
5A4h
5A6h
5A8h
778h
77Ah
77Ch
77Eh
780h
782h
784h
786h
788h
958h
95Ah
95Ch
95Eh
156
12480h
12482h
12484h
12486h
12488h
12658h
1265Ah
1265Ch
1265Eh
157
12660h
12662h
12664h
12666h
12668h
12838h
1283Ah
1283Ch
1283Eh
158
12840h
12842h
12844h
12846h
12848h
12A18h
12A1Ah
12A1Ch
12A1Eh
159
12A20h
12A22h
12A24h
12A26h
12A28h
12BF8h
12BFAh
12BFCh
12BFEh
56
D.C.N. AGB-06-0001-002B6
Rendering Functions
Two frame buffers are allocated in VRAM, making this mode suitable for
full-motion video. Of the total of 32,768 colors, 256 can be displayed
simultaneously over the full screen.
1) Frame 0
0
236
237
238
239
0h
1h
2h
3h
4h
ECh
EDh
EEh
EFh
F0h
F1h
F2h
F3h
F4h
1DCh
1DDh
1DEh
1DFh
1E0h
1E1h
1E2h
1E3h
1E4h
2CCh
2CDh
2CEh
2CFh
2D0h
2D1h
2D2h
2D3h
2D4h
3BCh
3BDh
3BEh
3BFh
3C0h
3C1h
3C2h
3C3h
3C4h
4ACh
4ADh
4AEh
4AFh
156
9240h
9241h
9242h
9243h
9244h
932Ch
932Dh
932Eh
932Fh
157
9330h
9331h
9332h
9333h
9334h
941Ch
941Dh
941Eh
941Fh
158
9420h
9421h
9422h
9423h
9424h
950Ch
950Dh
950Eh
950Fh
159
9510h
9511h
9512h
9513h
9514h
95FCh
95FDh
95FEh
95FFh
2) Frame 1
0
236
237
238
239
A000h
A001h
A002h
A003h
A004h
A0ECh
A0EDh
A0EEh
A0EFh
A0F0h
A0F1h
A0F2h
A0F3h
A0F4h
A1DCh
A1DDh
A1DEh
A1DFh
A1E0h
A1E1h
A1E2h
A1E3h
A1E4h
A2CCh
A2CDh
A2CEh
A2CFh
A2D0h
A2D1h
A2D2h
A2D3h
A2D4h
A3BCh
A3BDh
A3BEh
A3BFh
A3C0h
A3C1h
A3C2h
A3C3h
A3C4h
A4ACh
A4ADh
A4AEh
A4AFh
156
13240h
13241h
13242h
13243h
13244h
1332Ch
1332Dh
1332Eh
1332Fh
157
13330h
13331h
13332h
13333h
13334h
1341Ch
1341Dh
1341Eh
1341Fh
158
13420h
13421h
13422h
13423h
13424h
1350Ch
1350Dh
1350Eh
1350Fh
159
13510h
13511h
13512h
13513h
13514h
135FCh
135FDh
135FEh
135FFh
57
D.C.N. AGB-06-0001-002B6
Rendering Functions
Although there are 2 frame buffers, the display area is limited in this mode
to enable simultaneous display of 32,768 colors.
1) Frame 0
0
156
157
158
159
0h
2h
4h
6h
8h
138h
13Ah
13Ch
13Eh
140h
142h
144h
146h
148h
298h
29Ah
29Ch
29Eh
2A0h
2A2h
2A4h
2A6h
2A8h
3B8h
3BAh
3BCh
3BEh
3C0h
3C2h
3C4h
3C6h
3C8h
4F8h
4FAh
4FCh
4FEh
500h
502h
504h
506h
508h
638h
63Ah
63Ch
63Eh
124
9B00h
9B02h
9B04h
9B06h
9B08h
9C38h
9C3Ah
9C3Ch
9C3Eh
125
9C40h
9C42h
9C44h
9C46h
9C48h
9D78h
9D7Ah
9D7Ch
9D7Eh
126
9D80h
9D82h
9D84h
9D86h
9D88h
9EB8h
9EBAh
9EBCh
9EBEh
127
9EC0h
9EC2h
9EC4h
9EC6h
9EC8h
9FF8h
9FFAh
9FFCh
9FFEh
156
157
158
159
A000h
A002h
A004h
A006h
A008h
A138h
A13Ah
A13Ch
A13Eh
A140h
A142h
A144h
A146h
A148h
A298h
A29Ah
A29Ch
A29Eh
A2A0h
A2A2h
A2A4h
A2A6h
A2A8h
A3B8h
A3BAh
A3BCh
A3BEh
A3C0h
A3C2h
A3C4h
A3C6h
A3C8h
A4F8h
A4FAh
A4FCh
A4FEh
A500h
A502h
A504h
A506h
A508h
A638h
A63Ah
A63Ch
A63Eh
124
13B00h
13B02h
13B04h
13B06h
13B08h
13C38h
13C3Ah
13C3Ch
13C3Eh
125
13C40h
13C42h
13C44h
13C46h
13C48h
13D78h
13D7Ah
13D7Ch
13D7Eh
126
13D80h
13D82h
13D84h
13D86h
13D88h
13EB8h
127
13EC0h
13EC2h
13EC4h
13EC6h
13EC8h
13FF8h
13FFAh
13FFCh
13FFEh
58
D.C.N. AGB-06-0001-002B6
Rendering Functions
Function
Number of characters
(8x8 dots)
Character size
The Number of H Dots is usually 308 dots, but when the H-Blank
Interval OBJ Processing Flag for Register DISPCNT is set to 1, there are
240 dots(Refer to 4 LCD).
4 expresses the number of cycles that the OBJ Rendering Circuit can
use per one dot. -6 represents the number of cycles needed for
processing before OBJ rendering at the start of the H Line.
59
D.C.N. AGB-06-0001-002B6
Rendering Functions
8
16
32
64
Rotation/Scaling
OBJ
26
42
74
138
266
OBJ H Size
Normal OBJ
8
16
32
64
128 (double the
size of 64)
If the number for non-displayed (outside of the screen) OBJ in the OAM is
lower than that for displayed OBJ, the bigger the non-displayed OBJ's
size is, the less efficient the rendering will be. Please be aware of this
problem.
60
D.C.N. AGB-06-0001-002B6
Rendering Functions
32x32 dots
(16 colors/16 palettes)
64x64 dots
(16 colors/16 palettes)
000H
001H
002H
003H
004H
005H
006H 007H
008H
01B H
01CH 01DH
01E H
01F H
020H
021H
022H
023H
024H
025H
026H
027H
028H
03B H
03F H
040H
041H
042H
043H
044H
045H
046H
047H
048H
05E H
05F H
060H
061H
062H
063H
064H
065H
066H
067H
068H
07B H
07CH 07DH
07E H
07F H
080H
081H
082H
083H
084H
085H
086H
087H
088H
09B H
09CH 09DH
09E H
09F H
0A0 H
0A1 H
0A2 H
0A3 H
0A4 H
0A5 H
0A6 H
0A7 H
0A8 H
0E0 H
0E1 H
0E2 H
0E3 H
0E4 H
0E5 H
0E6 H
0E7 H
0E8 H
100H
101H
102H
103H
104H
105H
106H
107H
108H
11B H
11CH 11DH
11E H
11F H
120H
121H
122H
123H
124H
125H
126H
127H
128H
13B H
13CH 13DH
13E H
13F H
140H
141H
142H
143H
144H
145H
146H
147H
148H
15E H
15F H
160H
161H
162H
163H
164H
165H
166H
167H
168H
17B H
17E H
17F H
17CH 17DH
8x16 dots
(16 colors/16 palettes)
16x16 dots
(256 colors/1 palette)
61
D.C.N. AGB-06-0001-002B6
Rendering Functions
Basic Character
Unit Image
n+7
91Fh
900h
n+1
n+2 n+3
16 x 32-dot character
n+4 n+5
n
920h
1 basic character
64 bytes
n+6 n+7
8 x 8-dot character
(16 colors x 16 palette format)
8FFh
n+63
n+1
n+2
n+62
n+8
n+9
n+3
n+4
n+5
n+6
n+7
64 x 64-dot character
(16 color x 16 palette format)
n+2
n+1
100h
1 basic character
32 bytes
0FFh
16 x 16-dot character
(256 colors x 1 palette format)
000h
n
Character name
62
D.C.N. AGB-06-0001-002B6
Rendering Functions
6.3.3 OAM
OBJs are displayed by placing data in OAM.
OBJ data for 128 OBJs can be written to internal CPU OAM (addresses
07000000h-070003FFh), and 128 OBJ characters of an arbitrary size can
be displayed on the LCD.
