GBATEK
Gameboy Advance / Nintendo DS - Technical Info - Extracted from no$gba version 2.6a

[ GBA | DS | CPU ]

 GBA Reference

Overview
GBA Technical Data
GBA Memory Map
GBA I/O Map

Hardware Programming
GBA LCD Video Controller
GBA Sound Controller
GBA Timers
GBA DMA Transfers
GBA Communication Ports
GBA Keypad Input
GBA Interrupt Control
GBA System Control

Other
GBA Cartridges
BIOS Functions
Unpredictable Things
External Connectors


 GBA Technical Data < ^

CPU Modes
  ARM Mode     ARM7TDMI 32bit RISC CPU, 16.78MHz, 32bit opcodes (GBA)
THUMB Mode ARM7TDMI 32bit RISC CPU, 16.78MHz, 16bit opcodes (GBA)
CGB Mode Z80/8080-style 8bit CPU, 4.2MHz or 8.4MHz (CGB compatibility)
DMG Mode Z80/8080-style 8bit CPU, 4.2MHz (monochrome gameboy compatib.)
Internal Memory
  BIOS ROM     16 KBytes
Work RAM 288 KBytes (32K in-chip + 256K on-board)
VRAM 96 KBytes
OAM 1 KByte (128 OBJs 3x16bit, 32 OBJ-Rotation/Scalings 4x16bit)
Palette RAM 1 KByte (256 BG colors, 256 OBJ colors)
Video
  Display      240x160 pixels (2.9 inch TFT color LCD display)
BG layers 4 background layers
BG types Tile/map based, or Bitmap based
BG colors 256 colors, or 16 colors/16 palettes, or 32768 colors
OBJ colors 256 colors, or 16 colors/16 palettes
OBJ size 12 types (in range 8x8 up to 64x64 dots)
OBJs/Screen max. 128 OBJs of any size (up to 64x64 dots each)
OBJs/Line max. 128 OBJs of 8x8 dots size (under best circumstances)
Priorities OBJ/OBJ: 0-127, OBJ/BG: 0-3, BG/BG: 0-3
Effects Rotation/Scaling, alpha blending, fade-in/out, mosaic, window
Backlight GBA SP only (optionally by light on/off toggle button)
Sound
  Analogue     4 channel CGB compatible (3x square wave, 1x noise)
Digital 2 DMA sound channels
Output Built-in speaker (mono), or headphones socket (stereo)
Controls
  Gamepad      4 Direction Keys, 6 Buttons
Communication Ports
  Serial Port  Various transfer modes, 4-Player Link, Single Game Pak play
External Memory
  GBA Game Pak max. 32MB ROM or flash ROM + max 64K SRAM
CGB Game Pak max. 32KB ROM + 8KB SRAM (more memory requires banking)
Case Dimensions
  Size (mm)    GBA: 145x81x25 - GBA SP: 82x82x24 (closed), 155x82x24 (stretch)
Power Supply
  Battery GBA  GBA: 2x1.5V DC (AA), Life-time approx. 15 hours
Battery SP GBA SP: Built-in rechargeable Lithium ion battery, 3.7V 600mAh
External GBA: 3.3V DC 350mA - GBA SP: 5.2V DC 320mA
 ----------------------------------------------------------------------------
____._____________...___.____ _______________________
____/ : CARTRIDGE SIO : \____ | _____________________ |
| L _____________________ LED R | || ||
| | | | || 2.9" TFT SCREEN ||
| _||_ | 2.9" TFT SCREEN | (A) | || 240x160pix 61x40mm ||
| |_ _| | 240x160pix 61x40mm | (B) | || WITH BACKLIGHT ||
| || | NO BACKLIGHT | :::: | || ||
| | | SPEAKR | ||_____________________||
| STRT() |_____________________| :::: | | GAME BOY ADVANCE SP |
| SLCT() GAME BOY ADVANCE VOLUME | |_______________________|
|____ OFF-ON BATTERY 2xAA PHONES _==_| |_|________|________|_|_|
\__.##.__________________,,___/ |L EXT1 EXT2 R|
.::' | (*) LEDSo
.::' (OPENED) (VOL_||_ (A) o
GBA SP SIDE VIEW .::' | |_ _| ,,,,,(B) |
(CLOSED) .::' (STRETCHED) | || ;SPK; |
...................... _ ...................... | ''''' ON #
:_____________________(_).....................: | SLCT STRT OFF#
|. . . . . . . .'.'. _| | CART. () () |
|_CARTRIDGE_:_BATT._:_|_| <-- EXT1/EXT2 |_:___________________:_|

----------------------------------------------------------------------------
The separate CPU modes cannot be operated simultaneously. Switching is allowed between ARM and THUMB modes only (that are the two GBA modes).
This manual does not describe CGB and DMG modes, both are completely different than GBA modes, and both cannot be accessed from inside of GBA modes anyways.

Gameboy Player
An GBA Adapter for the Gamecube console; allowing to play GBA games on a television set.
GBA Gameboy Player

GBA SP Notes
Deluxe version of the original GBA. With backlight, new folded laptop-style case, and built-in rechargeable battery. Appears to be 100% compatible with GBA, there seems to be no way to detect SPs by software.


 GBA Memory Map < ^

General Internal Memory
  00000000-00003FFF   BIOS - System ROM         (16 KBytes)
00004000-01FFFFFF Not used
02000000-0203FFFF WRAM - On-board Work RAM (256 KBytes) 2 Wait
02040000-02FFFFFF Not used
03000000-03007FFF WRAM - In-chip Work RAM (32 KBytes)
03008000-03FFFFFF Not used
04000000-040003FE I/O Registers
04000400-04FFFFFF Not used
Internal Display Memory
  05000000-050003FF   BG/OBJ Palette RAM        (1 Kbyte)
05000400-05FFFFFF Not used
06000000-06017FFF VRAM - Video RAM (96 KBytes)
06018000-06FFFFFF Not used
07000000-070003FF OAM - OBJ Attributes (1 Kbyte)
07000400-07FFFFFF Not used
External Memory (Game Pak)
  08000000-09FFFFFF   Game Pak ROM/FlashROM (max 32MB) - Wait State 0
0A000000-0BFFFFFF Game Pak ROM/FlashROM (max 32MB) - Wait State 1
0C000000-0DFFFFFF Game Pak ROM/FlashROM (max 32MB) - Wait State 2
0E000000-0E00FFFF Game Pak SRAM (max 64 KBytes) - 8bit Bus width
0E010000-0FFFFFFF Not used
Unused Memory Area
  10000000-FFFFFFFF   Not used (upper 4bits of address bus unused)
Default WRAM Usage
By default, the 256 bytes at 03007F00h-03007FFFh in Work RAM are reserved for Interrupt vector, Interrupt Stack, and BIOS Call Stack. The remaining WRAM is free for whatever use (including User Stack, which is initially located at 03007F00h).

Address Bus Width and CPU Read/Write Access Widths
Shows the Bus-Width, supported read and write widths, and the clock cycles for 8/16/32bit accesses.
  Region        Bus   Read      Write     Cycles
BIOS ROM 32 8/16/32 - 1/1/1
Work RAM 32K 32 8/16/32 8/16/32 1/1/1
I/O 32 8/16/32 8/16/32 1/1/1
OAM 32 8/16/32 16/32 1/1/1 *
Work RAM 256K 16 8/16/32 8/16/32 3/3/6 **
Palette RAM 16 8/16/32 16/32 1/1/2 *
VRAM 16 8/16/32 16/32 1/1/2 *
GamePak ROM 16 8/16/32 - 5/5/8 **/***
GamePak Flash 16 8/16/32 16/32 5/5/8 **/***
GamePak SRAM 8 8 8 5 **
Timing Notes:
  *   Plus 1 cycle if GBA accesses video memory at the same time.
** Default waitstate settings, see System Control chapter.
*** Separate timings for sequential, and non-sequential accesses.
One cycle equals approx. 59.59ns (ie. 16.78MHz clock).
All memory (except GamePak SRAM) can be accessed by 16bit and 32bit DMA.

GamePak Memory
Only DMA3 (and the CPU of course) may access GamePak ROM. GamePak SRAM can be accessed by the CPU only - restricted to bytewise 8bit transfers. The SRAM region is supposed for as external FLASH backup memory, or for battery-backed SRAM.
For details about configuration of GamePak Waitstates, see:
GBA System Control

VRAM, OAM, and Palette RAM Access
These memory regions can be accessed during H-Blank or V-Blank only (unless display is disabled by Forced Blank bit in DISPCNT register).
There is an additional restriction for OAM memory: Accesses during H-Blank are allowed only if 'H-Blank Interval Free' in DISPCNT is set (which'd reduce number of display-able OBJs though).
The CPU appears to be able to access VRAM/OAM/Palette at any time, a waitstate (one clock cycle) being inserted automatically in case that the display controller was accessing memory simultaneously. (Ie. unlike as in old 8bit gameboy, the data will not get lost.)

CPU Mode Performance
Note that the GamePak ROM bus is limited to 16bits, thus executing ARM instructions (32bit opcodes) from inside of GamePak ROM would result in a not so good performance. So, it'd be more recommended to use THUMB instruction (16bit opcodes) which'd allow each opcode to be read at once.
(ARM instructions can be used at best performance by copying code from GamePak ROM into internal Work RAM)

Data Format
Even though the ARM CPU itself would allow to select between Little-Endian and Big-Endian format by using an external circuit, in the GBA no such circuit exists, and the data format is always Little-Endian. That is, when accessing 16bit or 32bit data in memory, the least significant bits are stored in the first byte (smallest address), and the most significant bits in the last byte. (Ie. same as for 80x86 and Z80 CPUs.)


 GBA I/O Map < ^

LCD I/O Registers
  4000000h  2    R/W  DISPCNT   LCD Control
4000002h 2 R/W - Undocumented - Green Swap
4000004h 2 R/W DISPSTAT General LCD Status (STAT,LYC)
4000006h 2 R VCOUNT Vertical Counter (LY)
4000008h 2 R/W BG0CNT BG0 Control
400000Ah 2 R/W BG1CNT BG1 Control
400000Ch 2 R/W BG2CNT BG2 Control
400000Eh 2 R/W BG3CNT BG3 Control
4000010h 2 W BG0HOFS BG0 X-Offset
4000012h 2 W BG0VOFS BG0 Y-Offset
4000014h 2 W BG1HOFS BG1 X-Offset
4000016h 2 W BG1VOFS BG1 Y-Offset
4000018h 2 W BG2HOFS BG2 X-Offset
400001Ah 2 W BG2VOFS BG2 Y-Offset
400001Ch 2 W BG3HOFS BG3 X-Offset
400001Eh 2 W BG3VOFS BG3 Y-Offset
4000020h 2 W BG2PA BG2 Rotation/Scaling Parameter A (dx)
4000022h 2 W BG2PB BG2 Rotation/Scaling Parameter B (dmx)
4000024h 2 W BG2PC BG2 Rotation/Scaling Parameter C (dy)
4000026h 2 W BG2PD BG2 Rotation/Scaling Parameter D (dmy)
4000028h 4 W BG2X BG2 Reference Point X-Coordinate
400002Ch 4 W BG2Y BG2 Reference Point Y-Coordinate
4000030h 2 W BG3PA BG3 Rotation/Scaling Parameter A (dx)
4000032h 2 W BG3PB BG3 Rotation/Scaling Parameter B (dmx)
4000034h 2 W BG3PC BG3 Rotation/Scaling Parameter C (dy)
4000036h 2 W BG3PD BG3 Rotation/Scaling Parameter D (dmy)
4000038h 4 W BG3X BG3 Reference Point X-Coordinate
400003Ch 4 W BG3Y BG3 Reference Point Y-Coordinate
4000040h 2 W WIN0H Window 0 Horizontal Dimensions
4000042h 2 W WIN1H Window 1 Horizontal Dimensions
4000044h 2 W WIN0V Window 0 Vertical Dimensions
4000046h 2 W WIN1V Window 1 Vertical Dimensions
4000048h 2 R/W WININ Inside of Window 0 and 1
400004Ah 2 R/W WINOUT Inside of OBJ Window & Outside of Windows
400004Ch 2 W MOSAIC Mosaic Size
400004Eh - - Not used
4000050h 2 R/W BLDCNT Color Special Effects Selection
4000052h 2 W BLDALPHA Alpha Blending Coefficients
4000054h 2 W BLDY Brightness (Fade-In/Out) Coefficient
4000056h - - Not used
Sound Registers
  4000060h  2  R/W  SOUND1CNT_L Channel 1 Sweep register       (NR10)
4000062h 2 R/W SOUND1CNT_H Channel 1 Duty/Length/Envelope (NR11, NR12)
4000064h 2 R/W SOUND1CNT_X Channel 1 Frequency/Control (NR13, NR14)
4000066h - - Not used
4000068h 2 R/W SOUND2CNT_L Channel 2 Duty/Length/Envelope (NR21, NR22)
400006Ah - - Not used
400006Ch 2 R/W SOUND2CNT_H Channel 2 Frequency/Control (NR23, NR24)
400006Eh - - Not used
4000070h 2 R/W SOUND3CNT_L Channel 3 Stop/Wave RAM select (NR30)
4000072h 2 R/W SOUND3CNT_H Channel 3 Length/Volume (NR31, NR32)
4000074h 2 R/W SOUND3CNT_X Channel 3 Frequency/Control (NR33, NR34)
4000076h - - Not used
4000078h 2 R/W SOUND4CNT_L Channel 4 Length/Envelope (NR41, NR42)
400007Ah - - Not used
400007Ch 2 R/W SOUND4CNT_H Channel 4 Frequency/Control (NR43, NR44)
400007Eh - - Not used
4000080h 2 R/W SOUNDCNT_L Control Stereo/Volume/Enable (NR50, NR51)
4000082h 2 R/W SOUNDCNT_H Control Mixing/DMA Control
4000084h 2 R/W SOUNDCNT_X Control Sound on/off (NR52)
4000086h - - Not used
4000088h 2 BIOS SOUNDBIAS Sound PWM Control
400008Ah .. - - Not used
4000090h 2x10h R/W WAVE_RAM Channel 3 Wave Pattern RAM (2 banks!!)
40000A0h 4 W FIFO_A Channel A FIFO, Data 0-3
40000A4h 4 W FIFO_B Channel B FIFO, Data 0-3
40000A8h - - Not used
DMA Transfer Channels
  40000B0h  4    W    DMA0SAD   DMA 0 Source Address
40000B4h 4 W DMA0DAD DMA 0 Destination Address
40000B8h 2 W DMA0CNT_L DMA 0 Word Count
40000BAh 2 R/W DMA0CNT_H DMA 0 Control
40000BCh 4 W DMA1SAD DMA 1 Source Address
40000C0h 4 W DMA1DAD DMA 1 Destination Address
40000C4h 2 W DMA1CNT_L DMA 1 Word Count
40000C6h 2 R/W DMA1CNT_H DMA 1 Control
40000C8h 4 W DMA2SAD DMA 2 Source Address
40000CCh 4 W DMA2DAD DMA 2 Destination Address
40000D0h 2 W DMA2CNT_L DMA 2 Word Count
40000D2h 2 R/W DMA2CNT_H DMA 2 Control
40000D4h 4 W DMA3SAD DMA 3 Source Address
40000D8h 4 W DMA3DAD DMA 3 Destination Address
40000DCh 2 W DMA3CNT_L DMA 3 Word Count
40000DEh 2 R/W DMA3CNT_H DMA 3 Control
40000E0h - - Not used
Timer Registers
  4000100h  2    R/W  TM0CNT_L  Timer 0 Counter/Reload
4000102h 2 R/W TM0CNT_H Timer 0 Control
4000104h 2 R/W TM1CNT_L Timer 1 Counter/Reload
4000106h 2 R/W TM1CNT_H Timer 1 Control
4000108h 2 R/W TM2CNT_L Timer 2 Counter/Reload
400010Ah 2 R/W TM2CNT_H Timer 2 Control
400010Ch 2 R/W TM3CNT_L Timer 3 Counter/Reload
400010Eh 2 R/W TM3CNT_H Timer 3 Control
4000110h - - Not used
Serial Communication (1)
  4000120h  4    R/W  SIODATA32 SIO Data (Normal-32bit Mode) (shared with below!)
4000120h 2 R/W SIOMULTI0 SIO Data 0 (Parent) (Multi-Player Mode)
4000122h 2 R/W SIOMULTI1 SIO Data 1 (1st Child) (Multi-Player Mode)
4000124h 2 R/W SIOMULTI2 SIO Data 2 (2nd Child) (Multi-Player Mode)
4000126h 2 R/W SIOMULTI3 SIO Data 3 (3rd Child) (Multi-Player Mode)
4000128h 2 R/W SIOCNT SIO Control Register
400012Ah 2 R/W SIOMLT_SEND SIO Data (Local of Multi-Player) (shared below)
400012Ah 2 R/W SIODATA8 SIO Data (Normal-8bit and UART Mode)
400012Ch - - Not used
Keypad Input
  4000130h  2    R    KEYINPUT  Key Status
4000132h 2 R/W KEYCNT Key Interrupt Control
Serial Communication (2)
  4000134h  2    R/W  RCNT      SIO Mode Select/General Purpose Data
4000136h - - IR Ancient - Infrared Register (Prototypes only)
4000138h - - Not used
4000140h 2 R/W JOYCNT SIO JOY Bus Control
4000142h - - Not used
4000150h 4 R/W JOY_RECV SIO JOY Bus Receive Data
4000154h 4 R/W JOY_TRANS SIO JOY Bus Transmit Data
4000158h 2 R/? JOYSTAT SIO JOY Bus Receive Status
400015Ah - - Not used
Interrupt, Waitstate, and Power-Down Control
  4000200h  2    R/W  IE        Interrupt Enable Register
4000202h 2 R/W IF Interrupt Request Flags / IRQ Acknowledge
4000204h 2 R/W WAITCNT Game Pak Waitstate Control
4000206h - - Not used
4000208h 2 R/W IME Interrupt Master Enable Register
400020Ah - - Not used
4000300h 1 R/W POSTFLG Undocumented - Post Boot Flag
4000301h 1 W HALTCNT Undocumented - Power Down Control
4000302h - - Not used
4000410h ? ? ? Undocumented - Purpose Unknown / Bug ??? 0FFh
4000411h - - Not used
4000800h 4 R/W ? Undocumented - Internal Memory Control (R/W)
4000804h - - Not used
4xx0800h 4 R/W ? Mirrors of 4000800h (repeated each 64K)
All further addresses at 4XXXXXXh are unused and do not contain mirrors of the I/O area, with the only exception that 4000800h is repeated each 64K (ie. mirrored at 4010800h, 4020800h, etc.)


 GBA LCD Video Controller < ^

Registers
LCD I/O Display Control
LCD I/O Interrupts and Status
LCD I/O BG Control
LCD I/O BG Scrolling
LCD I/O BG Rotation/Scaling
LCD I/O Window Feature
LCD I/O Mosaic Function
LCD I/O Color Special Effects

VRAM
LCD VRAM Overview
LCD VRAM Character Data
LCD VRAM BG Screen Data Format (BG Map)
LCD VRAM Bitmap BG Modes

Sprites
LCD OBJ - Overview
LCD OBJ - OAM Attributes
LCD OBJ - OAM Rotation/Scaling Parameters
LCD OBJ - VRAM Character (Tile) Mapping

Other
LCD Color Palettes
LCD Dimensions and Timings


 LCD I/O Display Control < ^

4000000h - DISPCNT - LCD Control (Read/Write)
  Bit   Expl.
0-2 BG Mode (0-5=Video Mode 0-5, 6-7=Prohibited)
3 Reserved / CGB Mode (0=GBA, 1=CGB; can be set only by BIOS opcodes)
4 Display Frame Select (0-1=Frame 0-1) (for BG Modes 4,5 only)
5 H-Blank Interval Free (1=Allow access to OAM during H-Blank)
6 OBJ Character VRAM Mapping (0=Two dimensional, 1=One dimensional)
7 Forced Blank (1=Allow FAST access to VRAM,Palette,OAM)
8 Screen Display BG0 (0=Off, 1=On)
9 Screen Display BG1 (0=Off, 1=On)
10 Screen Display BG2 (0=Off, 1=On)
11 Screen Display BG3 (0=Off, 1=On)
12 Screen Display OBJ (0=Off, 1=On)
13 Window 0 Display Flag (0=Off, 1=On)
14 Window 1 Display Flag (0=Off, 1=On)
15 OBJ Window Display Flag (0=Off, 1=On)
The table summarizes the facilities of the separate BG modes (video modes).
  Mode  Rot/Scal Layers Size               Tiles Colors       Features
  0     No       0123   256x256..512x515   1024  16/16..256/1 SFMABP
  1     Mixed    012-   (BG0,BG1 as above Mode 0, BG2 as below Mode 2)
  2     Yes      --23   128x128..1024x1024 256   256/1        S-MABP
  3     Yes      --2-   240x160            1     32768        --MABP
  4     Yes      --2-   240x160            2     256/1        --MABP
  5     Yes      --2-   160x128            2     32768        --MABP
Features: S)crolling, F)lip, M)osaic, A)lphaBlending, B)rightness, P)riority.

BG Modes 0-2 are Tile/Map-based. BG Modes 3-5 are Bitmap-based, in these modes 1 or 2 Frames (ie. bitmaps, or 'full screen tiles') exists, if two frames exist, either one can be displayed, and the other one can be redrawn in background.

Blanking Bits
Setting Forced Blank (Bit 7) causes the video controller to display white lines, and all VRAM, Palette RAM, and OAM may be accessed.
"When the internal HV synchronous counter cancels a forced blank during a display period, the display begins from the beginning, following the display of two vertical lines." What ?
Setting H-Blank Interval Free (Bit 5) allows to access OAM during H-Blank time - using this feature reduces the number of sprites that can be displayed per line.

Display Enable Bits
By default, BG0-3 and OBJ Display Flags (Bit 8-12) are used to enable/disable BGs and OBJ. When enabling Window 0 and/or 1 (Bit 13-14), color special effects may be used, and BG0-3 and OBJ are controlled by the window(s).

Frame Selection
In BG Modes 4 and 5 (Bitmap modes), either one of the two bitmaps/frames may be displayed (Bit 4), allowing the user to update the other (invisible) frame in background. In BG Mode 3, only one frame exists.
In BG Modes 0-2 (Tile/Map based modes), a similar effect may be gained by altering the base address(es) of BG Map and/or BG Character data.

4000002h - Undocumented - Green Swap (R/W)
Normally, red green blue intensities for a group of two pixels is output as BGRbgr (uppercase for left pixel at even xloc, lowercase for right pixel at odd xloc). When the Green Swap bit is set, each pixel group is output as BgRbGr (ie. green intensity of each two pixels exchanged).
  Bit   Expl.
0 Green Swap (0=Normal, 1=Swap)
1-15 Not used
This feature appears to be applied to the final picture (ie. after mixing the separate BG and OBJ layers). Eventually intended for other display types (with other pin-outs). With normal GBA hardware it is just producing an interesting dirt effect.
The NDS DISPCNT registers are 32bit (4000000h..4000003h), so Green Swap doesn't exist in NDS mode, however, the NDS does support Green Swap in GBA mode.


 LCD I/O Interrupts and Status < ^

4000004h - DISPSTAT - General LCD Status (Read/Write)
Display status and Interrupt control. The H-Blank conditions are generated once per scanline, including for the 'hidden' scanlines during V-Blank.
  Bit   Expl.
0 V-Blank flag (Read only) (1=VBlank) (set in line 160..226; not 227)
1 H-Blank flag (Read only) (1=HBlank) (toggled in all lines, 0..227)
2 V-Counter flag (Read only) (1=Match) (set in selected line)
3 V-Blank IRQ Enable (1=Enable)
4 H-Blank IRQ Enable (1=Enable)
5 V-Counter IRQ Enable (1=Enable)
6-7 Not used
8-15 V-Count Setting (LYC) (0..227)
The V-Count-Setting value is much the same as LYC of older gameboys, when its value is identical to the content of the VCOUNT register then the V-Counter flag is set (Bit 2), and (if enabled in Bit 5) an interrupt is requested.
Although the drawing time is only 960 cycles (240*4), the H-Blank flag is "0" for a total of 1006 cycles.

