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-
-
-
- Nintendo GameBoy
- FREQUENTLY ASKED QUESTIONS
-
- Maintained by Marat Fayzullin [FMS]
- EMAIL: fms@wam.umd.edu
- IRC: RST38h
- WWW: http://ww.cs.umd.edu/users/fms/
-
- version 3.1b
- 8/22/1995
-
-
-
- 1. GameBoy: General Description
- 2. GameBoy-related resources on the Net
- 3. Cheats, Passwords, Strategies, etc.
- 4. List of the best games
- 5. GameGenie Questions
- 6. Various questions
- 7. Programming, Hardware, etc.
- *** Unanswered Questions
-
-
- People, could somebody subscribing for "Electronic Gaming World" and other
- similar magazines go through the "S.W.A.T." sections in them and write down
- all GameBoy cheats/passwords/etc. not included into this file? I would
- appreciate your help.
-
- Also, there is a lot of GameGenie codes posted recently in r.g.v.nintendo
- and GB mailing list which are not listed in the official Galoob updates. Could
- somebody compile these codes into a separate list?
-
- Another thing needed by me and many other people on the Net who requested it
- is map for GB Metroid. If you have this map in some magazine or a strategy
- guide, *PLEASE* scan it and send the .GIF [or whatever file you get] to me. If
- you don't have a scanner, xerox it and send copy to me by snail-mail. My
- address is
-
- Marat Fayzullin
- 6304 Hampton Place
- Elkridge, MD 21227
- USA
-
-
- ********************* I. GameBoy: General Description ************************
-
- CPU: 8-bit Z80 work-alike at 4.194304MHz
- RAM: 8kB internal
- ROM: 256kBit, 512kBit, 1MBit, 2MBit and 4MBit cartridges are known
- (32kB, 64kB, 128kB, 256kB and 512kB). Probably, there are 16kB
- cartridges as well.
- VRAM: 8kB internal
-
- Sound: 4 channels each of which can be mapped either to the left
- or to the right or to both speakers
-
- Video:
- Display: Reflective LCD 160x144 dots
- Colors: 4 shades of gray
- Sprites: 40 sprites of either 8x8 or 8x16 [switchable]
-
- Communications: Serial port
- Up to 4 Gameboys can be connected together using these ports
-
- Power: 6 Volts, 0.7 Watts
- 4 AA Batteries - 35 hours
- OR
- Rechargable battery (NAKI) - 12 hours
-
- * What are the advantages of GB in comparison with other portable videogames?
-
- The same reflective LCD screen which is considered to be the weak point of
- GameBoy, is its advantage. Other systems, such as Atari Lynx or SEGA GameGear,
- use backlighted color screens which consume several times more power than
- reflective LCD of GB. Thus, these systems need 6 AA batteries instead of 4 AAs
- needed by GB and drain these batteries in about 6 hours. Also, dots on GB's
- LCD are much smaller than dots on the color screens of other portables which
- [given that you have a good light source nearby] means that GB's LCD looks
- crisper. The other advantage of GameBoy is that it is the only portable
- videogame you can actually PUT INTO YOUR POCKET. Both Lynx and GameGear are
- too big for it. Speaking about variety of games available for GB, I would
- *NOT* consider it an advantage of GB if we are talking solely about its
- technical characteristics. Amount of software written for the system has
- nothing to do with the system's hardware architecture. It is rather determined
- by commercial success of the system and, in fact, by how it is marketed. There
- are many technologically superior systems which just didn't make it because of
- the poor marketing [TurboGrafx is an example].
-
-
- ************** II. GameBoy-related Resources on the Net *************
-
- 1. GameBoy WWW Site -- Marat Fayzullin [fms@wam.umd.edu]
- * http://www.cs.umd.edu/users/fms/GameBoy/
-
- 2. GameBoy FAQ [this file] -- Marat Fayzullin [fms@wam.umd.edu]
- * http://www.cs.umd.edu/users/fms/stuff/gameboy.faq
- * ftp://ftp.netcom.com/pub/vidgames/faqs/
-
- 3. GameBoy Zelda FAQ -- Michael Evans [evansmj@NeXTwork.Rose-Hulman.Edu]
-
- 4. Zelda Strategy Guide -- Christer Ericson [Christer.Ericson@cs.umu.se]
-
- 5 . Nick's GB Game Ratings -- Nick Paiement [paiement@info.polymtl.ca]
- * Send mail with word "get_gameboy" in the subject to
- paien00@dmi.usherb.ca.
-
- 6. GameGenie codes
- * ftp://ftp.netcom.com/pub/vidgames/gamegenie/
-
- 7. GameBoy Mail-Server -- M. S. Manley [manley@iies.ecn.purdue.edu]
- * gameboy@expert.cc.purdue.edu
- Send mail with word archive in the subject and a list of
- commands in the body. First, send a single command "help"
- to get a list of other commands.
-
- 8. GameBoy Mailing List -- Andy Norman [ange@hplb.hpl.hp.com]
- * gameboy@cuckoo.hpl.hp.com
- To subscribe, unsubscribe or get information send mail to
- gameboy-request@cuckoo.hpl.hp.com.
-
- 9. Virtual GameBoy emulator -- Marat Fayzullin [fms@wam.umd.edu]
- * http://www.cs.umd.edu/users/fms/GameBoy/VGB.html
-
- 10. Backup Units:
- * http://www.gate.net/~tramtane/
-
- 11. SuperGameBoy FAQ -- Jeff Bogumil [NC500140@nccvax.wvnet.edu]
- * http://reality.sgi.com/employees/portuesi/sgb_faq.html
- * ftp://ftp.netcom.com/pub/vi/vidgames/faqs/supergb.txt
-
- 12. SuperGameBoy WWW -- Michael Portuesi
- * http://reality.sgi.com/employees/portuesi/sgb.html
-
- 13. GameBoy Development FTP
- * ftp://ftp.webcom.com/pub/cdoty/gameboy/
-
-
- ****************** III. Cheats, Passwords, Strategies, etc. ******************
-
- [?] - this cheat didn't work for me
- ------------------------------------------------------------------------------
- 1. Castlevania II: Belmont's Revenge passwords
-
- H - Heart C - Candle B - Ball . - Space
-
- Central Castle: HBC. Hard Mode (like Castlevania I): .B.B
- Belmont's son's realm: HCBB Music Test: HHHH
- Count Dracula: BHCH Easy Mode (9 lives): CCHH
- ------------------------------------------------------------------------------
- 2. Nemesis cheats
-
- Pause the game and press these buttons:
-
- To get SPEED and SHIELD: BBBBBAAAAA
- To get SHADOWFIGHTERS,SHIELD,LASER,MISSILES: UUDDLRLRBA
-
- ( U-[UP] D-[DOWN] L-[LEFT] R-[RIGHT] A-[A] B-[B] )
- ------------------------------------------------------------------------------
- 3. Fortified Zone passwords: 1111,3375,1681,1122
- ------------------------------------------------------------------------------
- 4. Pipe Dream passwords:
-
- 5:HAHA 9:GRIN 13:REAP 17:SEED 21:GROW 25:TALL 29:YALI
- ------------------------------------------------------------------------------
- 5. Last password in Dr.Franken: JHT87 [HEART]V7VN VG20Z
- ------------------------------------------------------------------------------
- 6. How to get to Medusa Cave in Final Fantasy Adventure?
-
- Find an oasis with two palm trees and walk in 8-like manner around them:
-
- +->>-+ <<-+
- | PP | PP |
- +-<< +->>-+
- ------------------------------------------------------------------------------
- 7. Faceball 2000
-
- Start on level one. Find an exit. Shoot it five times, then explore the level
- some more. You will find extra lives and speed-up power-ups. You will also
- have five exits to choose from, each of which takes you to a different level
- (level select).
-
- Contributed by Mark Kaufman.