OAM Mapping
OBJ127
Attribute 0
OBJ1
Attribute 1
Attribute 0
Rotation/Scaling Parameter PA-0
Attribute 2
OBJ0
Attribute 1
Attribute 0
07000000h
16 Bits
63
D.C.N. AGB-06-0001-002B6
Rendering Functions
OBJ Attribute 0
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
y-coordinate
Rotation/Scaling Flag
0: OFF
1: ON
Rotation/Scaling Double-Size Flag
0: single-fold
1: double angle
OBJ Mode
00: normal OBL
01: semi-transparent OBJ
10: OBJ window
11: Prohibited code
OBJ Mosaic
0: OFF
1: ON
Color Mode
0: 16 colors x 16 palettes
1: 256 colors x 1 palette
OBJ Shape
00: Square
01: Horizontal Rectangle
10: Vertical Rectangle
11: Prohibited Code
64
D.C.N. AGB-06-0001-002B6
Rendering Functions
65
D.C.N. AGB-06-0001-002B6
Rendering Functions
Example: 64x64 dot OBJ field 128x128 dot field displayed with rotation
processing. Note, however, that the OBJ display position is shifted.
With the double-size flag set to 0, display of the portion protruding from
the edges is cut off.
Please refer to the following figure.
Normal Display
Rotation Display
Rotation Display
(Double-Size object field)
66
D.C.N. AGB-06-0001-002B6
Rendering Functions
It is possible to control the ON and OFF functions of the OBJ display individually by
setting in the combination of the double size flag for [d09] and this rotation/scaling flag.
In case of (double size flag, rotation/scaling flag) = (1, 0), OBJ is not displayed, but is
displayed in other cases.
[d07-00] Y-Coordinate
Allows the y-coordinate of the OBJ in the display screen to be specified.
[Cautions]
160 dots in total (0 - 159) are inside the display screen, and 96 dots in total
(160- 255) are outside the display screen (virtual screen).
When the vertical size displays a 64 dot OBJ by a double size of character, the
size is 128 dots, exceeding the vertical 96 dots for the virtual screen.
Therefore, in the range of Y coordinate values of 129 - 159, the lower part of
OBJ that is pushed out upwards is displayed. The upper part of OBJ in the
lower screen is not displayed (see below).
OBJ Attribute 1
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
x-coordinate
Rotation/scaling parameter selection
0-31
Horizontal flip flag
Vertical flip flag
OBJ Size
67
D.C.N. AGB-06-0001-002B6
Rendering Functions
OBJ
Shape
00
01
Horizontal Rectangle
00
01
B
10
16x16
11
32x32
64x64
16x8
8x16
32x8
32x16
64x32
8x32
32x64
16x32
Vertical Rectangle
10
8x8
Square
11
Prohibited Code
68
D.C.N. AGB-06-0001-002B6
Rendering Functions
[d08-00] X-Coordinate
Specifies the x-coordinate of the OBJ on the display screen in the range
of 0~511.
OBJ Attribute 2
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Character name
Priority Specification Relative to BG
00: 1st priority
01: 2nd priority
10: 3rd priority
11: 4th priority
Color Palette No.
16 colors x 16 palettes: 0-15
256 colors x 1 palette: disabled
69
D.C.N. AGB-06-0001-002B6
Rendering Functions
70
D.C.N. AGB-06-0001-002B6
Rendering Functions
y-axis
dmy
dy
Ob
je c
tF
ield
OBJ Center
dx
ct
Fie
l
Ho
Be rizon
for
e R tal L
ota ine
tio
n
dmx
/
/
/
/
) cos
) sin
) sin
) cos
71
D.C.N. AGB-06-0001-002B6
Rendering Functions
14
13
12
11
10 09
08
07
06
05
04
03 02
01
00
01
00
01
00
01
00
PA
15
14
13
12
11
10 09
08
07
06
05
04
03 02
PB
15
14
13
12
11
10 09
08
07
06
05
04
03 02
PC
15
PD
14
13
12
11
10 09
08
07
06
05
04
03 02
72
D.C.N. AGB-06-0001-002B6
Rendering Functions
Backdrop
BG
Priority
2
BG
Priority
1
BG
Priority
0
Observer
OBJ
Priority
3
OBJ
Priority
2
Low
OBJ
Priority
1
Priority
OBJ
Priority
0
HIgh
73
D.C.N. AGB-06-0001-002B6
Color Palettes
7 Color Palettes
7.1 Color Palette Overview
The LCD unit of AGB can display 32 levels of red, 32 levels of green, and 32 levels of
blue, for a total of 32,768 colors.
The number of colors that can be displayed at once varies with the BG mode. See
5.1.1 Details of BG Modes. Color palettes are used in defining character-format BGs
and OBJs.
[Note]
Bitmap-format BG modes 3 and 5 are not palette formats.
See 6.2 Bitmap Mode BGs (BG Modes 3-5).
Color palettes come in the following two forms.
1) 16 Colors x 16 Palettes
This mode provides 16 color palettes, each consisting of 16 colors.
Color 0 for OBJ and BG palettes is forcibly allocated to transparent (color
specification disabled).
2) 256 Colors x 1 Palette
This mode allocates all 256 of its colors to 1 palette.
Color data are represented by 15 bits (5 for Red, 5 for Green, and 5 for
Blue). Colors can be selected from the total of 32,768.
OBJ color 0 and BG color 0 are forcibly allocated to transparent (color
specification disabled).
3) Color 0 Transparency
Color 0 transparency is used to render the pixels of low-priority OBJs or
BGs as transparent.
The color specified for color 0 of BG palette 0 is applied to the backdrop,
which has the lowest priority.
74
D.C.N. AGB-06-0001-002B6
Color Palettes
OBJ
Palette RAM
512 bytes
05000200h
050001FFh
BG
Palette RAM
512 bytes
05000000h
75
D.C.N. AGB-06-0001-002B6
Color Palettes
Either of 2 modes (16 colors x 16 palette and 256 colors x 1 palette) can
be selected for OBJ and BG. Palette RAM for these modes is referenced
as shown in the following figure.
16 Colors x 16 Palettes
Palette RAM
Palette 0
Color 0
Color 0
Palette 1
Color 1
Color 1
Palette 2
Color 2
Color 2
Palette 3
Color 3
Color 3
Palette 4
Color 4
Palette 5
Palette 6
Palette 7
Color 13
Palette 8
Color 14
Palette 9
Color 15
Palette 0
Palette 10
Palette 11
Palette 12
Color 252
Palette 13
Color 253
Palette 14
Color 254
Palette 15
Color 255
76
D.C.N. AGB-06-0001-002B6
Color Palettes
Blue
Green
77
Red
D.C.N. AGB-06-0001-002B6
Window Feature
8 Window Feature
The AGB system can display 2 windows simultaneously.
Display of the areas inside and outside the windows can be separately turned on and off.
In addition, scrolling and color special effects such as rotation, blending, and fade-in/fade-out
can be performed for each window.
8.1 Window Position Setting
The Window Position Setting specifies the upper-left and lower-right coordinates of a
rectangular area.
These settings specify the window's position and size.
When a non-rectangular window is displayed, the values of these registers are
updated during H-blanking intervals.
Address
Register
040h
042h
WIN0H
WIN1H
Address
Register
044h
046h
WIN0V
WIN1V
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Left-upper x-coordinate of window
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Left-upper y-coordinate of window
0000h
0000h
Window 0
Window 1
Display
Screen
78
D.C.N. AGB-06-0001-002B6
Window Feature
048h
Register
WININ
Window 0
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
OBJ BG3BG2 BG1 BG0
Display Flag
0: No display
1: Display
Color Special Effects Flag
0: Disable color special effects
1: Enable color special effects
79
0000h
Display Flag
0: No display
1: Display
Color Special Effects Flag
0: Disable color special effects
1: Enable color special effects
D.C.N. AGB-06-0001-002B6
Window Feature
04Ah
Windows 0 and 1
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Register
WINOUT
Display Flag
0: No display
1: Display
Display Flag
0: No display
1: Display
Color Special Effects Flag
0: Disable color special effects
1: Enable color special effects
0000h
80
D.C.N. AGB-06-0001-002B6
050h
Register
BLDCNT
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
0000h
Although color special effects are specified by the BLDCNT register, for blending,
which involves processing between surfaces, the 2 target surfaces must have suitable
priorities.
81
D.C.N. AGB-06-0001-002B6
In addition, semi-transparent OBJs are individually specified in OAM, and color special
effects for the OBJ as a whole, are specified in the BLDCNT register. These
specifications are summarized in the following table.
BLDCNT
d07
0
Type
d06
0
No special effects
blending
The bits of the backdrop of the 1 st target screen should be turned off
([d05]=0).
When OBJ = 1 for the 1 st target pixel, processing is executed for all
OBJs regardless of the OBJ type.
When OBJ=0, processing is executed only if the OBJ is semitransparent.
