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User Manuals: Nintendo Game Boy Advance Console
Manuals and User Guides for Nintendo Game Boy Advance Console. We have
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Nintendo Game Boy Advance Console manuals available for free PDF download: Programming Manual, Instruction Booklet, Supplementary Manual, User Manual
Nintendo Game Boy Advance Programming Manual (172 pages)
Brand:
Nintendo
| Category:
Game Console
| Size: 7 MB
Table of Contents
Table of Contents
3
Revision History
13
Introduction
21
Using this Manual
22
Figure 1 - Bit Operation Attribute Symbols
22
The Game Boy Advance System
23
System Overview
23
System Configuration
25
CPU Block Diagram
25
Figure 1 - Game Boy Advance CPU Block Diagram
25
Complete Block Diagram
26
Figure 2 - Complete Game Boy Advance System Block Diagram
26
Memory Configuration and Access Widths
27
Little-Endian
27
Table 1 - Game Boy Advance Memory Configuration and Access Widths
27
Figure 3 - Game Boy Advance CPU Memory Addresses (Little-Endian)
27
Game Boy Advance Memory
29
Overall Memory Map
29
Figure 4 - Game Boy Advance System Memory Map
29
Memory Configuration
30
Game Boy Advance Internal Memory
30
Game Pak Memory
31
Game Pak Memory Wait Control
31
Figure 5 - the WAITCNT Register
32
Table 2 - Game Pak Memory Wait Control Values
33
Access Timing
34
Table 3 - Wait Control Values and Wait Cycles
34
Figure 6 - Sequential Access Timing Chart
34
Figure 7 - Random Access Timing Chart
34
Game Pak Bus
35
Table 4 - Game Pak Bus Terminals
35
Lcd
37
Table 5 - Game Boy Advance Display Screen Features
37
Figure 8 - Display Screen Horizontal and Vertical Blanking Intervals
37
LCD Status
38
Counter
38
General LCD Status
38
Figure 9 - the VCOUNT Register
38
Figure 10 - the DISPSTAT Register
38
Image System
41
Figure 11 - the DISPCNT Register
41
Modes
43
Details of BG Modes
43
Table 6 - Background Mode Details (Character Format BG Screen)
43
Table 7 - Background Mode Details (Bitmap Format BG Screen)
44
VRAM Memory Map
45
Figure 12 - Background Mode Memory Maps
45
Rendering Functions
47
Character Mode BG (BG Modes 0-2)
47
Control
47
Table 8 - Background Mode Registers
47
Figure 13 - Background Screen Control Registers
48
Figure 14 - Text Background and Rotation/Scaling Background Screen Control Registers
48
Table 9 - Screen Size Settings
49
Figure 15 - Text Background Screen Sizes
49
Figure 16 - Rotation/Scaling Background Screen Sizes
50
Mosaic Size
51
Figure 17 - the MOSAIC Register
51
Figure 18 - Mosaic Schematic
51
VRAM Address Mapping of BG Data
52
Figure 19 - VRAM Base Blocks for Background Data
53
Character Data Format
54
Figure 20 - 16-Color X 16-Palette Character Data Format
54
Screen Data Format
55
Figure 21 - 256-Color X 1-Palette Character Data Format
55
Figure 22 - Text Background Screen Format
56
Figure 23 - Rotation/Scaling Background Screen Format
56
Screen Data Address Mapping for the LCD Screen
57
Figure 24 - Virtual Screen Size of 256 X 256 Pixels (Text Background)
57
Figure 25 - Virtual Screen Size of 512 X 256 Pixels (Text Background)
58
Figure 26 - Virtual Screen Size of 256 X 512 Pixels (Text Background)
58
Figure 27 - Virtual Screen Size of 512 X 512 Pixels (Text Background)
59
Figure 28 - Virtual Screen Size of 128 X 128 Pixels (Rotation/Scaling Background)
59
Figure 29 - Virtual Screen Size of 256 X 256 Pixels (Rotation/Scaling Background)
60
Figure 30 - Virtual Screen Size of 512 X 512 Pixels (Rotation/Scaling Background)
60
Figure 31 - Virtual Screen Size of 1024 X 1024 Pixels (Rotation/Scaling Background)
61
Rotation and Scaling Features
62
Figure 32 - Referencing Rotated Background Data
62
Figure 33 - Registers for Setting the Starting Point of BG Data
63
Figure 34 - Registers for Setting the Direction Parameters of BG Data
63
Scrolling
64
Figure 35 - Offset Settings Registers
64
Bitmap Mode Bgs (BG Modes 3-5)
65
Control
65
Rotation/Scaling
65
Figure 36 - Offset Illustration
65
Figure 37 - the BG2CNT Register
65
Pixel Data
66
Pixel Data Address Mapping for the LCD Screen
66
Figure 38 - 32,768-Color Simultaneous Display Format
66
Figure 39 - 256-Color Display Format