- ------------------------------------------------------------------------------
- 8. Zen the Intergalactic Ninja passwords:
-
- C - Can B - Bottle T - Tire A - cArdboard box . - Space
-
- Passwords: [.CBB] [T.AT] [CBAB] ...and the final one: [BTCC]
- ------------------------------------------------------------------------------
- 9. Cheats in Final Fantasy Legend II:
-
- On some stage of the game double-clicking on the Trashcan [or, maybe, trying
- to "move" Trashcan to the different position in the list] will allow to
- increase Agility or Strength of the party members. This trick appeared only
- once and I couldn't repeat it. I also got responses from two people who
- encountered similar effect. Everybody who has more info on this trick, send
- email to me.
-
- Here is some mail I got:
- "I clicked twice on the trashcan, then the list showing my 4 players was
- shown. I clicked on one of them and his strength and agility was increased.
- After increasing my other players strength many times with this method, an
- error, or glith occured, for my pieces of mana went haywire. When I would
- use the trashcan method, the number of mana pieces would go down. And when I
- used the compass to locate the pieces, it would give me some bizarre number.
- If I can remember, I had about 53-57 pieces collected before I began
- increasing my player's status. Also, I had to start a new game after that
- because the game wouldn't register that I had any mana, and I couldn't go
- anywhere in the pillar of sky." -- JSem33@aol.com
-
- Another interesting cheat known as "Dragon Ride":
- In the race world, with mutants in your party, your can ride the dragon
- off the track and around the world. Simply fight the boss ones with screen
- icons on the track (the ones with the magi) until a mutant gets teleport.
- Save before you fight the monsters; that way, if you don't get teleport, you
- can just press all four buttons to reset the game and try again. Use this
- skill while on the dragon. You can then ride around the world quickly, and
- move through walls. You can go all the way to the end of the game and get cool
- weapons by going through celestial doors backwards, and then zooming around to
- a higher level exit. The dragon will occasionally be lost during story
- sections of the game, but can always be retreived by starting a race again.
- NEVER CROSS THE FINISH LINE!!!
-
- Contributed by Javan Gargus
- ------------------------------------------------------------------------------
- 10. Tecmo Bowl codes [contributed by Kelly Gillilan]:
-
- Invisible Team: 397BFFA5
-
- Mirror Matches:
-
- Washington 5B7FBFA3 Denver CFBFF7A0 Indianapolis 43AFFEAC
- Miami 46AFFDAB Cleveland 49AFFBA9 L.A. 969FDFA5
- San Francisco 9C3F7FA5 Dallas 63AEFFA5 New York 269DFFA1
- Chicago 697BFFA5 Minnesota AC37FFA9
- ------------------------------------------------------------------------------
- 11. Stage select in Penguin Wars:
-
- At the character select screen, pick the character, then press L+B, then press
- A and [START].
- ------------------------------------------------------------------------------
- 12. Some interesting passwords for QBillion: WALL,IDEA,NOON
- ------------------------------------------------------------------------------
- 13. Some interesting codes in Shanghai:
-
- MAN - tough level REV - reversed tiles STF - credits
- ------------------------------------------------------------------------------
- 14. Invisible opponents in SoccerMania:
-
- At the title screen, press UUDDLRLRBA, then press [START]
- ------------------------------------------------------------------------------
- 15. Passwords for Korodice:
-
- [4] [5] [6] [7] [8] [9] [10]
- EASY 94347 68890 24486 49320 28076 96545 83193
- AVERAGE 22307 64422 43059 46403 50136 17443 99007
- ------------------------------------------------------------------------------
- 16. Selected passwords for Mickey Mouse/Bugs Bunny:
-
- 10:WZFS 20:ZTPZ 30:WYCZ 40:TX9W 50:2TWX 60:YTKX 70:SHE2 80:XHO2
- ------------------------------------------------------------------------------
- 17. Snoopy's Magic Show passwords:
-
- 1N1B XZ10 V5K2 CA1H 424V VS10 C417 CS1V VUY0 12ET 2UV4 VU12 Z2JH
- 2207 C21I ZUUV 7UBB BE10 CE1Q HEO4 CEIB VHNX 1H11 B6N0 CD1T CD1D
- ------------------------------------------------------------------------------
- 18. Fish Killer passwords:
-
- 21:UIRE 22:CXMT 23:HOBL 31:KAPG 32:SNWD 33:FQJV A1:PAHN A2:ESZC
- ------------------------------------------------------------------------------
- 19. Battle Ping Pong codes:
-
- 7822 6524 1604 0781 5802 8731 0511 1199
- ------------------------------------------------------------------------------
- 20. Burai Fighter Deluxe passwords:
-
- HGKM GBAL IDCP CPFJ MHCB LEOJ JJOE ODEN COHL DKLF KDPI AFKP
- ------------------------------------------------------------------------------
- 21. Migrain Acclaim passwords: 0742,X480,586Y,3081
- ------------------------------------------------------------------------------
- 22. Blodia passwords:
-
- AIJD DIFP DJGN BKQF ANPD CNGL APQD DQMQ BNCE CPHI
- ------------------------------------------------------------------------------
- 23. Solomon's Club passwords: GZ3ZNN,2Z3NND,CZ3DND
- ------------------------------------------------------------------------------
- 24. Awesome Klax pattern:
-
- last brick --->4 2 1 1 2
- 1 4 3 2 1
- 3 3 4 3 3
- 1 1 2 1 1
- 1 2 1 2 1
- ------------------------------------------------------------------------------
- 25. Mega Man games:
-
- Mega Man Mega Man 2 Mega Man 3
-
- 1234 1234 1234 1234
- A ** A *** A * * A *
- B * B * B ** B * *
- C ** C *** C ** C **
- D D * D ** D
- ------------------------------------------------------------------------------
- 26. Rolan's Curse:
-
- QKMTTQHP (fire wand/magic axe) FRTTTGTP (sword/power crystal)
- at maximum power, only 25 sword hits to kill Barius.
- [Check these passwords again - I have information that they don't work]
- ------------------------------------------------------------------------------
- 27. Selected paswords for Navy Blue:
-
- 65:MVCROEOX (CRUISER) 89:YLNFEMHQ (TARTAN) ??:KAFSKYLG (TOMCAT)
- 73:MBZRLYOC (SEA SPARROW) ??:YLNYDMIS (CARRIER) ??:FLTHVMXP (TRIDENT)
- 81:MUDLTEOH (TOMAHAWK) ??:FKMWCMHK (FANTOM) ??:FLTCWMHN (FINALE)
- ------------------------------------------------------------------------------
- 28. Final boss in Bionic Commando:
-
- S - Square T - Triangle C - Circle
-
- ABCDEF
- 1 SCSSCC
- 2 TS TSC
- 3 TSC TC
- 4 CT CCT
- ------------------------------------------------------------------------------
- 29. Mortal Kombat:
-
- In order to play as Goro,
-
- 1. Beat the game normally.
- 2. Wait for credits to scroll by.
- 3. When "The End" appears, hold UP+LEFT+SELECT+A
- 4. Enter initials and press A
- 5. Play as Goro!
-
- Playing as Goro, hold A+B and then press DOWN. Goro [you] will disappear and
- the time will go much faster. Your opponent will be constantly repeating same
- move and won't be able to hit you.
-
- These cheats were contributed by Jim Hsu and Timothy A. Meushaw
- ------------------------------------------------------------------------------
- 30. Bill and Ted's level passwords:
-
- 2: 555-4239 3: 555-8942 5: 555-4118 6: 555-8471 7: 555-2989
- 8: 555-6737 9: 555-6429 10: 555-1881
- ------------------------------------------------------------------------------
- 31. Passwords for Krusty's Fun House:
-
- 2: MC BAIN 3: MILHOUSE 4: CMBURNS 5: PRINCESS
- ------------------------------------------------------------------------------
- 32. Passwords for Prince of Persia:
-
- A password is an 8-digit number abcdefgh. The first 3 digits (abc) are
- check-digits, the next one (d) codes the number of lives, the next two (ef)
- code the minutes left and the last two (gh) designate the level. How to
- construct your own password:
-
- 1. Choose your level and jot it down as two digits and reverse.
- Example: choose level 8 and write down 80.
- 2. Choose the number of minutes left and write it down in two digits,
- reverse, and append it to the left of the level.