4000006h - VCOUNT - Vertical Counter (Read only)
Indicates the currently drawn scanline, values in range from 160..227 indicate 'hidden' scanlines within VBlank area.
  Bit   Expl.
0-7 Current scanline (LY) (0..227)
8-15 Not Used
Note: This is much the same than the 'LY' register of older gameboys.


 LCD I/O BG Control < ^

4000008h - BG0CNT - BG0 Control (R/W) (BG Modes 0,1 only)
400000Ah - BG1CNT - BG1 Control (R/W) (BG Modes 0,1 only)
400000Ch - BG2CNT - BG2 Control (R/W) (BG Modes 0,1,2 only)
400000Eh - BG3CNT - BG3 Control (R/W) (BG Modes 0,2 only)
  Bit   Expl.
0-1 BG Priority (0-3, 0=Highest)
2-3 Character Base Block (0-3, in units of 16 KBytes) (=BG Tile Data)
4-5 Not used (must be zero)
6 Mosaic (0=Disable, 1=Enable)
7 Colors/Palettes (0=16/16, 1=256/1)
8-12 Screen Base Block (0-31, in units of 2 KBytes) (=BG Map Data)
13 Display Area Overflow (0=Transparent, 1=Wraparound; BG2CNT/BG3CNT only)
14-15 Screen Size (0-3)
Internal Screen Size (dots) and size of BG Map (bytes):
  Value  Text Mode      Rotation/Scaling Mode
0 256x256 (2K) 128x128 (256 bytes)
1 512x256 (4K) 256x256 (1K)
2 256x512 (4K) 512x512 (4K)
3 512x512 (8K) 1024x1024 (16K)
In case that some or all BGs are set to same priority then BG0 is having the highest, and BG3 the lowest priority.

In 'Text Modes', the screen size is organized as follows: The screen consists of one or more 256x256 pixel (32x32 tiles) areas. When Size=0: only 1 area (SC0), when Size=1 or Size=2: two areas (SC0,SC1 either horizontally or vertically arranged next to each other), when Size=3: four areas (SC0,SC1 in upper row, SC2,SC3 in lower row). Whereas SC0 is defined by the normal BG Map base address (Bit 8-12 of BG#CNT), SC1 uses same address +2K, SC2 address +4K, SC3 address +6K. When the screen is scrolled it'll always wraparound.

In 'Rotation/Scaling Modes', the screen size is organized as follows, only one area (SC0) of variable size 128x128..1024x1024 pixels (16x16..128x128 tiles) exists. When the screen is rotated/scaled (or scrolled?) so that the LCD viewport reaches outside of the background/screen area, then BG may be either displayed as transparent or wraparound (Bit 13 of BG#CNT).


 LCD I/O BG Scrolling < ^

4000010h - BG0HOFS - BG0 X-Offset (W)
4000012h - BG0VOFS - BG0 Y-Offset (W)
  Bit   Expl.
0-8 Offset (0-511)
9-15 Not used
Specifies the coordinate of the upperleft first visible dot of BG0 background layer, ie. used to scroll the BG0 area.

4000014h - BG1HOFS - BG1 X-Offset (W)
4000016h - BG1VOFS - BG1 Y-Offset (W)
Same as above BG0HOFS and BG0VOFS for BG1 respectively.

4000018h - BG2HOFS - BG2 X-Offset (W)
400001Ah - BG2VOFS - BG2 Y-Offset (W)
Same as above BG0HOFS and BG0VOFS for BG2 respectively.

400001Ch - BG3HOFS - BG3 X-Offset (W)
400001Eh - BG3VOFS - BG3 Y-Offset (W)
Same as above BG0HOFS and BG0VOFS for BG3 respectively.

The above BG scrolling registers are exclusively used in Text modes, ie. for all layers in BG Mode 0, and for the first two layers in BG mode 1.
In other BG modes (Rotation/Scaling and Bitmap modes) above registers are ignored. Instead, the screen may be scrolled by modifying the BG Rotation/Scaling Reference Point registers.


 LCD I/O BG Rotation/Scaling < ^

4000028h - BG2X_L - BG2 Reference Point X-Coordinate, lower 16 bit (W)
400002Ah - BG2X_H - BG2 Reference Point X-Coordinate, upper 12 bit (W)
400002Ch - BG2Y_L - BG2 Reference Point Y-Coordinate, lower 16 bit (W)
400002Eh - BG2Y_H - BG2 Reference Point Y-Coordinate, upper 12 bit (W)
These registers are replacing the BG scrolling registers which are used for Text mode, ie. the X/Y coordinates specify the source position from inside of the BG Map/Bitmap of the pixel to be displayed at upper left of the GBA display. The normal BG scrolling registers are ignored in Rotation/Scaling and Bitmap modes.
  Bit   Expl.
0-7 Fractional portion (8 bits)
8-26 Integer portion (19 bits)
27 Sign (1 bit)
28-31 Not used
Because values are shifted left by eight, fractional portions may be specified in steps of 1/256 pixels (this would be relevant only if the screen is actually rotated or scaled). Normal signed 32bit values may be written to above registers (the most significant bits will be ignored and the value will be cut-down to 28bits, but this is no actual problem because signed values have set all MSBs to the same value).

Internal Reference Point Registers
The above reference points are automatically copied to internal registers during each vblank, specifying the origin for the first scanline. The internal registers are then incremented by dmx and dmy after each scanline.
Caution: Writing to a reference point register by software outside of the Vblank period does immediately copy the new value to the corresponding internal register, that means: in the current frame, the new value specifies the origin of the <current> scanline (instead of the topmost scanline).

4000020h - BG2PA - BG2 Rotation/Scaling Parameter A (alias dx) (W)
4000022h - BG2PB - BG2 Rotation/Scaling Parameter B (alias dmx) (W)
4000024h - BG2PC - BG2 Rotation/Scaling Parameter C (alias dy) (W)
4000026h - BG2PD - BG2 Rotation/Scaling Parameter D (alias dmy) (W)
  Bit   Expl.
0-7 Fractional portion (8 bits)
8-14 Integer portion (7 bits)
15 Sign (1 bit)
See below for details.

400003Xh - BG3X_L/H, BG3Y_L/H, BG3PA-D - BG3 Rotation/Scaling Parameters
Same as above BG2 Reference Point, and Rotation/Scaling Parameters, for BG3 respectively.

dx (PA) and dy (PC)
When transforming a horizontal line, dx and dy specify the resulting gradient and magnification for that line. For example:
Horizontal line, length=100, dx=1, and dy=1. The resulting line would be drawn at 45 degrees, f(y)=1/1*x. Note that this would involve that line is magnified, the new length is SQR(100^2+100^2)=141.42. Yup, exactly - that's the old a^2 + b^2 = c^2 formula.

dmx (PB) and dmy (PD)
These values define the resulting gradient and magnification for transformation of vertical lines. However, when rotating a square area (which is surrounded by horizontal and vertical lines), then the desired result should be usually a rotated <square> area (ie. not a parallelogram, for example).
Thus, dmx and dmy must be defined in direct relationship to dx and dy, taking the example above, we'd have to set dmx=-1, and dmy=1, f(x)=-1/1*y.

Area Overflow
In result of rotation/scaling it may often happen that areas outside of the actual BG area become moved into the LCD viewport. Depending of the Area Overflow bit (BG2CNT and BG3CNT, Bit 13) these areas may be either displayed (by wrapping the BG area), or may be displayed transparent.
This works only in BG modes 1 and 2. The area overflow is ignored in Bitmap modes (BG modes 3-5), the outside of the Bitmaps is always transparent.

--- more details and confusing or helpful formulas ---

The following parameters are required for Rotation/Scaling
  Rotation Center X and Y Coordinates (x0,y0)
Rotation Angle (alpha)
Magnification X and Y Values (xMag,yMag)
The display is rotated by 'alpha' degrees around the center.
The displayed picture is magnified by 'xMag' along x-Axis (Y=y0) and 'yMag' along y-Axis (X=x0).

Calculating Rotation/Scaling Parameters A-D
  A = Cos (alpha) / xMag    ;distance moved in direction x, same line
B = Sin (alpha) / xMag ;distance moved in direction x, next line
C = Sin (alpha) / yMag ;distance moved in direction y, same line
D = Cos (alpha) / yMag ;distance moved in direction y, next line
Calculating the position of a rotated/scaled dot
Using the following expressions,
  x0,y0    Rotation Center
x1,y1 Old Position of a pixel (before rotation/scaling)
x2,y2 New position of above pixel (after rotation scaling)
A,B,C,D BG2PA-BG2PD Parameters (as calculated above)
the following formula can be used to calculate x2,y2:
  x2 = A(x1-x0) + B(y1-y0) + x0
y2 = C(x1-x0) + D(y1-y0) + y0

 LCD I/O Window Feature < ^

The Window Feature may be used to split the screen into four regions. The BG0-3,OBJ layers and Color Special Effects can be separately enabled or disabled in each of these regions.

The DISPCNT Register
DISPCNT Bits 13-15 are used to enable Window 0, Window 1, and/or OBJ Window regions, if any of these regions is enabled then the "Outside of Windows" region is automatically enabled, too.
DISPCNT Bits 8-12 are kept used as master enable bits for the BG0-3,OBJ layers, a layer is displayed only if both DISPCNT and WININ/OUT enable bits are set.

4000040h - WIN0H - Window 0 Horizontal Dimensions (W)
4000042h - WIN1H - Window 1 Horizontal Dimensions (W)
  Bit   Expl.
0-7 X2, Rightmost coordinate of window, plus 1
8-15 X1, Leftmost coordinate of window
Garbage values of X2>240 or X1>X2 are interpreted as X2=240.

4000044h - WIN0V - Window 0 Vertical Dimensions (W)
4000046h - WIN1V - Window 1 Vertical Dimensions (W)
  Bit   Expl.
0-7 Y2, Bottom-most coordinate of window, plus 1
8-15 Y1, Top-most coordinate of window
Garbage values of Y2>160 or Y1>Y2 are interpreted as Y2=160.

4000048h - WININ - Control of Inside of Window(s) (R/W)
  Bit   Expl.
0-3 Window 0 BG0-BG3 Enable Bits (0=No Display, 1=Display)
4 Window 0 OBJ Enable Bit (0=No Display, 1=Display)
5 Window 0 Color Special Effect (0=Disable, 1=Enable)
6-7 Not used
8-11 Window 1 BG0-BG3 Enable Bits (0=No Display, 1=Display)
12 Window 1 OBJ Enable Bit (0=No Display, 1=Display)
13 Window 1 Color Special Effect (0=Disable, 1=Enable)
14-15 Not used
400004Ah - WINOUT - Control of Outside of Windows & Inside of OBJ Window (R/W)
  Bit   Expl.
0-3 Outside BG0-BG3 Enable Bits (0=No Display, 1=Display)
4 Outside OBJ Enable Bit (0=No Display, 1=Display)
5 Outside Color Special Effect (0=Disable, 1=Enable)
6-7 Not used
8-11 OBJ Window BG0-BG3 Enable Bits (0=No Display, 1=Display)
12 OBJ Window OBJ Enable Bit (0=No Display, 1=Display)
13 OBJ Window Color Special Effect (0=Disable, 1=Enable)
14-15 Not used
The OBJ Window
The dimension of the OBJ Window is specified by OBJs which are having the "OBJ Mode" attribute being set to "OBJ Window". Any non-transparent dots of any such OBJs are marked as OBJ Window area. The OBJ itself is not displayed.
The color, palette, and display priority of these OBJs are ignored. Both DISPCNT Bits 12 and 15 must be set when defining OBJ Window region(s).

Window Priority
In case that more than one window is enabled, and that these windows do overlap, Window 0 is having highest priority, Window 1 medium, and Obj Window lowest priority. Outside of Window is having zero priority, it is used for all dots which are not inside of any window region.


 LCD I/O Mosaic Function < ^

400004Ch - MOSAIC - Mosaic Size (W)
The Mosaic function can be separately enabled/disabled for BG0-BG3 by BG0CNT-BG3CNT Registers, as well as for each OBJ0-127 by OBJ attributes in OAM memory. Also, setting all of the bits below to zero effectively disables the mosaic function.
  Bit   Expl.
0-3 BG Mosaic H-Size (minus 1)
4-7 BG Mosaic V-Size (minus 1)
8-11 OBJ Mosaic H-Size (minus 1)
12-15 OBJ Mosaic V-Size (minus 1)
16-31 Not used
Example: When setting H-Size to 5, then pixels 0-5 of each display row are colorized as pixel 0, pixels 6-11 as pixel 6, pixels 12-17 as pixel 12, and so on.

Normally, a 'mosaic-pixel' is colorized by the color of the upperleft covered pixel. In many cases it might be more desireful to use the color of the pixel in the center of the covered area - this effect may be gained by scrolling the background (or by adjusting the OBJ position, as far as upper/left rows/columns of OBJ are transparent).


 LCD I/O Color Special Effects < ^

Two types of Special Effects are supported: Alpha Blending (Semi-Transparency) allows to combine colors of two selected surfaces. Brightness Increase/Decrease adjust the brightness of the selected surface.

4000050h - BLDCNT - Color Special Effects Selection (R/W)
  Bit   Expl.
0 BG0 1st Target Pixel (Background 0)
1 BG1 1st Target Pixel (Background 1)
2 BG2 1st Target Pixel (Background 2)
3 BG3 1st Target Pixel (Background 3)
4 OBJ 1st Target Pixel (Top-most OBJ pixel)
5 BD 1st Target Pixel (Backdrop)
6-7 Color Special Effect (0-3, see below)
0 = None (Special effects disabled)
1 = Alpha Blending (1st+2nd Target mixed)
2 = Brightness Increase (1st Target becomes whiter)
3 = Brightness Decrease (1st Target becomes blacker)
8 BG0 2nd Target Pixel (Background 0)
9 BG1 2nd Target Pixel (Background 1)
10 BG2 2nd Target Pixel (Background 2)
11 BG3 2nd Target Pixel (Background 3)
12 OBJ 2nd Target Pixel (Top-most OBJ pixel)
13 BD 2nd Target Pixel (Backdrop)
14-15 Not used
Selects the 1st Target layer(s) for special effects. For Alpha Blending/Semi-Transparency, it does also select the 2nd Target layer(s), which should have next lower display priority as the 1st Target.
However, any combinations are possible, including that all layers may be selected as both 1st+2nd target, in that case the top-most pixel will be used as 1st target, and the next lower pixel as 2nd target.

4000052h - BLDALPHA - Alpha Blending Coefficients (W)
Used for Color Special Effects Mode 1, and for Semi-Transparent OBJs.
  Bit   Expl.
0-4 EVA Coefficient (1st Target) (0..16 = 0/16..16/16, 17..31=16/16)
5-7 Not used
8-12 EVB Coefficient (2nd Target) (0..16 = 0/16..16/16, 17..31=16/16)
13-15 Not used
For this effect, the top-most non-transparent pixel must be selected as 1st Target, and the next-lower non-transparent pixel must be selected as 2nd Target, if so - and only if so, then color intensities of 1st and 2nd Target are mixed together by using the parameters in BLDALPHA register, for each pixel each R, G, B intensities are calculated separately:
  I = MIN ( 31, I1st*EVA + I2nd*EVB )
Otherwise - for example, if only one target exists, or if a non-transparent non-2nd-target pixel is moved between the two targets, or if 2nd target has higher display priority than 1st target - then only the top-most pixel is displayed (at normal intensity, regardless of BLDALPHA).

4000054h - BLDY - Brightness (Fade-In/Out) Coefficient (W)
Used for Color Special Effects Modes 2 and 3.
  Bit   Expl.
0-4 EVY Coefficient (Brightness) (0..16 = 0/16..16/16, 17..31=16/16)
5-31 Not used
For each pixel each R, G, B intensities are calculated separately:
  I = I1st + (31-I1st)*EVY   ;For Brightness Increase
I = I1st - (I1st)*EVY ;For Brightness Decrease
The color intensities of any selected 1st target surface(s) are increased or decreased by using the parameter in BLDY register.

Semi-Transparent OBJs
OBJs that are defined as 'Semi-Transparent' in OAM memory are always selected as 1st Target (regardless of BLDCNT Bit 4), and are always using Alpha Blending mode (regardless of BLDCNT Bit 6-7).
The BLDCNT register may be used to perform Brightness effects on the OBJ (and/or other BG/BD layers). However, if a semi-transparent OBJ pixel does overlap a 2nd target pixel, then semi-transparency becomes priority, and the brightness effect will not take place (neither on 1st, nor 2nd target).

The OBJ Layer
Before special effects are applied, the display controller computes the OBJ priority ordering, and isolates the top-most OBJ pixel. In result, only the top-most OBJ pixel is recursed at the time when processing special effects. Ie. alpha blending and semi-transparency can be used for OBJ-to-BG or BG-to-OBJ , but not for OBJ-to-OBJ.


 LCD VRAM Overview < ^

The GBA contains 96 Kbytes VRAM built-in, located at address 06000000-06017FFF, depending on the BG Mode used as follows:

BG Mode 0,1,2 (Tile/Map based Modes)
  06000000-0600FFFF  64 KBytes shared for BG Map and Tiles
06010000-06017FFF 32 KBytes OBJ Tiles
The shared 64K area can be split into BG Map area(s), and BG Tiles area(s), the respective addresses for Map and Tile areas are set up by BG0CNT-BG3CNT registers. The Map address may be specified in units of 2K (steps of 800h), the Tile address in units of 16K (steps of 4000h).

BG Mode 0,1 (Tile/Map based Text mode)
The tiles may have 4bit or 8bit color depth, minimum map size is 32x32 tiles, maximum is 64x64 tiles, up to 1024 tiles can be used per map.
  Item        Depth     Required Memory
One Tile 4bit 20h bytes
One Tile 8bit 40h bytes
1024 Tiles 4bit 8000h (32K)
1024 Tiles 8bit 10000h (64K) - excluding some bytes for BG map
BG Map 32x32 800h (2K)
BG Map 64x64 2000h (8K)
BG Mode 1,2 (Tile/Map based Rotation/Scaling mode)
The tiles may have 8bit color depth only, minimum map size is 16x16 tiles, maximum is 128x128 tiles, up to 256 tiles can be used per map.
  Item        Depth     Required Memory
One Tile 8bit 40h bytes
256 Tiles 8bit 4000h (16K)
BG Map 16x16 100h bytes
BG Map 128x128 4000h (16K)
BG Mode 3 (Bitmap based Mode for still images)
  06000000-06013FFF  80 KBytes Frame 0 buffer (only 75K actually used)
06014000-06017FFF 16 KBytes OBJ Tiles
BG Mode 4,5 (Bitmap based Modes)
  06000000-06009FFF  40 KBytes Frame 0 buffer (only 37.5K used in Mode 4)
0600A000-06013FFF 40 KBytes Frame 1 buffer (only 37.5K used in Mode 4)
06014000-06017FFF 16 KBytes OBJ Tiles
Note
Additionally to the above VRAM, the GBA also contains 1 KByte Palette RAM (at 05000000h) and 1 KByte OAM (at 07000000h) which are both used by the display controller as well.


 LCD VRAM Character Data < ^

Each character (tile) consists of 8x8 dots (64 dots in total). The color depth may be either 4bit or 8bit (see BG0CNT-BG3CNT).

4bit depth (16 colors, 16 palettes)
Each tile occupies 32 bytes of memory, the first 4 bytes for the topmost row of the tile, and so on. Each byte representing two dots, the lower 4 bits define the color for the left (!) dot, the upper 4 bits the color for the right dot.

8bit depth (256 colors, 1 palette)
Each tile occupies 64 bytes of memory, the first 8 bytes for the topmost row of the tile, and so on. Each byte selects the palette entry for each dot.


 LCD VRAM BG Screen Data Format (BG Map) < ^

The display background consists of 8x8 dot tiles, the arrangement of these tiles is specified by the BG Screen Data (BG Map). The separate entries in this map are as follows:

Text BG Screen (2 bytes per entry)
Specifies the tile number and attributes. Note that BG tile numbers are always specified in steps of 1 (unlike OBJ tile numbers which are using steps of two in 256 color/1 palette mode).
  Bit   Expl.
0-9 Tile Number (0-1023) (a bit less in 256 color mode, because
there'd be otherwise no room for the bg map)
10 Horizontal Flip (0=Normal, 1=Mirrored)
11 Vertical Flip (0=Normal, 1=Mirrored)
12-15 Palette Number (0-15) (Not used in 256 color/1 palette mode)
A Text BG Map always consists of 32x32 entries (256x256 pixels), 400h entries = 800h bytes. However, depending on the BG Size, one, two, or four of these Maps may be used together, allowing to create backgrounds of 256x256, 512x256, 256x512, or 512x512 pixels, if so, the first map (SC0) is located at base+0, the next map (SC1) at base+800h, and so on.

Rotation/Scaling BG Screen (1 byte per entry)
In this mode, only 256 tiles can be used. There are no x/y-flip attributes, the color depth is always 256 colors/1 palette.
  Bit   Expl.
0-7 Tile Number (0-255)
The dimensions of Rotation/Scaling BG Maps depend on the BG size. For size 0-3 that are: 16x16 tiles (128x128 pixels), 32x32 tiles (256x256 pixels), 64x64 tiles (512x512 pixels), or 128x128 tiles (1024x1024 pixels).

The size and VRAM base address of the separate BG maps for BG0-3 are set up by BG0CNT-BG3CNT registers.


 LCD VRAM Bitmap BG Modes < ^

In BG Modes 3-5 the background is defined in form of a bitmap (unlike as for Tile/Map based BG modes). Bitmaps are implemented as BG2, with Rotation/Scaling support. As bitmap modes are occupying 80KBytes of BG memory, only 16KBytes of VRAM can be used for OBJ tiles.

BG Mode 3 - 240x160 pixels, 32768 colors
Two bytes are associated to each pixel, directly defining one of the 32768 colors (without using palette data, and thus not supporting a 'transparent' BG color).
  Bit   Expl.
0-4 Red Intensity (0-31)
5-9 Green Intensity (0-31)
10-14 Blue Intensity (0-31)
15 Not used
The first 480 bytes define the topmost line, the next 480 the next line, and so on. The background occupies 75 KBytes (06000000-06012BFF), most of the 80 Kbytes BG area, not allowing to redraw an invisible second frame in background, so this mode is mostly recommended for still images only.

BG Mode 4 - 240x160 pixels, 256 colors (out of 32768 colors)
One byte is associated to each pixel, selecting one of the 256 palette entries. Color 0 (backdrop) is transparent, and OBJs may be displayed behind the bitmap.
The first 240 bytes define the topmost line, the next 240 the next line, and so on. The background occupies 37.5 KBytes, allowing two frames to be used (06000000-060095FF for Frame 0, and 0600A000-060135FF for Frame 1).

BG Mode 5 - 160x128 pixels, 32768 colors
Colors are defined as for Mode 3 (see above), but horizontal and vertical size are cut down to 160x128 pixels only - smaller than the physical dimensions of the LCD screen.
The background occupies exactly 40 KBytes, so that BG VRAM may be split into two frames (06000000-06009FFF for Frame 0, and 0600A000-06013FFF for Frame 1).

In BG modes 4,5, one Frame may be displayed (selected by DISPCNT Bit 4), the other Frame is invisible and may be redrawn in background.


 LCD OBJ - Overview < ^

General
Objects (OBJs) are moveable sprites. Up to 128 OBJs (of any size, up to 64x64 dots each) can be displayed per screen, and under best circumstances up to 128 OBJs (of small 8x8 dots size) can be displayed per horizontal display line.