Brightness
Decrease
The entire screen can gradually be made blacker by setting all bits of
the specification for the 1st target screen to 1.
When OBJ=1 for the 1st target screen, processing for decreased
brightness is performed only for normal objects. If a semi-transparent
OBJ is the 1st target screen, blending processing is always
executed.
82
D.C.N. AGB-06-0001-002B6
052h
Register
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
BLD
ALPHA
Address
054h
Register
Attributes
Initial Value
0000h
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
BLDY
Attributes
Initial Value
0000h
Coefficients used in blending processing are specified in EVA and EVB of the
BLDALPHA register.
The coefficient used in processing brightness changes is specified in EVY of the
BLDY register.
The values of EVA, EVB, and EVY are numbers less than 1 and are obtained by
multiplying 1/16 by an integer.
0
0
0
0
0
0
0
0
0
1
0
1
0
1
0
1
Coeff.
0
1/16
2/16
3/16
4/16
5/16
6/16
7/16
0
0
0
0
0
0
0
0
1
83
0
1
0
1
0
1
0
1
X
Coeff.
8/16
9/16
10/16
11/16
12/16
13/16
14/16
15/16
16/16
D.C.N. AGB-06-0001-002B6
The color special effects arithmetic expressions that use the coefficients are shown
below.
1. Blending (16 levels of semi-transparency) Operations
Display color (R) = 1st pixel color (R) EVA + 2nd pixel color (R)EVB
Display color (G) = 1st pixel color (G) EVA + 2nd pixel color (G) EVB
Display color (B) = 1st pixel color (B) EVA + 2nd pixel color (B) EVB
2. Brightness Increase Operations
Display color (R) = 1st pixel (R) + (31 - 1st pixel (R) ) EVY
Display color (G) = 1st pixel (G) + (63 - 1st pixel (G) ) EVY
Display color (B) = 1st pixel (B) + (31 - 1st pixel (B) ) EVY
3. Brightness Decrease Operations
Display color (R) = 1st pixel (R) - 1st pixel (R) EVY
Display color (G) = 1st pixel (G) - 1st pixel (G) EVY
Display color (B) = 1st pixel (B) - 1st pixel (B) EVY
84
D.C.N. AGB-06-0001-002B6
Sound
10 Sound
In addition to 4 channels of CGB-compatible sound, AGB has 2 channels of direct sound.
1. Direct Sounds A and B
Provides playback of linear 8-bit audio data.
Uses the timer and DMA.
2. Sound 1
Allows generation of rectangular waveforms with sweep (frequency change) and envelope
(volume change) functions.
3. Sound 2
Allows generation of rectangular waveforms with envelope functions.
4. Sound 3
Allows playback of any waveform recorded in waveform RAM.
Waveform RAM in AGB has double the capacity of that in CGB.
5. Sound 4
Can generate white noise with the envelope function.
The synthesis ratio of sounds 1-4 to direct sound can be specified.
Sound 1
4 9bit
Sound 2
4 9bit
Sound 3
4 9bit
Sound 4
4 9bit
R/L
Selection
&
Addition
1-Fold
/
2-Fold
/
4-Fold
Direct Sound A
DMA1
FIFO A
(8 Words)
8 9bit
1-Fold/2-Fold
FIFO B
(8 Words)
8 9bit
1-Fold/2-Fold
R/L
Selection
&
Addition
Direct Sound B
DMA2
85
D.C.N. AGB-06-0001-002B6
Sound
Register
0A0h
0A4h
FIFO_A_L
FIFO_B_L
Address
0A2h
0A6h
Register
15
14
13
12
11
10
09
08
07
06
05
Sound Data 1
15
14
FIFO_A_H
FIFO_B_H
13
12
11
10
04
03
02
01
00
Sound Data 0
09
08
07
Sound Data 3
06
05
04
03
02
Sound Data 2
01
00
Attributes
Initial Value
Attributes
Initial Value
Sound Data
All sounds are PWM modulated (refer to 10.8 Sound PWM Control) at the final
portion of the Sound Circuit. Therefore, if you match the 8 bit audio data sampling
frequency and the timer settings with the PWM modulation sampling frequency, a
clean sound can be produced.
The following operations are repeated for direct sound.
Preparing to Use Direct Sound
1.
2.
Using sound control register SOUNDCNT_H, do a 0 clear with FIFO A and FIFO
B, and initialize the sequencer.
3.
In cases of producing a sound immediately after starting the direct sound, write
the first 8 bits of linear audio data to the FIFO with a CPU write.
4.
Specify the transfer mode for DMA 1 or 2 (see 12.2 DMA 1 and 2).
5.
Specify the direct sound outputs settings in the sound control register.
6.
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D.C.N. AGB-06-0001-002B6
Sound
When the specified timer overflows due to a count up, the audio data are passed
from the FIFO to the sound circuit.
2. If 4 words of data remain in the FIFO as the transfer count progresses, the FIFOs
for direct sounds A and B output a data transfer request to the specified DMA
channel.
3. If the DMA channel receiving the request is in sound FIFO transfer mode, 4 words
of data are provided to the sound FIFO (the DMA WORD COUNT is ignored).
The preceding is repeated starting from 1.
87
D.C.N. AGB-06-0001-002B6
Sound
10.3 Sound 1
Sound 1 is a circuit that generates rectangular waveforms with sweep (frequency
change) and envelope (volume change) functions.
The contents of NR10, NR11, NR12, NR13, and NR14 for Sound 1, conform with
those of CGB.
Address
060h
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Register
SOUND1
CNT_L
NR10
Attributes
Intial Value
R/W
0000h
Sweep time
Sweep Time
Sweep OFF
1/f128 (7.8 ms)
2/f128 (15.6 ms)
3/f128 (23.4 ms)
4/f128 (31.3 ms)
5/f128 (39.1 ms)
6/f128 (46.9 ms)
7/f128 (54.7 ms)
(f128=128Hz)
SOUND1CNT_L [d03] Sweep Increase/Decrease
Specifies whether the frequency increases or decreases.
When the sweep function is not used, the increase/decrease flag should
be set to 1.
88
D.C.N. AGB-06-0001-002B6
Sound
f ( t ) = f (t 1)
f ( 0)
f ( t 1 )
2n
= Initial frequency data
062h
15
Register
SOUND1
CNT_H
14 13
12
11
10 09
08
07
06
05 04
03
02
01 00
NR11
NR12
Attributes
R/W
Initial Value
0000h
Sound Length
0-63
Waveform duty cycle
No. of Envelope Steps
0-7
Envelope Increase/Decrease
0: Attenuate
1: Amplify
Envelope initial value
89
D.C.N. AGB-06-0001-002B6
Sound
steptime = n
1
(sec)
64
Duty Cycle
00
12.5%
01
25.0%
10
50.0%
11
75.0%
Waveform
time = ( 64 st )
90
1
(sec)
256
D.C.N. AGB-06-0001-002B6
Address
064h
Sound
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Register
SOUND1
CNT_X
NR14
NR13
Attributes
R/W
Initial
Value
0000h
Frequency Data
Initializaton Flag
f =
4194304
Hz
4 2 ( 2048 fdat)
3
When the sweep function is not used, the sweep time should be set to 0 and the
sweep increase/decrease flag should be set to 1.
2.
3.
When a value is written to the envelope register, sound output becomes unstable
before the initialization flag is set. Therefore, set initialization flag immediately
after writing a value to the envelope register.
4. For sound 1, if you change the frequency when selecting a consecutive operation
mode (sound length flag of NR14 is 0), always set 0 for the data of sound length
(lower 6 bits of NR11) after setting the frequency data. If 0 is not set, sound may
stop prematurely.
5. If the Sound 1 initialization flag is set when the sweep function is used, always set
the initialization flag again after an interval of 8 clocks or more. Unless the
initialization flag is set twice with an interval of 8 clocks or more, the sound may
not be heard.
91
D.C.N. AGB-06-0001-002B6
Sound
10.4 Sound 2
Sound 2 is a circuit that generates rectangular waveforms with envelope functions.
The contents of NR21, NR22, NR23, NR24 for Sound 2, conform with those of CGB.
Address
068h
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Register
SOUND2
CNT_L
NR22
NR21
Attributes
R/W
Initial
Value
0000h
Sound Length
0-63
Waveform Duty Cycle
No. of Envelope Steps
0-7
Envelope Increase/Decrease
0: Attenuate
1: Amplify
Envelope Initial-Value
steptime = n
1
(sec)
64
92
D.C.N. AGB-06-0001-002B6
Sound
time = ( 64 st )
1
(sec)
256
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Address
Register
06Ch
SOUND2
CNT_H
NR24
NR23
Sound Length
0: Continuous
1: Counter
Attributes
R/W
Initial
Value
0000h
Frequency Data
Initialization Flag
f =
4194304
( Hz)
4 2 (2048 fdat )
3
2.