- Example: choose 59 minutes, which gives 9580.
- 3. Choose the number of lifes (1 digit) and append it to the left.
- Example: choose 7 lifes to obtain 79580.
- 4. Call the result DEFGH and construct ABC as follows:
- C = G + H (subtract 10 if necessary)
- B = E + F (subtract 10 if necessary)
- A = C + D (subtract 10 if necessary)
- This way the 8-digit number ABCDEFGH is obtained.
- Example: C = 8 + 0 = 8
- B = 9 + 5 = 4
- A = 8 + 7 = 5
- The result is 54879580.
- 5. Generate abcdefgh from ABCDEFGH by substituting each digit
- according to the table at the bottom. In our example 54879580
- becomes the password 01928095 which is good for 7 lifes and 59
- minutes on level 8.
- Table: FROM 0 1 2 3 4 5 6 7 8 9
- INTO 5 4 7 6 1 0 3 2 9 8
- ------------------------------------------------------------------------------
- 33. Speedy Gonzales passwords:
-
- Mexico: 500999 Forest: 343003 Desert: 830637
- Country: 812171 Island: 522472
- ------------------------------------------------------------------------------
- 34. Sumo Fighter passwords:
-
- 2-1: 532773 3-1: 355530 4-1: 524358 5-1: 650594
- 2-2: 753442 3-2: 526158 4-2: 780554 5-2: 105960
- 2-3: 362459 3-3: 085530 4-3: 546127 5-3: 155965
-
- Final: 968158
- ------------------------------------------------------------------------------
- 35. Warioland cheat:
-
- Pause the game, then hit select 16 times. A box should appear over lives,
- time, or coins. Using A and B buttons you can increase all three to their
- maximum. This is available on each level.
- ------------------------------------------------------------------------------
- 36. Monster Max passwords:
- 4.0 -8?-35R-
- 5.0 273?35RZ
- 6.0 JZVHMV3D
- 7.0 L5VP79N7 (This is actually 6.3, just use the lift to get to 7.0)
- 8.0 PL1H17P- (The 1s may be Is, I'm not sure)
- 9.0 MQLYTY2D
- 0.0 -J#X5DKP (Probably last level. Only one stage. Haven't finished.)
- ------------------------------------------------------------------------------
-
- ************************* Other cheats, passwords, etc. **********************
-
- Adventure Island : Stage Select : RLRLABAB at the title screen
- Adventure Island 2 : Power Up : 0894
- Amazing Penguin : Level 37 : 916328
- Amazing Tater : Floor 3 : YBTF5ZZFT2
- Amida : Passwords : TLKSS, LEIQX, VOTAJ
- Atomic Punk : Level 50 : B0MNDPBL3NCB3L2H2DJJ
- Avenging Spirit : Expert mode : U+A+B at the title screen
- Batman : Sound Test : U+R+START at the title screen
- Battle Bull : Level 48 : $F**
- BattleToads 2 : 5 toads : Holding D+A+B press [START]
- Boomer's Adventure : Level 55 : ANCIENT
- Boxxle : Lvl 11, Rm 8 : Q*HT * = Spade
- Boxxle 2 : Level 5 : 0K84
- Brainbender : Level 5 : 3081
- Bubble Bobble : Level 100 : KZ5J
- : Stage Select : KGBJ, then use L to select level
- Bugs Bunny : Level 79 : XHO2
- Bugs Bunny 2 : Level 27 : KING
- Burai Fighter Deuxe : Level 5 : DKLF
- Catrap : Level 100 : R61H
- Chase HQ : Stage Select : Holding D+A+B press [START]
- Contra : Extra Lives : UUDDLRLRABAB[SELECT][START]
- Cyraid : Last Level : RUGGER
- Dead Heat Scramble : Stage Select : BBBBBBBBAAAAAAAA then B one less time
- : : than the number of wanted level
- Deadalian Opus : Stage Select : ZEAL
- Dick Tracy : Level 5 : 56115
- Extra Bases : 7W 0L : 2CCZ
- Final Fantasy Leg. I : Sound Test : D+[START]+B at the title screen [?]
- Final Fantasy Leg. II : Sound Test : [SELECT]+B+[START] at title screen
- Fish Dude : Stage C-3 : SE
- Fist Of The North Star: Last Level : XKP72QNVHRJGU5
- Flappy Special : ? : AK00
- Flash : Level 13 : FUNHOUS
- Fortified Zone : Level 4 : 1122
- Gargoyle's Quest : Last Level : SWXE-CBFJ
- Godzilla : Last Level : JXRB7K&948HPD32#JN
- GO! GO! Tank : Cheat Mode : LURULLURULUL[START] at title screen
- Hong Kong : Test Mode : A+B+[START] at the second screen
- : Sound Test : B+[START] at the second screen
- : End Screen : A+[START] at the second screen
- Hunt for Red October : Stage Select : B[SELECT]LR[START] at title screen
- Hyper Loderunner : Level Select : Enter QM-0388 as passcode
- Kirby's Dream Land : Cheat Mode : D+[SELECT]+B
- Lock & Chase : ? : Press AABBABB at the title screen
- Mercenary Force : Stage Select : Holding U+[SELECT]+A+B press [START]
- Navy Blue : End : FLTCWMHN
- Ninja Boy : Stage Select : UUDDABAB, holding A press [START]
- : Continue : Holding A press [START]
- Operation C : Stage Select : UUDDLRLRBABA[START] at full title screen
- Pitman : Stage Select : Q16KXW [Stage 95]
- Power Mission : Level 11 : LRDMR1
- Prince of Persia : Final Battle : 71196464
- Q Billion : Stage Select : TOIL
- Raging Fighter : Plr vs. Plr : UUDDLRLRB, then A for dk., B for normal
- Roger Rabbit : Level 6 : RTJBWW43
- Rolan's Curse : End : PQRJLNPC
- Snoopy's Magic Show : Level 58 : V5YO
- Snow Bros. Jr. : Stage Select : Holding U+[SELECT]+B press start at
- : : the title screen
- Solomon's Club : Level 4-10 : QDDHSY8
- Spanky's Quest : Stage Select : 0119
- Spud's Adventure : Stage Select : BANCHOU
- Star Trek : Planet Killer: 3516.7
- Super Mario Land 2 : Easy Mode : [SELECT] at the pipe screen
- Tail Gator : Last Area : 8093
- TMNT : Extra Life : Pause game, then UUDDLRLRBA[START]
- : Bonus Games : Holding A+B+[SELECT] press [START] at
- : : the config screen [?]
- Tetris : Expert Mode : D+[START] at the title screen
- Turrican : Stage Select : Holding [SELECT] press [START] at the
- : : title screen
-
-
- ************************* IV. List of the best games *************************
-
- This list is compiled based on the ratings and reviews I got from various
- sources. The fact that some game is in the list doesn't necessarily mean that
- it is the best game for you; it just means that this game is worth checking
- out. I put asterisk (*) next to my personal favorites. For the current
- information about the best games, you can refer to the "Nick's GameBoy Game
- Ratings List". It also seems to be biased, but let's hope that it will look
- better when more people contribute to it. Information about obtaining this
- list is in the "GB Resources on the Net" part of this FAQ list.
-
- 1. RPGs:
-
- *Final Fantasy Legend |
- *Final Fantasy Adventure (2MBit) +-----> These seem to be everybody's
- *Final Fantasy Legend 2 (2MBit) | favorites.
- Final Fantasy Legend 3 (4MBit?)|
- Zelda: Link's Awakening (4MBit)
-
- 2. R-Type-like shoot-em-ups:
-
- Nemesis
- *Gradius: Interstellar Assault (2MBit)
- R-Type
-
- 3. Platform Games:
-
- *Metroid II
- SuperMarioLand II (4MBit)
- *Castlevania II: Belmont's Revenge
- *Batman
- *TMNT: Fall of the foot Clan
- *Operation C
- Mega Man 1,2,3
- BattleToads
- Gargoyle's Quest
-
- 4. 3D Games:
-
- *Altered Space (platform game)
- Faceball 2000 (shoot-em-up)
-
- 5. Sport Games:
-
- Jack Nicklaus Golf
- F-1 Race
-
- 6. Logic/Strategy Games:
-
- *Shanghai
- *Tetris
- Chessmaster [watch for revision, there are two of them]
- *Spot
- 4-in-1 packs 1 and 2
- Dr. Mario
- Ishido
-
- 7. StreetFighter clones:
-
- Mortal Kombat
- Raging Fighter
-
- 8. Classical Arcade games:
-
- Asteroids
- Missile Command
- Centipede
- Pacman
-
- 9. Flight Simulators:
-
- Turn and Burn
- Top Gun
-
-
- ******************************* V. Game Genie ********************************
-
- 1. How it works?