Maximum Number of Sprites per Line
The total available OBJ rendering cycles per line are
  1210  (=304*4-6)   If "H-Blank Interval Free" bit in DISPCNT register is 0
954 (=240*4-6) If "H-Blank Interval Free" bit in DISPCNT register is 1
The required rendering cycles are (depending on horizontal OBJ size)
  Cycles per <n> Pixels    OBJ Type              OBJ Type Screen Pixel Range
n*1 cycles Normal OBJs 8..64 pixels
10+n*2 cycles Rotation/Scaling OBJs 8..64 pixels (area clipped)
10+n*2 cycles Rotation/Scaling OBJs 16..128 pixels (double size)
Caution:
The maximum number of OBJs per line is also affected by undisplayed (offscreen) OBJs which are having higher priority than displayed OBJs.
To avoid this, move displayed OBJs to the begin of OAM memory (ie. OBJ0 has highest priority, OBJ127 lowest).
Otherwise (in case that the program logic expects OBJs at fixed positions in OAM) at least take care to set the OBJ size of undisplayed OBJs to 8x8 with Rotation/Scaling disabled (this reduces the overload).
Does the above also apply for VERTICALLY OFFSCREEN (or VERTICALLY not on CURRENT LINE) sprites ?

VRAM - Character Data
OBJs are always combined of one or more 8x8 pixel Tiles (much like BG Tiles in BG Modes 0-2). However, OBJ Tiles are stored in a separate area in VRAM: 06010000-06017FFF (32 KBytes) in BG Mode 0-2, or 06014000-06017FFF (16 KBytes) in BG Mode 3-5.
Depending on the size of the above area (16K or 32K), and on the OBJ color depth (4bit or 8bit), 256-1024 8x8 dots OBJ Tiles can be defined.

OAM - Object Attribute Memory
This memory area contains Attributes which specify position, size, color depth, etc. appearance for each of the 128 OBJs. Additionally, it contains 32 OBJ Rotation/Scaling Parameter groups. OAM is located at 07000000-070003FF (sized 1 KByte).


 LCD OBJ - OAM Attributes < ^

OBJ Attributes
There are 128 entries in OAM for each OBJ0-OBJ127. Each entry consists of 6 bytes (three 16bit Attributes). Attributes for OBJ0 are located at 07000000, for OBJ1 at 07000008, OBJ2 at 07000010, and so on.

As you can see, there are blank spaces at 07000006, 0700000E, 07000016, etc. - these 16bit values are used for OBJ Rotation/Scaling (as described in the next chapter) - they are not directly related to the separate OBJs.

OBJ Attribute 0 (R/W)
  Bit   Expl.
0-7 Y-Coordinate (0-255)
8 Rotation/Scaling Flag (0=Off, 1=On)
When Rotation/Scaling used (Attribute 0, bit 8 set):
9 Double-Size Flag (0=Normal, 1=Double)
When Rotation/Scaling not used (Attribute 0, bit 8 cleared):
9 OBJ Disable (0=Normal, 1=Not displayed)
10-11 OBJ Mode (0=Normal, 1=Semi-Transparent, 2=OBJ Window, 3=Prohibited)
12 OBJ Mosaic (0=Off, 1=On)
13 Colors/Palettes (0=16/16, 1=256/1)
14-15 OBJ Shape (0=Square,1=Horizontal,2=Vertical,3=Prohibited)
Caution: A very large OBJ (of 128 pixels vertically, ie. a 64 pixels OBJ in a Double Size area) located at Y>128 will be treated as at Y>-128, the OBJ is then displayed parts offscreen at the TOP of the display, it is then NOT displayed at the bottom.

OBJ Attribute 1 (R/W)
  Bit   Expl.
0-8 X-Coordinate (0-511)
When Rotation/Scaling used (Attribute 0, bit 8 set):
9-13 Rotation/Scaling Parameter Selection (0-31)
(Selects one of the 32 Rotation/Scaling Parameters that
can be defined in OAM, for details read next chapter.)
When Rotation/Scaling not used (Attribute 0, bit 8 cleared):
9-11 Not used
12 Horizontal Flip (0=Normal, 1=Mirrored)
13 Vertical Flip (0=Normal, 1=Mirrored)
14-15 OBJ Size (0..3, depends on OBJ Shape, see Attr 0)
Size Square Horizontal Vertical
0 8x8 16x8 8x16
1 16x16 32x8 8x32
2 32x32 32x16 16x32
3 64x64 64x32 32x64
OBJ Attribute 2 (R/W)
  Bit   Expl.
0-9 Character Name (0-1023=Tile Number)
10-11 Priority relative to BG (0-3; 0=Highest)
12-15 Palette Number (0-15) (Not used in 256 color/1 palette mode)
Notes:

OBJ Mode
The OBJ Mode may be Normal, Semi-Transparent, or OBJ Window.
Semi-Transparent means that the OBJ is used as 'Alpha Blending 1st Target' (regardless of BLDCNT register, for details see chapter about Color Special Effects).
OBJ Window means that the OBJ is not displayed, instead, dots with non-zero color are used as mask for the OBJ Window, see DISPCNT and WINOUT for details.

OBJ Tile Number
There are two situations which may divide the amount of available tiles by two (by four if both situations apply):

1. When using the 256 Colors/1 Palette mode, only each second tile may be used, the lower bit of the tile number should be zero (in 2-dimensional mapping mode, the bit is completely ignored).

2. When using BG Mode 3-5 (Bitmap Modes), only tile numbers 512-1023 may be used. That is because lower 16K of OBJ memory are used for BG. Attempts to use tiles 0-511 are ignored (not displayed).

Priority
In case that the 'Priority relative to BG' is the same than the priority of one of the background layers, then the OBJ becomes higher priority and is displayed on top of that BG layer.
Caution: Take care not to mess up BG Priority and OBJ priority. For example, the following would cause garbage to be displayed:
  OBJ No. 0 with Priority relative to BG=1   ;hi OBJ prio, lo BG prio
OBJ No. 1 with Priority relative to BG=0 ;lo OBJ prio, hi BG prio
That is, OBJ0 is always having priority above OBJ1-127, so assigning a lower BG Priority to OBJ0 than for OBJ1-127 would be a bad idea.


 LCD OBJ - OAM Rotation/Scaling Parameters < ^

As described in the previous chapter, there are blank spaces between each of the 128 OBJ Attribute Fields in OAM memory. These 128 16bit gaps are used to store OBJ Rotation/Scaling Parameters.

Location of Rotation/Scaling Parameters in OAM
Four 16bit parameters (PA,PB,PC,PD) are required to define a complete group of Rotation/Scaling data. These are spread across OAM as such:
  1st Group - PA=07000006, PB=0700000E, PC=07000016, PD=0700001E
2nd Group - PA=07000026, PB=0700002E, PC=07000036, PD=0700003E
etc.
By using all blank space (128 x 16bit), up to 32 of these groups (4 x 16bit each) can be defined in OAM.

OBJ Rotation/Scaling PA,PB,PC,PD Parameters (R/W)
Each OBJ that uses Rotation/Scaling may select between any of the above 32 parameter groups. For details, refer to the previous chapter about OBJ Attributes.
The meaning of the separate PA,PB,PC,PD values is identical as for BG, for details read the chapter about BG Rotation/Scaling.

OBJ Reference Point & Rotation Center
The OBJ Reference Point is the upper left of the OBJ, ie. OBJ X/Y coordinates: X+0, Y+0.
The OBJ Rotation Center is always (or should be usually?) in the middle of the object, ie. for a 8x32 pixel OBJ, this would be at the OBJ X/Y coordinates: X+4, and Y+16.

OBJ Double-Size Bit (for OBJs that use Rotation/Scaling)
When Double-Size is zero: The sprite is rotated, and then display inside of the normal-sized (not rotated) rectangular area - the edges of the rotated sprite will become invisible if they reach outside of that area.
When Double-Size is set: The sprite is rotated, and then display inside of the double-sized (not rotated) rectangular area - this ensures that the edges of the rotated sprite remain visible even if they would reach outside of the normal-sized area. (Except that, for example, rotating a 8x32 pixel sprite by 90 degrees would still cut off parts of the sprite as the double-size area isn't large enough.)


 LCD OBJ - VRAM Character (Tile) Mapping < ^

Each OBJ tile consists of 8x8 dots, however, bigger OBJs can be displayed by combining several 8x8 tiles. The horizontal and vertical size for each OBJ may be separately defined in OAM, possible H/V sizes are 8,16,32,64 dots - allowing 'square' OBJs to be used (such like 8x8, 16x16, etc) as well as 'rectangular' OBJs (such like 8x32, 64x16, etc.)

When displaying an OBJ that contains of more than one 8x8 tile, one of the following two mapping modes can be used. In either case, the tile number of the upperleft tile must be specified in OAM memory.

Two Dimensional Character Mapping (DISPCNT Bit 6 cleared)
This mapping mode assumes that the 1024 OBJ tiles are arranged as a matrix of 32x32 tiles / 256x256 pixels (In 256 color mode: 16x32 tiles / 128x256 pixels). Ie. the upper row of this matrix contains tiles 00h-1Fh, the next row tiles 20h-3Fh, and so on.
For example, when displaying a 16x16 pixel OBJ, with tile number set to 04h; The upper row of the OBJ will consist of tile 04h and 05h, the next row of 24h and 25h. (In 256 color mode: 04h and 06h, 24h and 26h.)

One Dimensional Character Mapping (DISPCNT Bit 6 set)
In this mode, tiles are mapped each after each other from 00h-3FFh.
Using the same example as above, the upper row of the OBJ will consist of tile 04h and 05h, the next row of tile 06h and 07h. (In 256 color mode: 04h and 06h, 08h and 0Ah.)


 LCD Color Palettes < ^

Color Palette RAM
BG and OBJ palettes are using separate memory regions:
  05000000-050001FF - BG Palette RAM (512 bytes, 256 colors)
05000200-050003FF - OBJ Palette RAM (512 bytes, 256 colors)
Each BG and OBJ palette RAM may be either split into 16 palettes with 16 colors each, or may be used as a single palette with 256 colors.
Note that some OBJs may access palette RAM in 16 color mode, while other OBJs may use 256 color mode at the same time. Same for BG0-BG3 layers.

Transparent Colors
Color 0 of all BG and OBJ palettes is transparent. Even though palettes are described as 16 (256) color palettes, only 15 (255) colors are actually visible.

Backdrop Color
Color 0 of BG Palette 0 is used as backdrop color. This color is displayed if an area of the screen is not covered by any non-transparent BG or OBJ dots.

Color Definitions
Each color occupies two bytes (same as for 32768 color BG modes):
  Bit   Expl.
0-4 Red Intensity (0-31)
5-9 Green Intensity (0-31)
10-14 Blue Intensity (0-31)
15 Not used
Intensities
Under normal circumstances (light source/viewing angle), the intensities 0-14 are practically all black, and only intensities 15-31 are resulting in visible medium..bright colors.

Note: The intensity problem appears in the 8bit CGB "compatibility" mode either. The original CGB display produced the opposite effect: Intensities 0-14 resulted in dark..medium colors, and intensities 15-31 resulted in bright colors. Any "medium" colors of CGB games will appear invisible/black on GBA hardware, and only very bright colors will be visible.


 LCD Dimensions and Timings < ^

Horizontal Dimensions
The drawing time for each dot is 4 CPU cycles.
  Visible     240 dots,  57.221 us,    960 cycles - 78% of h-time
H-Blanking 68 dots, 16.212 us, 272 cycles - 22% of h-time
Total 308 dots, 73.433 us, 1232 cycles - ca. 13.620 kHz
VRAM and Palette RAM may be accessed during H-Blanking. OAM can accessed only if "H-Blank Interval Free" bit in DISPCNT register is set.

Vertical Dimensions
  Visible (*) 160 lines, 11.749 ms, 197120 cycles - 70% of v-time
V-Blanking 68 lines, 4.994 ms, 83776 cycles - 30% of v-time
Total 228 lines, 16.743 ms, 280896 cycles - ca. 59.737 Hz
All VRAM, OAM, and Palette RAM may be accessed during V-Blanking.
Note that no H-Blank interrupts are generated within V-Blank period.

System Clock
The system clock is 16.78MHz (16*1024*1024 Hz), one cycle is thus approx. 59.59ns.

(*) Even though vertical screen size is 160 lines, the upper 8 lines are not <really> visible, these lines are covered by a shadow when holding the GBA orientated towards a light source, the lines are effectively black - and should not be used to display important information.


 GBA Sound Controller < ^

The GBA supplies four 'analogue' sound channels for Tone and Noise (mostly compatible to CGB sound), as well as two 'digital' sound channels (which can be used to replay 8bit DMA sample data).

GBA Sound Channel 1 - Tone & Sweep
GBA Sound Channel 2 - Tone
GBA Sound Channel 3 - Wave Output
GBA Sound Channel 4 - Noise
GBA Sound Channel A and B - DMA Sound

GBA Sound Control Registers
GBA Comparison of CGB and GBA Sound

The GBA includes only a single (mono) speaker built-in, each channel may be output to either left and/or right channels by using the external line-out connector (for stereo headphones, etc).


 GBA Sound Channel 1 - Tone & Sweep < ^

4000060h - SOUND1CNT_L (NR10) - Channel 1 Sweep register (R/W)
  Bit        Expl.
0-2 R/W Number of sweep shift (n=0-7)
3 R/W Sweep Frequency Direction (0=Increase, 1=Decrease)
4-6 R/W Sweep Time; units of 7.8ms (0-7, min=7.8ms, max=54.7ms)
7-15 - Not used
Sweep is disabled by setting Sweep Time to zero, if so, the direction bit should be set.
The change of frequency (NR13,NR14) at each shift is calculated by the following formula where X(0) is initial freq & X(t-1) is last freq:
  X(t) = X(t-1) +/- X(t-1)/2^n
4000062h - SOUND1CNT_H (NR11, NR12) - Channel 1 Duty/Len/Envelope (R/W)
  Bit        Expl.
0-5 W Sound length; units of (64-n)/256s (0-63)
6-7 R/W Wave Pattern Duty (0-3, see below)
8-10 R/W Envelope Step-Time; units of n/64s (1-7, 0=No Envelope)
11 R/W Envelope Direction (0=Decrease, 1=Increase)
12-15 R/W Initial Volume of envelope (1-15, 0=No Sound)
Wave Duty:
  0: 12.5% ( -_______-_______-_______ )
1: 25% ( --______--______--______ )
2: 50% ( ----____----____----____ ) (normal)
3: 75% ( ------__------__------__ )
The Length value is used only if Bit 6 in NR14 is set.

4000064h - SOUND1CNT_X (NR13, NR14) - Channel 1 Frequency/Control (R/W)
  Bit        Expl.
0-10 W Frequency; 131072/(2048-n)Hz (0-2047)
11-13 - Not used
14 R/W Length Flag (1=Stop output when length in NR11 expires)
15 W Initial (1=Restart Sound)
16-31 - Not used

 GBA Sound Channel 2 - Tone < ^

This sound channel works exactly as channel 1, except that it doesn't have a Tone Envelope/Sweep Register.

4000068h - SOUND2CNT_L (NR21, NR22) - Channel 2 Duty/Length/Envelope (R/W)
400006Ah - Not used
400006Ch - SOUND2CNT_H (NR23, NR24) - Channel 2 Frequency/Control (R/W)
For details, refer to channel 1 description.


 GBA Sound Channel 3 - Wave Output < ^

This channel can be used to output digital sound, the length of the sample buffer (Wave RAM) can be either 32 or 64 digits (4bit samples). This sound channel can be also used to output normal tones when initializing the Wave RAM by a square wave. This channel doesn't have a volume envelope register.

4000070h - SOUND3CNT_L (NR30) - Channel 3 Stop/Wave RAM select (R/W)
  Bit        Expl.
0-4 - Not used
5 R/W Wave RAM Dimension (0=One bank/32 digits, 1=Two banks/64 digits)
6 R/W Wave RAM Bank Number (0-1, see below)
7 R/W Sound Channel 3 Off (0=Stop, 1=Playback)
8-15 - Not used
The currently selected Bank Number (Bit 6) will be played back, while reading/writing to/from wave RAM will address the other (not selected) bank. When dimension is set to two banks, output will start by replaying the currently selected bank.

4000072h - SOUND3CNT_H (NR31, NR32) - Channel 3 Length/Volume (R/W)
  Bit        Expl.
0-7 W Sound length; units of (256-n)/256s (0-255)
8-12 - Not used.
13-14 R/W Sound Volume (0=Mute/Zero, 1=100%, 2=50%, 3=25%)
15 R/W Force Volume (0=Use above, 1=Force 75% regardless of above)
The Length value is used only if Bit 6 in NR34 is set.

4000074h - SOUND3CNT_X (NR33, NR34) - Channel 3 Frequency/Control (R/W)
  Bit        Expl.
0-10 W Sample Rate; 2097152/(2048-n) Hz (0-2047)
11-13 - Not used
14 R/W Length Flag (1=Stop output when length in NR31 expires)
15 W Initial (1=Restart Sound)
16-31 - Not used
The above sample rate specifies the number of wave RAM digits per second, the actual tone frequency depends on the wave RAM content, for example:
  Wave RAM, single bank 32 digits   Tone Frequency
FFFFFFFFFFFFFFFF0000000000000000 65536/(2048-n) Hz
FFFFFFFF00000000FFFFFFFF00000000 131072/(2048-n) Hz
FFFF0000FFFF0000FFFF0000FFFF0000 262144/(2048-n) Hz
FF00FF00FF00FF00FF00FF00FF00FF00 524288/(2048-n) Hz
F0F0F0F0F0F0F0F0F0F0F0F0F0F0F0F0 1048576/(2048-n) Hz
4000090h - WAVE_RAM0_L - Channel 3 Wave Pattern RAM (W/R)
4000092h - WAVE_RAM0_H - Channel 3 Wave Pattern RAM (W/R)
4000094h - WAVE_RAM1_L - Channel 3 Wave Pattern RAM (W/R)
4000096h - WAVE_RAM1_H - Channel 3 Wave Pattern RAM (W/R)
4000098h - WAVE_RAM2_L - Channel 3 Wave Pattern RAM (W/R)
400009Ah - WAVE_RAM2_H - Channel 3 Wave Pattern RAM (W/R)
400009Ch - WAVE_RAM3_L - Channel 3 Wave Pattern RAM (W/R)
400009Eh - WAVE_RAM3_H - Channel 3 Wave Pattern RAM (W/R)
This area contains 16 bytes (32 x 4bits) Wave Pattern data which is output by channel 3. Data is played back ordered as follows: MSBs of 1st byte, followed by LSBs of 1st byte, followed by MSBs of 2nd byte, and so on - this results in a confusing ordering when filling Wave RAM in units of 16bit data - ie. samples would be then located in Bits 4-7, 0-3, 12-15, 8-11.

In the GBA, two Wave Patterns exists (each 32 x 4bits), either one may be played (as selected in NR30 register), the other bank may be accessed by the users. After all 32 samples have been played, output of the same bank (or other bank, as specified in NR30) will be automatically restarted.

Internally, Wave RAM is a giant shift-register, there is no pointer which is addressing the currently played digit. Instead, the entire 128 bits are shifted, and the 4 least significant bits are output.
Thus, when reading from Wave RAM, data might have changed its position. And, when writing to Wave RAM all data should be updated (it'd be no good idea to assume that old data is still located at the same position where it has been written to previously).


 GBA Sound Channel 4 - Noise < ^

This channel is used to output white noise. This is done by randomly switching the amplitude between high and low at a given frequency. Depending on the frequency the noise will appear 'harder' or 'softer'.

It is also possible to influence the function of the random generator, so the that the output becomes more regular, resulting in a limited ability to output Tone instead of Noise.

4000078h - SOUND4CNT_L (NR41, NR42) - Channel 4 Length/Envelope (R/W)
  Bit        Expl.
0-5 W Sound length; units of (64-n)/256s (0-63)
6-7 - Not used
8-10 R/W Envelope Step-Time; units of n/64s (1-7, 0=No Envelope)
11 R/W Envelope Direction (0=Decrease, 1=Increase)
12-15 R/W Initial Volume of envelope (1-15, 0=No Sound)
16-31 - Not used
The Length value is used only if Bit 6 in NR44 is set.

400007Ch - SOUND4CNT_H (NR43, NR44) - Channel 4 Frequency/Control (R/W)
The amplitude is randomly switched between high and low at the given frequency. A higher frequency will make the noise to appear 'softer'.
When Bit 3 is set, the output will become more regular, and some frequencies will sound more like Tone than Noise.
  Bit        Expl.
0-2 R/W Dividing Ratio of Frequencies (r)
3 R/W Counter Step/Width (0=15 bits, 1=7 bits)
4-7 R/W Shift Clock Frequency (s)
8-13 - Not used
14 R/W Length Flag (1=Stop output when length in NR41 expires)
15 W Initial (1=Restart Sound)
16-31 - Not used
Frequency = 524288 Hz / r / 2^(s+1) ;For r=0 assume r=0.5 instead

Noise Random Generator (aka Polynomial Counter)
Noise randomly switches between HIGH and LOW levels, the output levels are calculated by a shift register (X), at the selected frequency, as such:
  7bit:  X=X SHR 1, IF carry THEN Out=HIGH, X=X XOR 60h ELSE Out=LOW
15bit: X=X SHR 1, IF carry THEN Out=HIGH, X=X XOR 6000h ELSE Out=LOW
The initial value when (re-)starting the sound is X=40h (7bit) or X=4000h (15bit). The data stream repeats after 7Fh (7bit) or 7FFFh (15bit) steps.


 GBA Sound Channel A and B - DMA Sound < ^

The GBA contains two DMA sound channels (A and B), each allowing to replay digital sound (signed 8bit data, ie. -128..+127). Data can be transferred from INTERNAL memory (not sure if EXTERNAL memory works also ?) to FIFO by using DMA channel 1 or 2, the sample rate is generated by using one of the Timers.

40000A0h - FIFO_A_L - Sound A FIFO, Data 0 and Data 1 (W)
40000A2h - FIFO_A_H - Sound A FIFO, Data 2 and Data 3 (W)
These two registers may receive 32bit (4 bytes) of audio data (Data 0-3, Data 0 being located in least significant byte which is replayed first).
Internally, the capacity of the FIFO is 8 x 32bit (32 bytes), allowing to buffer a small amount of samples. As the name says (First In First Out), oldest data is replayed first.

40000A4h - FIFO_B_L - Sound B FIFO, Data 0 and Data 1 (W)
40000A6h - FIFO_B_H - Sound B FIFO, Data 2 and Data 3 (W)
Same as above, for Sound B.

Initializing DMA-Sound Playback
- Select Timer 0 or 1 in SOUNDCNT_H control register.
- Clear the FIFO.
- Manually write a sample byte to the FIFO.
- Initialize transfer mode for DMA 1 or 2.
- Initialize DMA Sound settings in sound control register.
- Start the timer.

DMA-Sound Playback Procedure
The pseudo-procedure below is automatically repeated.
  If Timer overflows then
Move 8bit data from FIFO to sound circuit.
If FIFO contains only 4 x 32bits (16 bytes) then
Request more data per DMA
Receive 4 x 32bit (16 bytes) per DMA
Endif
Endif
This playback mechanism will be repeated forever, regardless of the actual length of the sample buffer.

Synchronizing Sample Buffers
The buffer-end may be determined by counting sound Timer IRQs (each sample byte), or sound DMA IRQs (each 16th sample byte). Both methods would require a lot of CPU time (IRQ processing), and both would fail if interrupts are disabled for a longer period.
Better solutions would be to synchronize the sample rate/buffer length with V-blanks, or to use a second timer (in count up/slave mode) which produces an IRQ after the desired number of samples.

The Sample Rate
The GBA hardware does internally re-sample all sound output to 32.768kHz (default SOUNDBIAS setting). It'd thus do not make much sense to use higher DMA/Timer rates. Best re-sampling accuracy can be gained by using DMA/Timer rates of 32.768kHz, 16.384kHz, or 8.192kHz (ie. fragments of the physical output rate).