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D.C.N. AGB-06-0001-002B6
Sound
10.5 Sound 3
The Sound 3 circuit outputs arbitrary waveforms and can automatically read waveform
patterns (1 cycle) in waveform RAM and output them while modifying their length,
frequency, and level.
The capacity of the waveform RAM of Sound 3 in AGB (total of 64 steps) is twice that
in CGB, and can be used as 2 banks of 32 steps or as 64 steps.
In addition, a new output level of 3/4 output can now be selected.
The contents of NR30, NR31, NR32, NR33, NR34 for Sound 3, add the functionalities
listed above to those of CGB.
15
Address
Register
070h
SOUND3
CNT_L
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
NR30
Attributes
Initial Value
R/W
0000h
94
D.C.N. AGB-06-0001-002B6
Address
072h
Register
Sound
15
14
13
12
SOUND3
CNT_H
11
10
09
08
07
06
05
NR32
04
03
02
01
00
NR31
Attributes
R/W
Initial
Value
0000h
Sound Length
0-255
Output Level
Mute
Outputs the waveform RAM data unmodified.
Outputs the waveform RAM data with the contents right-shifted
1 bit (1/2).
Outputs the waveform RAM data with the contents right-shifted
2 bits (1/4).
11
time = ( 256 st )
Address
074h
Register
15
14
13
SOUND3
CNT_X
12
11
10
09
08
07
NR34
1
(sec)
256
06
05
04
03
02
01
NR33
00
Attributes
R/W
Initial
Value
0000h
Frequency Data
Initializaton Flag
95
D.C.N. AGB-06-0001-002B6
Sound
f =
4194304
Hz
4 2 ( 2048 fdat)
3
When changing the frequency during Sound 3 output, do not set the initialization
flag. The contents of waveform RAM may be corrupted. With sounds 1, 2 , and 4,
the initialization flag can be set without problems.
2.
96
D.C.N. AGB-06-0001-002B6
Sound
Waveform RAM
Waveform RAM consists of a 4-bit x 32-step waveform pattern. It has 2
banks, with [d06] of SOUND3CNT_L used for bank specification.
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 user.
Address
090h
Address
092h
Address
094h
Address
096h
Address
098h
Address
09Ah
Address
09Ch
Address
09Eh
Register
WAVE_
RAM0_L
Register
WAVE_
RAM0_H
Register
WAVE_
RAM1_L
Register
WAVE_
RAM1_H
Register
WAVE_
RAM2_L
Register
WAVE_
RAM2_H
Register
WAVE_
RAM3_L
Register
WAVE_
RAM3_H
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Step 2
Step 3
Step 0
Step 1
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Step 6
Step 7
Step 4
Step 5
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Step 10
Step 11
Step 8
Step 9
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Step 14
Step 15
Step 12
Step 13
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Step 18
Step 19
Step 16
Step 17
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Step 22
Step 23
Step 20
Step 21
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Step 26
Step 27
Step 24
Step 25
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Step 30
Step 31
Step 28
97
Step 29
Attributes
Initial Value
R/W
Attributes
Initial Value
R/W
Attributes
Initial Value
R/W
Attributes
Initial Value
R/W
Attributes
Initial Value
R/W
Attributes
Initial Value
R/W
Attributes
Initial Value
R/W
Attributes
Initial Value
R/W
D.C.N. AGB-06-0001-002B6
Sound
10.6 Sound 4
Sound 4 is a circuit that generates white noise with the envelope function.
The contents of NR41, NR42, NR43, and NR44 for Sound 4 conform with those of
CGB.
Address
078h
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Register
SOUND4
CNT_L
NR42
NR41
Attributes
R/W
Initial
Value
0000h
Sound Length
0-63
steptime = n
1
(sec)
64
time = ( 64 st )
98
1
(sec)
256
D.C.N. AGB-06-0001-002B6
Address
07Ch
Sound
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Register
SOUND4
CNT_H
NR44
NR43
Attributes
Initial Value
R/W
0000h
Initialization
1
2
( n +1)
99
D.C.N. AGB-06-0001-002B6
Sound
100
D.C.N. AGB-06-0001-002B6
Sound
080h
Register
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
SOUND
CNT_L
NR51
NR50
L Output Level
0-7
R/W
0000h
R Output Level
0-7
101
D.C.N. AGB-06-0001-002B6
Address
084h
Sound
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Register
SOUND
CNT_X
NR52
Attributes
R/W
Initial
Value
0000h
102
D.C.N. AGB-06-0001-002B6
Address
082h
Register
Sound
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
SOUND
CNT_H
Attributes
Initial Value
R/W
0000h
103
D.C.N. AGB-06-0001-002B6
Sound
SOUNDCNT_H [d15],[d11] FIFO Clear and Sequencer Reset for Each Direct Sound
With direct sound the sequencer counts the number of times data is
transmitted from FIFO to the mixing circuit. A setting of 1 resets the FIFO
and sequencer used for each direct sound. When this bit is read, 0 is
returned.
SOUNDCNT_H [d14],[d10] Timer Selection for Each Direct Sound
Specifies the timer used for each direct sound.
A setting of 0 selects timer 0, and 1 selects timer 1.
The same timer can be specified for both direct sounds (A and B).
SOUNDCNT_H [d13],[d09] L Output for Each Direct Sound
Controls the output to L for each direct sound. A setting of 0 results in no
output to L; a setting of 1 causes output to L.
SOUNDCNT_H [d12],[d08] R Output for Each Direct Sound
Controls the output to R for each direct sound. A setting of 0 results in no
output to R; a setting of 1 causes output to R.
SOUNDCNT_H [d03],[d02] Output Ratio for Each Direct Sound
Selects the output level for each direct sound.
A setting of 0 produces output that is 1/2 of full range. A setting of 1 results
in full-range output.
SOUNDCNT_H [d01 - 00] Output Ratio for Synthesis of Sounds 1-4
Specifies the output level for the synthesis of sounds 1-4.
A setting of 00 results in output that is 1/4 of full range.
A setting of 01 results in output that is 1/2 of full range.
A setting of 10 results in full-range output.
A setting of 11 is a prohibited code.
104
D.C.N. AGB-06-0001-002B6
Sound
Register
088h
SOUND
BIAS
15 14 13
12 11 10 09 08 07 06 05 04
03 02 01 00
Attributes
R/W
Initial Value
0200h
Bias Levels
Amplitude
Resolution
9bit
8bit
7bit
6bit
Sampling
Frequency
32.768KHz
65.536KHz
131.072KHz
262.144KHz
PWM Conversion Image
PWM Modulation
Amplitude
Resolution
Input Waveform(Waveform
Composition for All Sounds)
105
D.C.N. AGB-06-0001-002B6
Sound
106
D.C.N. AGB-06-0001-002B6
Timer
11 Timer
AGB is equipped with 4 channels of 16 bit timers.
Of these, timers 0 and 1 can be used to set the interval for the supply of data from the FIFO(s)
for direct sounds A and B. This interval is set by timer overflow.
1) Timer Setting
Address
100h
104h
108h
10Ch
Register
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Attributes
TM0CNT_L
TM1CNT_L
TM2CNT_L
TM3CNT_L
R/W
Initial Value
0000h
2) Timer Control
Address
102h
106h
10Ah
10Eh
Register
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
TM0CNT_H
TM1CNT_H
TM2CNT_H
TM3CNT_H
Attributes
Initial Value
R/W
0000h
Prescalar
Selection
Count-up Timing
Interrupt Request Enable Flag
0: Disable
1: Enable
Timer Operation Flag
0: Disable
1: Enable
107
D.C.N. AGB-06-0001-002B6
Timer
108
D.C.N. AGB-06-0001-002B6
DMA Transfer
12 DMA Transfer
DMA uses the DMA controller to transfer data at a high speed between memories without going
through the AGB-CPU.
(In order to prevent conflict with the external bus, the CPU stops when the DMA controller is
working.)
AGB has 4 DMA transfer channels.
The highest priority of these channels is DMA0, followed in order by DMA1, DMA2, and DMA3.
If a DMA with a higher priority than the currently executing DMA begins execution, the
execution of the current DMA is temporarily halted, and the DMA with the higher priority is
executed. Once this DMA finishes, the original DMA resumes execution from where it was
halted.
Thus, the most appropriate uses of each DMA channel are those described below.
DMA 0
Because this has the highest priority, it is not interrupted by other DMA channels.
Thus, it is used for reliable processing over a limited period, as is required for
purposes such as horizontal-blanking DMA.
DMA 1 and DMA 2
These are used for direct sound functions, which require relatively high priority, or for
general-purpose transfers.
DMA 3
This is used for the most general types of transfers.
Perform the following settings when using DMA.
