;* ;* Gameboy Hardware definitions ;* ;* Based on Jones' hardware.inc ;* And based on Carsten Sorensen's ideas. ;* ;* Rev 1.1 - 15-Jul-97 : Added define check ;* Rev 1.2 - 18-Jul-97 : Added revision check macro ;* Rev 1.3 - 19-Jul-97 : Modified for RGBASM V1.05 ;* Rev 1.4 - 27-Jul-97 : Modified for new subroutine prefixes ;* Rev 1.5 - 15-Aug-97 : Added _HRAM, PAD, CART defines ;* : and Nintendo Logo ;* Rev 1.6 - 30-Nov-97 : Added rDIV, rTIMA, rTMA, & rTAC ;* Rev 1.7 - 31-Jan-98 : Added _SCRN0, _SCRN1 ;* Rev 1.8 - 15-Feb-98 : Added rSB, rSC ;* Rev 1.9 - 16-Feb-98 : Converted I/O registers to $FFXX format ;* Rev 2.0 - : Added GBC registers ;* Rev 2.1 - : Added MBC5 & cart RAM enable/disable defines ;* Rev 2.2 - : Fixed NR42,NR43, & NR44 equates ;* Rev 2.3 - : Fixed incorrect _HRAM equate ;* Rev 2.4 - 27-Apr-13 : Added some cart defines (AntonioND) ;* Rev 2.5 - 03-May-15 : Fixed format (AntonioND) ;* Rev 2.6 - 09-Apr-16 : Added GBC OAM and cart defines (AntonioND) ;* Rev 2.7 - 19-Jan-19 : Added rPCMXX (ISSOtm) ;* Rev 2.8 - 03-Feb-19 : Added audio registers flags (Álvaro Cuesta) ; If all of these are already defined, don't do it again. IF !DEF(HARDWARE_INC) HARDWARE_INC SET 1 rev_Check_hardware_inc : MACRO ;NOTE: REVISION NUMBER CHANGES MUST BE ADDED ;TO SECOND PARAMETER IN FOLLOWING LINE. IF \1 > 2.8 ;PUT REVISION NUMBER HERE WARN "Version \1 or later of 'hardware.inc' is required." ENDC ENDM _HW EQU $FF00 _VRAM EQU $8000 ; $8000->$9FFF _BGTILES EQU $9000 _SCRN0 EQU $9800 ; $9800->$9BFF _SCRN0_END EQU $9BFF _SCRN1 EQU $9C00 ; $9C00->$9FFF _SRAM EQU $A000 ; $A000->$BFFF _RAM EQU $C000 ; $C000->$DFFF _OAMRAM EQU $FE00 ; $FE00->$FE9F _AUD3WAVERAM EQU $FF30 ; $FF30->$FF3F _HRAM EQU $FF80 ; $FF80->$FFFE ; *** MBC5 Equates *** rRAMG EQU $0000 ; $0000->$1fff rROMB0 EQU $2000 ; $2000->$2fff rROMB1 EQU $3000 ; $3000->$3fff - If more than 256 ROM banks are present. rRAMB EQU $4000 ; $4000->$5fff - Bit 3 enables rumble (if present) ; -- ; -- OAM flags ; -- OAMF_PRI EQU %10000000 ; Priority OAMF_YFLIP EQU %01000000 ; Y flip OAMF_XFLIP EQU %00100000 ; X flip OAMF_PAL0 EQU %00000000 ; Palette number; 0,1 (DMG) OAMF_PAL1 EQU %00010000 ; Palette number; 0,1 (DMG) OAMF_BANK0 EQU %00000000 ; Bank number; 0,1 (GBC) OAMF_BANK1 EQU %00001000 ; Bank number; 0,1 (GBC) OAMF_PALMASK EQU %00000111 ; Palette (GBC) OAMB_PRI EQU 7 ; Priority OAMB_YFLIP EQU 6 ; Y flip OAMB_XFLIP EQU 5 ; X flip OAMB_PAL1 EQU 4 ; Palette number; 0,1 (DMG) OAMB_BANK1 EQU 3 ; Bank number; 0,1 (GBC) ;*************************************************************************** ;* ;* Custom