 GBA Sound Control Registers < ^

4000080h - SOUNDCNT_L (NR50, NR51) - Channel L/R Volume/Enable (R/W)
  Bit   Expl.
0-2 Sound 1-4 Master Volume RIGHT (0-7)
3 Not used
4-6 Sound 1-4 Master Volume LEFT (0-7)
7 Not used
8-11 Sound 1-4 Enable Flags RIGHT (each Bit 8-11, 0=Disable, 1=Enable)
12-15 Sound 1-4 Enable Flags LEFT (each Bit 12-15, 0=Disable, 1=Enable)
4000082h - SOUNDCNT_H (GBA only) - DMA Sound Control/Mixing (R/W)
  Bit   Expl.
0-1 Sound # 1-4 Volume (0=25%, 1=50%, 2=100%, 3=Prohibited)
2 DMA Sound A Volume (0=50%, 1=100%)
3 DMA Sound B Volume (0=50%, 1=100%)
4-7 Not used
8 DMA Sound A Enable RIGHT (0=Disable, 1=Enable)
9 DMA Sound A Enable LEFT (0=Disable, 1=Enable)
10 DMA Sound A Timer Select (0=Timer 0, 1=Timer 1)
11 DMA Sound A Reset FIFO (1=Reset)
12 DMA Sound B Enable RIGHT (0=Disable, 1=Enable)
13 DMA Sound B Enable LEFT (0=Disable, 1=Enable)
14 DMA Sound B Timer Select (0=Timer 0, 1=Timer 1)
15 DMA Sound B Reset FIFO (1=Reset)
4000084h - SOUNDCNT_X (NR52) - Sound on/off (R/W)
Bits 0-3 are automatically set when starting sound output, and are automatically cleared when a sound ends. (Ie. when the length expires, as far as length is enabled. The bits are NOT reset when an volume envelope ends.)
  Bit   Expl.
0 Sound 1 ON flag (Read Only)
1 Sound 2 ON flag (Read Only)
2 Sound 3 ON flag (Read Only)
3 Sound 4 ON flag (Read Only)
4-6 Not used
7 PSG/FIFO Master Enable (0=Disable, 1=Enable) (Read/Write)
8-31 Not used
While Bit 7 is cleared, both PSG and FIFO sounds are disabled, and all PSG registers (4000060h..4000081h) are reset to zero (and must be re-initialized after re-enabling sound). However, registers 4000082h and 4000088h are kept read/write-able (of which, 4000082h has no function when sound is off, whilst 4000088h does work even when sound is off).

4000088h - SOUNDBIAS - Sound PWM Control (R/W, see below)
This register controls the final sound output. The default setting is 0200h, it is normally not required to change this value.
  Bit    Expl.
0-9 Bias Level (Default=200h, converting signed samples into unsigned)
10-13 Not used
14-15 Amplitude Resolution/Sampling Cycle (Default=0, see below)
16-31 Not used
Amplitude Resolution/Sampling Cycle (0-3):
  0  9bit / 32.768kHz   (Default, best for DMA channels A,B)
1 8bit / 65.536kHz
2 7bit / 131.072kHz
3 6bit / 262.144kHz (Best for PSG channels 1-4)
For more information on this register, read the descriptions below.

400008Ch - Not used
400008Eh - Not used

Max Output Levels (with max volume settings)
Each of the two FIFOs can span the FULL output range (+/-200h).
Each of the four PSGs can span one QUARTER of the output range (+/-80h).
The current output levels of all six channels are added together by hardware.
So together, the FIFOs and PSGs, could reach THRICE the range (+/-600h).
The BIAS value is added to that signed value. With default BIAS (200h), the possible range becomes -400h..+800h, however, values that exceed the unsigned 10bit output range of 0..3FFh are clipped to MinMax(0,3FFh).

Resampling to 32.768kHz / 9bit (default)
The PSG channels 1-4 are internally generated at 262.144kHz, and DMA sound A-B could be theoretically generated at timer rates up to 16.78MHz. However, the final sound output is resampled to a rate of 32.768kHz, at 9bit depth (the above 10bit value, divided by two). If necessary, rates higher than 32.768kHz can be selected in the SOUNDBIAS register, that would result in a depth smaller than 9bit though.

PWM (Pulse Width Modulation) Output 16.78MHz / 1bit
Okay, now comes the actual output. The GBA can output only two voltages (low and high), these 'bits' are output at system clock speed (16.78MHz). If using the default 32.768kHz sampling rate, then 512 bits are output per sample (512*32K=16M). Each sample value (9bit range, N=0..511), would be then output as N low bits, followed by 512-N high bits. The resulting 'noise' is smoothed down by capacitors, by the speaker, and by human hearing, so that it will effectively sound like clean D/A converted 9bit voltages at 32kHz sampling rate.

Changing the BIAS Level
Normally use 200h for clean sound output. A value of 000h might make sense during periods when no sound is output (causing the PWM circuit to output low-bits only, which is eventually reducing the power consumption, and/or preventing 32KHz noise). Note: Using the SoundBias function (SWI 19h) allows to change the level by slowly incrementing or decrementing it (without hard scratch noise).

Low Power Mode
When not using sound output, power consumption can be reduced by setting both 4000084h (PSG/FIFO) and 4000088h (BIAS) to zero.


 GBA Comparison of CGB and GBA Sound < ^

The GBA sound controller is mostly the same than that of older monochrome gameboy and CGB. The following changes have been done:

New Sound Channels
Two new sound channels have been added that may be used to replay 8bit digital sound. Sample rate and sample data must be supplied by using a Timer and a DMA channel.

New Control Registers
The SOUNDCNT_H register controls the new DMA channels - as well as mixing with the four old channels. The SOUNDBIAS register controls the final sound output.

Sound Channel 3 Changes
The length of the Wave RAM is doubled by dividing it into two banks of 32 digits each, either one or both banks may be replayed (one after each other), for details check NR30 Bit 5-6. Optionally, the sound may be output at 75% volume, for details check NR32 Bit 7.

Changed Control Registers
NR50 is not supporting Vin signals (that's been an external sound input from cartridge).

Changed I/O Addresses
The GBAs sound register are located at 04000060-040000AE instead of at FF10-FF3F as in CGB and monochrome gameboy. However, note that there have been new blank spaces inserted between some of the separate registers - therefore it is NOT possible to port CGB software to GBA just by changing the sound base address.

Accessing I/O Registers
In some cases two of the old 8bit registers are packed into a 16bit register and may be accessed as such.


 GBA Timers < ^

The GBA includes four incrementing 16bit timers.
Timer 0 and 1 can be used to supply the sample rate for DMA sound channel A and/or B.

4000100h - TM0CNT_L - Timer 0 Counter/Reload (R/W)
4000104h - TM1CNT_L - Timer 1 Counter/Reload (R/W)
4000108h - TM2CNT_L - Timer 2 Counter/Reload (R/W)
400010Ch - TM3CNT_L - Timer 3 Counter/Reload (R/W)
Writing to these registers initializes the <reload> value (but does not directly affect the current counter value). Reading returns the current <counter> value (or the recent/frozen counter value if the timer has been stopped).
The reload value is copied into the counter only upon following two situations: Automatically upon timer overflows, or when the timer start bit becomes changed from 0 to 1.
Note: When simultaneously changing the start bit from 0 to 1, and setting the reload value at the same time (by a single 32bit I/O operation), then the newly written reload value is recognized as new counter value.

4000102h - TM0CNT_H - Timer 0 Control (R/W)
4000106h - TM1CNT_H - Timer 1 Control (R/W)
400010Ah - TM2CNT_H - Timer 2 Control (R/W)
400010Eh - TM3CNT_H - Timer 3 Control (R/W)
  Bit   Expl.
0-1 Prescaler Selection (0=F/1, 1=F/64, 2=F/256, 3=F/1024)
2 Count-up Timing (0=Normal, 1=See below)
3-5 Not used
6 Timer IRQ Enable (0=Disable, 1=IRQ on Timer overflow)
7 Timer Start/Stop (0=Stop, 1=Operate)
8-15 Not used
When Count-up Timing is enabled, the prescaler value is ignored, instead the time is incremented each time when the previous counter overflows. This function cannot be used for Timer 0 (as it is the first timer).
F = System Clock (16.78MHz).


 GBA DMA Transfers < ^

Overview
The GBA includes four DMA channels, the highest priority is assigned to DMA0, followed by DMA1, DMA2, and DMA3. DMA Channels with lower priority are paused until channels with higher priority have completed.
The CPU is paused when DMA transfers are active, however, the CPU is operating during the periods when Sound/Blanking DMA transfers are paused.

Special features of the separate DMA channels
DMA0 - highest priority, best for timing critical transfers (eg. HBlank DMA).
DMA1 and DMA2 - can be used to feed digital sample data to the Sound FIFOs.
DMA3 - can be used to write to Game Pak ROM/FlashROM (but not GamePak SRAM).
Beside for that, each DMA 0-3 may be used for whatever general purposes.

40000B0h,0B2h - DMA0SAD - DMA 0 Source Address (W) (internal memory)
40000BCh,0BEh - DMA1SAD - DMA 1 Source Address (W) (any memory)
40000C8h,0CAh - DMA2SAD - DMA 2 Source Address (W) (any memory)
40000D4h,0D6h - DMA3SAD - DMA 3 Source Address (W) (any memory)
The most significant address bits are ignored, only the least significant 27 or 28 bits are used (max 07FFFFFFh internal memory, or max 0FFFFFFFh any memory - except SRAM ?!).

40000B4h,0B6h - DMA0DAD - DMA 0 Destination Address (W) (internal memory)
40000C0h,0C2h - DMA1DAD - DMA 1 Destination Address (W) (internal memory)
40000CCh,0CEh - DMA2DAD - DMA 2 Destination Address (W) (internal memory)
40000D8h,0DAh - DMA3DAD - DMA 3 Destination Address (W) (any memory)
The most significant address bits are ignored, only the least significant 27 or 28 bits are used (max. 07FFFFFFh internal memory or 0FFFFFFFh any memory - except SRAM ?!).

40000B8h - DMA0CNT_L - DMA 0 Word Count (W) (14 bit, 1..4000h)
40000C4h - DMA1CNT_L - DMA 1 Word Count (W) (14 bit, 1..4000h)
40000D0h - DMA2CNT_L - DMA 2 Word Count (W) (14 bit, 1..4000h)
40000DCh - DMA3CNT_L - DMA 3 Word Count (W) (16 bit, 1..10000h)
Specifies the number of data units to be transferred, each unit is 16bit or 32bit depending on the transfer type, a value of zero is treated as max length (ie. 4000h, or 10000h for DMA3).

40000BAh - DMA0CNT_H - DMA 0 Control (R/W)
40000C6h - DMA1CNT_H - DMA 1 Control (R/W)
40000D2h - DMA2CNT_H - DMA 2 Control (R/W)
40000DEh - DMA3CNT_H - DMA 3 Control (R/W)
  Bit   Expl.
0-4 Not used
5-6 Dest Addr Control (0=Increment,1=Decrement,2=Fixed,3=Increment/Reload)
7-8 Source Adr Control (0=Increment,1=Decrement,2=Fixed,3=Prohibited)
9 DMA Repeat (0=Off, 1=On) (Must be zero if Bit 11 set)
10 DMA Transfer Type (0=16bit, 1=32bit)
11 Game Pak DRQ - DMA3 only - (0=Normal, 1=DRQ <from> Game Pak, DMA3)
12-13 DMA Start Timing (0=Immediately, 1=VBlank, 2=HBlank, 3=Special)
The 'Special' setting (Start Timing=3) depends on the DMA channel:
DMA0=Prohibited, DMA1/DMA2=Sound FIFO, DMA3=Video Capture
14 IRQ upon end of Word Count (0=Disable, 1=Enable)
15 DMA Enable (0=Off, 1=On)
After changing the Enable bit from 0 to 1, wait 2 clock cycles before accessing any DMA related registers.

When accessing OAM (7000000h) or OBJ VRAM (6010000h) by HBlank Timing, then the "H-Blank Interval Free" bit in DISPCNT register must be set.

Source and Destination Address and Word Count Registers
The SAD, DAD, and CNT_L registers are holding the initial start addresses, and initial length. The hardware does NOT change the content of these registers during or after the transfer.
The actual transfer takes place by using internal pointer/counter registers. The initial values are copied into internal regs under the following circumstances:
Upon DMA Enable (Bit 15) changing from 0 to 1: Reloads SAD, DAD, CNT_L.
Upon Repeat: Reloads CNT_L, and optionally DAD (Increment+Reload).

DMA Repeat bit
If the Repeat bit is cleared: The Enable bit is automatically cleared after the specified number of data units has been transferred.
If the Repeat bit is set: The Enable bit remains set after the transfer, and the transfer will be restarted each time when the Start condition (eg. HBlank, Fifo) becomes true. The specified number of data units is transferred <each> time when the transfer is (re-)started. The transfer will be repeated forever, until it gets stopped by software.

Sound DMA (FIFO Timing Mode) (DMA1 and DMA2 only)
In this mode, the DMA Repeat bit must be set, and the destination address must be FIFO_A (040000A0h) or FIFO_B (040000A4h).
Upon DMA request from sound controller, 4 units of 32bits (16 bytes) are transferred (both Word Count register and DMA Transfer Type bit are ignored). The destination address will not be incremented in FIFO mode.
Keep in mind that DMA channels of higher priority may offhold sound DMA. For example, when using a 64 kHz sample rate, 16 bytes of sound DMA data are requested each 0.25ms (4 kHz), at this time another 16 bytes are still in the FIFO so that there's still 0.25ms time to satisfy the DMA request. Thus DMAs with higher priority should not be operated for longer than 0.25ms. (This problem does not arise for HBlank transfers as HBlank time is limited to 16.212us.)

Game Pak DMA
Only DMA 3 may be used to transfer data to/from Game Pak ROM or Flash ROM - it cannot access Game Pak SRAM though (as SRAM data bus is limited to 8bit units). In normal mode, DMA is requested as long until Word Count becomes zero. When setting the 'Game Pack DRQ' bit, then the cartridge must contain an external circuit which outputs a /DREQ signal. Note that there is only one pin for /DREQ and /IREQ, thus the cartridge may not supply /IREQs while using DRQ mode.

Video Capture Mode (DMA3 only)
Intended to copy a bitmap from memory (or from external hardware/camera) to VRAM. When using this transfer mode, set the repeat bit, and write the number of data units (per scanline) to the word count register. Capture works similar like HBlank DMA, however, the transfer is started when VCOUNT=2, it is then repeated each scanline, and it gets stopped when VCOUNT=162.

Transfer End
The DMA Enable flag (Bit 15) is automatically cleared upon completion of the transfer. The user may also clear this bit manually in order to stop the transfer (obviously this is possible for Sound/Blanking DMAs only, in all other cases the CPU is stopped until the transfer completes by itself).

Transfer Rate/Timing
Except for the first data unit, all units are transferred by sequential reads and writes. For n data units, the DMA transfer time is:
  2N+2(n-1)S+xI
Of which, 1N+(n-1)S are read cycles, and the other 1N+(n-1)S are write cycles, actual number of cycles depends on the waitstates and bus-width of the source and destination areas (as described in CPU Instruction Cycle Times chapter). Internal time for DMA processing is 2I (normally), or 4I (if both source and destination are in gamepak memory area).

DMA lockup when stopping while starting ???
Capture delayed, Capture Enable=AutoCleared ???


 GBA Communication Ports < ^

The GBAs Serial Port may be used in various different communication modes. Normal mode may exchange data between two GBAs (or to transfer data from master GBA to several slave GBAs in one-way direction).
Multi-player mode may exchange data between up to four GBAs. UART mode works much like a RS232 interface. JOY Bus mode uses a standardized Nintendo protocol. And General Purpose mode allows to mis-use the 'serial' port as bi-directional 4bit parallel port.
Note: The Nintendo DS does not include a Serial Port.

SIO Normal Mode
SIO Multi-Player Mode
SIO UART Mode
SIO JOY BUS Mode
SIO General-Purpose Mode
SIO Control Registers Summary

Infrared Communication Adapters
Even though early GBA prototypes have been intended to support IR communication, this feature has been removed.
However, Nintendo is apparently considering to provide an external IR adapter (to be connected to the SIO connector, being accessed in General Purpose mode).
Also, it'd be theoretically possible to include IR ports built-in in game cartridges (as done for some older 8bit/monochrome Hudson games).


 SIO Normal Mode < ^

This mode is used to communicate between two units.
Transfer rates of 256Kbit/s or 2Mbit/s can be selected, however, the fast 2Mbit/s is intended ONLY for special hardware expansions that are DIRECTLY connected to the GBA link port (ie. without a cable being located between the GBA and expansion hardware). In normal cases, always use 256Kbit/s transfer rate which provides stable results.
Transfer lengths of 8bit or 32bit may be used, the 8bit mode is the same as for older DMG/CGB gameboys, however, the voltages for "GBA cartridges in GBAs" are different as for "DMG/CGB cartridges in DMG/CGB/GBAs", ie. it is not possible to communicate between DMG/CGB games and GBA games.

4000134h - RCNT (R) - Mode Selection, in Normal/Multiplayer/UART modes (R/W)
  Bit   Expl.
0-3 Undocumented (current SC,SD,SI,SO state, as for General Purpose mode)
4-8 Not used (Should be 0, bits are read/write-able though)
9-13 Not used (Always 0, read only)
14 Not used (Should be 0, bit is read/write-able though)
15 Must be zero (0) for Normal/Multiplayer/UART modes
4000128h - SIOCNT - SIO Control, usage in NORMAL Mode (R/W)
  Bit   Expl.
0 Shift Clock (SC) (0=External, 1=Internal)
1 Internal Shift Clock (0=256KHz, 1=2MHz)
2 SI State (opponents SO) (0=Low, 1=High/None) --- (Read Only)
3 SO during inactivity (0=Low, 1=High) (applied ONLY when Bit7=0)
4-6 Not used (Read only, always 0 ?)
7 Start Bit (0=Inactive/Ready, 1=Start/Active)
8-11 Not used (R/W, should be 0)
12 Transfer Length (0=8bit, 1=32bit)
13 Must be "0" for Normal Mode
14 IRQ Enable (0=Disable, 1=Want IRQ upon completion)
15 Not used (Read only, always 0)
The Start bit is automatically reset when the transfer completes, ie. when all 8 or 32 bits are transferred, at that time an IRQ may be generated.

400012Ah - SIODATA8 - SIO Normal Communication 8bit Data (R/W)
For 8bit normal mode. Contains 8bit data (only lower 8bit are used). Outgoing data should be written to this register before starting the transfer. During transfer, transmitted bits are shifted-out (MSB first), and received bits are shifted-in simultaneously. Upon transfer completion, the register contains the received 8bit value.

4000120h - SIODATA32_L - SIO Normal Communication lower 16bit data (R/W)
4000122h - SIODATA32_H - SIO Normal Communication upper 16bit data (R/W)
Same as above SIODATA8, for 32bit normal transfer mode respectively.
SIOCNT/RCNT must be set to 32bit normal mode <before> writing to SIODATA32.

Initialization
First, initialize RCNT register. Second, set mode/clock bits in SIOCNT with startbit cleared. For master: select internal clock, and (in most cases) specify 256KHz as transfer rate. For slave: select external clock, the local transfer rate selection is then ignored, as the transfer rate is supplied by the remote GBA (or other computer, which might supply custom transfer rates).
Third, set the startbit in SIOCNT with mode/clock bits unchanged.

Recommended Communication Procedure for SLAVE unit (external clock)
- Initialize data which is to be sent to master.
- Set Start flag.
- Set SO to LOW to indicate that master may start now.
- Wait for IRQ (or for Start bit to become zero). (Check timeout here!)
- Set SO to HIGH to indicate that we are not ready.
- Process received data.
- Repeat procedure if more data is to be transferred.
(or is so=high done automatically? would be fine - more stable - otherwise master may still need delay)

Recommended Communication Procedure for SLAVE unit (external clock)
- Initialize data which is to be sent to master.
- Set Start=0 and SO=0 (SO=LOW indicates that slave is (almost) ready).
- Set Start=1 and SO=1 (SO=HIGH indicates not ready, applied after transfer).
  (Expl. Old SO=LOW kept output until 1st clock bit received).
(Expl. New SO=HIGH is automatically output at transfer completion).
- Set SO to LOW to indicate that master may start now.
- Wait for IRQ (or for Start bit to become zero). (Check timeout here!)
- Process received data.
- Repeat procedure if more data is to be transferred.

Recommended Communication Procedure for MASTER unit (internal clock)
- Initialize data which is to be sent to slave.
- Wait for SI to become LOW (slave ready). (Check timeout here!)
- Set Start flag.
- Wait for IRQ (or for Start bit to become zero).
- Process received data.
- Repeat procedure if more data is to be transferred.

Cable Protocol
During inactive transfer, the shift clock (SC) is high. The transmit (SO) and receive (SI) data lines may be manually controlled as described above.
When master sends SC=LOW, each master and slave must output the next outgoing data bit to SO. When master sends SC=HIGH, each master and slave must read out the opponents data bit from SI. This is repeated for each of the 8 or 32 bits, and when completed SC will be kept high again.

Transfer Rates
Either 256KHz or 2MHz rates can be selected for SC, so max 32KBytes (256Kbit) or 128KBytes (2Mbit) can be transferred per second. However, the software must process each 8bit or 32bit of transmitted data separately, so the actual transfer rate will be reduced by the time spent on handling each data unit.
Only 256KHz provides stable results in most cases (such like when linking between two GBAs). The 2MHz rate is intended for special expansion hardware (with very short wires) only.

Using Normal mode for One-Way Multiplayer communication
When using normal mode with multiplay-cables, data isn't exchanged between first and second GBA as usually. Instead, data is shifted from first to last GBA (the first GBA receives zero, because master SI is shortcut to GND).
This behaviour may be used for fast ONE-WAY data transfer from master to all other GBAs. For example (3 GBAs linked):
  Step         Sender      1st Recipient   2nd Recipient
Transfer 1: DATA #0 --> UNDEF --> UNDEF -->
Transfer 2: DATA #1 --> DATA #0 --> UNDEF -->
Transfer 3: DATA #2 --> DATA #1 --> DATA #0 -->
Transfer 4: DATA #3 --> DATA #2 --> DATA #1 -->
The recipients should not output any own data, instead they should forward the previously received data to the next recipient during next transfer (just keep the incoming data unmodified in the data register).
Due to the delayed forwarding, 2nd recipient should ignore the first incoming data. After the last transfer, the sender must send one (or more) dummy data unit(s), so that the last data is forwarded to the 2nd (or further) recipient(s).


 SIO Multi-Player Mode < ^

Multi-Player mode can be used to communicate between up to 4 units.

4000134h - RCNT (R) - Mode Selection, in Normal/Multiplayer/UART modes (R/W)
  Bit   Expl.
0-3 Undocumented (current SC,SD,SI,SO state, as for General Purpose mode)
4-8 Not used (Should be 0, bits are read/write-able though)
9-13 Not used (Always 0, read only)
14 Not used (Should be 0, bit is read/write-able though)
15 Must be zero (0) for Normal/Multiplayer/UART modes
Note: Even though undocumented, many Nintendo games are using Bit 0 to test current SC state in multiplay mode.

4000128h - SIOCNT - SIO Control, usage in MULTI-PLAYER Mode (R/W)
  Bit   Expl.
0-1 Baud Rate (0-3: 9600,38400,57600,115200 bps)
2 SI-Terminal (0=Parent, 1=Child) (Read Only)
3 SD-Terminal (0=Bad connection, 1=All GBAs Ready) (Read Only)
4-5 Multi-Player ID (0=Parent, 1-3=1st-3rd child) (Read Only)
6 Multi-Player Error (0=Normal, 1=Error) (Read Only)
7 Start/Busy Bit (0=Inactive, 1=Start/Busy) (Read Only for Slaves)
8-11 Not used (R/W, should be 0)
12 Must be "0" for Multi-Player mode
13 Must be "1" for Multi-Player mode
14 IRQ Enable (0=Disable, 1=Want IRQ upon completion)
15 Not used (Read only, always 0)
The ID Bits are undefined until the first transfer has completed.

400012Ah - SIOMLT_SEND - Data Send Register (R/W)
Outgoing data (16 bit) which is to be sent to the other GBAs.

4000120h - SIOMULTI0 - SIO Multi-Player Data 0 (Parent) (R/W)
4000122h - SIOMULTI1 - SIO Multi-Player Data 1 (1st child) (R/W)
4000124h - SIOMULTI2 - SIO Multi-Player Data 2 (2nd child) (R/W)
4000126h - SIOMULTI3 - SIO Multi-Player Data 3 (3rd child) (R/W)
These registers are automatically reset to FFFFh upon transfer start.
After transfer, these registers contain incoming data (16bit each) from all remote GBAs (if any / otherwise still FFFFh), as well as the local outgoing SIOMLT_SEND data.
Ie. after the transfer, all connected GBAs will contain the same values in their SIOMULTI0-3 registers.