1.
2.
3.
4.
109
D.C.N. AGB-06-0001-002B6
DMA Transfer
12.1 DMA 0
DMA 0 allows different areas of internal memory in the main unit to access one
another. It has the highest priority of the DMA channels.
1) Source Address
Specifies the source address using 27 bits.
The area 00000000h-07FFFFFFh (internal memory area of main unit) can
be specified.
Address
Register
0B0h
Address
0B2h
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
DMA0
SAD_L
Register
W
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Initial Value
0000h
DMA0
SAD_H
0000h
2) Destination Address
Specifies the destination address using 27 bits.
The area 00000000h-07FFFFFFh (internal memory area of main unit) can
be specified.
Address
0B4h
Address
0B6h
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
DMA0
DAD_L
Register
W
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Initial Value
0000h
DMA0
DAD_H
0000h
3) Word Count
Specifies the number of bytes transferred by DMA0, using 14 bits. The
number can be specified in the range 0001h~3FFFh~0000h (when 0000h
is set, 4000h bytes are transferred).
Thus, in 16-bit data transfer mode, up to 4000h x 2=8000h bytes can be
transferred, and in 32-bit data transfer mode, up to 4000h x 4=10000h
bytes can be transferred.
Address
0B8h
Register
15
14
13
12
11
10
09
08
DMA0
CNT_L
07
06
05
04
03
02
01
00
Attributes
110
Initial Value
0000h
D.C.N. AGB-06-0001-002B6
DMA Transfer
4) DMA Control
Address
Register
0BAh
DMA0
CNT_H
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Initial
Value
Attributes
R/W
0000h
111
D.C.N. AGB-06-0001-002B6
DMA Transfer
01
10
11
112
D.C.N. AGB-06-0001-002B6
DMA Transfer
113
D.C.N. AGB-06-0001-002B6
DMA Transfer
1) Source Address
Specifies the source address using 28 bits.
The area 00000000h-0FFFFFFFh can be specified.
Address
0BCh
0C8h
Register
14
13
12
11
10
09
08
07
06
05
04
03
02
01
Attributes
00
DMA1SAD_L
DMA2SAD_L
Address
0BEh
0CAh
15
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
0000h
Attributes
00
DMA1SAD_H
DMA2SAD_H
Initial
Value
Initial
Value
0000h
2) Destination Address
Specifies the destination address using 27 bits.
The area 00000000h-07FFFFFFh (internal memory area of main unit) can
be specified.
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0C0h DMA1DAD_L
0CCh DMA2DAD_L
Address
Register
Attributes
W
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0C2h DMA1DAD_H
0CEh DMA2DAD_H
Attributes
Initial
Value
0000h
Initial
Value
0000h
3) Word Count
Specifies the number of bytes transferred by DMA 1 and DMA 2, using 14
bits. The number can be specified in the range 0001h~3FFFh~0000h
(when 0000h is set, 4000h bytes are transferred).
Thus, in 16-bit data transfer mode, up to 4000h x 2=8000h bytes can be
transferred, and in 32-bit data transfer mode, up to 4000h x 4=10000h
bytes can be transferred.
Address
15
Register
14
13
12
11
10
09
08
07
0C4h DMA1CNT_L
0D0h DMA2CNT_L
06
05
04
03
02
01
00
Attributes
Initial
Value
0000h
114
D.C.N. AGB-06-0001-002B6
DMA Transfer
4) DMA Control
Address
15
Register
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Initial
Value
Attributes
R/W
0C6h DMA1CNT_H
0D2h DMA2CNT_H
0000h
115
D.C.N. AGB-06-0001-002B6
DMA Transfer
01
10
11
116
D.C.N. AGB-06-0001-002B6
DMA Transfer
117
D.C.N. AGB-06-0001-002B6
DMA Transfer
12.3 DMA 3
DMA 3 provides memory access between the Game Pak bus and internal memory of
the main unit, or between different areas of internal memory of the main unit.
1) Source Address
Specifies the source address using 28 bits.
The area 00000000h-0FFFFFFFh (internal memory of main unit and
Game Pak memory area) can be specified.
Address
0D4h
Address
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
DMA3SAD_L
Register
Attributes
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0D6h DMA3SAD_H
Attributes
Initial
Value
0000h
Initial
Value
0000h
2) Destination Address
Specifies the destination address using 28 bits.
The area 00000000h-0FFFFFFFh (internal memory area of main unit and
Game Pak memory area) can be specified.
Address
15
Register
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0D8h DMA3DAD_L
Address
W
15
Register
Attributes
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
0DAh DMA3DAD_H
Attributes
Initial
Value
0000h
Initial
Value
0000h
3) Word Count
Specifies the number of bytes transferred by DMA 3, using 16 bits. The
number can be specified in the range 0001h~FFFFh~0000h (when 0000h
is set, 10000h bytes are transferred).
Thus, in 16-bit data transfer mode, up to 10000h x 2=20000h bytes can
be transferred, and in 32-bit data transfer mode, up to 10000h x
4=40000h bytes can be transferred.
Address
Register
15
14
13
12
11
10
09
08
07
0DCh DMA3CNT_L
06
05
04
03
02
01
00
Attributes
118
Initial
Value
0000h
D.C.N. AGB-06-0001-002B6
DMA Transfer
4) DMA Control
Address
15
Register
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
R/W
0DEh DMA3CNT_H
InitialValue
0000h
119
D.C.N. AGB-06-0001-002B6
DMA Transfer
01
10
11
120
D.C.N. AGB-06-0001-002B6
DMA Transfer
121
D.C.N. AGB-06-0001-002B6
DMA Transfer
-Word count
-DMA repeat
:1
You can enable this DMA anytime. Set the DMA enable flag to 1 after making the
above settings. If the DMA enable flag is 1 when the V count value is 162, DMA
transfers will be executed in the next frame. Synchronizing with the horizontal line,
DMA, which transfers the "word count" data per horizontal line, will be executed 160
times, from line 2 to line 161.
Data is always DMA transferred to the frame buffer address located 2 horizontal lines
before the line being drawn, so currently displayed graphics will never be affected by
transferred data. When the V count value becomes 162, the DMA enable flag is reset
to 0 automatically and the DMA stops.
If the DMA enable flag is cleared manually, there is a possibility of a malfunction.
Always wait until the DMA enable flag is reset to 0.
Although the DMA repeat flag is ON, this DMA will be disabled after the transfer of 1
frame's worth of data. Therefore, it is necessary to re-enable the DMA enable flag for
every frame to be transferred.
122
D.C.N. AGB-06-0001-002B6
DMA Transfer
123
D.C.N. AGB-06-0001-002B6
DMA Transfer
3.Write the following settings in 16-bit blocks to the DMA control register and stop the
DMA.
-DMA enabled flag :
-DMA start timing :
-Data request transfer flag of the Game Pak side :
-DMA repeat :
-Other control bits :
0 (Disabled)
00
0 (DMA3 only)
0
No change
*Note
Please note that the DMA may be started one extra time due to procedure 1 above.
2-2) How to stop a DMA repeat in the Direct Sound FIFO Transfer mode.
1.Write the following settings in 32-bit blocks to the DMA control register and Word
count register.
-DMA Word count register
- Word count :
0004h
1 (Enabled)
00 (Start immediately)
1 (32 bit transfer mode)
0 (OFF)
10 (Fixed)
No change
However, when the value of the DMA word count register is already set to 0004h, the
procedure is executed by writing in 16-bit width to the DMA control register. *
It is possible to disable the next repeated DMA by setting the DMA to start
immediately; however, Direct Sound FIFO Transfer mode will be cancelled so that the
value of the Word count register will be used. Therefore, the value of the Word count
register needs to be set to 0004h.*
Similarly, the setting of destination address control flag will be used, so the value of 10
(destination address fixed) needs to be set, too.*
*We recommend that the transfer type, destination address control flag, and the word
count are initially set to the above setting. (i.e., transfer type = 1, destination address
control flag = 10, and word count = 0004h).
2.Run a process of 4 clocks or more.
Example:
(Three NOP commands or one LDR command) + the 1st clock of the STR
command by the following procedure (3) equals a total of 4 clocks.
(Data is actually written at the 2nd clock of the STR command.)
124
D.C.N. AGB-06-0001-002B6
DMA Transfer
3. Write the following settings in the 16-bit width to the DMA control register and stop
the DMA
- DMA enabled flag :
- DMA start timing :
- DMA transfer type :
- DMA repeat :
- Destination address control flag :
- Other control bits :
0 (Disabled)
00
1
0
10
No change
* Note
Please note that the DMA may be started one extra time due to procedure 1 above.
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Communication Functions
13 Communication Functions
AGB provides the following five functions.