-
- GameGenie allows you to substitute some of the codes in the cartridge ROM
- with your own codes. For example, you can substitute the default number of
- lives with your own number. GameBoy GameGenie allows to substitute up to three
- codes.
-
- 2. Where to get the codes?
-
- GameBoy GameGenie codes are available through anonymous FTP at
-
- ftp.netcom.com directory /pub/vidgames/gamegenie
-
- 3. What is the meaning of the digits in GameGenie code for GameBoy?
-
- * All digits are in hexadecimal system
-
- GameBoy GameGenie Code: DD2-103-???
-
- DD - Data Byte
- 0,1,2,3 - Address, reads as 3210
- ??? - Meaning of these digits is unknown.
- It is suspected that they represent the
- ROM paging register, but no information
- is available.
-
- Example: 3D2-ABF-3BE - Set 3Dh (DEC A command) at address F2ABh
-
- 4. Some commonly used Z80 instructions with their codes:
-
- Code(s): Instruction: Common Usage:
- 3Eh xxh - LD A,xxh Load default number of lives (energy,ammo,etc.)
- 3Dh - DEC A Decrease number of lives (energy,ammo,etc.)
- 3Ch - INC A Increase number of lives (energy,ammo,etc.)
- 00h - NOP DO NOTHING (set this instead of 3Dh)
-
- 5. CodeMasters' address and phone number:
-
- Codemasters
- Lower Farm House, PHONE: +44 926 814132
- Southam,
- Warwickshire.
- CV33 0DL
- UK
-
- * I didn't try calling them. If you get any additional information from
- CodeMasters, please, email it to me
-
- 6. Hidden messages in GameGenie:
-
- 1. UDLR 2. BALR[SELECT] 3. UUABADD
- 4. RUDULUDU 5. BABRLDU 6. AAAABBB[START]
- 7. RLRLDDUU 8. ABABAA[SELECT] 9. ALLABRRB
-
- 7. Why some GameGenie codes don't work?
-
- Some games exist in several different versions. Although these versions look
- exactly the same, the actual program codes differ. Therefore, while some
- GameGenie codes work with one version of the cartridge, they aren't guaranteed
- to work with other versions.
-
-
- **************************** VI. Various Questions ***************************
-
- 1. Are there any GameBoy emulators for the personal computers?
-
- YES, there is a GameBoy emulator written by me, Marat Fayzullin. It is
- called Virtual GameBoy and can be obtained from
-
- http://www.cs.umd.edu/users/fms/MSX/VGB.html
-
- The Virtual GameBoy is portable. Its distribution includes C source code
- which can be compiled on any computer [given that there are system-dependent
- drivers for this computer] and a set of sample drivers for Unix/XWindows. For
- more information, refer to documentation at above-mentioned WWW.
- There is also a GameBoy-look-alike emulator for the Commodore Amiga called
- ToyBoy. This emulator can be obtained via FTP from AmiNet sites:
-
- ftp.luth.se: /pub/aminet/misc/emu/Gameboy68000.lha
- ftp.etsu.edu: /aminet/misc/emu/GameBoy68000.lha
- wuarchive.wustl.edu: /systems/amiga/aminet/misc/emu/Gameboy68000.lha
-
- Unfortunately, this package is incomplete amd HAS NOTHING TO DO with the
- real GameBoy. It was stolen from a UK-based company called Argonaut which does
- hardware and software development for Nintendo. According to Argonaut's
- managing director Jez San, ToyBoy was an in-house emulator written to see how
- difficult it would be to program GameBoy games. Since its authors knew nothing
- about internals of the real GameBoy when they were writing the emulator,
- ToyBoy is completely incompatible with GameBoy.
-
- 2. Is it possible to build a backlight into GameBoy?
-
- A Japanese company sells a kit to add the EL-backlight to GameBoy. The kit
- costs 5000yen.
- (Information provided by Cinnichiro Ichise [ichise@mica.semicon.sony.co.jp])
-
- 3. Are there any game copiers for GameBoy?
-
- There is a SmartCard copier allowing to download data from GameBoy cards to
- PC via parallel port and store up to 4 games in a 4MBit flash-RAM cartridge.
- There are said to be GameBoy adaptors for MultiGameDoctorII,
- MultiGameHunter, SuperWildCard, and SuperComPro.
- Also, there is a device allowing to play games stored on credit card-like
- magnetic cards which is produced in Japan and isn't sold in U.S.
-
- 4. MultiGame cartridges for GameBoy:
-
- Yes, these cartridges are at least half-illegal because their producers
- violate copyright law. Yes, these things exist for GameBoy.
- At present time, there are four kinds of them: 48in1, 64in1, 86in1 and
- 105in1 (although there were rumors about 200in1 and even 1500in1 cartridges.
- The latter is said to be 15-20 cm long). They all seem to contain the same
- basic set of games most of which are either old Nintendo products (like
- Alleyway or Tennis) or low-quality games from other companies with a couple of
- good games added. Number of games in such a cartridge is actually SMALLER than
- the number written on the box because some games are present in two or three
- copies (with a number of lives and other things changed). For example, 64in1
- cartridge contains only about 48 DISTINCT games. At least 27 of them can be
- classified as "logic" or "strategy" games.
- There were many requests to list games multigame cartridges contain. So,
- here is a list of games how it appears in a menu of a 105in1 cartridge. Other
- multigame cartridges contain subset of games listed below. Notice the large
- number of japanese titles and repetitions. There are also some titles which
- actually correspond to the same game.
-
- turtle ninja bouken jima super mario land motocross
- penguin land kid kiki mickey mouse crocodile
- dr. mario solomons club head on dr mario
- ishido battle city bouken tennis
- volley fire boxing trump boy klax
- bubble ghost master karateka othello puzzle boy
- hong kong tetris minisweeper heiankyo alien
- bouken 3 flipull hyper loderunner amida
- yakuman match mania pala medes world bowling
- loopz bouken 4 alleyway koro dice
- puzzle road spot castelian dragon slayer 1
- space invader snake war bouken 5 flappy special
- pipe dream koi wa kakehiki bouken 6 pitman
- tasmania story soukoban 2 shanghai kinkong escape
- arkanoil ls caste star gate bouken 7
- super kid super turtle super mario go tank
- bouken 8 spec mouse big ghost excite bike
- penguin egg spec turtle adventure 2 tank
- kiki mouse small ghost motor bike adventure
- big penguin speed runner bom bom alley 1992 castelian
- thunder force luck boy adventure 4 sp turtle
- mario boy adventure 5 loder runner sp alley
- sp motocross adventure 6 sp invader sp kid kiki
- easy tasmania adventure 7 turtle ii sp mario
- gogo tank adventure 8 sp mouse adventure island
- sp penguin happy boy happy ghost bouken boy
- sp tasmania
-
- 5. Using GameGenie with multigame cartridges:
-
- No, GameGenie DOES NOT WORK with multigame cartridges.
-
- 6. GameBoy clones:
-
- There seem to be several GameBoy clones produced in Asia. Two of them are
- called Sunny and WonderBoy. The only difference is the name printed on the
- case. This information was supplied by Simon Lai.
- The Russian GameBoy clone is called Bitman2000, if it is a clone and not a
- real GameBoy distributed in Russia under that name.
-
- 7. Japanese cartridges:
-
- These are cartridges which are not available in U.S., although you can find
- them if you are lucky. Following descriptions of japanese cartridges were
- prepared by Mark Kaufman.