Initialization
- Initialize RCNT Bit 14-15 and SIOCNT Bit 12-13 to select Multi-Player mode.
- Read SIOCNT Bit 3 to verify that all GBAs are in Multi-Player mode.
- Read SIOCNT Bit 2 to detect whether this is the Parent/Master unit.

Recommended Transmission Procedure
- Write outgoing data to SIODATA_SEND.
- Master must set Start bit.
- All units must process received data in SIOMULTI0-3 when transfer completed.
- After the first successful transfer, ID Bits in SIOCNT are valid.
- If more data is to be transferred, repeat procedure.
The parent unit blindly sends data regardless of whether childs have already processed old data/supplied new data. So, parent unit might be required to insert delays between each transfer, and/or perform error checking.
Also, slave units may signalize that they are not ready by temporarily switching into another communication mode (which does not output SD High, as Multi-Player mode does during inactivity).

Transfer Protocol
Beginning
- The masters SI pin is always LOW.
- When all GBAs are in Multiplayer mode (ready) SD is HIGH.
- When master starts the transfer, it sets SC=LOW, slaves receive Busy bit.
Step A
- ID Bits in master unit are set to 0.
- Master outputs Startbit (LOW), 16bit Data, Stopbit (HIGH) through SD.
- This data is written to SIOMULTI0 of all GBAs (including master).
- Master forwards LOW from its SO to 1st childs SI.
- Transfer ends if next child does not output data after certain time.
Step B
- ID Bits in 1st child unit are set to 1.
- 1st Child outputs Startbit (LOW), 16bit Data, Stopbit (HIGH) through SD.
- This data is written to SIOMULTI1 of all GBAs (including 1st child).
- 1st child forwards LOW from its SO to 2nd childs SI.
- Transfer ends if next child does not output data after certain time.
Step C
- ID Bits in 2nd child unit are set to 2.
- 2nd Child outputs Startbit (LOW), 16bit Data, Stopbit (HIGH) through SD.
- This data is written to SIOMULTI2 of all GBAs (including 2nd child).
- 2nd child forwards LOW from its SO to 3rd childs SI.
- Transfer ends if next child does not output data after certain time.
Step D
- ID Bits in 3rd child unit are set to 3.
- 3rd Child outputs Startbit (LOW), 16bit Data, Stopbit (HIGH) through SD.
- This data is written to SIOMULTI3 of all GBAs (including 3rd child).
- Transfer ends (this was the last child).
Transfer end
- Master sets SC=HIGH, all GBAs set SO=HIGH.
- The Start/Busy bits of all GBAs are automatically cleared.
- Interrupts are requested in all GBAs (as far as enabled).

Error Bit
This bit is set when a slave did not receive SI=LOW even though SC=LOW signalized a transfer (this might happen when connecting more than 4 GBAs, or when the previous child is not connected). Also, the bit is set when a Stopbit wasn't HIGH.
The error bit may be undefined during active transfer - read only after transfer completion (the transfer continues and completes as normal even if errors have occurred for some or all GBAs).
Don't know: The bit is automatically reset/initialized with each transfer, or must be manually reset?

Transmission Time
The transmission time depends on the selected Baud rate. And on the amount of Bits (16 data bits plus start/stop bits for each GBA), delays between data for each GBA, plus final timeout (if less than 4 GBAs). That is, depending on the number of connected GBAs:
  GBAs    Bits    Delays   Timeout
1 18 None Yes
2 36 1 Yes
3 54 2 Yes
4 72 3 None
(The average Delay and Timeout periods are unknown?)
Above is not counting the additional CPU time that must be spent on initiating and processing each transfer.

Fast One-Way Transmission
Beside for the actual SIO Multiplayer mode, you can also use SIO Normal mode for fast one-way data transfer from Master unit to all Child unit(s). See chapter about SIO Normal mode for details.


 SIO UART Mode < ^

This mode works much like a RS232 port, however, the voltages are unknown, probably 0/3V rather than +/-12V ?. SI and SO are data lines (with crossed wires), SC and SD signalize Clear to Send (with crossed wires also, which requires special cable when linking between two GBAs ?)

4000134h - RCNT (R) - Mode Selection, in Normal/Multiplayer/UART modes (R/W)
  Bit   Expl.
0-3 Undocumented (current SC,SD,SI,SO state, as for General Purpose mode)
4-8 Not used (Should be 0, bits are read/write-able though)
9-13 Not used (Always 0, read only)
14 Not used (Should be 0, bit is read/write-able though)
15 Must be zero (0) for Normal/Multiplayer/UART modes
4000128h - SCCNT_L - SIO Control, usage in UART Mode (R/W)
  Bit   Expl.
0-1 Baud Rate (0-3: 9600,38400,57600,115200 bps)
2 CTS Flag (0=Send always/blindly, 1=Send only when SC=LOW)
3 Parity Control (0=Even, 1=Odd)
4 Send Data Flag (0=Not Full, 1=Full) (Read Only)
5 Receive Data Flag (0=Not Empty, 1=Empty) (Read Only)
6 Error Flag (0=No Error, 1=Error) (Read Only)
7 Data Length (0=7bits, 1=8bits)
8 FIFO Enable Flag (0=Disable, 1=Enable)
9 Parity Enable Flag (0=Disable, 1=Enable)
10 Send Enable Flag (0=Disable, 1=Enable)
11 Receive Enable Flag (0=Disable, 1=Enable)
12 Must be "1" for UART mode
13 Must be "1" for UART mode
14 IRQ Enable (0=Disable, 1=IRQ when any Bit 4/5/6 become set)
15 Not used (Read only, always 0)
400012Ah - SIODATA8 - usage in UART Mode (R/W)
Addresses the send/receive shift register, or (when FIFO is used) the send/receive FIFO. In either case only the lower 8bit of SIODATA8 are used, the upper 8bit are not used.
The send/receive FIFO may store up to four 8bit data units each. For example, while 1 unit is still transferred from the send shift register, it is possible to deposit another 4 units in the send FIFO, which are then automatically moved to the send shift register one after each other.

Send/Receive Enable, CTS Feedback
The receiver outputs SD=LOW (which is input as SC=LOW at the remote side) when it is ready to receive data (that is, when Receive Enable is set, and the Receive shift register (or receive FIFO) isn't full.
When CTS flag is set to always/blindly, then the sender transmits data immediately when Send Enable is set, otherwise data is transmitted only when Send Enable is set and SC is LOW.

Error Flag
The error flag is set when a bad stop bit has been received (stop bit must be 0), when a parity error has occurred (if enabled), or when new data has been completely received while the receive data register (or receive FIFO) is already full.
The error flag is automatically reset when reading from SIOCNT register.

Init & Initback
The content of the FIFO is reset when FIFO is disabled in UART mode, thus, when entering UART mode initially set FIFO=disabled.
The Send/Receive enable bits must be reset before switching from UART mode into another SIO mode!


 SIO JOY BUS Mode < ^

This communication mode uses Nintendo's standardized JOY Bus protocol. When using this communication mode, the GBA is always operated as SLAVE!

In this mode, SI and SO pins are data lines (apparently synchronized by Start/Stop bits?), SC and SD are set to low (including during active transfer?), the transfer rate is unknown?

4000134h - RCNT (R) - Mode Selection, in JOY BUS mode (R/W)
  Bit   Expl.
0-3 Undocumented (current SC,SD,SI,SO state, as for General Purpose mode)
4-8 Not used (Should be 0, bits are read/write-able though)
9-13 Not used (Always 0, read only)
14 Must be "1" for JOY BUS Mode
15 Must be "1" for JOY BUS Mode
4000128h - SIOCNT - SIO Control, not used in JOY BUS Mode
This register is not used in JOY BUS mode.

4000140h - JOYCNT - JOY BUS Control Register (R/W)
  Bit   Expl.
0 Device Reset Flag (Command FFh) (Read/Acknowledge)
1 Receive Complete Flag (Command 14h or 15h?) (Read/Acknowledge)
2 Send Complete Flag (Command 15h or 14h?) (Read/Acknowledge)
3-5 Not used
6 IRQ when receiving a Device Reset Command (0=Disable, 1=Enable)
7-31 Not used
Bit 0-2 are working much like the bits in the IF register: Write a "1" bit to reset (acknowledge) the respective bit.
UNCLEAR: Interrupts can be requested for Send/Receive commands also?

4000150h - JOY_RECV_L - Receive Data Register low (R/W)
4000152h - JOY_RECV_H - Receive Data Register high (R/W)
4000154h - JOY_TRANS_L - Send Data Register low (R/W)
4000156h - JOY_TRANS_H - Send Data Register high (R/W)
Send/receive data registers.

4000158h - JOYSTAT - Receive Status Register (R/W)
  Bit   Expl.
0 Not used
1 Receive Status Flag (0=Remote GBA is/was receiving) (Read Only?)
2 Not used
3 Send Status Flag (1=Remote GBA is/was sending) (Read Only?)
4-5 General Purpose Flag (Not assigned, may be used for whatever purpose)
6-31 Not used
Bit 1 is automatically set when writing to local JOY_TRANS.
Bit 3 is automatically reset when reading from local JOY_RECV.

Below are the four possible commands which can be received by the GBA. Note that the GBA (slave) cannot send any commands itself, all it can do is to read incoming data, and to provide 'reply' data which may (or may not) be read out by the master unit.

Command FFh - Device Reset
  Receive FFh (Command)
Send 00h (GBA Type number LSB (or MSB?))
Send 04h (GBA Type number MSB (or LSB?))
Send XXh (lower 8bits of SIOSTAT register)
Command 00h - Type/Status Data Request
  Receive 00h (Command)
Send 00h (GBA Type number LSB (or MSB?))
Send 04h (GBA Type number MSB (or LSB?))
Send XXh (lower 8bits of SIOSTAT register)
Command 15h - GBA Data Write (to GBA)
  Receive 15h (Command)
Receive XXh (Lower 8bits of JOY_RECV_L)
Receive XXh (Upper 8bits of JOY_RECV_L)
Receive XXh (Lower 8bits of JOY_RECV_H)
Receive XXh (Upper 8bits of JOY_RECV_H)
Send XXh (lower 8bits of SIOSTAT register)
Command 14h - GBA Data Read (from GBA)
  Receive 14h (Command)
Send XXh (Lower 8bits of JOY_TRANS_L)
Send XXh (Upper 8bits of JOY_TRANS_L)
Send XXh (Lower 8bits of JOY_TRANS_H)
Send XXh (Upper 8bits of JOY_TRANS_H)
Send XXh (lower 8bits of SIOSTAT register)

 SIO General-Purpose Mode < ^

In this mode, the SIO is 'misused' as a 4bit bi-directional parallel port, each of the SI,SO,SC,SD pins may be directly controlled, each can be separately declared as input (with internal pull-up) or as output signal.

4000134h - RCNT (R) - SIO Mode, usage in GENERAL-PURPOSE Mode (R/W)
Interrupts can be requested when SI changes from HIGH to LOW, as General Purpose mode does not require a serial shift clock, this interrupt may be produced even when the GBA is in Stop (low power standby) state.
  Bit   Expl.
0 SC Data Bit (0=Low, 1=High)
1 SD Data Bit (0=Low, 1=High)
2 SI Data Bit (0=Low, 1=High)
3 SO Data Bit (0=Low, 1=High)
4 SC Direction (0=Input, 1=Output)
5 SD Direction (0=Input, 1=Output)
6 SI Direction (0=Input, 1=Output, but see below)
7 SO Direction (0=Input, 1=Output)
8 SI Interrupt Enable (0=Disable, 1=Enable)
9-13 Not used
14 Must be "0" for General-Purpose Mode
15 Must be "1" for General-Purpose or JOYBUS Mode
SI should be always used as Input to avoid problems with other hardware which does not expect data to be output there.

4000128h - SIOCNT - SIO Control, not used in GENERAL-PURPOSE Mode
This register is not used in general purpose mode. That is, the separate bits of SIOCNT still exist and are read- and/or write-able in the same manner as for Normal, Multiplay, or UART mode (depending on SIOCNT Bit 12,13), but are having no effect on data being output to the link port.


 SIO Control Registers Summary < ^

Mode Selection (by RCNT.15-14 and SIOCNT.13-12)
  R.15 R.14 S.13 S.12 Mode
0 x 0 0 Normal 8bit
0 x 0 1 Normal 32bit
0 x 1 0 Multiplay 16bit
0 x 1 1 UART (RS232)
1 0 x x General Purpose
1 1 x x JOY BUS
SIOCNT
  Bit    0      1    2     3      4 5 6   7     8    9      10   11
Normal Master Rate SI/In SO/Out - - - Start - - - -
Multi Baud Baud SI/In SD/In ID# Err Start - - - -
UART Baud Baud CTS Parity S R Err Bits FIFO Parity Send Recv

 GBA Infrared Communication < ^

Early GBA prototypes have been intended to include a built-in IR port for sending and receiving IR signals. Among others, this port could have been used to communicate with other GBAs, or older CGB models, or TV Remote Controls, etc.

[ THE INFRARED COMMUNICATION FEATURE IS -NOT- SUPPORTED ANYMORE ]
Anyways, the prototype specifications have been as shown below...

Keep in mind that the IR signal may be interrupted by whatever objects moved between sender and receiver - the IR port isn't recommended for programs that require realtime data exchange (such like action games).

4000136h - IR - Infrared Register (R/W)
  Bit   Expl.
0 Transmission Data (0=LED Off, 1=LED On)
1 READ Enable (0=Disable, 1=Enable)
2 Reception Data (0=None, 1=Signal received) (Read only)
3 AMP Operation (0=Off, 1=On)
4 IRQ Enable Flag (0=Disable, 1=Enable)
5-15 Not used
When IRQ is enabled, an interrupt is requested if the incoming signal was 0.119us Off (2 cycles), followed by 0.536us On (9 cycles) - minimum timing periods each.

Transmission Notes
When transmitting an IR signal, note that it'd be not a good idea to keep the LED turned On for a very long period (such like sending a 1 second synchronization pulse). The recipient's circuit would treat such a long signal as "normal IR pollution which is in the air" after a while, and thus ignore the signal.

Reception Notes
Received data is internally latched. Latched data may be read out by setting both READ and AMP bits.
Note: Provided that you don't want to receive your own IR signal, be sure to set Bit 0 to zero before attempting to receive data.

Power-consumption
After using the IR port, be sure to reset the register to zero in order to reduce battery power consumption.


 GBA Keypad Input < ^

The built-in GBA gamepad has 4 direction keys, and 6 buttons.

4000130h - KEYINPUT - Key Status (R)
  Bit   Expl.
0 Button A (0=Pressed, 1=Released)
1 Button B (etc.)
2 Select (etc.)
3 Start (etc.)
4 Right (etc.)
5 Left (etc.)
6 Up (etc.)
7 Down (etc.)
8 Button R (etc.)
9 Button L (etc.)
10-15 Not used
It'd be usually recommended to read-out this register only once per frame, and to store the current state in memory. As a side effect, this method avoids problems caused by switch bounce when a key is newly released or pressed.

4000132h - KEYCNT - Key Interrupt Control (R/W)
The keypad IRQ function is intended to terminate the very-low-power Stop mode, it is not suitable for processing normal user input, to do this, most programs are invoking their keypad handlers from within VBlank IRQ.
  Bit   Expl.
0 Button A (0=Ignore, 1=Select)
1 Button B (etc.)
2 Select (etc.)
3 Start (etc.)
4 Right (etc.)
5 Left (etc.)
6 Up (etc.)
7 Down (etc.)
8 Button R (etc.)
9 Button L (etc.)
10-13 Not used
14 IRQ Enable Flag (0=Disable, 1=Enable)
15 IRQ Condition (0=Logical OR, 1=Logical AND)
In logical OR mode, an interrupt is requested when at least one of the selected buttons is pressed.
In logical AND mode, an interrupt is requested when ALL of the selected buttons are pressed.

Notes
In 8bit gameboy compatibility mode, L and R Buttons are used to toggle the screen size between normal 160x144 pixels and stretched 240x144 pixels.
The GBA SP is additionally having a * Button used to toggle the backlight on and off (controlled by separate hardware logic, there's no way to detect or change the current backlight state by software).


 GBA Interrupt Control < ^

4000208h - IME - Interrupt Master Enable Register (R/W)
  Bit   Expl.
0 Disable all interrupts (0=Disable All, 1=See IE register)
1-31 Not used
4000200h - IE - Interrupt Enable Register (R/W)
  Bit   Expl.
0 LCD V-Blank (0=Disable)
1 LCD H-Blank (etc.)
2 LCD V-Counter Match (etc.)
3 Timer 0 Overflow (etc.)
4 Timer 1 Overflow (etc.)
5 Timer 2 Overflow (etc.)
6 Timer 3 Overflow (etc.)
7 Serial Communication (etc.)
8 DMA 0 (etc.)
9 DMA 1 (etc.)
10 DMA 2 (etc.)
11 DMA 3 (etc.)
12 Keypad (etc.)
13 Game Pak (external IRQ source) (etc.)
14-15 Not used
Note that there is another 'master enable flag' directly in the CPUs Status Register (CPSR) accessible in privileged modes, see CPU reference for details.

4000202h - IF - Interrupt Request Flags / IRQ Acknowledge (R/W, see below)
  Bit   Expl.
0 LCD V-Blank (1=Request Interrupt)
1 LCD H-Blank (etc.)
2 LCD V-Counter Match (etc.)
3 Timer 0 Overflow (etc.)
4 Timer 1 Overflow (etc.)
5 Timer 2 Overflow (etc.)
6 Timer 3 Overflow (etc.)
7 Serial Communication (etc.)
8 DMA 0 (etc.)
9 DMA 1 (etc.)
10 DMA 2 (etc.)
11 DMA 3 (etc.)
12 Keypad (etc.)
13 Game Pak (external IRQ source) (etc.)
14-15 Not used
Interrupts must be manually acknowledged by writing a "1" to one of the IRQ bits, the IRQ bit will then be cleared.

"[Cautions regarding clearing IME and IE]
A corresponding interrupt could occur even while a command to clear IME or each flag of the IE register is being executed. When clearing a flag of IE, you need to clear IME in advance so that mismatching of interrupt checks will not occur." ?

"[When multiple interrupts are used]
When the timing of clearing of IME and the timing of an interrupt agree, multiple interrupts will not occur during that interrupt. Therefore, set (enable) IME after saving IME during the interrupt routine." ?

BIOS Interrupt handling
Upon interrupt execution, the CPU is switched into IRQ mode, and the physical interrupt vector is called - as this address is located in BIOS ROM, the BIOS will always execute the following code before it forwards control to the user handler:
  00000018  b      128h                ;IRQ vector: jump to actual BIOS handler
00000128 stmfd r13!,r0-r3,r12,r14 ;save registers to SP_irq
0000012C mov r0,4000000h ;ptr+4 to 03FFFFFC (mirror of 03007FFC)
00000130 add r14,r15,0h ;retadr for USER handler $+8=138h
00000134 ldr r15,[r0,-4h] ;jump to [03FFFFFC] USER handler
00000138 ldmfd r13!,r0-r3,r12,r14 ;restore registers from SP_irq
0000013C subs r15,r14,4h ;return from IRQ (PC=LR-4, CPSR=SPSR)
As shown above, a pointer to the 32bit/ARM-code user handler must be setup in [03007FFCh]. By default, 160 bytes of memory are reserved for interrupt stack at 03007F00h-03007F9Fh.

Recommended User Interrupt handling
- If necessary switch to THUMB state manually (handler is called in ARM state)
- Determine reason(s) of interrupt by examining IF register
- User program may freely assign priority to each reason by own logic
- Process the most important reason of your choice
- User MUST manually acknowledge by writing to IF register
- If user wants to allow nested interrupts, save SPSR_irq, then enable IRQs.
- If using other registers than BIOS-pushed R0-R3, manually save R4-R11 also.
- Note that Interrupt Stack is used (which may have limited size)
- So, for memory consuming stack operations use system mode (=user stack).
- When calling subroutines in system mode, save LSR_usr also.
- Restore SPSR_irq and/or R4-R11 if you've saved them above.
- Finally, return to BIOS handler by BX LR (R14_irq) instruction.

Default memory usage at 03007FXX (and mirrored to 03FFFFXX)
  Addr. Size Expl.
7FFCh 4 Pointer to user IRQ handler (32bit ARM code)
7FF8h 4 Interrupt Check Flag (for IntrWait/VBlankIntrWait functions)
7FF4h 4 Allocated Area
7FF0h 4 Pointer to Sound Buffer
7FE0h 16 Allocated Area
7FA0h 64 Default area for SP_svc Supervisor Stack (4 words/time)
7F00h 160 Default area for SP_irq Interrupt Stack (6 words/time)
Memory below 7F00h is free for User Stack and user data. The three stack pointers are initially initialized at the TOP of the respective areas:
  SP_svc=03007FE0h
SP_irq=03007FA0h
SP_usr=03007F00h
The user may redefine these addresses and move stacks into other locations, however, the addresses for system data at 7FE0h-7FFFh are fixed.

Not sure, is following free for user ?
Registers R8-R12_fiq, R13_fiq, R14_fiq, SPSR_fiq
Registers R13-R14_abt, SPSR_abt
Registers R13-R14_und, SPSR_und

Fast Interrupt (FIQ)
The ARM CPU provides two interrupt sources, IRQ and FIQ. In the GBA only IRQ is used. In normal GBAs, the FIQ signal is shortcut to VDD35, ie. the signal is always high, and there is no way to generate a FIQ by hardware. The registers R8..12_fiq could be used by software (when switching into FIQ mode by writing to CPSR) - however, this might make the game incompatible with hardware debuggers (which are reportedly using FIQs for debugging purposes).


 GBA System Control < ^

4000204h - WAITCNT - Waitstate Control (R/W)
This register is used to configure game pak access timings. The game pak ROM is mirrored to three address regions at 08000000h, 0A000000h, and 0C000000h, these areas are called Wait State 0-2. Different access timings may be assigned to each area (this might be useful in case that a game pak contains several ROM chips with different access times each).
  Bit   Expl.
0-1 SRAM Wait Control (0..3 = 4,3,2,8 cycles)
2-3 Wait State 0 First Access (0..3 = 4,3,2,8 cycles)
4 Wait State 0 Second Access (0..1 = 2,1 cycles)
5-6 Wait State 1 First Access (0..3 = 4,3,2,8 cycles)
7 Wait State 1 Second Access (0..1 = 4,1 cycles; unlike above WS0)
8-9 Wait State 2 First Access (0..3 = 4,3,2,8 cycles)
10 Wait State 2 Second Access (0..1 = 8,1 cycles; unlike above WS0,WS1)
11-12 PHI Terminal Output (0..3 = Disable, 4.19MHz, 8.38MHz, 16.78MHz)
13 Not used
14 Game Pak Prefetch Buffer (Pipe) (0=Disable, 1=Enable)
15 Game Pak Type Flag (Read Only) (0=GBA, 1=CGB) (IN35 signal)
16-31 Not used
At startup, the default setting is 0000h. Currently manufactured cartridges are using the following settings: WS0/ROM=3,1 clks; SRAM=8 clks; WS2/EEPROM: 8,8 clks; prefetch enabled; that is, WAITCNT=4317h, for more info see "GBA Cartridges" chapter.

First Access (Non-sequential) and Second Access (Sequential) define the waitstates for N and S cycles, the actual access time is 1 clock cycle PLUS the number of waitstates.
GamePak uses 16bit data bus, so that a 32bit access is split into TWO 16bit accesses (of which, the second fragment is always sequential, even if the first fragment was non-sequential).

GamePak Prefetch

NOTES:
The GBA forcefully uses non-sequential timing at the beginning of each 128K-block of gamepak ROM, eg. "LDMIA [801fff8h],r0-r7" will have non-sequential timing at 8020000h.
The PHI Terminal output (PHI Pin of Gamepak Bus) should be disabled.

