Nintendo GAME BOY Programming Manual page 270

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Game Boy Programming Manual
Register
Address
BGP
FF47
BG Palette
Data
OBP0
FF48
OBJ palette
data 0
OBP1
FF49
OBJ palette
data 1
WY
FF4A
Window y-
coordinate
WY
FF4B
Window x-
coordinate
KEY1
FF4D
Current
speed:
CPU speed
0:
switching
Normal 1:
Double-
speed
VBK
FF4F
VRAM bank
specification
HDMA1
FF51
Higher-order
address of
HDMA transfer
source
HDMA2
FF52
Lower-order
address of
HDMA transfer
source
HDMA3
FF53
Higher-order
address of
HDMA transfer
destination
D7
D6
D5
Palette data for
Palette data for
character dot data
character dot data
11 in DMG mode.
10 in DMG mode.
Palette data for
Palette data for
character dot data
character dot data
11 in DMG mode.
10 in DMG mode.
Palette data for
Palette data for
character dot data
character dot data
11 in DMG mode.
10 in DMG mode.
D4
D3
D2
Palette data for
character dot
data 01 in DMG
mode.
Palette data for
character dot
data 01 in DMG
mode.
Palette data for
character dot
data 01 in DMG
mode.
270
D1
D0
Comment
Palette data for
W
character dot data
00 in DMG mode.
Palette data for
W
character dot data
When attribute
00 in DMG mode.
bit 4 is 0.
Palette data for
W
character dot data
When attribute
00 in DMG mode.
bit 4 is 1.
R/W
0 – 143
Top edge when
WY=0
R/W
7 – 165
Left edge when
WY=7
Enable
R/W Switch by
speed
setting bit 0 to 1
switching
and issuing a
STOP
instruction
Bank
R/W
0: Bank 0
Bank 0 selected
1: Bank 1
immediately
after a reset
signal.
W
00h – 7Fh (ROM)
A0h – DFh
(WRAM)
W
0Xh – FXh
W
00h – 1Fh

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