Feature Comparison - Nintendo GAME BOY Programming Manual

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Game Boy Programming Manual
1.5

Feature Comparison

Item
CPU Speed
(system operating frequency)
Game Boy RAM
Work and Stack RAM
Work RAM
OAM
For LCD display
Game Pak Memory Space
ROM (without MBC)
RAM (without MBC)
LCD Controller
Display Capacity
Block Structure
BG, window
Object
Number of Usable Characters
BG
OBJ 8 x 8
8 x 16
Grayscale: BG, window
Grayscale: Object
Object priority
Different x coordinates
Same x coordinates
Timer & Divider Stages
Serial Input/Output
Baud Rate
DMA Controller
Existing DMA
Horizontal blank DMA
General-purpose DMA
Interrupt features
Internal Interrupts
External Interrupts
Input/Output Ports
Serial Input/Output Ports
Infrared Communication Port
Sound Output Circuit
← ← ← ← : Same as in column at left
DMG CPU
1.05 MHz
127 x 8 bits
8,192 bytes
40 x 28 bits
8,192 bytes
32,768 bytes
8,192 bytes
160 x 144 dots
8 x 8 dots
8 x 8 dots or 8 x 16 dots
256
256
128
4 shades, 1 palette
3 shades, 2 palettes
Object with smallest x coord .
Object with lowest OBJ number
8-bit timer x 1
16 stages x 1
8 bits x 1
8 K
8000h~DFFFh→OAM
---
---
4 types (maskable)
1 type (maskable)
SIN, SCK, SOUT
---
4 sounds
16
CGB CPU
1.05 MHz (normal mode)
2.10 MHz (double-speed mode)
← ← ← ←
32,768 bytes
40 x 32 bits
16,384 bytes
← ← ← ←
← ← ← ←
160 x 144 x RGB dots
← ← ← ←
← ← ← ←
512
512
256
4 colors, 8 palettes
( DMG mode: 4 colors, 1 palette)
3 colors, 8 palettes
(DMG mode: 3 colors, 2 palettes)
Object with lowest OBJ number
(DMG mode: Object with lowest x
coord.)
← ← ← ←
← ← ← ←
← ← ← ←
← ← ← ←
8K/256K (16K/512K in high-speed mode
0h~DFFFh→OAM
Game Pak & Work RAM→VRAM
Game Pak & Work RAM→VRAM
← ← ← ←
← ← ← ←
← ← ← ←
R0, R1, R2, R3
← ← ← ←
Monaural (VIN) External Sound
Mixable Input

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