4000300h - POSTFLG - BYTE - Undocumented - Post Boot / Debug Control (R/W)
After initial reset, the GBA BIOS initializes the register to 01h, and any further execution of the Reset vector (00000000h) will pass control to the Debug vector (0000001Ch) when sensing the register to be still set to 01h.
  Bit   Expl.
0 Undocumented. First Boot Flag (0=First, 1=Further)
1-7 Undocumented. Not used.
Normally the debug handler rejects control unless it detects Debug flags in cartridge header, in that case it may redirect to a cut-down boot procedure (bypassing Nintendo logo and boot delays, much like nocash burst boot for multiboot software). I am not sure if it is possible to reset the GBA externally without automatically resetting register 300h though.

4000301h - HALTCNT - BYTE - Undocumented - Low Power Mode Control (W)
Writing to this register switches the GBA into battery saving mode.
In Halt mode, the CPU is paused as long as (IE AND IF)=0, this should be used to reduce power-consumption during periods when the CPU is waiting for interrupt events.
In Stop mode, most of the hardware including sound and video are paused, this very-low-power mode could be used much like a screensaver.
  Bit   Expl.
0-6 Undocumented. Not used.
7 Undocumented. Power Down Mode (0=Halt, 1=Stop)
The current GBA BIOS addresses only the upper eight bits of this register (by writing 00h or 80h to address 04000301h), however, as the register isn't officially documented, some or all of the bits might have different meanings in future GBA models.
For best forwards compatibility, it'd generally be more recommended to use the BIOS Functions SWI 2 (Halt) or SWI 3 (Stop) rather than writing to this register directly.

4000410h - Undocumented - Purpose Unknown ? 8bit (W)
The BIOS writes the 8bit value 0FFh to this address. Purpose Unknown.
Probably just another bug in the BIOS.

4000800h - 32bit - Undocumented - Internal Memory Control (R/W)
Supported by GBA and GBA SP only - NOT supported by DS (even in GBA mode).
Initialized to 0D000020h (by hardware). Unlike all other I/O registers, this register is mirrored across the whole I/O area (in increments of 64K, ie. at 4000800h, 4010800h, 4020800h, ..., 4FF0800h)
  Bit   Expl.
0 Disable 32K+256K WRAM (0=Normal, 1=Disable) (when off: empty/prefetch)
1-3 Unknown (Read/Write-able)
4 Unknown (Always zero, not used or write only)
5 Enable 256K WRAM (0=Disable, 1=Normal) (when off: mirror of 32K WRAM)
6-23 Unknown (Always zero, not used or write only)
24-27 Wait Control WRAM 256K (0-14 = 15..1 Waitstates, 15=Lockup)
28-31 Unknown (Read/Write-able)
The value 0Dh in Bits 24-27 selects 2 waitstates for 256K WRAM (ie. 3/3/6 cycles 8/16/32bit accesses). The fastest possible setting would be 0Eh (1 waitstate, 2/2/4 cycles for 8/16/32bit).

Note: One cycle equals approx. 59.59ns (ie. 16.78MHz clock).


 GamePak Prefetch < ^

GamePak Prefetch can be enabled in WAITCNT register. When prefetch buffer is enabled, the GBA attempts to read opcodes from Game Pak ROM during periods when the CPU is not using the bus (if any). Memory access is then performed with 0 Waits if the CPU requests data which is already stored in the buffer. The prefetch buffer stores up to eight 16bit values.

GamePak ROM Opcodes
The prefetch feature works only with <opcodes> fetched from GamePak ROM. Opcodes executed in RAM or BIOS are not affected by the prefetch feature (even if that opcodes read <data> from GamePak ROM).

Prefetch Enable
For GamePak ROM opcodes, prefetch may occur in two situations:
  1) opcodes with internal cycles (I) which do not change R15, shift/rotate
register-by-register, load opcodes (ldr,ldm,pop,swp), multiply opcodes
2) opcodes that load/store memory (ldr,str,ldm,stm,etc.)
Prefetch Disable Bug
When Prefetch is disabled, the Prefetch Disable Bug will occur for all
  "Opcodes in GamePak ROM with Internal Cycles which do not change R15"
for those opcodes, the bug changes the opcode fetch time from 1S to 1N.
Note: Affected opcodes (with I cycles) are: Shift/rotate register-by-register opcodes, multiply opcodes, and load opcodes (ldr,ldm,pop,swp).


 GBA Cartridges < ^

ROM
GBA Cartridge Header
GBA Cartridge ROM

Backup Media
Aside from ROM, cartridges may also include one of the following backup medias, used to store game positions, highscore tables, options, or other data.
GBA Cart Backup IDs
GBA Cart Backup SRAM/FRAM
GBA Cart Backup EEPROM
GBA Cart Backup Flash ROM
GBA Cart Backup DACS

Add-Ons
GBA Cart I/O Port (GPIO)
GBA Cart Real-Time Clock (RTC)
GBA Cart Solar Sensor
GBA Cart Tilt Sensor
GBA Cart Gyro Sensor
GBA Cart Rumble
GBA Cart e-Reader
GBA Cart Unknown Devices

Other Accessoires
GBA Flashcards
GBA Cheat Devices


 GBA Cartridge Header < ^

The first 192 bytes at 8000000h-80000BFh in ROM are used as cartridge header. The same header is also used for Multiboot images at 2000000h-20000BFh (plus some additional multiboot entries at 20000C0h and up).

Header Overview
  Address Bytes Expl.
000h 4 ROM Entry Point (32bit ARM branch opcode, eg. "B rom_start")
004h 156 Nintendo Logo (compressed bitmap, required!)
0A0h 12 Game Title (uppercase ascii, max 12 characters)
0ACh 4 Game Code (uppercase ascii, 4 characters)
0B0h 2 Maker Code (uppercase ascii, 2 characters)
0B2h 1 Fixed value (must be 96h, required!)
0B3h 1 Main unit code (00h for current GBA models)
0B4h 1 Device type (usually 00h)
0B5h 7 Reserved Area (should be zero filled)
0BCh 1 Software version (usually 00h)
0BDh 1 Complement check (header checksum, required!)
0BEh 2 Reserved Area (should be zero filled)
--- Additional Multiboot Header Entries ---
0C0h 4 RAM Entry Point (32bit ARM branch opcode, eg. "B ram_start")
0C4h 1 Boot mode (init as 00h - BIOS overwrites this value!)
0C5h 1 Slave ID Number (init as 00h - BIOS overwrites this value!)
0C6h 26 Not used (seems to be unused)
0E0h 4 JOYBUS Entry Pt. (32bit ARM branch opcode, eg. "B joy_start")
Note: With all entry points, the CPU is initially set into system mode.

000h - Entry Point, 4 Bytes
Space for a single 32bit ARM opcode that redirects to the actual startaddress of the cartridge, this should be usually a "B <start>" instruction.
Note: This entry is ignored by Multiboot slave GBAs (in fact, the entry is then overwritten and redirected to a separate Multiboot Entry Point, as described below).

004h..09Fh - Nintendo Logo, 156 Bytes
Contains the Nintendo logo which is displayed during the boot procedure. Cartridge won't work if this data is missing or modified.
In detail: This area contains Huffman compression data (but excluding the compression header which is hardcoded in the BIOS, so that it'd be probably not possible to hack the GBA by producing de-compression buffer overflows).
A copy of the compression data is stored in the BIOS, the GBA will compare this data and lock-up itself if the BIOS data isn't exactly the same as in the cartridge (or multiboot header). The only exception are the two entries below which are allowed to have variable settings in some bits.

09Ch Bit 2,7 - Debugging Enable
This is part of the above Nintendo Logo area, and must be commonly set to 21h, however, Bit 2 and Bit 7 may be set to other values.
When both bits are set (ie. A5h), the FIQ/Undefined Instruction handler in the BIOS becomes unlocked, the handler then forwards these exceptions to the user handler in cartridge ROM (entry point defined in 80000B4h, see below).
Other bit combinations currently do not seem to have special functions.

09Eh Bit 0,1 - Cartridge Key Number MSBs
This is part of the above Nintendo Logo area, and must be commonly set to F8h, however, Bit 0-1 may be set to other values.
During startup, the BIOS performs some dummy-reads from a stream of pre-defined addresses, even though these reads seem to be meaningless, they might be intended to unlock a read-protection inside of commercial cartridge. There are 16 pre-defined address streams - selected by a 4bit key number - of which the upper two bits are gained from 800009Eh Bit 0-1, and the lower two bits from a checksum across header bytes 09Dh..0B7h (bytewise XORed, divided by 40h).

0A0h - Game Title, Uppercase Ascii, max 12 characters
Space for the game title, padded with 00h (if less than 12 chars).

0ACh - Game Code, Uppercase Ascii, 4 characters
This is the same code as the AGB-UTTD code which is printed on the package and sticker on (commercial) cartridges (excluding the leading "AGB-" part).
  U  Unique Code          (usually "A" or "B" or special meaning)
TT Short Title (eg. "PM" for Pac Man)
D Destination/Language (usually "J" or "E" or "P" or specific language)
The first character (U) is usually "A" or "B", in detail:
  A  Normal game; Older titles (mainly 2001..2003)
B Normal game; Newer titles (2003..)
C Normal game; Not used yet, but might be used for even newer titles
F Classic NES Series (software emulated NES games)
K Yoshi and Koro Koro Puzzle (acceleration sensor)
P e-Reader (dot-code scanner)
R Warioware Twisted (cartridge with rumble and z-axis gyro sensor)
U Boktai 1 and 2 (cartridge with RTC and solar sensor)
V Drill Dozer (cartridge with rumble)
The second/third characters (TT) are:
  Usually an abbreviation of the game title (eg. "PM" for "Pac Man") (unless
that gamecode was already used for another game, then TT is just random)
The fourth character (D) indicates Destination/Language:
  J  Japan             P  Europe/Elsewhere   F  French          S  Spanish
E USA/English D German I Italian
0B0h - Maker code, Uppercase Ascii, 2 characters
Identifies the (commercial) developer. For example, "01"=Nintendo.

0B2h - Fixed value, 1 Byte
Must be 96h.

0B3h - Main unit code, 1 Byte
Identifies the required hardware. Should be 00h for current GBA models.

0B4h - Device type, 1 Byte
Normally, this entry should be zero. With Nintendo's hardware debugger Bit 7 identifies the debugging handlers entry point and size of DACS (Debugging And Communication System) memory: Bit7=0: 9FFC000h/8MBIT DACS, Bit7=1: 9FE2000h/1MBIT DACS. The debugging handler can be enabled in 800009Ch (see above), normal cartridges do not have any memory (nor any mirrors) at these addresses though.

0B5h - Reserved Area, 7 Bytes
Reserved, zero filled.

0BCh - Software version number
Version number of the game. Usually zero.

0BDh - Complement check, 1 Byte
Header checksum, cartridge won't work if incorrect. Calculate as such:
chk=0:for i=0A0h to 0BCh:chk=chk-[i]:next:chk=(chk-19h) and 0FFh

0BEh - Reserved Area, 2 Bytes
Reserved, zero filled.

Below required for Multiboot/slave programs only. For Multiboot, the above 192 bytes are required to be transferred as header-block (loaded to 2000000h-20000BFh), and some additional header-information must be located at the beginning of the actual program/data-block (loaded to 20000C0h and up). This extended header consists of Multiboot Entry point(s) which must be set up correctly, and of two reserved bytes which are overwritten by the boot procedure:

0C0h - Normal/Multiplay mode Entry Point
This entry is used only if the GBA has been booted by using Normal or Multiplay transfer mode (but not by Joybus mode).
Typically deposit a ARM-32bit "B <start>" branch opcode at this location, which is pointing to your actual initialization procedure.

0C4h (BYTE) - Boot mode
The slave GBA download procedure overwrites this byte by a value which is indicating the used multiboot transfer mode.
  Value  Expl.
01h Joybus mode
02h Normal mode
03h Multiplay mode
Typically set this byte to zero by inserting DCB 00h in your source.
Be sure that your uploaded program does not contain important program code or data at this location, or at the ID-byte location below.

0C5h (BYTE) - Slave ID Number
If the GBA has been booted in Normal or Multiplay mode, this byte becomes overwritten by the slave ID number of the local GBA (that'd be always 01h for normal mode).
  Value  Expl.
01h Slave #1
02h Slave #2
03h Slave #3
Typically set this byte to zero by inserting DCB 00h in your source.
When booted in Joybus mode, the value is NOT changed and remains the same as uploaded from the master GBA.

0C6h..0DFh - Not used
Appears to be unused.

0E0h - Joybus mode Entry Point
If the GBA has been booted by using Joybus transfer mode, then the entry point is located at this address rather than at 20000C0h. Either put your initialization procedure directly at this address, or redirect to the actual boot procedure by depositing a "B <start>" opcode here (either one using 32bit ARM code). Or, if you are not intending to support joybus mode (which is probably rarely used), ignore this entry.


 GBA Cartridge ROM < ^

ROM Size
The games F-ZERO and Super Mario Advance use ROMs of 4 MBytes each. Zelda uses 8 MBytes. Not sure if other sizes are manufactured.

ROM Waitstates
The GBA starts the cartridge with 4,2 waitstates (N,S) and prefetch disabled. The program may change these settings by writing to WAITCNT, the games F-ZERO and Super Mario Advance use 3,1 waitstates (N,S) each, with prefetch enabled.
Third-party flashcards are reportedly running unstable with these settings. Also, prefetch and shorter waitstates are allowing to read more data and opcodes from ROM is less time, the downside is that it increases the power consumption.

ROM Chip
Because of how 24bit addresses are squeezed through the Gampak bus, the cartridge must include a circuit that latches the lower 16 address bits on non-sequential access, and that increments these bits on sequential access. Nintendo includes this circuit directly in the ROM chip.
Also, the ROM must have 16bit data bus (or a circuit which converts two 8bit data units into one 16bit unit - by not exceeding the waitstate timings).


 GBA Cart Backup IDs < ^

Nintendo didn't include a backup-type entry in the ROM header, however, the required type can be detected by ID strings in the ROM-image. Nintendo's tools are automatically inserting these strings (as part of their library headers). When using other tools, you may insert ID strings by hand.

ID Strings
The ID string must be located at a word-aligned memory location, the string length should be a multiple of 4 bytes (padded with zero's).
  EEPROM_Vnnn    EEPROM 512 bytes or 8 Kbytes (4Kbit or 64Kbit)
SRAM_Vnnn SRAM 32 Kbytes (256Kbit)
FLASH_Vnnn FLASH 64 Kbytes (512Kbit) (ID used in older files)
FLASH512_Vnnn FLASH 64 Kbytes (512Kbit) (ID used in newer files)
FLASH1M_Vnnn FLASH 128 Kbytes (1Mbit)
For Nintendo's tools, "nnn" is a 3-digit library version number. When using other tools, best keep it set to "nnn" rather than inserting numeric digits.

Notes
No$gba does auto-detect most backup types, even without ID strings, except for 128K FLASH (without ID "FLASH1M_Vnnn", the FLASH size defaults to 64K). Ideally, for faster detection, the ID should be put into the first some bytes of the ROM-image (ie. somewhere right after the ROM header).


 GBA Cart Backup SRAM/FRAM < ^

SRAM - 32 KBytes (256Kbit) Lifetime: Depends on back-up battery
FRAM - 32 KBytes (256Kbit) Lifetime: 10,000,000,000 read/write per bit

Hyundai GM76V256CLLFW10 SRAM (Static RAM) (eg. F-Zero)
Fujitsu MB85R256 FRAM (Ferroelectric RAM) (eg. Warioware Twisted)

Addressing and Waitstates
SRAM/FRAM is mapped to E000000h-E007FFFh, it should be accessed with 8 waitstates (write a value of 3 into Bit0-1 of WAITCNT).

Databus Width
The SRAM/FRAM databus is restricted to 8 bits, it should be accessed by LDRB, LDRSB, and STRB opcodes only.

Reading and Writing
Reading from SRAM/FRAM should be performed by code executed in WRAM only (but not by code executed in ROM). There is no such restriction for writing.

Preventing Data Loss
The GBA SRAM/FRAM carts do not include a write-protect function (unlike older 8bit gameboy carts). This seems to be a problem and may cause data loss when a cartridge is removed or inserted while the GBA is still turned on. As far as I understand, this is not so much a hardware problem, but rather a software problem, ie. theoretically you could remove/insert the cartridge as many times as you want, but you should take care that your program does not crash (and write blindly into memory).

Recommended Workaround
Enable the Gamepak Interrupt (it'll most likely get triggered when removing the cartridge), and hang-up the GBA in an endless loop when your interrupt handler senses a Gamepak IRQ. For obvious reason, your interrupt handler should be located in WRAM, ie. not in the (removed) ROM cartridge. The handler should process Gamepak IRQs at highest priority. Periods during which interrupts are disabled should be kept as short as possible, if necessary allow nested interrupts.

When to use the above Workaround
A program that relies wholly on code and data in WRAM, and that does not crash even when ROM is removed, may keep operating without having to use the above mechanism.
Do NOT use the workaround for programs that run without a cartridge inserted (ie. single gamepak/multiboot slaves), or for programs that use Gamepak IRQ/DMA for other purposes.
All other programs should use it. It'd be eventually a good idea to include it even in programs that do not use SRAM/FRAM themselves (eg. otherwise removing a SRAM/FRAM-less cartridge may lock up the GBA, and may cause it to destroy backup data when inserting a SRAM/FRAM cartridge).

SRAM vs FRAM
FRAM (Ferroelectric RAM) is a newer technology, used in newer GBA carts, unlike SRAM (Static RAM), it doesn't require a battery to hold the data. At software side, it is accessed exactly like SRAM, ie. unlike EEPROM/FLASH, it doesn't require any Write/Erase commands/delays.

Note
In SRAM/FRAM cartridges, the /REQ pin (Pin 31 of Gamepak bus) should be a little bit shorter as than the other pins; when removing the cartridge, this causes the gamepak IRQ signal to get triggered before the other pins are disconnected.


 GBA Cart Backup EEPROM < ^

9853 - EEPROM 512 Bytes (0200h) (4Kbit) (eg. used by Super Mario Advance)
9854 - EEPROM 8 KBytes (2000h) (64Kbit) (eg. used by Boktai)
Lifetime: 100,000 writes per address

Addressing and Waitstates
The eeprom is connected to Bit0 of the data bus, and to the upper 1 bit (or upper 17 bits in case of large 32MB ROM) of the cartridge ROM address bus, communication with the chip takes place serially.
The eeprom must be used with 8 waitstates (set WAITCNT=X3XXh; 8,8 clks in WS2 area), the eeprom can be then addressed at DFFFF00h..DFFFFFFh.
Respectively, with eeprom, ROM is restricted to 8000000h-9FFFeFFh (max. 1FFFF00h bytes = 32MB minus 256 bytes). On carts with 16MB or smaller ROM, eeprom can be alternately accessed anywhere at D000000h-DFFFFFFh.

Data and Address Width
Data can be read from (or written to) the EEPROM in units of 64bits (8 bytes). Writing automatically erases the old 64bits of data. Addressing works in units of 64bits respectively, that is, for 512 Bytes EEPROMS: an address range of 0-3Fh, 6bit bus width; and for 8KByte EEPROMs: a range of 0-3FFh, 14bit bus width (only the lower 10 address bits are used, upper 4 bits should be zero).

Set Address (For Reading)
Prepare the following bitstream in memory:
  2 bits "11" (Read Request)
n bits eeprom address (MSB first, 6 or 14 bits, depending on EEPROM)
1 bit "0"
Then transfer the stream to eeprom by using DMA.

Read Data
Read a stream of 68 bits from EEPROM by using DMA,
then decipher the received data as follows:
  4 bits - ignore these
64 bits - data (conventionally MSB first)
Write Data to Address
Prepare the following bitstream in memory, then transfer the stream to eeprom by using DMA, it'll take ca. 108368 clock cycles (ca. 6.5ms) until the old data is erased and new data is programmed.
  2 bits "10" (Write Request)
n bits eeprom address (MSB first, 6 or 14 bits, depending on EEPROM)
64 bits data (conventionally MSB first)
1 bit "0"
After the DMA, keep reading from the chip, by normal LDRH [DFFFF00h], until Bit 0 of the returned data becomes "1" (Ready). To prevent your program from locking up in case of malfunction, generate a timeout if the chip does not reply after 10ms or longer.

Using DMA
Transferring a bitstream to/from the EEPROM by LDRH/STRH opcodes does not work, this might be because of timing problems, or because how the GBA squeezes non-sequential memory addresses through the external address/data bus.
For this reason, a buffer in memory must be used (that buffer would be typically allocated temporarily on stack, one halfword for each bit, bit1-15 of the halfwords are don't care, only bit0 is of interest).
The buffer must be transfered as a whole to/from EEPROM by using DMA3 (only DMA 3 is valid to read & write external memory), use 16bit transfer mode, both source and destination address incrementing (ie. DMA3CNT=80000000h+length).
DMA channels of higher priority should be disabled during the transfer (ie. H/V-Blank or Sound FIFO DMAs). And, of course any interrupts that might mess with DMA registers should be disabled.

Pin-Outs
The EEPROM chips are having only 8 pins, these are connected, Pin 1..8, to ROMCS, RD, WR, AD0, GND, GND, A23, VDD of the GamePak bus. Carts with 32MB ROM must have A7..A22 logically ANDed with A23.

Notes
There seems to be no autodection mechanism, so that a hardcoded bus width must be used.


 GBA Cart Backup Flash ROM < ^

64 KBytes - 512Kbits Flash ROM - Lifetime: 10,000 writes per sector
128 KBytes - 1Mbit Flash ROM - Lifetime: ??? writes per sector

Chip Identification (all device types)
  [E005555h]=AAh, [E002AAAh]=55h, [E005555h]=90h  (enter ID mode)
dev=[E000001h], man=[E000000h] (get device & manufacturer)
[E005555h]=AAh, [E002AAAh]=55h, [E005555h]=F0h (terminate ID mode)
Used to detect the type (and presence) of FLASH chips. See Device Types below.

Reading Data Bytes (all device types)
  dat=[E00xxxxh]                                  (read byte from address xxxx)
Erase Entire Chip (all device types)
  [E005555h]=AAh, [E002AAAh]=55h, [E005555h]=80h  (erase command)
[E005555h]=AAh, [E002AAAh]=55h, [E005555h]=10h (erase entire chip)
wait until [E000000h]=FFh (or timeout)
Erases all memory in chip, erased memory is FFh-filled.

Erase 4Kbyte Sector (all device types, except Atmel)
  [E005555h]=AAh, [E002AAAh]=55h, [E005555h]=80h  (erase command)
[E005555h]=AAh, [E002AAAh]=55h, [E00n000h]=30h (erase sector n)
wait until [E00n000h]=FFh (or timeout)
Erases memory at E00n000h..E00nFFFh, erased memory is FFh-filled.

Erase-and-Write 128 Bytes Sector (only Atmel devices)
  old=IME, IME=0                                  (disable interrupts)
[E005555h]=AAh, [E002AAAh]=55h, [E005555h]=A0h (erase/write sector command)
[E00xxxxh+00h..7Fh]=dat[00h..7Fh] (write 128 bytes)
IME=old (restore old IME state)
wait until [E00xxxxh+7Fh]=dat[7Fh] (or timeout)
Interrupts (and DMAs) should be disabled during command/write phase. Target address must be a multiple of 80h.

Write Single Data Byte (all device types, except Atmel)
  [E005555h]=AAh, [E002AAAh]=55h, [E005555h]=A0h  (write byte command)
[E00xxxxh]=dat (write byte to address xxxx)
wait until [E00xxxxh]=dat (or timeout)
The target memory location must have been previously erased.

Terminate Command after Timeout (only Macronix devices, ID=1CC2h)
  [E005555h]=F0h                            (force end of write/erase command)
Use if timeout occurred during "wait until" periods, for Macronix devices only.

Bank Switching (devices bigger than 64K only)
  [E005555h]=AAh, [E002AAAh]=55h, [E005555h]=B0h  (select bank command)
[E000000h]=bnk (write bank number 0..1)
Specifies 64K bank number for read/write/erase operations.
Required because gamepak flash/sram addressbus is limited to 16bit width.