-
- * Name: Parodius Type: Shooter Producer: Konami
- Graphics: 10 Sound: 10 Playability: 10 Overall: 10
-
- This is the legendary Japanese shooter to which all others are compared.
- It is awesome, huge, creative, challenging and fun, fun, fun.
-
- * Name: Twinbee Type: Shooter Producer: Konami
- Graphics: 9 Sound: 9 Playability: 9 Overall: 9
-
- Another Japanese cart that should be sold over here. It's better than
- 90% of all GB games.
-
- 8. Where to get parts to repair GameBoy?
-
- Mark Kaufman found address of the company selling replacement parts for
- GameBoy [as well as Sega AC adapters and Atari parts]. Here is their phone
- number and a list of GameBoy parts they carry:
-
- MCM Electronics TOLL-FREE: 1-800-543-4330
- FAX: 1-513-434-6959
- VOICE: 1-513-434-0031
- M-F: 7AM-8PM EST Sat: 9AM-6PM EST
-
- #83-2285 $3.50 Gameboy Type 32 Pin Connector
- (replace worn or corroded cartridge jack inside GB)
- #83-1570 $1.49 Controller Replacement Pads
- (set of three)
- #81-1605 $7.95 Schematic Diagrams
- (THIS should be interesting! =))
-
- Game Bit Drivers (fit tamper resistant star screws):
- #22-1145 $9.95 Small bit for GB cartridge
- #22-1150 $9.95 Large bit for GB battery packs
-
- 9. Some time ago, there was a preview of a 3D vectored game for GB
- called "Lunar Chase" in Nintendo Power magazine. What happened with
- this game?
-
- According to Nintendo, the game was cancelled :(. This information was
- obtained from Nintendo hotline [1-800-255-3700 in USA].
-
-
- ********************** VII. Programming, Hardware, etc. *********************
-
- Information about GameBoy hardware is extremely hard to find. Most of it
- is incomplete, uncertain and vague. If you have any information [especially
- about things listed in "Unanswered Questions" section], PLEASE, email it to
- fms@wam.umd.edu. The following information is mostly based on a document by
- Dr.Pan of Anthrox, but also includes some results of research done by Peter
- Knight and myself.
-
- 1. Development tools for GameBoy:
-
- There are very few publically accessible development tools available for
- GB. Some of them are:
-
- * SmartCard copier allows to download the code from GB cartridges into
- PC and store up to 4 cartridges in a special 512kB flash-ROM card.
- * Logical analyzers allowing to trace various signals in GB circuitry
- are also very useful for hacking.
- * SNES Magic Disassembler by Dr.Pan is written primarily for SNES, but
- it also allows to disassemble, explore, and change GB code. SMD is
- a shareware and it runs on Amiga.
- * Another GB disassembler for PC is written by HeroZero.
- * Virtual GameBoy emulator by me is a portable emulator written in C.
- The distribution version runs on Unix/X systems, but with proper
- drivers VGB can run on just about anything, given that your machine
- is fast enough. VGB also includes a small disassembler for GB code.
-
- 2. GameBoy cartridge pinouts [not complete]:
- ------------------------------------------------------------------------------
- Pin Function
- ------------------------------------------------------------------------------
- 1 Vcc [+5V]
- 2 ? Connected on Gameboy, but not used on GamePaks.
- 3 /RESET
- 4 /WR
- 5 ? Used by paging PAL on high capacity GamePaks.
- 6-20 A0-A14
- 21 /CS
- 22-29 D0-D7
- 30 /RD
- 31 ? Connected on Gameboy, but not used on Game-Paks.
- 32 GND
- ------------------------------------------------------------------------------
-
- 3. GameBoy CPU:
-
- As it appears, the CPU used in GameBoy is not exactly Z80. Some of Z80
- instructions and registers are missing while others are added:
-
- * The "shadow" set of registers [BC',DE',HL',AF'] and the index registers
- [IX,IY] are missing and, consequently, there are no DD and FD opcode tables.
-
- * I/O ports are gone and so are all IN/OUT opcodes.
-
- * HALT is interrupted even when interrupts are disabled.
-
- * Following Z80 opcodes are changed:
- ------------------------------------------------------------------------------
- Code Z80 operation GameBoy operation
- ------------------------------------------------------------------------------
- 08 xx xx EX AF,AF' LD (word),SP Save SP at given address
- 10 xx DJNZ offset STOP Meaning unknown
- 22 LD (word),HL LD (HLI),A Save A at (HL) and increment HL
- 2A LD HL,(word) LD A,(HLI) Load A from (HL) and increment HL
- 32 LD (word),A LD (HLD),A Save A at (HL) and decrement HL
- 3A LD A,(word) LD A,(HLD) Load A from (HL) and decrement HL
- D3 OUTA (byte) No operation
- D9 EXX RETI Enable interrupts and return
- DB INA (byte) No operation
- DD Prefix DD No operation
- E0 xx RET PO LD (byte),A Save A at (FF00+byte)
- E2 JP PO,word LD (C),A Save A at (FF00+C)
- E3 EX HL,(SP) No operation
- E4 CALL PO,word No operation
- E8 xx RET PE ADD SP,offset Add signed offset to SP
- EA xx xx JP PE,word LD (word),A Save A at given address
- EB EX DE,HL No operation
- EC CALL PE,word No operation
- F0 xx RET P LD A,(byte) Load A from (FF00+byte)
- F2 JP P,word No operation
- F4 CALL P,word No operation
- F8 xx RET M LDHL SP,offset Load HL with SP + signed offset
- FA xx xx JP M,word LD A,(word) Load A from given address
- FC CALL M,word No operation
- FD Prefix FD No operation
- ------------------------------------------------------------------------------
-
- 4. GameBoy memory map:
- --------------------------- FFFF | 32kB ROMs are non-switchable and occupy
- I/O ports + internal RAM | 0000-7FFF are. Bigger ROMs use one of two
- --------------------------- FF00 | different bank switches. The type of a
- Internal RAM | bank switch can be determined from the
- --------------------------- C000 | internal info area located at 0100-014F
- 8kB switchable RAM bank | in each cartridge.
- --------------------------- A000 |
- 16kB VRAM | MBC1 (Memory Bank Controller 1):
- --------------------------- 8000 | Writing a value into 2000-3FFF area will
- 16kB switchable ROM bank | select an appropriate ROM bank at
- --------------------------- 4000 | 4000-7FFF. Writing a value into 4000-5FFF
- 16kB ROM bank #0 | area will select an appropriate RAM bank
- --------------------------- 0000 | at A000-C000.
- |
- | MBC2 (Memory Bank Controller 2):
- | Writing a value into 2100-21FF area will
- | select an appropriate ROM bank at
- | 4000-7FFF. RAM switching is not provided.
-
- 5. Internal information area:
-
- The internal information area is located at 0100-014F in each cartridge. It
- contains following values:
-
- 0100-0103 A sequence of bytes 00 C3 xx xx where last two bytes contain the
- starting address of a cartridge [lower byte first]. The first two
- bytes of this sequence can be used as a "magic number" to
- recognize GameBoy cartridges. When GameBoy starts, the control is
- passed to address 0100 and then the sequence is interpreted as
- NOP; JP <addr>.
- 0105-0133 Nintendo character area:
- CE ED 66 66 CC 0D 00 0B 03 73 00 83 00 0C 00 0D
- 00 08 11 1F 88 89 00 0E DC CC 6E E6 DD DD D9 99
- BB BB 67 63 6E 0E EC CC DD DC 99 9F BB B9 33 3E
- 0134-0143 Title of the game in ASCII terminated by zeroes
- 0144-0146 Not used
- 0147 Cartridge type:
- 0 - ROM ONLY 3 - ROM+MBC1+RAM+BATTERY
- 1 - ROM+MBC1 5 - ROM+MBC2
- 2 - ROM+MBC1+RAM 6 - ROM+MBC2+BATTERY
- 0148 ROM size:
- 0 - 256kBit = 32kB = 2 banks
- 1 - 512kBit = 64kB = 4 banks
- 2 - 1MBit = 128kB = 8 banks
- 3 - 2MBit = 256kB = 16 banks
- 4 - 4MBit = 512kB = 32 banks
- 0149 RAM size:
- 0 - None
- 1 - 16kBit = 2kB = 1 bank
- 2 - 64kBit = 8kB = 1 bank
- 3 - 256kBit = 32kB = 4 banks
- 0150-0151 Manufacturer code:
- 3301 - Nintendo
- 7901 - Accolade
- A400 - Konami
- 014C Version number
- 014D Complement check
- 014E-014F Checksum [higher byte first] produced by adding all bytes of
- a cartridge except for two checksum bytes together and taking
- two lower bytes of the result.