registers ;* ;*************************************************************************** ; -- ; -- P1 ($FF00) ; -- Register for reading joy pad info. (R/W) ; -- rP1 EQU $FF00 P1F_5 EQU %00100000 ; P15 out port P1F_4 EQU %00010000 ; P14 out port P1F_3 EQU %00001000 ; P13 in port P1F_2 EQU %00000100 ; P12 in port P1F_1 EQU %00000010 ; P11 in port P1F_0 EQU %00000001 ; P10 in port ; -- ; -- SB ($FF01) ; -- Serial Transfer Data (R/W) ; -- rSB EQU $FF01 ; -- ; -- SC ($FF02) ; -- Serial I/O Control (R/W) ; -- rSC EQU $FF02 ; -- ; -- DIV ($FF04) ; -- Divider register (R/W) ; -- rDIV EQU $FF04 ; -- ; -- TIMA ($FF05) ; -- Timer counter (R/W) ; -- rTIMA EQU $FF05 ; -- ; -- TMA ($FF06) ; -- Timer modulo (R/W) ; -- rTMA EQU $FF06 ; -- ; -- TAC ($FF07) ; -- Timer control (R/W) ; -- rTAC EQU $FF07 TACF_START EQU %00000100 TACF_STOP EQU %00000000 TACF_4KHZ EQU %00000000 TACF_16KHZ EQU %00000011 TACF_65KHZ EQU %00000010 TACF_262KHZ EQU %00000001 ; -- ; -- IF ($FF0F) ; -- Interrupt Flag (R/W) ; -- rIF EQU $FF0F ; -- ; -- LCDC ($FF40) ; -- LCD Control (R/W) ; -- rLCDC EQU $FF40 LCDCF_OFF EQU %00000000 ; LCD Control Operation LCDCF_ON EQU %10000000 ; LCD Control Operation LCDCF_WIN9800 EQU %00000000 ; Window Tile Map Display Select LCDCF_WIN9C00 EQU %01000000 ; Window Tile Map Display Select LCDCF_WINOFF EQU %00000000 ; Window Display LCDCF_WINON EQU %00100000 ; Window Display LCDCF_BG8800 EQU %00000000 ; BG & Window Tile Data Select LCDCF_BG8000 EQU %00010000 ; BG & Window Tile Data Select LCDCF_BG9800 EQU %00000000 ; BG Tile Map Display Select LCDCF_BG9C00 EQU %00001000 ; BG Tile Map Display Select LCDCF_OBJ8 EQU %00000000 ; OBJ Construction LCDCF_OBJ16 EQU %00000100 ; OBJ Construction LCDCF_OBJOFF EQU %00000000 ; OBJ Display LCDCF_OBJON EQU %00000010 ; OBJ Display LCDCF_BGOFF EQU %00000000 ; BG Display LCDCF_BGON EQU %00000001 ; BG Display ; "Window Character Data Select" follows BG ; -- ; -- STAT ($FF41) ; -- LCDC Status (R/W) ; -- rSTAT EQU $FF41 STATF_LYC EQU %01000000 ; LYCEQULY Coincidence (Selectable) STATF_MODE10 EQU %00100000 ; Mode 10 STATF_MODE01 EQU %00010000 ; Mode 01 (V-Blank) STATF_MODE00 EQU %00001000 ; Mode 00 (H-Blank) STATF_LYCF EQU %00000100 ; Coincidence Flag STATF_HB EQU %00000000 ; H-Blank STATF_VB EQU %00000001 ; V-Blank STATF_OAM EQU %00000010 ; OAM-RAM is used by system STATF_LCD EQU %00000011 ; Both OAM and VRAM used by system STATF_BUSY EQU %00000010 ; When set, VRAM access is unsafe ; -- ; -- SCY ($FF42) ; -- Scroll Y (R/W) ; -- rSCY EQU $FF42 ; -- ; -- SCY ($FF43) ; -- Scroll X (R/W) ; -- rSCX EQU $FF43 ; -- ; -- LY ($FF44) ; -- LCDC Y-Coordinate (R) ; -- ; -- Values range from 0->153. 