66
Table 11 - BG Mode 4 (Frame 0)
67
Table 12 - BG Mode 4 (Frame 1)
67
Table 13 - BG Mode 5 (Frame 0)
68
Table 14 - BG Mode 5 (Frame 1)
68
OBJ (Object)
69
OBJ Function Overview
69
Table 15 - OBJ Function Features
69
Character Data Mapping
70
Table 16 - Rendering Cycles and the Corresponding Number of Displayable Objects
70
Figure 40 - VRAM 2-Dimensional Mapping for OBJ Characters
71
Figure 41 - VRAM 1-Dimensional Mapping for OBJ Characters
71
Oam
72
Figure 42 - Writing Rotation/Scaling Parameters to OAM
73
Figure 43 - OBJ Attribute 0
74
Figure 44 - Cropping When Displaying a Scaled or Rotated Object
75
Figure 45 - Cropping When Displaying a Magnified Character
76
Figure 46 - OBJ Attribute 1
77
Figure 47 - Object Sizes
77
Figure 48 - OBJ Attribute 2
78
OBJ Rotation/Scaling Feature
79
Figure 49 - OBJ Character Data Referenced with Rotation
79
Display Priority of OBJ and BG
80
Priority Among Bgs
80
Priority Among Objs
80
Figure 50 - Object Rotation/Scaling Parameters
80
Priority Among Bgs and Objs
81
Figure 51 - Background and Object Priority
81
Figure 52 - Color Palette RAM Memory Map
84
Figure 53 - Referencing Palette RAM for OBJ and BG Modes
84
Figure 54 - Color Data Format
85
Figure 55 - Window Position Setting Registers
87
Figure 56 - Window Display Priority Example
87
Figure 57 - the WININ Register
88
Figure 58 - the WINOUT Register
88
Figure 59 - the BLDCNT Register
89
Table 17 - Specifications for the BLDCNT Register
90
Table 18 - EVA, EVB, and EVY Values
91
Figure 60 - the BLDALPHA and BLDY Registers
91
Figure 61 - Α Blending between OBJ and BG
92
Figure 62 - Game Boy Advance Sound System Block Diagram
93
Figure 63 - Sound FIFO Input Registers
94
Table 19 - Sound 1 Frequency Change Bits
95
Figure 64 - the SOUND1CNT_L Register
95
Figure 65 - the SOUND1CNT_H Register
96
Figure 66 - Waveform Amplitude Peak Proportions
97
Figure 67 - the SOUND1CNT_X Register
97
Figure 68 - the SOUND2CNT_L Register
98
Figure 69 - the SOUND2CNT_H Register
99
Figure 70 - the SOUND3CNT_L Register
100
Table 20 - Sound 3 Output Level Selections
101
Figure 71 - the SOUND3CNT_H Register
101
Figure 72 - the SOUND3CNT_X Register
101
Figure 73 - Waveform RAM Registers
103
Figure 74 - the SOUND4CNT_L Register
104
Figure 75 - the SOUND4CNT_H Register
105
Table 21 - Sound 4 Prescalar Input Clock Selection
106
Figure 76 - the SOUNDCNT_L Register
106
Figure 77 - the SOUNDCNT_X Register
107
Figure 78 - the SOUNDCNT_H Register
108
Figure 79 - the SOUNDBIAS Register
109
Table 22 - PWM Modulation Amplitude Resolution and Sampling Cycle Frequency
110
Figure 80 - PWM Conversion Image
110
Figure 81 - Timer Setting Registers
111
Figure 82 - Timer Control Registers
111
Table 23 - Timer Control Prescalar Selection
112
Figure 83 - DMA 0 Source Address Registers
114
Figure 84 - DMA 0 Destination Address Registers
114
Figure 85 - the DMA0CNT_L Register
114
Figure 86 - the DMA0CNT_H Register
115
Table 24 - DMA Transfer Timing Selections (DMA 0)
116
Figure 87 - DMA 1 and 2 Source Address Registers
117
Figure 88 - DMA 1 and 2 Destination Address Registers
117
Figure 89 - DMA 1 and 2 Word Count Registers
118
Figure 90 - DMA 1 and 2 Control Registers
119
Table 25 - DMA Transfer Timing Selections (DMA 1 and 2)
120
Figure 91 - DMA 3 Source Address Registers
121
Figure 92 - DMA 3 Destination Address Registers
121
Figure 93 - the DMA3CNT_L Register
122
Figure 94 - the DMA3CNT_H Register
122
Table 26 - DMA Transfer Timing Selections (DMA 3)
123
Table 27 - Communication Functions
129
Figure 95 - Connecting During Normal Serial Communication
130
Figure 96 - SIO Timing Chart (8-Bit Communication)
131
Figure 97 - the SIODATA8 Register
131
Figure 98 - 32-Bit Normal Serial Communication Data Registers
132
Figure 99 - the SIOCNT Register (32-Bits)
132
Figure 100 - Normal Serial Communication Flow (Example)
134
Figure 101 - Multi-Player Communication Connection Status
135
Figure 102 - Multi-Player Communication Timing Chart
136
Figure 103 - Multi Player Game Boy Advance Game Link Cable Connecting Diagram
137
Figure 104 - the SIOMLT_SEND Register
137
Figure 105 - Multi-Player Data Registers
137
Figure 106 - Multi-Player Data Transitions