1. 8-bit/32-bit normal communication function
The use of Game Link cable for the previous DMG/MGB/CGB is prohibited for normal
communication. It is possible to communicate at 256KHz and 2MHz with peripheral equipment
that does not use cables.
Always set the communication speed at 256KHz when performing normal communication using
an AGB Game Link Cable. Communication cannot be done properly at 2MHz. Also, please
note it will be a one-way communication due to cable connection of multi-play communication.
Due to differences in voltage, communication with DMG/MGB/CGB is not possible.
Similarly, communication with previous DMG/MGB/CGB compatible hardware (pocket printer,
etc.) which connects to an extension connector is not possible.
126
D.C.N. AGB-06-0001-002B6
Communication Functions
RCNT
d15
1
1
0
0
0
0
d14
0
1
*
*
*
*
SIOCNT
d13
*
*
0
0
1
1
d12
*
*
0
1
0
1
(* ... any)
Do not change or reset a communication mode during communication, as this may cause a
communication malfunction.
127
D.C.N. AGB-06-0001-002B6
Communication Functions
When changing communication modes, change only the communication mode flag first. Do not
start a communication at the same time the mode is changed. This may cause a malfunction.
Even if you think you have set different bits of same register separately using the C language,
sometimes they are optimized by a compiler and changed to codes that are set simultaneously.
When this happens, attach the type qualifier, volatile, in order to prevent optimization.
Example:
*(volatile unsigned short int*)REG_AGB =0x8000;
*(volatile unsigned short int*)REG_AGB = 0x0040;
/*REG_AGB:register name*/
If communication is not finished (SIO interrupt does not occur) after a certain period of time, or
if there is a communication error after retries, enter another communication mode once and
then re-enter the communication mode once again. By doing this, the communication circuit
will be reset.
[Cautions for Communication Function]
For communication, take into consideration a case in which unexpected data is received.
Be careful so that a lock up, destruction of saved data, or malfunction do not occur.
(Example: To permit cancellation of communication by pressing a key.)
The following situations are examples of communication problems.
-When a peripheral device that is not supported is connected
-When different software is connected to other device
-When the communication mode is different from the other device
-When the AGB Game Link cable is connected incorrectly
-When an error occurs in data due to noise
128
D.C.N. AGB-06-0001-002B6
Communication Functions
Slave
SI
SI
SO
SO
SD
SD
SC
SC
Master (internal clock mode) will output the shift clock from SC terminal. SD terminal
will become an input terminal with pull-up.
In the case of a slave(external clock mode), SC terminal will become an input
terminal with pull-up. SD terminal will go to LO output.
The set data will be left-shifted by the falling of the shift clock, and will be output from
the SO terminal in order starting from the most significant bit. The data input from SI
terminal will be input to the least significant bit with the rising of the shift clock.
SIO Timing Chart
The above figure illustrates 8 bit communication. In 32 bit communication, the shift
clock sends and receives 32 bits of data.
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D.C.N. AGB-06-0001-002B6
Communication Functions
Register
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
12Ah SIODATA8
Attributes
Initial
Value
R/W
0000h
120h
Address
122h
Register
15
14
13
12
11
10
09
SIODATA
32_L
Register
08
07
06
05
04
03
02
01
00
Data 0
15
14
13
SIODATA
32_H
12
11
10
09
08
07
Data 1
130
Attributes
R/W
06
05
04
03
02
01
00
Attributes
R/W
Initial
Value
0000h
Initial
Value
0000h
D.C.N. AGB-06-0001-002B6
Communication Functions
Control Register
When Register RCNT (d15) = (0), the mode will be 8-bit normal serial communication
mode by setting to Register SIOCNT (d13, d12) = (0,0), and the mode will be 32-bit
normal serial communication mode by setting to SIOCNT (d13, d12) = (0, 1).
Address
128h
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Register
SIOCNT
Attributes
Initial
Value
R/W
0000h
131
D.C.N. AGB-06-0001-002B6
Communication Functions
132
D.C.N. AGB-06-0001-002B6
Communication Functions
133
D.C.N. AGB-06-0001-002B6
Communication Functions
Yes
No
Is (d02) in Register
SIOCNT, (0)?
No
Yes
Set Start Flag for Register
SIOCNT and wait for
external clock input
Transmit(Receive/Send)
End
Transmit(Receive/Send)
End
134
D.C.N. AGB-06-0001-002B6
Communication Functions
First Slave
Second Slave
Third Slave
SI
SI
SI
SI
SO
SO
SO
SO
SD
SD
SD
SD
SC
SC
SC
SC
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Communication Functions
At this point, the data output from the first slave is stored in the master
and each slaves SIOMULTI1 Register.
In this way, each slave is sent and all transmissions are carried out.
In the following situations the master produces a SYNC Signal (pull-up
input after the output of a 5 cycle HI interval of source oscillation) and the
transmission ends:
1.
After the master outputs its own Stop bit, the next Start bit is not
input after a certain period of time.
2.
After a Stop bit is received from the first or second slave, a Start
bit is not input after a certain period of time.
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D.C.N. AGB-06-0001-002B6
Communication Functions
Master
SD
Master Data
SC
Interrupt Request
SI
(Sent to GND with Communication Cable)
SO
Primary Slave
SD
SC
Interrupt Request
SI
SO
HI
Input
Output
Input
LO
Large
Connector
137
D.C.N. AGB-06-0001-002B6
Communication Functions
Data Registers
The data send is stored in the Register SIOMLT_SEND.
Address
Register
12Ah
SIOMLT_
SEND
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
R/W
Initial
Value
0000h
Address
Register
120h
SIO
MULTI0
Address
Register
122h
SIO
MULTI1
Address
Register
124h
SIO
MULTI2
Address
Register
126h
SIO
MULTI3
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Data 0
15
14
13
12
11
10
09
08
07
R/W
06
05
04
03
02
01
00
Data 1
15
14
13
12
11
10
09
08
07
14
13
12
11
10
09
08
07
Data 3
Attributes
R/W
06
05
04
03
02
01
00
Data 2
15
Attributes
Attributes
R/W
06
05
04
03
02
01
00
Attributes
R/W
Initial
Value
0000h
Initial
Value
0000h
Initial
Value
0000h
Initial
Value
0000h
138
D.C.N. AGB-06-0001-002B6
Communication Functions
Control Register
If you set Register SIOCNT (d13,d12) = (1,0) when Register RCNT (d15) = (0), you
will go to 16-bit multi-player communication mode.
Address
128h
15
Register
14
13
12
SIOCNT
11
10
09
08
07
06
05
04
03
02
01
00
Attribute
s
Initial
Value
R/W
0000h
Baud Rate
00: 9600bps
01: 38400bps
10: 57600bps
11: 115200bps
SI Terminal
SD Terminal
Multi-player ID Flag
00: Master
01: 1st Slave
10: 2nd Slave
11: 3rd Slave
139
D.C.N. AGB-06-0001-002B6
Communication Functions
2)Slave(d00 is 0)
Set during input of transmit start bit (LO source oscillation cycle 3
(approx. 180ns)), and reset when transfer is complete.
SIOCNT [d06] Communication Error Flag
The communication status can be confirmed at the end of a
communication. (During communication, it is not reflected properly.)
If the status for this bit is 0, there is no error. If it is 1, it means an error
has occurred.
This error flag is automatically set in the following situations:
-
The SI Terminal does not become LO during the interval when the
SYNC signal is being input(the master is outputting).
Example: When connected to the fifth slave or after that, or when the
previous slave is not connected.
- The stop bit for the receive data is not HI(Framing Error)
However, communication continues even when an error occurs, and
invalid data is stored in SIOMULTI0-SIOMULTI3.
Confirm error flags when communicating so there are no problems
created in case of an incorrect cable connection.
SIOCNT [d05 - 04] Multi-player ID Flag
When multi-player communication ends, an ID code will be stored which
specifies the order that each particular machine was connected.
Confirm ID code when communicating so there are no problems created
in case of an incorrect cable connection.
SIOCNT [d03] SD Terminal
The status of the SD Terminal can be read. If all of the connected
terminals enter multi-player communication mode, it becomes HI status.
SIOCNT [d02] SI Terminal
The status of the SI Terminal can be read.
When all of the connected terminals are in multi-player communication
mode, this shows that the terminal which is LO input to the SI terminal is
the master. HI input means that it is a slave.
Prior to communication starting, it is not possible to determine the number
order of a particular slave.
140
D.C.N. AGB-06-0001-002B6
Communication Functions
Baud Rate
9600 bps
38400 bps
57600 bps
115200 bps
141
D.C.N. AGB-06-0001-002B6
Communication Functions
No
Previous
communication
confirms that ID is
as a Slave
Yes
Yes
Cannot
communicate
No
No
Determine that
connection is as a
Slave
Is SI "Lo" or is there no
transmission?