144->153 is the VBlank period. ; -- rLY EQU $FF44 ; -- ; -- LYC ($FF45) ; -- LY Compare (R/W) ; -- ; -- When LYEQUEQULYC, STATF_LYCF will be set in STAT ; -- rLYC EQU $FF45 ; -- ; -- DMA ($FF46) ; -- DMA Transfer and Start Address (W) ; -- rDMA EQU $FF46 ; -- ; -- BGP ($FF47) ; -- BG Palette Data (W) ; -- ; -- Bit 7-6 - Intensity for %11 ; -- Bit 5-4 - Intensity for %10 ; -- Bit 3-2 - Intensity for %01 ; -- Bit 1-0 - Intensity for %00 ; -- rBGP EQU $FF47 ; -- ; -- OBP0 ($FF48) ; -- Object Palette 0 Data (W) ; -- ; -- See BGP for info ; -- rOBP0 EQU $FF48 ; -- ; -- OBP1 ($FF49) ; -- Object Palette 1 Data (W) ; -- ; -- See BGP for info ; -- rOBP1 EQU $FF49 ; -- ; -- WY ($FF4A) ; -- Window Y Position (R/W) ; -- ; -- 0 SO2 ON/OFF (Vin??) ; -- Bit 6-4 - SO2 output level (volume) (# 0-7) ; -- Bit 3 - Vin->SO1 ON/OFF (Vin??) ; -- Bit 2-0 - SO1 output level (volume) (# 0-7) ; -- rNR50 EQU $FF24 rAUDVOL EQU rNR50 AUDVOL_VIN_LEFT EQU %10000000 ; SO2 AUDVOL_VIN_RIGHT EQU %00001000 ; SO1 ; -- ; -- AUDTERM/NR51 ($FF25) ; -- Selection of Sound output terminal (R/W) ; -- ; -- Bit 7 - Output sound 4 to SO2 terminal ; -- Bit 6 - Output sound 3 to SO2 terminal ; -- Bit 5 - Output sound 2 to SO2 terminal ; -- Bit 4 - Output sound 1 to SO2 terminal ; -- Bit 3 - Output sound 4 to SO1 terminal ; -- Bit 2 - Output sound 3 to SO1 terminal ; -- Bit 1 - Output sound 2 to SO1 terminal ; -- Bit 0 - Output sound 0 to SO1 terminal ; -- rNR51 EQU $FF25 rAUDTERM EQU rNR51 ; SO2 AUDTERM_4_LEFT EQU %10000000 AUDTERM_3_LEFT EQU %01000000 AUDTERM_2_LEFT EQU %00100000 AUDTERM_1_LEFT EQU %00010000 ; SO1 AUDTERM_4_RIGHT EQU %00001000 AUDTERM_3_RIGHT EQU %00000100 AUDTERM_2_RIGHT EQU %00000010 AUDTERM_1_RIGHT EQU %00000001 ; -- ; -- AUDENA/NR52 ($FF26) ; -- Sound on/off (R/W) ; -- ; -- Bit 7 - All sound on/off (sets all audio regs to 0!) ; -- Bit 3 - Sound 4 ON flag (doesn't work!) ; -- Bit 2 - Sound 3 ON flag (doesn't work!) ; -- Bit 1 - Sound 2 ON flag (doesn't work!) ; -- Bit 0 - Sound 1 ON flag (doesn't work!) ; -- rNR52 EQU $FF26 rAUDENA EQU rNR52 AUDENA_ON EQU %10000000 AUDENA_OFF EQU %00000000 ; sets all audio regs to 0! ;*************************************************************************** ;* ;* SoundChannel #1 registers ;* ;*************************************************************************** ; -- ; -- AUD1SWEEP/NR10 ($FF10) ; -- Sweep register (R/W) ; -- ; -- Bit 