138
Figure 107 - the SIOCNT Register (16-Bit)
139
Table 28 - Normal Serial Communication Baud Rates
140
Figure 108 - Multi-Player Communication Flow (Example)
141
Figure 109 - UART Communication
142
Figure 110 - the SIODATA8 Register
142
Figure 111 - Serial Communication Without FIFO
142
Figure 112 - Serial Communication with FIFO
143
Figure 113 - Example: Writing Data Registers
143
Figure 114 - the SIOCNT Register (UART)
144
Table 29 - UART Communication Error Conditions
145
Table 30 - UART Communication Baud Rates
146
Figure 115 - the RCNT Register (General-Purpose Communication)
147
Figure 116 - the RCNT Register (JOY Bus Communication)
148
Figure 117 - the JOYCNT Register
148
Figure 118 - JOY Bus Receive Data Registers
149
Figure 119 - JOY Bus Send Data Registers
149
Figure 120 - the JOYSTAT Register
149
Table 31 - the JOY Bus Reset Command
150
Table 32 - the Type/Status Data Request Command
150
Table 33 - the JOY Bus Data Write Command
151
Table 34 - the JOY Bus Data Read Command
151
Figure 121 - Game Boy Advance Game Link Cable Connection Types
153
Figure 122 - the KEYINPUT Register
155
Figure 123 - the KEYCNT Register
155
Figure 124 - the IME Register
157
Figure 125 - the IE Register
157
Figure 126 - the if Register
158
Figure 127 - System-Allocated Area in Work RAM
159
Table 35 - System Status While in Stop Mode
163
Table 36 - Terminology for Entering Sleep Mode from the Menu Screen
164
Table 37 - Terminology for Entering Sleep Mode Using a Buttons Shortcut
165
Table 38 - Terminology for Automatically Entering Sleep Mode
165
Table 39 - System Status While in Halt Mode
166
Figure 128 - Game Boy Advance ROM Registration Data
171
Figure 129 - Device Type Bits
172
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Nintendo Game Boy Advance Instruction Booklet (9 pages)
Brand:
Nintendo
| Category:
Game Console
| Size: 0 MB
Table of Contents
Table of Contents
3
Information
4
List of Components
4
About Game Boy Advance Game Paks
5
Description of Components
5
Installing Batteries
5
Changing the Screen Colours on Original Game Paks
6
Description of Accessories (When Using Game Paks for the Game Boy Advance)
6
About Accessories
6
Connecting a Game Boy Advance Game Link Cable (AGB-005)
6
Playing a Multi-Player Mode Game
7
Using the Game Boy Advance Video Game System Starting a Game
6
Removing Game Pak
6
Description of Accessories (When Using a Game Pak Designed for the Game Boy Series) Supported Accessories
7
AC-DC Adapter Set
8
Troubleshooting (before Seeking Assistance)
9
Nintendo Game Boy Advance Supplementary Manual (7 pages)
Nintendo Game Boy Advance: Supplementary Guide
Brand:
Nintendo
| Category:
Game Console
| Size: 0 MB
Table of Contents
Important Safety Information - Read the Following Warnings
2
WARNING - Seizures
2
WARNING - Repetitive Motion Injuries and Eyestrain
2
WARNING - Battery Leakage
2
Fcc Information
3
Patent Information
3
Hardware Precautions / Maintenance
3
Game Pak Precautions / Maintenance
3
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Nintendo Game Boy Advance User Manual (1 page)
Nintendo Game Boy Advance SP: User Guide
Brand:
Nintendo
| Category:
Game Console
| Size: 0 MB
Table of Contents
WARNING - Seizures
1
WARNING - Repetitive Motion Injuries and Eyestrain
1
WARNING - Battery Leakage
1
Important Safety Information - Read the Following Warnings before You or Your Child Play Video Games
1
When Watching a Video, the a and B Buttons Are for Brightness Control (+/-).
1
R Button: Skip Search Forward
1
L Button: Skip Search Backward
1
A Button: Choose
1
B Button: Back
1
Select: Return to Main Menu
1
Nintendo Game Boy Advance User Manual (1 page)
Nintendo Game Boy Advance Wireless Adapter: User Guide
Brand:
Nintendo
| Category:
Adapter
| Size: 0 MB
Table of Contents
Installing the Game Boy Advance Wireless Adapter
1
Using the Game Boy Advance Wireless Adapter
1
Single Game Pak
1
Multiple Game Paks
1
For Best Results Follow These Guidelines
1
Nintendo Game Boy Advance User Manual (2 pages)
Nintendo Game Boy Advance: User Guide
Brand:
Nintendo
| Category:
Game Console
| Size: 0 MB
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