Device Types
Nintendo puts different FLASH chips in commercial game cartridges. Developers should thus detect & support all chip types. For Atmel chips it'd be recommended to simulate 4K sectors by software, though reportedly Nintendo doesn't use Atmel chips in newer games anymore. Also mind that different timings should not disturb compatibility and performance.
  ID     Name       Size  Sectors  AverageTimings  Timeouts/ms   Waits
D4BFh SST 64K 16x4K 20us?,?,? 10, 40, 200 3,2
1CC2h Macronix 64K 16x4K ?,?,? 10,2000,2000 8,3
1B32h Panasonic 64K 16x4K ?,?,? 10, 500, 500 4,2
3D1Fh Atmel 64K 512x128 ?,?,? ...40.., 40 8,8
1362h Sanyo 128K ? ?,?,? ? ? ? ?
09C2h Macronix 128K ? ?,?,? ? ? ? ?
Identification Codes MSB=Device Type, LSB=Manufacturer.
Size in bytes, and numbers of sectors * sector size in bytes.
Average medium Write, Erase Sector, Erase Chips timings are unknown?
Timeouts in milliseconds for Write, Erase Sector, Erase Chips.
Waitstates for Writes, and Reads in clock cycles.

Accessing FLASH Memory
FLASH memory is located in the "SRAM" area at E000000h..E00FFFFh, which is restricted to 16bit address and 8bit data buswidths. Respectively, the memory can be accessed <only> by 8bit read/write LDRB/STRB opcodes.
Also, reading anything (data or status/busy information) can be done <only> by opcodes executed in WRAM (not from opcodes in ROM) (there's no such restriction for writing).

FLASH Waitstates
Use 8 clk waitstates for initial detection (WAITCNT Bits 0,1 both set). After detection of certain device types smaller wait values may be used for write/erase, and even smaller wait values for raw reading, see Device Types table.
In practice, games seem to use smaller values only for write/erase (even though those operations are slow anyways), whilst raw reads are always done at 8 clk waits (even though reads could actually benefit slightly from smaller wait values).

Verify Write/Erase and Retry
Even though device signalizes the completion of write/erase operations, it'd be recommended to read/confirm the content of the changed memory area by software. In practice, Nintendo's "erase-write-verify-retry" function typically repeats the operation up to three times in case of errors.
Also, for SST devices only, the "erase-write" and "erase-write-verify-retry" functions repeat the erase command up to 80 times, additionally followed by one further erase command if no retries were needed, otherwise followed by six further erase commands.

Note
FLASH (64Kbytes) is used by the game Sonic Advance, and possibly others.


 GBA Cart Backup DACS < ^

128 KBytes - 1Mbit DACS - Lifetime: 100,000 writes.
1024 KBytes - 8Mbit DACS - Lifetime: 100,000 writes.

DACS (Debugging And Communication System) is used in Nintendo's hardware debugger only, DACS is NOT used in normal game cartridges.

Parts of DACS memory is used to store the debugging exception handlers (entry point/size defined in cartridge header), the remaining memory could be used to store game positions or other data. The address space is the upper end of the 32MB ROM area, the memory can be read directly by the CPU, including for ability to execute program code in this area.


 GBA Cart I/O Port (GPIO) < ^

4bit General Purpose I/O Port (GPIO) - contained in the ROM-chip

Used by Boktai for RTC and Solar Sensor:
GBA Cart Real-Time Clock (RTC)
GBA Cart Solar Sensor
And by Warioware Twisted for Rumble and Z-Axis Sensor:
GBA Cart Rumble
GBA Cart Gyro Sensor
Might be also used by other games for other purposes, such like other sensors, or SRAM bank switching, etc.

The I/O registers are mapped to a 6-byte region in the ROM-area at 80000C4h, the 6-byte region should be zero-filled in the ROM-image. In Boktai, the size of the zero-filled region is 0E0h bytes - that probably due to an incorrect definition (the additional bytes do not contain any extra ports, nor mirrors of the ports in the 6-byte region). Observe that ROM-bus writes are limited to 16bit/32bit access (STRB opocdes are ignored; that, only in DS mode?).

80000C4h - I/O Port Data (selectable W or R/W)
  bit0-3  Data Bits 0..3 (0=Low, 1=High)
bit4-15 not used (0)
80000C6h - I/O Port Direction (for above Data Port) (selectable W or R/W)
  bit0-3  Direction for Data Port Bits 0..3 (0=In, 1=Out)
bit4-15 not used (0)
80000C8h - I/O Port Control (selectable W or R/W)
  bit0    Register 80000C4h..80000C8h Control (0=Write-Only, 1=Read/Write)
bit1-15 not used (0)
In write-only mode, reads return 00h (or possible other data, if the rom contains non-zero data at that location).

Connection Examples
  GPIO       | Boktai  | Wario
Bit Pin | RTC SOL | GYR RBL
-----------+---------+---------
0 ROM.1 | SCK CLK | RES -
1 ROM.2 | SIO RST | CLK -
2 ROM.21 | CS - | DTA -
3 ROM.22 | - FLG | - MOT
-----------+---------+---------
IRQ ROM.43 | IRQ - | - -
Aside from the I/O Port, the ROM-chip also includes an inverter (used for inverting the RTC /IRQ signal), and some sort of an (unused) address decoder output (which appears to be equal or related to A23 signal) (ie. reacting on ROM A23, or SRAM D7, which share the same pin on GBA slot).


 GBA Cart Real-Time Clock (RTC) < ^

S3511 - 8pin RTC with 3-wire serial bus (used in Boktai)

The RTC chip is (almost) the same as used in NDS consoles:
DS Real-Time Clock (RTC)
The chip is accessed via 4bit I/O port (only 3bits are used for RTC):
GBA Cart I/O Port (GPIO)

Comparision of RTC Registers
  NDS_________GBA_________GBA/Params___
stat2 control (1-byte)
datetime datetime (7-byte)
time time (3-byte)
stat1 force reset (0-byte)
clkadjust force irq (0-byte)
alarm1/int1 always FFh (boktai contains code for writing 1-byte to it)
alarm2 always FFh (unused)
free always FFh (unused)
Control Register
  Bit Dir Expl.
0 - Not used
1 R/W IRQ duty/hold related?
2 - Not used
3 R/W Per Minute IRQ (30s duty) (0=Disable, 1=Enable)
4 - Not used
5 R/W Unknown?
6 R/W 12/24-hour Mode (0=12h, 1=24h) (usually 1)
7 R Power-Off (auto cleared on read) (0=Normal, 1=Failure)
Setting after Battery-Shortcut is 82h. Setting after Force-Reset is 00h.
Unused bits seem to be always zero, but might be read-only or write-only?

Datetime and Time Registers
Same as NDS, except AM/PM flag moved from hour.bit6 (NDS) to hour.bit7 (GBA).

Force Reset/Irq Registers
Used to reset all RTC registers (all used registers become 00h, except day/month which become 01h), or to drag the IRQ output LOW for a short moment. These registers are strobed by ANY access to them, ie. by both writing to, as well as reading from these registers.

Pin-Outs / IRQ Signal
The package has identical pin-outs as in NDS, although it is slightly larger than the miniature chip in the DS.
For whatever reason, the RTC's /IRQ output is passed through an inverter (contained in the ROM-chip), the inverted signal is then passed to the /IRQ pin on the cartridge slot. So, IRQ's will be triggered on the "wrong" edge - possible somehow in relation with detecting cartridge-removal IRQs?


 GBA Cart Solar Sensor < ^

Uses a Photo Diode as Solar Sensor (used in Boktai, allowing to defeat vampires when the cartridge is exposed to sunlight). The cartridge comes in transparent case, and it's slightly longer than normal carts, so the sensor reaches out of the cartridge slot. According to the manual, the sensor works only with sunlight, but actually it works with any strong light source (eg. a 100 Watt bulb at 1-2 centimeters distance). The sensor is accessed via 4bit I/O port (only 3bits used), which is contained in the ROM-chip.
GBA Cart I/O Port (GPIO)

A/D Conversion
The cartridge uses a self-made A/D converter, which is (eventually) better than measuring a capacitor charge-up time, and/or less expensive than a real ADC-chip:
It contains a 74LV4040 12bit binary counter (clocked by CPU via the I/O port), of which only the lower 8bit are used, which are passed to a resistor ladder-type D/A converter, which is generating a linear increasing voltage, which is passed to a TLV272 voltage comparator, which is passing a signal to the I/O port when the counter voltage becomes greater than the sensor voltage.

Example Code
  strh  0001h,[80000c8h] ;-enable R/W mode
strh 0007h,[80000c6h] ;-init I/O direction
strh 0002h,[80000c4h] ;-reset counter to zero (high=reset) (I/O bit0)
strh 0000h,[80000c4h] ;-clear reset (low=normal)
mov r0,0 ;-initial level
@@lop:
strh 0001h,[80000c4h] ;-clock high ;\increase counter (I/O bit1)
strh 0000h,[80000c4h] ;-clock low ;/
ldrh r1,[80000c4h] ;-read port (I/O bit3)
tst r1,08h ;\
addeq r0,1 ; loop until voltage match (exit with r0=00h..FFh),
tsteq r0,100h ; or until failure/timeout (exit with r0=100h)
beq @@lop ;/
The results vary depending on the clock rate used. In above example, ensure that IRQs or DMAs do not interrupt the function. Alternately, use a super-slow clock rate (eg. like 666Hz used in Boktai) so that additional small IRQ/DMA delays have little effect on the overall timing. Results should be somewhat:
  E8h  total darkness (including daylight on rainy days)
Dxh close to a 100 Watt Bulb
5xh reaches max level in boktai's solar gauge
00h close to a tactical nuclear bomb dropped on your city
The exact values may change from cartridge to cartridge, so it'd be recommened to include a darkness calibration function, prompting the user to cover the sensor for a moment.


 GBA Cart Tilt Sensor < ^

Yoshi's Universal Gravitation / Yoshi Topsy Turvy (X/Y-Axis)
Koro Koro Puzzle (probably same as Yoshi, X/Y-Axis, too) (?)

Yoshi-Type (X/Y-Axis)
All of the registers are one byte wide, mapped into the top "half" of the SRAM memory range.
  E008000h (W) Write 55h to start sampling
E008100h (W) Write AAh to start sampling
E008200h (R) Lower 8 bits of X axis
E008300h (R) Upper 4 bits of X axis, and Bit7: ADC Status (0=Busy, 1=Ready)
E008400h (R) Lower 8 bits of Y axis
E008500h (R) Upper 4 bits of Y axis
You must set SRAM wait control to 8 clocks to access it correctly.
You must also set the cartridge PHI terminal to 4 MHz to make it work.
Sampling routine (typically executed once a frame during VBlank):
  wait until [E008300h].Bit7=1 or until timeout ;wait ready
x = ([E008300h] AND 0Fh)*100h + [E008200h] ;get x
y = ([E008500h] AND 0Fh)*100h + [E008400h] ;get y
[E008000h]=55h, [E008100h]=AAh ;start next conversion
Example values (may vary on different carts and on temperature, etc):
  X ranged between 0x2AF to 0x477, center at 0x392.    Huh?
Y ranged between 0x2C3 to 0x480, center at 0x3A0. Huh?
Thanks to Flubba for Yoshi-Type information.
Unknown if the Yoshi-Type sensors are sensing rotation, or orientation, or motion, or something else? In case of rotation, rotation around X-axis would result in motion in Y-direction, so not too sure whether X and Y have which meaning?
Most probably, the sensors are measuring (both) static acceleration (gravity), and dynamic acceleration (eg. shaking the device left/right).
The X/Y values are likely to be mirrored depending on using a back-loading cartridge slot (original GBA), or front-loading cartridge slot (newer GBA SP, and NDS, and NDS-Lite).


 GBA Cart Gyro Sensor < ^

Warioware Twisted (Z-Axis Gyro Sensor, plus Rumble)

Wario-Type (Z-Axis)
Uses a single-axis sensor, which senses rotation around the Z-axis. The sensor is connected to an analogue-in, serial-out ADC chip, which is accessed via lower 3 bits of the GPIO,
GBA Cart I/O Port (GPIO)
The four I/O Lines are connected like so,
  GPIO.Bit0 (W) Start Conversion
GPIO.Bit1 (W) Serial Clock
GPIO.Bit2 (R) Serial Data
GPIO.Bit3 (W) Used for Rumble (not gyro related)
There should be at least <three sequential 32bit ARM opcodes executed in WS0 region> between the STRH opcodes which toggle the CLK signal. Wario uses WAITCNT=45B7h (SRAM=8clks, WS0/WS1/WS2=3,1clks, Prefetch=On, PHI=Off).
The data stream consists of: 4 dummy bits (usually zero), followed by 12 data bits, followed by endless unused bits (usually zero).
 read_gyro:
mov r1,8000000h ;-cartridge base address
mov r0,01h ;\enable R/W access
strh r0,[r1,0c8h] ;/
mov r0,0bh ;\init direction (gpio2=input, others=output)
strh r0,[r1,0c6h] ;/
ldrh r2,[r1,0c4h] ;-get current state (for keeping gpio3=rumble)
orr r2,3 ;\
strh r2,[r1,0c4h] ;gpio0=1 ; start ADC conversion
bic r2,1 ;
strh r2,[r1,0c4h] ;gpio0=0 ;/
mov r0,00010000h ;stop-bit ;\
bic r2,2 ;
@@lop: ;
ldrh r3,[r1,0c4h] ;get gpio2=data ; read 16 bits
strh r2,[r1,0c4h] ;gpio1=0=clk=low ; (4 dummy bits, plus 12 data bits)
movs r3,r3,lsr 3 ;gpio2 to cy=data ;
adcs r0,r0,r0 ;merge data, cy=done;
orr r3,r2,2 ;set bit1 and delay ;
strh r3,[r1,0c4h] ;gpio1=1=clk=high ;
bcc @@lop ;/
bic r0,0f000h ;-strip upper 4 dummy bits (isolate 12bit adc)
bx lr
Example values (may vary on different carts, battery charge, temperature, etc):
  354h  rotated in anti-clockwise direction (shock-speed)
64Dh rotated in anti-clockwise direction (normal fast)
6A3h rotated in anti-clockwise direction (slow)
6C0h no rotation (stopped)
6DAh rotation in clockwise direction (slow)
73Ah rotation in clockwise direction (normal fast)
9E3h rotation in clockwise direction (shock-speed)
For detection, values 000h and FFFh would indicate that there's no sensor.
The Z-axis always points into same direction; no matter of frontloading or backloading cartridge slots.
Thanks to Momo Vampire for contributing a Wario cartridge.

X/Y/Z-Axes
X-Axis and Y-Axis are meant to be following the screens X and Y coordinates, so the Z-Axis would point into the screens depth direction.


 GBA Cart Rumble < ^

Warioware Twisted (Rumble, plus Z-Axis Gyro Sensor)
Drill Dozer (Rumble only)

GBA Rumble Carts are containing a small motor, which is causing some vibration when/while it is switched on (that, unlike DS Rumble, which must be repeatedly toggled on/off).

In Warioware Twisted, rumble is controlled via GPIO.Bit3 (Data 0=Low=Off, 1=High=On) (and Direction 1=Output), the other GPIO Bits are used for the gyro sensor.
GBA Cart I/O Port (GPIO)
Note: GPIO3 is connected to an external pulldown resistor (so the HighZ level gets dragged to Low=Off when direction is set to Input).

Unknown if Drill Dozer is controlled via GPIO.Bit3, too?

DS Rumble Pak
Additionally, there's a Rumble Pak for the NDS, which connects to the GBA slot, so it can be used also for GBA games (provided that the game doesn't require the GBA slot, eg. GBA multiboot games).
DS Cart Rumble Pak

Gamecube Rumble
Moreover, GBA games that are running on a Gameboy Player are having access to the Rumble function of Gamecube joypads.
GBA Gameboy Player


 GBA Cart e-Reader < ^

GBA Cart e-Reader Overview
GBA Cart e-Reader I/O Ports
GBA Cart e-Reader Dotcode Format
GBA Cart e-Reader Data Format
GBA Cart e-Reader Program Code
GBA Cart e-Reader API Functions
GBA Cart e-Reader VPK Decompression
GBA Cart e-Reader Error Correction
GBA Cart e-Reader File Formats
   ________________
| ShortStrip |
|L L|
|o Center o|
|n Region n|
|g g|
| may contain |
|S pictures, S|
|t instructions t|
|r etc. r|
|i i|
|p p|
|___ShortStrip___|

 GBA Cart e-Reader Overview < ^

The e-Reader is a large GBA cartridge (about as big as the GBA console), with built-in dotcode scanning hardware. Dotcodes are tiny strips of black and white pixels printed on the edges of cardboard cards. The cards have to be pulled through a slot on the e-Reader, which is giving it a feeling like using a magnet card reader. The binary data on the dotcodes contains small games, either in native GBA code (ARM/THUMB), or in software emulated 8bit Z80 or NES/Famicom (6502) code.

The e-Reader Hardware
The hardware consists of regular 8MByte ROM and 128KByte FLASH chips, two link ports, a custom PGA chip, the camera module (with two red LEDs, used as light source), and some analogue components for generating the LED voltages, etc. The camera supports 402x302 pixels with 7bit monochrome color depth, but the PGA clips it to max 320 pixels per scanline with 1bit color depth.

Link Port Plug/Socket
The e-Reader's two link ports are simply interconnected with each other; without connection to the rest of the e-Reader hardware. These ports are used only on the original GBA (where the large e-Reader cartridge would be covering the GBA's link socket). When trying to insert the e-Reader into an original NDS, then the e-Reader's link plug will hit against the case of the NDS, so it works only with some minor modification to the hardware. There's no such problem with GBA-SP and NDS-Lite.

Region/Version
There are 3 different e-Reader's: Japanese/Original, Japanese/Plus, and Non-Japanese. The Original version has only 64K FLASH, no Link Port, and reportedly supports only Z80 code, but no NES/GBA code. The Plus and Non-Japanese versions should be almost identical, except that they reject cards from the wrong region, and that the title strings aren't ASCII in Japan, the Plus version should be backwards compatible to the Original one.

The Problem
Nintendo's current programmers are definetly unable to squeeze a Pac-Man style game into less than 4MBytes. Their solution has been: MORE memory. That is, they've put a whopping 8MByte BIOS ROM into the e-Reader, which contains the User Interface, and software emulation for running some of their 20 years old 8bit NES and Game&Watch titles, which do fit on a few dotcode strips.


 GBA Cart e-Reader I/O Ports < ^

DF80000h Useless Register (R/W)
  0     Output to PGA.Pin93 (which seems to be not connected to anything)
1-3 Unknown, read/write-able (not used by e-Reader BIOS)
4-15 Always zero (0)
DFA0000h Reset Register (R/W)
  0    Always zero              (0)
1 Reset Something? (0=Normal, 1=Reset)
2 Unknown, always set (1)
3 Unknown, read/write-able (not used by e-Reader BIOS)
4-7 Always zero (0)
8 Unknown, read/write-able (not used by e-Reader BIOS)
9-15 Always zero (0)
DFC0000h..DFC0027h Scanline Data (R)
Scanline data (40 bytes, for 320 pixels, 1bit per pixel, 0=black, 1=white).
The first (leftmost) pixel is located in the LSB of the LAST byte.
Port E00FFB1h.Bit1 (and [4000202h].Bit13) indicates when a new scanline is present, the data should be then transferred to RAM via DMA3 (SAD=DFC0000h, DAD=buf+y*28h, CNT=80000014h; a slower non-DMA transfer method would result in missed scanlines). After the DMA, software must reset E00FFB1h.Bit1.
Note: The scanning resolution is 1000 DPI.

DFC0028h+(0..2Fh*2) Brightest Pixels of 8x6 Blocks (R)
  0-6  Max Brightness (00h..7Fh; 00h=All black, 7Fh=One or more white)
7-15 Always zero
Can be used to adjust the Port E00FF80h..E00FFAFh settings.

DFC0088h Darkest Pixel of whole Image (R)
  0-7  Max Darkness   (00h..7Fh; 00h=One or more black, 7Fh=All white)
8-15 Always zero
Can be used to adjust the Port E00FF80h..E00FFAFh settings.

E00FF80h..E00FFAFh Intensity Boundaries for 8x6 Blocks (R/W)
The 320x246 pixel camera input is split into 8x6 blocks (40x41 pixels each), with Block00h=Upper-right, Block07h=Upper-left, ..., Block27h=Lower-left. The boundary values for the separate blocks are used for 128-grayscale to 2-color conversion, probably done like "IF Pixel>Boundary THEN white ELSE black".
  0-6  Block Intensity Boundaries (0..7Fh; 7Fh=Whole block gets black)
7 Always zero
The default boundary values are stored in FLASH memory, the values are typically ranging from 28h (outer edges) to 34h (center image), that in respect to the light source (the two LEDs are emitting more light to the center region).

E00FFB0h Control Register 0 (R/W)
  0    Serial Data       (Low/High)
1 Serial Clock (Low/High)
2 Serial Direction (0=Input, 1=Output)
3 Led/Irq Enable (0=Off, 1=On; Enable LED and Gamepak IRQ)
4 Start Scan (0=Off, 1=Start) (0-to-1 --> Resync line 0)
5 Phi 16MHz Output (0=Off, 1=On; Enable Clock for Camera, and for LED)
6 Power 3V Enable (0=Off, 1=On; Enable 3V Supply for Camera)
7 Not used (always 0) (sometimes 1) (Read only)
E00FFB1h Control Register 1 (R/W)
  0    Not used          (always 0)
1 Scanline Flag (1=Scanline Received, 0=Acknowledge)
2-3 Not used (always 0)
4 Strange Bit (0=Normal, 1=Force Resync/Line0 on certain interval?)
5 LED Anode Voltage (0=3.0V, 1=5.1V; requires E00FFB0h.Bit3+5 to be set)
6 Not used (always 0)
7 Input from PGA.Pin22, always high (not used by e-Reader) (Read Only)
Bit1 can be SET by hardware only, software can only RESET that bit, the Gamepak IRQ flag (Port 4000202h.Bit13) becomes set on 0-to-1 transitions.

E00FFB2h Light Source LED Kathode Duration (LSB) (R/W)
E00FFB3h Light Source LED Kathode Duration (MSB) (R/W)
Selects the LED Kathode=LOW Duration, aka the LED=ON Duration. That does act as pulse width modulated LED brightness selection (the camera seems to react slowly enough to view the light as being dimmed to medium, rather than seeing the actual light ON and OFF states). The PWM timer seems to be clocked at 8MHz. The hardware clips timer values 2000h..FFFFh to max 2000h (=1ms). Additionally, the e-Reader BIOS clips values to max 11B3h. Default setting is found in FLASH calibration data. A value of 0000h disables the LED.

Serial Port Registers (Camera Type 1) (DV488800) (calib_data[3Ch]=1)
All 16bit values are ordered MSB,LSB. All registers are whole 8bit Read/Write-able, except 00h,57h-5Ah (read only), and 53h-55h (2bit only).
  Port     Expl.               (e-Reader Setting)
00h Maybe Chip ID (12h) (not used by e-Reader BIOS) (Read Only)
01h (05h) ;-Bit0: 1=auto-repeat scanning?
02h (0Eh)
10h-11h Vertical Scroll (calib_data[30h]+7)
12h-13h Horizontal Scroll (0030h)
14h-15h Vertical Size (00F6h=246)
16h-17h Horizontal Size (0140h=320)
20h-21h H-Blank Duration (00C4h)
22h-23h (0400h) ;-Upper-Blanking in dot-clock units?
25h (var) ;-bit1: 0=enable [57h..5Ah] ?
26h (var) ;\maybe a 16bit value
27h (var) ;/
28h (00h)
30h Brightness/contrast (calib_data[31h]+/-nn)
31h-33h (014h,014h,014h)
34h Brightness/contrast (02h)
50h-52h 8bit Read/Write (not used by e-Reader BIOS)
53h-55h 2bit Read/Write (not used by e-Reader BIOS)
56h 8bit Read/Write (not used by e-Reader BIOS)
57h-58h 16bit value, used to autodetect/adjust register[30h] (Read Only)
59h-5Ah 16bit value, used to autodetect/adjust register[30h] (Read Only)
80h-FFh Mirrors of 00h..7Fh (not used by e-Reader BIOS)
All other ports are unused, writes to those ports are ignored, and reads are returning data mirrored from other ports; that is typically data from 2 or more ports, ORed together.