6-4 - Sweep Time ; -- Bit 3 - Sweep Increase/Decrease ; -- 0: Addition (frequency increases???) ; -- 1: Subtraction (frequency increases???) ; -- Bit 2-0 - Number of sweep shift (# 0-7) ; -- Sweep Time: (n*7.8ms) ; -- rNR10 EQU $FF10 rAUD1SWEEP EQU rNR10 AUD1SWEEP_UP EQU %00000000 AUD1SWEEP_DOWN EQU %00001000 ; -- ; -- AUD1LEN/NR11 ($FF11) ; -- Sound length/Wave pattern duty (R/W) ; -- ; -- Bit 7-6 - Wave Pattern Duty (00:12.5% 01:25% 10:50% 11:75%) ; -- Bit 5-0 - Sound length data (# 0-63) ; -- rNR11 EQU $FF11 rAUD1LEN EQU rNR11 ; -- ; -- AUD1ENV/NR12 ($FF12) ; -- Envelope (R/W) ; -- ; -- Bit 7-4 - Initial value of envelope ; -- Bit 3 - Envelope UP/DOWN ; -- 0: Decrease ; -- 1: Range of increase ; -- Bit 2-0 - Number of envelope sweep (# 0-7) ; -- rNR12 EQU $FF12 rAUD1ENV EQU rNR12 ; -- ; -- AUD1LOW/NR13 ($FF13) ; -- Frequency lo (W) ; -- rNR13 EQU $FF13 rAUD1LOW EQU rNR13 ; -- ; -- AUD1HIGH/NR14 ($FF14) ; -- Frequency hi (W) ; -- ; -- Bit 7 - Initial (when set, sound restarts) ; -- Bit 6 - Counter/consecutive selection ; -- Bit 2-0 - Frequency's higher 3 bits ; -- rNR14 EQU $FF14 rAUD1HIGH EQU rNR14 ;*************************************************************************** ;* ;* SoundChannel #2 registers ;* ;*************************************************************************** ; -- ; -- AUD2LEN/NR21 ($FF16) ; -- Sound Length; Wave Pattern Duty (R/W) ; -- ; -- see AUD1LEN for info ; -- rNR21 EQU $FF16 rAUD2LEN EQU rNR21 ; -- ; -- AUD2ENV/NR22 ($FF17) ; -- Envelope (R/W) ; -- ; -- see AUD1ENV for info ; -- rNR22 EQU $FF17 rAUD2ENV EQU rNR22 ; -- ; -- AUD2LOW/NR23 ($FF18) ; -- Frequency lo (W) ; -- rNR23 EQU $FF18 rAUD2LOW EQU rNR23 ; -- ; -- AUD2HIGH/NR24 ($FF19) ; -- Frequency hi (W) ; -- ; -- see AUD1HIGH for info ; -- rNR24 EQU $FF19 rAUD2HIGH EQU rNR24 ;*************************************************************************** ;* ;* SoundChannel #3 registers ;* ;*************************************************************************** ; -- ; -- AUD3ENA/NR30 ($FF1A) ; -- Sound on/off (R/W) ; -- ; -- Bit 7 - Sound ON/OFF (1EQUON,0EQUOFF) ; -- rNR30 EQU $FF1A rAUD3ENA EQU rNR30 ; -- ; -- AUD3LEN/NR31 ($FF1B) ; -- Sound length (R/W) ; -- ; -- Bit 7-0 - Sound length ; -- rNR31 EQU $FF1B rAUD3LEN EQU rNR31 ; -- ; -- AUD3LEVEL/NR32 ($FF1C) ; -- Select output level ; -- ; -- Bit 6-5 - Select output level ; -- 00: 0/1 (mute) ; -- 01: 1/1 ; -- 10: 1/2 ; -- 11: 1/4 ; -- rNR32 EQU $FF1C rAUD3LEVEL EQU rNR32 ; -- ; -- AUD3LOW/NR33 ($FF1D) ; -- Frequency lo (W) ; -- ; -- see AUD1LOW