-
- 6. Video controller:
-
- Main GameBoy screen buffer [aka background] consists of 256x256 pixels or
- 32x32 tiles [8x8 pixels each]. Only 160x144 pixels can be displayed on the
- screen. Registers SCROLLX and SCROLLY hold the coordinates of background to be
- displayed in the left upper corner of the screen. Background wraps around the
- screen i.e. when part of it goes off the screen, it appears on the opposite
- side.
- An area of VRAM known as Background Tile Table contains the numbers of tiles
- to be displayed. It is organized as 32 rows of 32 bytes each. Each byte
- contains a number of a tile to be displayed. Tile patterns are taken from the
- Tile Pattern Table located either at 8000-8FFF or 8800-97FF. In the first
- case, patterns are numbered with unsigned numbers from 0 to 255 [i.e. pattern
- #0 lies at address 8000]. In the second case, patterns have signed numbers
- from -128 to 127 [i.e. pattern #0 lies at address 9000]. The Tile Pattern
- Table address for the background can be selected via LCDCONT register.
- Besides background, there is also a "window" overlaying the background. The
- window is not scrollable i.e. it is always displayed starting from its left
- upper corner. The location of a window on the screen can be adjusted via
- WNDPOSX and WNDPOSY registers. Screen coordinates of the top left corner of a
- window are WNDPOSX-7,WNDPOSY. The tile numbers for the window are stored in
- the Window Tile Table in the same way as background tiles are stored in the
- Background Tile Table. The tile patterns are taken from the table at
- 8800-97FF and therefore have unsigned numbers.
- Both background and window can be disabled or enabled separately via bits
- in the LCDCONT register. There is also a special bit allowing to make window
- "transparent". When window is transparent, pixels of color #0 are not being
- displayed.
-
- 0 Background 255
- 0+--------------------------------------------+
- | ^ |
- | | |
- | | SCROLLY |
- | | |
- | 0 v Physical Screen 159 |
- | 0+------------------------+ |
- | | ^ | |
- | | | | |
- | SCROLLX | | WNDPOSY | |
- |<--------->| | | |
- | | v | |
- | | +----------+ |
- | | WNDPOSX-7 | | |
- | |<----------->| Window | |
- | | | | |
- | 143+-------------+----------+ |
- | |
- | |
- | |
- 255+--------------------------------------------+
-
- The tile images are stored in the Tile Pattern Tables. Each 8x8 image
- occupies 16 bytes, where each 2 bytes represent a line:
-
- Tile: Image:
-
- .33333.. .33333.. -> 01111100 -> 7Ch
- 22...22. 01111100 -> 7Ch
- 11...11. 22...22. -> 00000000 -> 00h
- 2222222. <-- digits represent 11000110 -> C6h
- 33...33. color numbers 11...11. -> 11000110 -> C6h
- 22...22. 00000000 -> 00h
- 11...11. 2222222. -> 00000000 -> 00h
- ........ 11111110 -> FEh
- 33...33. -> 11000110 -> C6h
- 11000110 -> C6h
- 22...22. -> 00000000 -> 00h
- 11000110 -> C6h
- 11...11. -> 11000110 -> C6h
- 00000000 -> 00h
- ........ -> 00000000 -> 00h
- 00000000 -> 00h
-
- As it was said before, there are two Tile Pattern Tables at 8000-8FFF and at
- 8800-97FF. The first one can be used for sprites and the background. Its tiles
- are numbered from 0 to 255. The second table can be used for the background
- and the window display and its tiles are numbered from -128 to 127.
- GameBoy video controller can also display up to 40 sprites either in 8x8 or
- in 8x16 mode. Sprite patterns have the same format as tiles, but they are
- taken from the Sprite Pattern Table located at 8000-8FFF and therefore have
- unsigned numbers. Sprite attributes reside in the Sprite Attribute Table [aka
- OAM] at FE00-FE9F. OAM is divided into 40 4-byte blocks each of which
- corresponds to a sprite. Blocks have the following format:
-
- Byte0 Y position on the screen
- Byte1 X position on the screen
- Byte2 Pattern number 0-255 [notice that unlike tile numbers, sprite
- pattern numbers are unsigned]
- Byte3 Flags:
- Bit7 Priority
- Sprite is displayed in front of the window if this bit
- is set to 1. Otherwise, sprite is shown behind the
- window but in front of the background.
- Bit6 Y flip
- Sprite pattern is flipped vertically if this bit is
- set to 1.
- Bit5 X flip
- Sprite pattern is flipped horizontally if this bit is
- set to 1.
- Bit4 Palette number
- Sprite colors are taken from OBJ1PAL if this bit is
- set to 1 and from OBJ0PAL otherwise.
-
- 7. GameBoy Sound:
-
- There are two sound channels connected to the output terminals SO1 and SO2.
- There is also a input terminal Vin connected to the cartridge. It can be
- routed to either of both output terminals. GameBoy circuitry allows produces
- sound in four different ways:
-
- 1. Quadrangular wave patterns with sweep and envelope functions
- 2. Quadrangular wave patterns with envelope functions
- 3. Voluntary wave pattern
- 4. White noise
-
- These four sounds can be controlled independantly and then mixed separately
- for each of the output terminals.
-
- 8. GameBoy I/O ports:
-
- I/O ports are mapped to memory locations in FF00-FFFF area:
- ------------------------------------------------------------------------------
- FF00 -- JOYPAD [RW] Joypad port
- Bit5 Bit4 | In order to scan the keys, output 0 into either Bit4
- Bit3 DOWN START | or Bit5 of JOYPAD, wait for some time and read JOYPAD.
- Bit2 UP SELECT | Bits 0-3 will be set to zeroes if corresponding
- Bit1 LEFT B | buttons are pressed. Bits 6 and 7 are not used. Bits
- Bit0 RIGHT A | 0-3 are connected to input lines P10-P13. Bits 4 and 5
- | are connected to ouput lines P14 and P15.
-
- Example:
- ; Routine finding which buttons were pressed since the last check
- LD A,20h ; Set 0 at the output line P14
- LD (FF00h),A ;
- LD A,(FF00h) ; Read JOYPAD several times to accomodate the noise
- LD A,(FF00h) ;
- CPL ; Bits 0-3 are now 1s if corresponding buttons pressed
- AND 0Fh ; Extract lower 4 bits carrying button status...
- SWAP A ; ...and move them into upper for bits
- LD B,A ; At this point: B = START.SELECT.B.A.x.x.x.x
- LD A,10h ; Set 0 at the output line P15
- LD (FF00h),A ;
- LD A,(FF00h) ; Read JOYPAD several times to accomodate the noise
- LD A,(FF00h) ;
- LD A,(FF00h) ;
- LD A,(FF00h) ;
- LD A,(FF00h) ;
- LD A,(FF00h) ;
- CPL ; Bits 0-3 are now 1s if corresponding buttons pressed
- AND 0Fh ; Extract lower 4 bits carrying buttons' status...