Determine that
connection is as a
Yes
Master
During communication, a
busy flag is set
Communication is
terminated and ID is
confirmed
If register SIOCNT's
interrupt request
authorization flag is set,
then an interrupt request
results
142
D.C.N. AGB-06-0001-002B6
Communication Functions
SI
SO
SO
SD
SD
SC
SC
Register
12Ah
SIO
DATA8
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
R/W
Initial
Value
0000h
143
D.C.N. AGB-06-0001-002B6
Communication Functions
144
D.C.N. AGB-06-0001-002B6
Communication Functions
Control Register
If Register SIOCNT (d13,d12) = (1,1) is set when Register RCNT (d15) =
(0), you will go to UART communication mode.
Address
Register
128h
SIOCNT
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial
Value
R/W
0000h
Baud Rate
00: 9600bps
01: 38400bps
10: 57600bps
11: 115200bps
CTS Flag
0: Send always possible
1: Send possible during
LOW input to SC terminal
Parity Control
0: Even parity
1: Odd parity
Send Data Flag
0: Not Full
1: Full
Receive Data Flag
0: Not Empty
1: Empty
Error Flag
0: No Error
1: Error
Data Length
0: 7 bits
1: 8 bits
FIFO Enable Flag
0: Disable
1: Enable
145
D.C.N. AGB-06-0001-002B6
Communication Functions
146
D.C.N. AGB-06-0001-002B6
Communication Functions
CONDITION
The receive data stop bit is not 0
When parity is enabled, there is an error in the parity for the receive data
When FIFO is invalid, if the receive data is not empty (SIOCNT[d05]=0)
and next receive has ended (detect stop bit). Or when FIFO is valid, if
receive FIFO is full and next communication has ended (detect stop bit).
147
D.C.N. AGB-06-0001-002B6
Communication Functions
Baud Rate
9600 bps
38400 bps
57600 bps
115200 bps
148
D.C.N. AGB-06-0001-002B6
Communication Functions
Register
134h
RCNT
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
SO SI SD SC SO SI SD SC R/W
Initial
Value
0000h
Data Bit
149
D.C.N. AGB-06-0001-002B6
Communication Functions
150
D.C.N. AGB-06-0001-002B6
Communication Functions
Register
134h
RCNT
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
Initial
Value
R/W
0000h
Attributes
Initial
Value
R/W
0000h
Address
Register
140h
JOYCNT
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Device Reset
Signal
Receive Flag
Receive Complete
Flag
Send Complete
Flag
Interrupt Request Enable Flag
0: Disable
1: Enable
151
D.C.N. AGB-06-0001-002B6
Communication Functions
150h
Address
152h
15
Register
14
13
12
11
10
JOY_
RECV_L
08
07
06
05
04
03
02
01
00
15
Register
09
14
13
12
11
10
JOY_
RECV_H
09
08
07
06
05
04
03
02
01
00
Attributes
Initial Value
R/W
0000h
Attributes
R/W
Initial Value
0000h
154h
Address
15
Register
14
13
12
11
10
JOY_
TRANS_L
08
07
06
05
04
03
02
01
00
15
Register
09
14
13
12
11
10
JOY_
156h
TRANS_H
09
08
07
06
Attributes
R/W
05
04
03
02
01
00
Attributes
R/W
Initial
Value
0000h
Initial
Value
0000h
158h
15
Register
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
Attributes
R/W
JOYSTAT
Initial
Value
0000h
152
D.C.N. AGB-06-0001-002B6
Communication Functions
Direction
Receive
Send
Order
1
1
2
3
d7
d6
d5
d4
d3
1
1
1
1
1
0
0
0
0
0
0
0
0
0
0
Lower 8 bits of Register JOYSTAT
d2
1
0
1
d1
1
0
0
d0
1
0
0
Remarks
Command 255(FFh)
Type Number
0400h
Communication Status
Direction Order
Receive 1
1
2
Send
3
d7
d6
0
0
0
0
0
0
Lower 8 bits of
d5
d4
d3
0
0
0
0
0
0
0
0
0
Register JOYSTAT
153
d2
0
0
1
d1
0
0
0
d0
0
0
0
Remarks
Command 0(00h)
Type Number
0400h
Communication Status
D.C.N. AGB-06-0001-002B6
Communication Functions
Direction Order
Receive 1
2
3
Receive
4
5
Send
6
d7
d6
d5
d4
d3
d2
d1
0
0
0
1
0
1
0
Lower 8 bits of receive data Register JOY_RECV_L
Upper 8 bits of receive data Register JOY_RECV_L
Lower 8 bits of receive data Register JOY_RECV_H
Upper 8 bits of receive data Register JOY_RECV_H
Lower 8 bits of Register JOYSTAT
d0
1
Remarks
Command 21(15h)
Receive Data
Communication Status
Direction Order
Receive 1
2
3
Send
4
5
6
d7
d6
d5
d4
d3
d2
d1
0
0
0
1
0
1
0
Lower 8 bits of send data Register JOY_TRANS_L
Upper 8 bits of send data Register JOY_TRANS_L
Lower 8 bits of send data Register JOY_TRANS_H
Upper 8 bits of send data Register JOY_TRANS_H
Lower 8 bits of Register JOYSTAT
154
d0
0
Remarks
Command 20(14h)
Send Data
Communication Status
D.C.N. AGB-06-0001-002B6
Communication Functions
155
D.C.N. AGB-06-0001-002B6
Key Input
14 Key Input
14.1 Key Status
AGB allows input with the L and R buttons, as well as with START and SELECT,
Control Pad, and A and B Buttons.
The status of each of these buttons can be checked by reading the individual bits of
Register KEYINPUT.
Address
Register
130h
KEY
INPUT
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
L
DWN UP
LFT
RT
ST
SL
Attributes
Initial Value
R/W
0000h
Key Status
0: Input
1: No Input
Register
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
132h KEYCNT
DWN
UP LFT
RT
ST
SL
Attributes
R/W
Initial
Value
0000h
156
D.C.N. AGB-06-0001-002B6
Key Input
1.
2.
157
D.C.N. AGB-06-0001-002B6
Interrupt Control
15 Interrupt Control
AGB can use 14 types of maskable hardware interrupts. If an interrupt request signal is
received from a hardware item, the corresponding interrupt request flag is set in the IF register.
Masking can be performed individually for interrupt request signals received from each
hardware item by means of the interrupt request flag register IE.
208h
Register
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
IME
R/W
0000h
200h
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
IE
R/W
0000h
Rendering Blank
V Counter Match
Timer
Serial Communication/General Purpose
Communication/JOY Bus Communication/
UART Communication
DMA
Key
Game Pak(DREQ/IREQ)
By resetting the bit, the corresponding interrupt can be prohibited. Setting this to 1
enables the corresponding interrupt.
158
D.C.N. AGB-06-0001-002B6
Interrupt Control
202h
Register
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
IF
0000h
Rendering Blank
V Counter Matching
Timer
Serial Communication/General Purpose
Communication/JOY Bus
Communication/UART Communication
DMA
Key
Game Pak(DREQ/IREQ)
If a 1 is written to the bit which the interrupt request flag is set in, that interrupt
request flag can be reset
159
D.C.N. AGB-06-0001-002B6
Interrupt Control
32 bit
03007FFC
03007FF8
Interrupt Address
Allocated
Area
Interrupt
Check Flag
03007FF4
Allocated Area
03007FF0
Sound BufferAddress
Allocated Area
03007FE0
SP_svc
R12
R11
SPSR_SVC (formerly CPSR)
03007FA0
SP_irq
R12
Interrupt Stack
(6 words/1 time)
R3
R2
R1
R0
03007F00
SP_usr
User Stack
By changing each CPU Mode SP Initial-value, they can be set to an arbitrary memory
map.
160
D.C.N. AGB-06-0001-002B6
IRQ Stack
03007F00
SVC Stack
03007FE0
03007FA0
SP_usr
SP_svc
6 WORDS
SP_irq
03007FA0
03007F00
2) User interrupt processing is done (you can reference the cause of the
interrupt with the IF Register). Also solve* problems with a stack, if
necessary.
3) Restore the registers (total of 6 words) saved to the Interrupt Stack
and return to user main processing.
USR Stack
IRQ Stack
03007F00
SVC Stack
03007FA0
SP_usr
03007FE0
SP_irq
03007F00
SP_svc
03007FA0
*Note
Only the interrupt stack is used for normal interrupt processing. Therefore,
there is a possibility of stack overflow in some cases. To solve this
problem, you can either allocate a larger interrupt stack by moving SP_usr
in advance or use user stack for both, by switching the CPU mode to the
user mode in user interrupt processing. For the latter method, see the
explanation of multiple interrupts that is discussed on the following page.