for info ; -- rNR33 EQU $FF1D rAUD3LOW EQU rNR33 ; -- ; -- AUD3HIGH/NR34 ($FF1E) ; -- Frequency hi (W) ; -- ; -- see AUD1HIGH for info ; -- rNR34 EQU $FF1E rAUD3HIGH EQU rNR34 ; -- ; -- AUD4LEN/NR41 ($FF20) ; -- Sound length (R/W) ; -- ; -- Bit 5-0 - Sound length data (# 0-63) ; -- rNR41 EQU $FF20 rAUD4LEN EQU rNR41 ; -- ; -- AUD4ENV/NR42 ($FF21) ; -- Envelope (R/W) ; -- ; -- see AUD1ENV for info ; -- rNR42 EQU $FF21 rAUD4ENV EQU rNR42 ; -- ; -- AUD4POLY/NR43 ($FF22) ; -- Polynomial counter (R/W) ; -- ; -- Bit 7-4 - Selection of the shift clock frequency of the (scf) ; -- polynomial counter (0000-1101) ; -- freqEQUdrf*1/2^scf (not sure) ; -- Bit 3 - Selection of the polynomial counter's step ; -- 0: 15 steps ; -- 1: 7 steps ; -- Bit 2-0 - Selection of the dividing ratio of frequencies (drf) ; -- 000: f/4 001: f/8 010: f/16 011: f/24 ; -- 100: f/32 101: f/40 110: f/48 111: f/56 (fEQU4.194304 Mhz) ; -- rNR43 EQU $FF22 rAUD4POLY EQU rNR43 ; -- ; -- AUD4GO/NR44 ($FF23) ; -- (has wrong name and value (ff30) in Dr.Pan's doc!) ; -- ; -- Bit 7 - Inital ; -- Bit 6 - Counter/consecutive selection ; -- rNR44 EQU $FF23 rAUD4GO EQU rNR44 ; silly name! ; -- ; -- PCM12 ($FF76) ; -- Sound channel 1&2 PCM amplitude (R) ; -- ; -- Bit 7-4 - Copy of sound channel 2's PCM amplitude ; -- Bit 3-0 - Copy of sound channel 1's PCM amplitude ; -- rPCM12 EQU $FF76 ; -- ; -- PCM34 ($FF77) ; -- Sound channel 3&4 PCM amplitude (R) ; -- ; -- Bit 7-4 - Copy of sound channel 4's PCM amplitude ; -- Bit 3-0 - Copy of sound channel 3's PCM amplitude ; -- rPCM34 EQU $FF77 ;*************************************************************************** ;* ;* Flags common to multiple sound channels ;* ;*************************************************************************** ; -- ; -- Square wave duty cycle ; -- ; -- Can be used with AUD1LEN and AUD2LEN ; -- See AUD1LEN for more info ; -- AUDLEN_DUTY_12_5 EQU %00000000 ; 12.5% AUDLEN_DUTY_25 EQU %01000000 ; 25% AUDLEN_DUTY_50 EQU %10000000 ; 50% AUDLEN_DUTY_75 EQU %11000000 ; 75% ; -- ; -- Audio envelope flags ; -- ; -- Can be used with AUD1ENV, AUD2ENV, AUD4ENV ; -- See AUD1ENV for more info ; -- AUDENV_UP EQU %00001000 AUDENV_DOWN EQU %00000000 ; -- ; -- Audio trigger flags ; -- ; -- Can be used with AUD1HIGH, AUD2HIGH, AUD3HIGH ; -- See AUD1HIGH for more info ; -- AUDHIGH_RESTART EQU %10000000 AUDHIGH_LENGTH_ON EQU %01000000 AUDHIGH_LENGTH_OFF EQU %00000000 ;*************************************************************************** ;* ;* Cart related ;* ;*************************************************************************** CART_COMPATIBLE_DMG EQU $00 CART_COMPATIBLE_DMG_GBC EQU $80 CART_COMPATIBLE_GBC EQU $C0 CART_ROM EQU $00 CART_ROM_MBC1 EQU $01 CART_ROM_MBC1_RAM EQU $02 CART_ROM_MBC1_RAM_BAT EQU $03 CART_ROM_MBC2 EQU $05 CART_ROM_MBC2_BAT EQU $06 CART_ROM_RAM EQU $08 CART_ROM_RAM_BAT EQU $09 CART_ROM_MBC3_BAT_RTC EQU $0F CART_ROM_MBC3_RAM_BAT_RTC EQU $10 CART_ROM_MBC3 EQU $11 CART_ROM_MBC3_RAM EQU $12 CART_ROM_MBC3_RAM_BAT EQU $13 CART_ROM_MBC5 EQU $19 CART_ROM_MBC5_BAT EQU $1A CART_ROM_MBC5_RAM_BAT EQU $1B CART_ROM_MBC5_RUMBLE EQU $1C CART_ROM_MBC5_RAM_RUMBLE EQU $1D CART_ROM_MBC5_RAM_BAT_RUMBLE EQU $1E CART_ROM_MBC7_RAM_BAT_GYRO EQU $22 CART_ROM_POCKET_CAMERA EQU $FC CART_ROM_256K EQU 0 ; 2 banks CART_ROM_512K EQU 1 ; 4 banks CART_ROM_1M EQU 2 ; 8 banks CART_ROM_2M EQU 3 ; 16 banks CART_ROM_4M EQU 4 ; 32 banks CART_ROM_8M EQU 5 ; 64 banks CART_ROM_16M EQU 6 ; 128 banks CART_ROM_32M EQU 7 ; 256 banks CART_ROM_64M EQU 8 ; 512 banks CART_RAM_NONE EQU 0 CART_RAM_16K EQU 1 ; 1 incomplete bank CART_RAM_64K EQU 2 ; 1 bank CART_RAM_256K EQU 3 ; 4 banks CART_RAM_1M EQU 4 ; 16 banks CART_RAM_ENABLE EQU $0A CART_RAM_DISABLE EQU $00 ;*************************************************************************** ;* ;* Keypad related ;* ;*************************************************************************** PADF_DOWN EQU $80 PADF_UP EQU $40 PADF_LEFT EQU $20 PADF_RIGHT EQU $10 PADF_START EQU $08 PADF_SELECT EQU $04 PADF_B EQU $02 PADF_A EQU $01 PADB_DOWN EQU $7 PADB_UP EQU $6 PADB_LEFT EQU $5 PADB_RIGHT EQU $4 PADB_START EQU $3 PADB_SELECT EQU $2 PADB_B EQU $1 PADB_A EQU $0 ;*************************************************************************** ;* ;* Screen related ;* ;*************************************************************************** SCRN_X EQU 160 ; Width of screen in pixels SCRN_Y EQU 144 ; Height of screen in pixels SCRN_X_B EQU 20 ; Width of screen in bytes SCRN_Y_B EQU 18 ; Height of screen in bytes SCRN_VX EQU 256 ; Virtual width of screen in pixels SCRN_VY EQU 256 ; Virtual height of screen in pixels SCRN_VX_B EQU 32 ; Virtual width of screen in bytes SCRN_VY_B EQU 32 ; Virtual height of screen in bytes ;* ;* Nintendo scrolling logo ;* (Code won't work on a real GameBoy) ;* (if next lines are altered.) NINTENDO_LOGO : MACRO DB $CE,$ED,$66,$66,$CC,$0D,$00,$0B,$03,$73,$00,$83,$00,$0C,$00,$0D DB $00,$08,$11,$1F,$88,$89,$00,$0E,$DC,$CC,$6E,$E6,$DD,$DD,$D9,$99 DB $BB,$BB,$67,$63,$6E,$0E,$EC,$CC,$DD,$DC,$99,$9F,$BB,$B9,$33,$3E ENDM ENDC ;HARDWARE_INC