- OR B ; ...and combine them with 4 other button status bits
- LD D,A ; At this point: D = START.SELECT.B.A.DOWN.UP.LEFT.RIGHT
- LD A,(FF8Bh) ; Read old button status from RAM
- XOR D ; Set 1s for buttons whose status has changed
- AND D ; Extract buttons which were *pressed* since last check
- LD (FF8Ch),A ; Save information of those buttons
- LD A,D ; Update button status in RAM
- LD (FF8Bh),A ;
- LD A,30h ; Set 1s at both P14 and P15 lines
- LD (FF00h),A ; [probably to reset the circuitry]
-
- ------------------------------------------------------------------------------
- FF01 -- SIODATA [RW] Serial I/O Data
- ----------------------------------------------+---------------+---------------
- FF02 -- SIOCONT [RW] Serial I/O Control | when set to 1 | when set to 0
- Bit7 Transfer start flag | START | NO TRANSFER
- Bit0 Serial I/O clock select | INTERNAL | EXTERNAL
- ----------------------------------------------+---------------+---------------
- FF04 -- DIVIDER [RW] Divider [meaning unknown]
- ------------------------------------------------------------------------------
- FF05 -- TIMECNT [RW] Timer Counter
- This register contains constantly increasing number. The timer
- interrupt occurs when this register overflows.
- ------------------------------------------------------------------------------
- FF06 -- TIMEMOD [RW] Timer Modulo
- The contents of TIMEMOD are loaded into TIMECNT every time TIMECNT
- overflows.
- ----------------------------------------------+---------------+---------------
- FF07 -- TIMCONT [RW] Timer Control | when set to 1 | when set to 0
- Bit2 Start/Stop timer | COUNTING | STOPPED
- Bit1-0 Timer clock select:
- 00 - 4096Hz 01 - 262144Hz 10 - 65536Hz 11 - 16384Hz
- ----------------------------------------------+---------------+---------------
- FF0F -- IFLAGS [RW] Interrupt Flags | when set to 1 | when set to 0
- Bit4 Transition High->Low on pins P10-P13 | OCCURED | NO
- Bit3 End of serial I/O transfer | OCCURED | NO
- Bit2 Timer overflow | OCCURED | NO
- Bit1 LCD controller interrupt [see LCDSTAT] | OCCURED | NO
- Bit0 LCD vertical blanking impulse | OCCURED | NO
- ----------------------------------------------+---------------+---------------
- FF10 -- SNDREG10 [RW] Sweep [Sound Mode #1]
- Bit6-4 Sweep time:
- 000: SWEEP OFF 010: 15.6ms 100: 31.3ms 110: 46.9ms
- 001: 7.8ms 011: 23.4ms 101: 39.1ms 111: 54.7ms
- Bit3 Frequency increase[0]/decrease[1]
- Bit2-0 Number of shifts
- ------------------------------------------------------------------------------
- FF11 -- SNDREG11 [RW] Sound Length/Pattern Duty [Sound Mode #1]
- Bit7-6 Wave Pattern Duty [only these bits can be read]:
- 00: 12.5% 01: 25% 10: 50% 11: 75%
- Bit5-0 Length of sound data
- ------------------------------------------------------------------------------
- FF12 -- SNDREG12 [RW] Control [Sound Mode #1]
- Bit7-4 Initial value of envelope
- Bit3 Envelope up[1]/down[0]
- Bit2-0 Number of envelope sweep
- ------------------------------------------------------------------------------
- FF13 -- SNDREG13 [W] Frequency Low [Sound Mode #1]
- Lower 8 bits of the 11bit frequency. Higher 3 bits are in SNDREG14.
- ------------------------------------------------------------------------------
- FF14 -- SNDREG14 [RW] Frequency High [Sound Mode #1]
- Bit7 When 1 is written into this bit, sound restarts
- Bit6 Counter/Consecutive selection [only this bit can be read]
- Bit2-0 Higher 3 bits of the 11bit frequency
- ------------------------------------------------------------------------------
- FF16 -- SNDREG21 [RW] Sound Length/Pattern Duty [Sound Mode #2]
- Bit7-6 Wave Pattern Duty [only these bits can be read]:
- 00: 12.5% 01: 25% 10: 50% 11: 75%
- Bit5-0 Length of sound data
- ------------------------------------------------------------------------------
- FF17 -- SNDREG22 [RW] Control [Sound Mode #2]
- Bit7-4 Initial value of envelope
- Bit3 Envelope up[1]/down[0]
- Bit2-0 Number of envelope step
- ------------------------------------------------------------------------------
- FF18 -- SNDREG23 [W] Frequency Low [Sound Mode #2]
- Lower 8 bits of the 11bit frequency. Higher 3 bits are in SNDREG24.
- ------------------------------------------------------------------------------
- FF19 -- SNDREG24 [RW] Frequency High [Sound Mode #2]
- Bit7 When 1 is written into this bit, sound restarts
- Bit6 Counter/Consecutive selection [only this bit can be read]
- Bit2-0 Higher 3 bits of the 11bit frequency
- ------------------------------------------------------------------------------
- FF1A -- SNDREG30 [RW] Control [Sound Mode #3]
- Bit7 Sound on[1]/off[0]
- ------------------------------------------------------------------------------
- FF1B -- SNDREG31 [RW] Sound Length [Sound Mode #3]
- ------------------------------------------------------------------------------
- FF1C -- SNDREG32 [RW] Output Level [Sound Mode #3]
- Bit6-5 Output Level:
- 00: MUTE 01: 100% 10: 50% 11: 25%
- ------------------------------------------------------------------------------
- FF1D -- SNDREG33 [W] Frequency Low [Sound Mode #3]
- Lower 8 bits of the 11bit frequency. Higher 3 bits are in SNDREG34.
- ------------------------------------------------------------------------------
- FF1E -- SNDREG34 [RW] Frequency High [Sound Mode #3]
- Bit7 When 1 is written into this bit, sound restarts
- Bit6 Counter/Consecutive selection [only this bit can be read]
- Bit2-0 Higher 3 bits of the 11bit frequency
- ------------------------------------------------------------------------------
- FF20 -- SNDREG41 [RW] Sound Length/Pattern Duty [Sound Mode #4]
- Bit5-0 Length of sound data
- ------------------------------------------------------------------------------
- FF21 -- SNDREG42 [RW] Control [Sound Mode #4]
- Bit7-4 Initial value of envelope
- Bit3 Envelope up[1]/down[0]
- Bit2-0 Number of envelope step
- ------------------------------------------------------------------------------
- FF22 -- SNDREG43 [RW] Polynomial Counter [Sound Mode #4]
- Bit7-4 Shift clock frequency for the counter
- 0000: Dividing ratio of frequencies / 2
- 0001: Dividing ratio of frequencies / 2^2
- 0010: Dividing ratio of frequencies / 2^3
- .... ....
- 1101: Dividing ratio of frequencies / 2^14
- 1100: Prohibited
- 1111: Prohibited
- Bit3 Number of steps: 7 [1]/15 [0]
- Bit2-0 Dividing ratio of frequences
- 000: f*2 010: f/2 100: f/4 110: f/6 where f = 4.194304Mhz/8
- 001: f*1 011: f/3 101: f/5 111: f/7
- ------------------------------------------------------------------------------
- FF23 -- SNDREG44 [RW] Frequency High [Sound Mode #4]
- Bit7 When 1 is written into this bit, sound restarts
- Bit6 Counter/Consecutive selection [only this bit can be read]
- ------------------------------------------------------------------------------
- FF24 -- SNDREG50 [RW] Channel and Volume Control
- Bit7 Vin -> SO2 on[1]/off[0]
- Bit6-4 Volume on SO2
- Bit3 Vin -> SO1 on[1]/off[0]
- Bit2-0 Volume on SO1
- ------------------------------------------------------------------------------
- FF25 -- SNDREG51 [RW] Sound Output Terminal Selector
- Bit7 Sound 4 -> SO2 |
- Bit6 Sound 3 -> SO2 |
- Bit5 Sound 2 -> SO2 | SO1 and SO2 are two sound outputs connected to the
- Bit4 Sound 1 -> SO2 | headphones. Vin is an input terminal in the cartridge
- Bit3 Sound 4 -> SO1 | slot.