161
D.C.N. AGB-06-0001-002B6
IRQ Stack
SVC Stack
03007FA0
03007F00
SP_usr
03007FE0
SP_svc
6 WORDS
SP-irq
03007F00
03007FA0
2) User interrupt processing is done (you can reference the cause of the
interrupt with the IF Register).
If multiple interrupts occur, SPSR_irq will be overwritten, so you
must save before enabling IRQ.
USR Stack
IRQ Stack
SVC Stack
03007FA0
03007F00
SP_usr
03007FE0
SP_svc
6 WORDS
SPSR_irq
SP_irq
03007FA0
03007F00
IRQ Stack
SVC Stack
03007FA0
03007F00
LR_usr
User Interrupt
Processing
03007FE0
SP_svc
6 WORDS
SPSR_irq
SP_usr
SP_irq
03007FA0
03007F00
162
D.C.N. AGB-06-0001-002B6
When an interrupt occurs, Monitor ROM does the processing (1) again,
and loads each register to the interrupt stack.
USR Stack
IRQ Stack
SVC Stack
03007FA0
03007F00
LR_usr
User Interrupt
Processing
03007FE0
SP_svc
6 WORDS
SPSR_irq
SP_usr
6 WORDS
03007F00
SP_irq
03007FA0
163
D.C.N. AGB-06-0001-002B6
16 Power-Down Functions
16.1 Stop Function
Stop Function Summary
During periods when the LCD display is not done and CPU processing is
not considered essential you can reduce power consumption greatly if
used efficiently.
The content of each type of RAM are maintained.
Implementing Stop
1) Implementation of Stop Mode
AGB is placed in stop mode by executing the system call [SWI <3>]
instruction (Stop( ))
2) Canceling Stop Mode
If the corresponding flag of the interrupt enable register IE is set for
various interrupt requests of Key, Cartridge, and SIO (general purpose
communication mode only), this mode will be canceled.
[Remarks]
Canceling stop status requires a brief wait until the system clock
stabilizes.
System Working Status in Stop Mode
The working status of each block of the AGB system during a stop is
shown in the following table.
Block
AGB-CPU
LCD Controller
Sound
Timer
Serial Communication
Key
System Clock
Infrared Communication
Working
X
X
X
X
X
X
X
X
Status
Wait status resulting from wait signal
Stopped because no clock provided*
Stopped*
Stopped
Stopped
Stopped
Stopped
Stopped
*Note
The LCD controller stops so turn OFF the LCD display before entering
Stop Mode. Sound stops in Stop Mode, therefore noise may result.
164
D.C.N. AGB-06-0001-002B6
Working
X
Status
Wait status resulting from wait signal
Normal operation
Normal operation
Normal operation
Normal operation
Normal operation
Normal operation
165
D.C.N. AGB-06-0001-002B6
IRQ Stack
SVC Stack
03007FA0
03007FE0
SP_usr
SP_irq
4 WORDS
SP_svc
03007F00
03007FA0
3) Switch from CPU mode to system mode. Call the IRQ disable flag with
monitor ROM. The previous status will continue.
4) Save the R2 and LR_usr registers to the user stack. Other registers will
be saved with each system call.
USR Stack
03007F00
IRQ Stack
SVC Stack
03007FA0
03007FE0
SP_irq
LR_usr
R2
Save with each
System Call
4 WORDS
SP_svc
SP_usr
03007F00
03007FA0
IRQ Stack
SVC Stack
03007FA0
03007FE0
SP_usr
SP_irq
4 WORDS
SP_svc
03007F00
03007FA0
166
D.C.N. AGB-06-0001-002B6
6) Return value to registers R0, R1, and R3, in cases where a system call
provides a return value, and then return to the user program.
USR Stack
03007F00
IRQ Stack
SVC Stack
03007FA0
03007FE0
SP_usr
SP_irq
03007F00
SP_svc
03007FA0
167
D.C.N. AGB-06-0001-002B6
IRQ Stack
SVC Stack
03007FA0
03007FE0
SP_usr
SP_irq
4 WORDS
SP_svc
03007F00
03007FA0
3) Switch from CPU mode to system mode. The status of the IRQ Disable
Flag prior to the call is kept in System ROM. The previous conditions will
be continued.
4) Save the R2 and LR_usr registers to the user stack. Other registers will
be saved with each system call.
Usr Stack
IRQ Stack
03007F00
SVC Stack
03007FA0
03007FE0
SP_irq
LR_usr
R2
Save with each
System Call
4 WORDS
SP_svc
SP_usr
03007F00
03007FA0
IRQ Stack
SVC Stack
03007FA0
LR_usr
R2
Save with each
System Call
03007FE0
6 WORDS
4 WORDS
SP_irq
SP_usr
03007F00
SP_svc
03007FA0
6) User interrupt processing is done. (You can reference the cause of the
interrupt with the IF Register.) The CPU mode is changed to System Mode
(User Mode with privilege) in order to solve the problem with stacks (to
reference interrupt processing).
USR Stack
03007F00
IRQ Stack
SVC Stack
03007FA0
LR_usr
R2
Save with each
System Call
User Interrupt
Processing
03007FE0
6 WORDS
4 WORDS
SP_irq
03007F00
SP_svc
03007FA0
SP_usr
If System Call occurs during User interrupt processing, the System Call
is called using Multiple Calls.
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D.C.N. AGB-06-0001-002B6
7) Monitor ROM does the system call operation (1), and loads to the
system call stack.
USR Stack
03007F00
IRQ Stack
SVC Stack
03007FA0
LR_usr
R2
Save with each
System Call
User Interrupt
Processing
03007FE0
6 WORDS
4 WORDS
SP_irq
03007F00
4 WORDS
SP_svc
03007FA0
SP_usr
IRQ Stack
SVC Stack
03007FA0
LR_usr
R2
Save with each
System Call
User Interrupt
Processing
LR_usr
R2
Save with each
System Call
03007FE0
6 WORDS
4 WORDS
SP_irq
4 WORDS
SP_svc
SP_usr
03007F00
03007FA0
IRQ Stack
SVC Stack
03007FA0
LR_usr
R2
Save with each
System Call
User Interrupt
Processing
03007FE0
6 WORDS
4 WORDS
SP_irq
03007F00
4 WORDS
SP_svc
03007FA0
SP_usr
11) Return value to registers R0, R1, and R3, in cases where a system
call provides a return value, and then return to the user interrupt
processing.
USR Stack
03007F00
IRQ Stack
SVC Stack
03007FA0
LR_usr
R2
Save with each
System Call
User Interrupt
Processing
03007FE0
6 WORDS
4 WORDS
SP_irq
03007F00
SP_svc
03007FA0
SP_usr
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D.C.N. AGB-06-0001-002B6
12) Complete the user interrupt processing and return to the previous
system call.
USR Stack
03007F00
IRQ Stack
SVC Stack
03007FA0
03007FE0
LR_usr
R2
Save with each
System Call
SP_irq
4 WORDS
SP_svc
SP_usr
03007F00
03007FA0
IRQ Stack
SVC Stack
03007FA0
03007FE0
SP_usr
SP_irq
4 WORDS
SP_svc
03007F00
03007FA0
14) Return value to registers R0, R1, and R3, in cases where a system
call provides a return value, and then return to the user program.
USR Stack
03007F00
IRQ Stack
SVC Stack
03007FA0
03007FE0
SP_usr
SP_irq
03007F00
SP_svc
03007FA0
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D.C.N. AGB-06-0001-002B6
0
8000000h
Start Address
8000010h
8000020h
80000A0h
80000B0h
Game Title
96h
Reserved Area
Device Type
Maker Code
Game Code
Mask ROM
Version Number
Reserved
Area
Complement Check
Start Address
Store the 32-bit ARM command B<User program start address>.
Nintendo Logo Character Data
The Nintendo logo/character data, which is displayed when the game is
started, is stored here. The Monitor ROM checks this data at start-up,
therefore always store the data provided by Nintendo.
Game Title
Store the Game title in this area.
Game Code
Store the Game Code provided by Nintendo in this area.
Maker Code
The Maker Code, determined by the "maker" of the software and Nintendo,
is stored here.
96h
Store the fixed code "96h".
Main Unit Code
Store the code for the hardware on which the software is intended to run.
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D.C.N. AGB-06-0001-002B6
Device Type
Store the type of device that is installed in the Game Pak. If there is a 1
Mbit flash DACS (Debugging And Communication System) (=custom
1Mbit flash Memory with security and patch functions) in a Game Pak, set
the most significant bit to 1. Otherwise it is reset. Other bits are system
allocated area.
Mask ROM Version No.
Store the ROM version number here.
Complement Check
The 2s complement of the total of the data stored in address 80000A0h ~
80000BCh plus 19h is stored in this location.
Reserved Area
This is a system allocated area. Set this area to 00h.
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D.C.N. AGB-06-0001-002B6