- Bit2 Sound 3 -> SO1 |
- Bit1 Sound 2 -> SO1 |
- Bit0 Sound 1 -> SO1 |
- ----------------------+-------------------------------------------------------
- FF26 -- SNDREG52 [RW] Sound ON/OFF
- Bit7 All sound on[1]/off[0]
- Bit3 Sound 4 on[1]/off[0]
- Bit2 Sound 3 on[1]/off[0]
- Bit1 Sound 2 on[1]/off[0]
- Bit0 Sound 1 on[1]/off[0]
- ----------------------------------------------+---------------+---------------
- FF40 -- LCDCONT [RW] LCD Control | when set to 1 | when set to 0
- Bit7 LCD operation | ON | OFF
- Bit6 Window Tile Table address | 9C00-9FFF | 9800-9BFF
- Bit5 Window display | ON | OFF
- Bit4 Tile Pattern Table address | 8000-8FFF | 8800-97FF
- Bit3 Background Tile Table address | 9C00-9FFF | 9800-9BFF
- Bit2 Sprite size | 8x16 | 8x8
- Bit1 Color #0 transparency in the window | SOLID | TRANSPARENT
- Bit0 Background display | ON | OFF
- ----------------------------------------------+---------------+---------------
- FF41 -- LCDSTAT [RW] LCD Status | when set to 1 | when set to 0
- Bit6 Interrupt on scanline coincidence | ON | OFF
- Bit5 Interrupt on controller mode 10 | ON | OFF
- Bit4 Interrupt on controller mode 01 | ON | OFF
- Bit3 Interrupt on controller mode 00 | ON | OFF
- Bit2 Scanline coincidence flag | COINCIDENCE | NO COINCIDENCE
- Bit1-0 LCD Controller mode:
- 00 - Horizontal blanking impulse [VRAM 8000-9FFF can be accessed by CPU]
- 01 - Vertical blanking impulse [VRAM 8000-9FFF can be accessed by CPU]
- 10 - OAM FE00-FE90 is accessed by LCD controller
- 11 - Both OAM FE00-FE90 and VRAM 8000-9FFF are accessed by LCD controller
- ------------------------------------------------------------------------------
- FF42 -- SCROLLY [RW] Background Vertical Scrolling
- ------------------------------------------------------------------------------
- FF43 -- SCROLLX [RW] Background Horizontal Scrolling
- ------------------------------------------------------------------------------
- FF44 -- CURLINE [RW] Current Scanline
- This register contains the number of a screen line currently being
- scanned. It can take values 0-153 where 144-153 indicate the vertical
- blanking period. Writing into this register resets it.
- ------------------------------------------------------------------------------
- FF45 -- CMPLINE [RW] Scanline Comparison
- When contents of CURLINE are equal to contents of CMPLINE, scanline
- coincidence flag is set in the LCD status register and an interrupt
- may occur.
- ------------------------------------------------------------------------------
- FF47 -- BGRDPAL [W] Background Palette
- Bit7-6 Palette for color #3 |
- Bit5-4 Palette for color #2 | 00 ------- 01 ------- 10 -------> 11
- Bit3-2 Palette for color #1 | lightest darkest
- Bit1-0 Palette for color #0 |
- ------------------------------+-----------------------------------------------
- FF48 -- OBJ0PAL [W] Sprite Palette #0
- Bit7-6 Palette for color #3 |
- Bit5-4 Palette for color #2 | 00 ------- 01 ------- 10 -------> 11
- Bit3-2 Palette for color #1 | lightest darkest
- Bit1-0 Palette for color #0 |
- ------------------------------+-----------------------------------------------
- FF49 -- OBJ1PAL [W] Sprite Palette #1
- Bit7-6 Palette for color #3 |
- Bit5-4 Palette for color #2 | 00 ------- 01 ------- 10 -------> 11
- Bit3-2 Palette for color #1 | lightest darkest
- Bit1-0 Palette for color #0 |
- ------------------------------+-----------------------------------------------
- FF4A -- WNDPOSY [RW] Window Y Position
- WNDPOSY may assume values 0-143. It determines the vertical position
- of the left upper corner of a window on the screen.
- ------------------------------------------------------------------------------
- FF4B -- WNDPOSX [RW] Window X Position
- WNDPOSX may assume values 7-166. It determines the horizontal position
- of the left upper corner of a window on the screen. The real position
- is WNDPOSX-7.
- ------------------------------------------------------------------------------
- FF46 -- DMACONT [W] DMA Transfer Control
- Writing to this register will cause a DMA transfer into OAM located
- at FE00-FE9F. The written value determines the source address in a
- following way: 00 -> 0000, 01 -> 0100, ... , 9A -> 9A00, ...
- The DMA transfer takes about 160 nanoseconds.
-
- Example:
- ; Routine transferring 0400-049F into OAM
- DI ; Disable interrupts
- LD A,04h ; Transferring data from 0400h
- LD (FF46h),A ; Start DMA transfer
- LOOP: LD A,#40 ; Wait
- DEC A ;
- JR NZ,LOOP ;
- EI ; Enable interrupts
-
- ----------------------------------------------+---------------+---------------
- FFFF -- ISWITCH [RW] Interrupt Enable/Disable | when set to 1 | when set to 0
- Bit4 Transition High->Low on pins P10-P13 | ENABLED | DISABLED
- Bit3 End of serial I/O transfer | ENABLED | DISABLED
- Bit2 Timer overflow | ENABLED | DISABLED
- Bit1 LCD controller interrupt [see LCDSTAT] | ENABLED | DISABLED
- Bit0 LCD vertical blanking impulse | ENABLED | DISABLED
- ----------------------------------------------+---------------+---------------
-
-
- *********************************** Credits: *********************************
-
- Thanks to all people who sent their comments and
- contributed to this document! (list follows)
-
- Dr.Pan of Anthrox - Excellent GameBoy hardware description
- Mark Kaufman - Cheats for Faceball 2000 and passwords Pipe Dream.
- Descriptions and ratings of some games. MCM
- Electrionics' phone numbers.
- Yi-Min Wei - Comments about software sections of the FAQ.
- Kelly Gillilan - Excellent list of cheats and passwords.
- Tecmo Bowl codes. CodeMasters' phone number.
- Peter Knight - Cartridge pinouts and a memory map. Codemasters'
- address.
- Jim Hsu - List of passwords and codes and MK cheat.
- Jez San [Argonaut] - Information about Argonaut's ToyBoy emulator.
- Timothy A. Meushaw - Mortal Kombat cheat.
- Robert Newman - Various cheats and codes.
- M. S. Manley - Maintaining GB mailing list and mail-server.
- G. L. Sicherman - Krusty's Fun House passwords.
- Jack Skipper - Sound test cheats for FFLI and FFLII.
- Andy Eddy - Maintaining FAQ archive at ftp.netcom.com.
- Simon Lai - Info on Thailand GB clones and 1500in1 cart.
- Josef Mollers - Info on GB cartridge pinouts.
- Herl Lindgreen - Prince of Persia password construction.
- G. L. Sicherman - Speedy Gonzales passwords.
- Jim Banks - Warioland cheat.
- Nick Paiement - Game ratings
- Leo Davidson - Monster Max passwords
-
-
- **************************** UNANSWERED QUESTIONS ************************
-
- If you have any information about GameBoy, feel free to send email to
-
- Marat Fayzullin (FMS)
- fms@wam.umd.edu
-
- 1. Meaning of the last three digits of GameGenie code?
- 2. Pinouts of the GameBoy cartridges?
- 3. Connecting GameBoy to TV?
- 4. GameGenie codes not listed in the official updates?
- 5. Game cheats and passwords?
- 6. GameBoy emulators?
- 7. Classified listings of the games with ratings from 0 to 9?
- 8. Game Copiers for GameBoy?
- 9. "Generic" cartridges allowing to use reprogrammable ROM plugged
- into a socket or even a static RAM?
- 10. Pinouts of GameBoy's serial port?
- 11. etc. etc. etc.
-
- * Reviews: Please, send your reviews of GB games. Rate four categories:
-
- Graphics Sound Playability Overall
-
- Give ratings from 0 to 9 for each of these categories. Also, classify the
- game [RPG, shoot-em-up, classic, etc.] and give information about the
- cartridge size and manufacturer. Games which get more than 2 ratings from
- different people, will be mentioned in the FAQ. I still couldn't collect
- enough of these raitings to come to any conclusions.
-
-