Serial Port Registers (Camera Type 2) (calib_data[3Ch]=2)
All 16bit values are using more conventional LSB,MSB ordering, and port numbers are arranged in a more reasonable way. The e-Reader BIOS doesn't support (or doesn't require) brightness adjustment for this camera module.
  Port     Expl.             (e-Reader Setting)
00h (22h)
01h (50h)
02h-03h Vertical Scroll (calib_data[30h]+28h)
04h-05h Horizontal Scroll (001Eh)
06h-07h Vertical Size (00F6h) ;=246
08h-09h Horizontal Size (0140h) ;=320
0Ah-0Ch (not used by e-Reader BIOS)
0Dh (01h)
0Eh-0Fh (01EAh) ;=245*2
10h-11h (00F5h) ;=245
12h-13h (20h,F0h) ;maybe min/max values?
14h-15h (31h,C0h) ;maybe min/max values?
16h (00h)
17h-18h (77h,77h)
19h-1Ch (30h,30h,30h,30h)
1Dh-20h (80h,80h,80h,80h)
21h-FFh (not used by e-Reader BIOS)
My own e-Reader uses a Type 1 camera module. Not sure if Nintendo has ever manufactured any e-Readers with Type 2 cameras?

Calibration Data in FLASH Memory (Bank 0, Sector 0Dh)
  E00D000 14h  ID String ('Card-E Reader 2001',0,0)
E00D014 2 Sector Checksum (NOT(x+x/10000h); x=sum of all other halfwords)
Begin of actual data (40h bytes)
  E00D016 8x6  [00h] Intensity Boundaries for 8x6 blocks ;see E00FF80h..AFh
E00D046 1 [30h] Vertical scroll (0..36h) ;see type1.reg10h/type2.reg02h
E00D047 1 [31h] Brightness or contrast ;see type1.reg30h
E00D048 2 [32h] LED Duration ;see E00FFB2h..B3h
E00D04A 2 [34h] Not used? (0000h)
E00D04C 2 [36h] Signed value, related to adjusting the 8x6 blocks
E00D04E 4 [38h] Not used? (00000077h)
E00D052 4 [3Ch] Camera Type (0=none,1=DV488800,2=Whatever?)
Remaining bytes in this Sector...
  E00D056 FAAh Not used (zerofilled) (included in above checksum)
Flowchart for Overall Camera Access
ereader_scan_camera:
 call ereader_power_on
call ereader_initialize
for z=1 to number_of_frames
for y=0 to 245
Wait until E00FFB1h.Bit1 gets set by hardware (can be handled by IRQ)
Copy 14h halfwords from DFC0000h to buf+y*28h via DMA3
Reset E00FFB1h.Bit1 by software
next y
;(could now check DFC0028h..DFC0086h/DFC0088h for adjusting E00FF00h..2Fh)
;(could now show image on screen, that may require to stop/pause scanning)
next z
call ereader_power_off
Ret
ereader_power_on:
 [4000204h]=5803h   ;Init waitstates, and enable Phi 16MHz
[DFA0000h].Bit1=1
Wait(10ms)
[E00FFB0h]=40h ;Enable Power3V and reset other bits
[DFA0000h].Bit1=0
[E00FFB1h]=20h ;Enable Power5V and reset other bits
Wait(40ms)
[E00FFB1h].Bit4=0 ;...should be already 0 ?
[E00FFB0h]=40h+27h ;Phi16MHz=On, SioDtaClkDir=HighHighOut
Ret
ereader_power_off:
 [E00FFB0h]=04h    ;Power3V=Off, Disable Everything, SioDtaClkDir=LowLowOut
[DFA0000h].Bit1=0 ;...should be already 0
[E00FFB1h].Bit5=0 ;Power5V=Off
Ret
ereader_initialize:
 IF calib_data[3Ch] AND 03h = 1 THEN init_camera_type1
[E00FFB0h].Bit4=1 ;ScanStart
IF calib_data[3Ch] AND 03h = 2 THEN init_camera_type2
Copy calib_data[00h..2Fh] to [E00FF80h+00h..2Fh] ;Intensity Boundaries
Copy calib_data[32h..33h] to [E00FFB2h+00h..01h] ;LED Duration LSB,MSB
[E00FFB0h].Bit3=1 ;LedIrqOn
Ret
init_camera_type1:
 x=MIN(0,calib_data[31h]-0Bh)
Set Sio Registers (as shown for Camera Type 1, except below values...)
Set Sio Registers [30h]=x [25h]=04h, [26h]=58h, [27h]=6Ch
;(could now detect/adjust <x> based on Sio Registers [57h..5Ah])
Set Sio Registers [30h]=x [25h]=06h, [26h]=E8h, [27h]=6Ch
Ret
init_camera_type2:
 Wait(0.5ms)
Set Sio Registers (as shown for Camera Type 2)
Ret
Accessing Serial Registers via E00FFB0h
      Begin   Write(A) Write(B) Read(C) Read(D) End     Idle    PwrOff
Dir ooooooo ooooooo ooooooo iiiiiii iiiiiii ooooooo ooooooo ooooooo
Dta ---____ AAAAAAA BBBBBBB xxxxxCx xxxxxDx ______- ------- _______
Clk ------_ ___---_ ___---_ ___---_ ___---_ ___---- ------- _______
Flowchart for accessing Serial Registers via E00FFB0h
 Delay:
Wait circa 2.5us, Ret
SioBegin:
SioDta=1, SioDir=Out, SioClk=1, Delay, SioDta=0, Delay, SioClk=0, Ret
SioEnd:
SioDta=0, SioDir=Out, Delay, SioClk=1, Delay, SioDta=1, Ret
SioRead1bit: ;out: databit
SioDir=In, Delay, SioClk=1, Delay, databit=SioDta, SioClk=0, Ret
SioWrite1bit: ;in: databit
SioDta=databit, SioDir=Out, Delay, SioClk=1, Delay, SioClk=0, Ret
SioReadByte: ;in: endflag - out: data
for i=7 to 0, data.bit<i>=SioRead1bit, next i, SioWrite1bit(endflag), Ret
SioWriteByte: ;in: data - out: errorflag
for i=7 to 0, Delay(huh/why?), SioWrite1bit(data.bit<i>), next i
errorflag=SioRead1bit, SioDir=Out(huh/why?), Ret
SioWriteRegisters: ;in: index, len, buffer
SioBegin
SioWriteByte(22h) ;command (set_index) (and write_data)
SioWriteByte(index) ;index
for i=0 to len-1
SioWriteByte(buffer[i]) ;write data (and auto-increment index)
next
SioEnd
ret
SioReadRegisters: ;in: index, len - out: buffer
SioBegin
SioWriteByte(22h) ;command (set_index) (without any write_data here)
SioWriteByte(index) ;index
SioBegin
SioWriteByte(23h) ;command (read_data) (using above index)
for i=0 to len-1
if i=len-1 then endflag=1 else endflag=0
buffer[i]=SioReadByte(endflag) ;read data (and auto-increment index)
next
SioEnd
Ret
Caution: Accessing the SIO registers appears highly unstable, and seems to require error handling with retries. Not sure what is causing that problem, possibly the registers cannot be accessed during camera-data-scans...?

WAITCNT
The e-Reader BIOS uses WAITCNT [4000204h]=5803h when accessing the PGA, that is, gamepak 16.78MHz phi output (bit11-12=3), 8 waits for SRAM region (bit0-1=3), gamepak prefetch enabled (bit14=1), also sets WS0 to 4,2 waits (bit2-4=0), and sets WS2 to odd 4,8 waits (bit8-10=0). The WS2 (probably WS0 too) settings are nonsense, and should work with faster timings (the e-Reader can be accessed in NDS mode, which doesn't support that slow timings).

e-Reader Memory and I/O Map (with all used/unused/mirrored regions)
  C000000h-C7FFFFFh  ROM (8MB)
C800000h-DF7FFFFh Open Bus
DF80000h-DF80001h Useless Register (R/W)
DF80002h-DF9FFFFh Mirrors of DF80000h-DF80001h
DFA0000h-DFA0001h Reset Register (R/W)
DFA0002h-DFBFFFFh Mirrors of DFA0000h-DFA0001h
DFC0000h-DFC0027h Scanline Data (320 Pixels) (R)
DFC0028h-DFC0087h Brightest Pixels of 8x6 Blocks (R)
DFC0088h Darkest Pixel of whole Image (R)
DFC0089h-DFC00FFh Always zero
DFC0100h-DFDFFFFh Mirrors of DFC0000h-DFC00FFh
DFE0000h-DFFFFFFh Open Bus
E000000h-E00CFFFh FLASH Bank 0 - Data
E00D000h-E00DFFFh FLASH Bank 0 - Calibration Data
E00E000h-E00EFFFh FLASH Bank 0 - Copy of Calibration Data
E00F000h-E00FF7Fh FLASH Bank 0 - Unused region
E000000h-E00EFFFh FLASH Bank 1 - Data
E00F000h-E00FF7Fh FLASH Bank 1 - Unused region
E00FF80h-E00FFAFh Intensity Boundaries for 8x6 Blocks (R/W)
E00FFB0h Control Register 0 (R/W)
E00FFB1h Control Register 1 (R/W)
E00FFB2h-E00FFB3h LED Duration (16bit) (R/W)
E00FFB4h-E00FFBFh Always zero
E00FFC0h-E00FFFFh Mirror of E00FF80h-E00FFBFh
Mind that WS2 should be accessed by LDRH/STRH, and SRAM region by LDRB/STRB.
Additionally about 32 serial bus registers are contained in the camera module.

Camera Module Notes
The Type 1 initial setting on power-on is 402x302 pixels, the e-Reader uses only 320x246 pixels. The full vertical resolution could be probably used without problems. Port DFC0000h-DFC0027h are restricted to 320 pixels, so larger horizontal resolutions could be probably obtained only by changing the horizontal scroll offset on each 2nd scan.
The camera output is 128 grayscales (via parallel 7bit databus), but the PGA converts it to 2 colors (1bit depth). For still images, it might be possible to get 4 grayshades via 3 scans with different block intensity boundary settings.
No idea if the camera supports serial commands other than 22h and 23h. Namely, it <would> be a quite obvious and basic feature to allow to receive the bitmap via the 2-wire serial bus (alternately to the 7bit databus), if supported, it'd allow to get 7bit images, bypassing 1bit PGA conversion.
When used as actual camera (by cutting an opening in the case), the main problem is the 1bit color depth, which allows only black and white schemes, when/if solving that problem, focusing might be also a problem.

Either the camera or the PGA seem to have a problem on white-to-black transitions in vertical direction, the upper some black pixels are sorts of getting striped or dithered. For example, scanning the large sync marks appears as:
  Actual Shape    Scanned Shape
XXXXX X X
XXXXXXX X X X
XXXXXXXXX X X X XX
XXXXXXXXX X X X XX
XXXXXXX XXXXXXX
XXXXX XXXXX
That appears only on large black shapes (the smaller data dots look better).


 GBA Cart e-Reader Dotcode Format < ^

Resolution is 342.39 DPI (almost 10 blocks per inch).
Resolution is 134.8 dots/cm (almost 4 blocks per centimeter).
The width and height of the each block, and the spacing to the bottom edge of the card is ca. 1/10 inch, or ca. 4 millimeters.

   XXX            BLOCK 1             XXX            BLOCK 2             XXX
XXXXX XXXXX XXXXX
XXXXX X X X X X X X X X X X X XXXXX X X X X X X X X X X X X XXXXX
XXXXX XXXXX XXXXX
XXX HHHHHHHHHHHHHHHHHHHH...... XXX HHHHHHHHHHHHHHHHHHHH...... XXX
.......................... ..........................
...... 3 short lines ..... ..........................
A..................................A..................................A..
A.... 26 long lines ....A........ X = Sync Marks ........A..
A.... (each 34 data dots) ....A........ H = Block Header ........A..
A....(not all lines shown here)....A........ . = Data Bits ........A..
A..................................A........ A = Address Bits ........A..
...... 3 short lines ..... ..........................
...(each 26 data dots).... ..........................
XXX .......................... XXX .......................... XXX
XXXXX XXXXX XXXXX
XXXXX X X X X X X X X X X X X XXXXX X X X X X X X X X X X X XXXXX
XXXXX XXXXX XXXXX
XXX XXX XXX
<ca. 35 blank lines>

___Snip____________________________________________________________________
Address Columns
Each Column consists of 26 dots. From top to bottom: 1 black dot, 8 blank dots, 16 address dots (MSB topmost), and 1 blank dot. The 16bit address values can be calculated as:
  addr[0] = 03FFh
for i = 1 to 53
addr[i] = addr[i-1] xor ((i and (-i)) * 769h)
if (i and 07h)=0 then addr[i] = addr[i] xor (769h)
if (i and 0Fh)=0 then addr[i] = addr[i] xor (769h*2)
if (i and 1Fh)=0 then addr[i] = addr[i] xor (769h*4) xor (769h)
next i
Short strips use addr[1..19], long strips use addr[25..53], left to right.

Block Header
The 18h-byte Block Header is taken from the 1st two bytes (20 dots) of the 1st 0Ch blocks (and is then repeated in the 1st two bytes of further blocks).
  00h      Unknown              (00h)
01h Dotcode type (02h=Short, 03h=Long)
02h Unknown (00h)
03h Address of 1st Block (01h=Short, 19h=Long)
04h Total Fragment Size (40h) ;64 bytes per fragment, of which,
;48 bytes are actual data, the remaining
05h Error-Info Size (10h) ;16 bytes are error-info
06h Unknown (00h)
07h Interleave Value (1Ch=Short, 2Ch=Long)
08h..17h 16 bytes Reed-solomon error correction info for Block Header
Data 4-Bit to 5-bit Conversion
In the Block Header (HHHHH), and Data Region (.....), each 4bit are expanded to 5bit, so one byte occupies 10 dots, and each block (1040 data dots) contains 104 bytes.
  4bit  00h 01h 02h 03h 04h 05h 06h 07h 08h 09h 0Ah 0Bh 0Ch 0Dh 0Eh 0Fh
5bit 00h 01h 02h 12h 04h 05h 06h 16h 08h 09h 0Ah 14h 0Ch 0Dh 11h 10h
That formatting ensures that there are no more than two continous black dots (in horizontal direction), neither inside of a 5bit value, nor between two 5bit values, however, the address bars are violating that rule, and up to 5 continous black dots can appear at the (..A..) block boundaries.

Data Order
Data starts with the upper bit of the 5bit value for the upper 4bit of the first byte, which is located at the leftmost dot of the upper line of the leftmost block, it does then extend towards rightmost dot of that block, and does then continue in the next line, until reaching the bottom of the block, and does then continue in the next block. The 1st two bytes of each block contain a portion of the Block Header, the remaining 102 bytes in each block contain data.

Data Size
A long strip consists of 28 blocks (28*104 = 2912 bytes), a short strip of 18 blocks (18*104 = 1872 bytes). Of which, less than 75% can be actually used for program code, the remaing data contains error correction info, and various headers. See Data Format for more info.

Interleaved Fragments
The Interleave Value (I) specifies the number of fragments, and does also specify the step to the next byte inside of a fragment; except that, at the block boundaries (every 104 bytes), the step is 2 bigger (for skipping the next two Block Header bytes).
  RAW Offset  Content
000h..001h 1st 2 bytes of RAW Header
002h 1st byte of 1st fragment
003h 1st byte of 2nd fragment
... ...
002h+I-1 1st byte of last fragment
002h+I 2nd byte of 1st fragment
003h+I 2nd byte of 2nd fragment
... ...
002h+I*2-1 2nd byte of last fragment
... ...
Each fragment consists of 48 actual data bytes, followed by 16 error correction bytes, followed by 0..2 unused bytes (since I*40h doesn't exactly match num_blocks*102).


 GBA Cart e-Reader Data Format < ^

Data Strip Format
The size of the data region is I*48 bytes (I=Interleave Value, see Dotcode Format), the first 48-byte fragment contains the Data Header, the remaining (I-1) fragments are Data Fragments (which contain title(s), and VPK compressed program code).

First Strip
  Data Header  (48 bytes)
Main-Title (17 bytes, or 33 bytes)
Sub-Title(s) (3+18 bytes, or 33 bytes) (for each strip) (optional)
VPK Size (2 byte value, total length of VPK Data in ALL strips)
NULL Value (4 bytes, contained ONLY in 1st strip of GBA strips)
VPK Data (length as defined in VPK Size entry, see above)
Further Strip(s)
  Data Header  (48 bytes)
Main-Title (17 bytes, or 33 bytes)
Sub-Title(s) (3+18 bytes, or 33 bytes) (for each strip) (optional)
VPK Data (continued from previous strip)
Data Header (30h bytes) (1st fragment)
  00h-01h  Fixed         (00h,30h)
02h Fixed (01h) ;01h="Do not calculate Global Checksum" ?
03h Primary Type (see below)
04h-05h Fixed (00h,01h) (don't care)
06h-07h Strip Size (0510h=Short, 0810h=Long Strip) ((I-1)*30h) (MSB,LSB)
08h-0Bh Fixed (00h,00h,10h,12h)
0Ch-0Dh Region/Type (see below)
0Eh Strip Type (02h=Short Strip, 01h=Long Strip) (don't care)
0Fh Fixed (00h) (don't care)
10h-11h Unknown (whatever) (don't care)
12h Fixed (10h) ;10h="Do calculate Data Checksum" ?
13h-14h Data Checksum (see below) (MSB,LSB)
15h-19h Fixed (19h,00h,00h,00h,08h)
1Ah-21h ID String ('NINTENDO')
22h-25h Fixed (00h,22h,00h,09h)
26h-29h Size Info (see below)
2Ah-2Dh Flags (see below)
2Eh Header Checksum (entries [0Ch-0Dh,10h-11h,26h-2Dh] XORed together)
2Fh Global Checksum (see below)
Primary Type [03h] is 8bit,
  0      Card Type (upper bit) (see below)
1 Unknown (usually opposite of Bit0) (don't care)
2-7 Unknown (usually zero)
Region/Type [0Ch..0Dh] is 16bit,
  0-3    Unknown (don't care)
4-7 Card Type (lower bits) (see below)
8-11 Region/Version (0=Japan/Original, 1=Non-japan, 2=Japan/Plus)
12-15 Unknown (don't care)
Size Info [26h-29h] is 32bit,
  0      Unknown            (don't care)
1-4 Strip Number (01h..Number of strips)
5-8 Number of Strips (01h..0Ch) (01h..08h for Japan/Original version)
9-23 Size of all Strips (excluding Headers and Main/Sub-Titles)
(same as "VPK Size", but also including the 2-byte "VPK Size" value,
plus the 4-byte NULL value; if it is present)
24-31 Fixed (02h) (don't care)
Flags [2Ah-2Dh] is 32bit,
  0      Permission to save (0=Start Immediately, 1=Prompt for FLASH Saving)
1 Sub-Title Flag (0=Yes, 1=None) (Japan/Original: always 0=Yes)
2 Application Type (0=GBA/Z80, 1=NES) (Japan/Original: always 0=Z80)
3-31 Zero (0) (don't care)
Data Checksum [13h-14h] is the complement (NOT) of the sum of all halfwords in all Data Fragments, however, it's all done in reversed byte order: checksum is calculated with halfwords that are read in MSB,LSB order, and the resulting checksum is stored in MSB,LSB order in the Header Fragment.
Global Checksum [2Fh] is the complement (NOT) of the sum of the first 2Fh bytes in the Data Header plus the sum of all Data Fragment checksums; the Data Fragment checksums are all 30h bytes in a fragment XORed with each other.

Titles (3+N bytes, or N bytes)
Titles can be 33 bytes for both Main and Sub (Format 0Eh), or Main=17 bytes and Sub=3+18 bytes (Formats 02h..05h). In the 3+N bytes form, the first 3 bytes (24bit) are are used to display "stats" information in form of "HP: h1 ID: i1-i2-i3", defined as:
  Bit    Expl.
0-3 h1, values 1..15 shown as "10..150", value 0 is not displayed
4-6 i3, values 0..7 shown as "A..G,#"
7-13 i2, values 0..98 shown as "01..99" values 99..127 as "A0..C8"
14-18 i1, values 0..31 shown as "A..Z,-,_,{HP},.,{ID?},:"
19-22 Unknown
23 Disable stats (0=Show as "HP: h1 ID: i1-i2-i3", 1=Don't show it)
The N bytes portion contains the actual title, which must be terminated by 00h (so the max length is N-1 characters, if it is shorter than N-1, then the unused bytes are padded by further 00h's). The character set is normal ASCII for non-Japan (see Region/Version entry in header), and 2-byte SHIFT-JIS for Japanese long-titles (=max 16 2-byte chars) with values as so:
  00h          --> end-byte
81h,40h --> SPC
81h,43h..97h --> punctuation marks
82h,4Fh..58h --> "0..9"
82h,60h..79h --> "A..Z"
82h,81h..9Ah --> "a..z"
And 1-byte chars for Japanese short-titles,
  00     = end-byte
01 = spc
02..0B = 0..9
0C..AF = japanese
B0..B4 = dash, male, female, comma, round-dot
B5..C0 = !"%&~?/+-:.'
C1..DA = A..Z
DB..DF = unused (blank)
E0..E5 = japanese
E6..FF = a..z
N/A = #$()*;<=>@[\]^_`{|}
Additionally to the Main-Title, optional Sub-Titles for each strip can be included (see Sub-Title Flag in header). If enabled, then ALL strip titles are included in each strip (allowing to show a preview of which strips have/haven't been scanned yet).
The e-Reader can display maximum of 8 sub-titles, if the data consists of more than 8 strips, then sub-titles aren't displayed (so it'd be waste of space to include them in the dotcodes).
The Main Title gets clipped to 128 pixels width (that are, circa 22 characters), and, the e-Reader BIOS acts confused on multi-strip games with Main Titles longer than 26 characters (so the full 33 bytes may be used only in Japan; with 16bit charset).
If the title is empty (00h-filled), and there is only one card in the application, then the application is started immediately. That, without allowing the user to save it in FLASH memory.
Caution: Although shorter Titles do save memory, they do act unpleasant: the text "(C) P-Letter" will be displayed at the bottom of the loading screen.
On Japanese/Original, 8bit sub-titles can be up to 18 characters (without any end-byte) (or less when stats are enabled, due to limited screen width).

Card Types (Primary Type.Bit0 and Region/Type.Bit12-15)
  00h..01h  Blank Screen (?)
02h..03h Dotcode Application with 17byte-title, with stats, load music A
04h..05h Dotcode Application with 17byte-title, with stats, load music B
06h..07h P-Letter Attacks
08h..09h Construction Escape
0Ah..0Bh Construction Action
0Ch..0Dh Construction Melody Box
0Eh Dotcode Application with 33byte-title, without stats, load music A
0Fh Game specific cards
10h..1Dh P-Letter Viewer
1Eh..1Fh Same as 0Eh and 0Fh (see above)
The 'Application' types are meant to be executable GBA/Z80/NES programs.


 GBA Cart e-Reader Program Code < ^

The GBA/Z80/NES program code is stored in the VPK compressed area.
NES-type is indicated by header [2Ah].Bit2, GBA-type is indicated by the NULL value inserted between VPK Size and VPK Data, otherwise Z80-type is used.

GBA Format
Load Address and Entrypoint are at 2000000h (in ARM state). The 32bit word at 2000008h is eventually destroyed by the e-Reader. Namely,
  IF e-Reader is Non-Japanese,
AND [2000008h] is outside of range of 2000000h..20000E3h,
AND only if booted from camera (not when booted from FLASH?),
THEN [2000008h]=[2000008h]-0001610Ch ELSE [2000008h] kept intact
Existing multiboot-able GBA binaries can be converted to e-Reader format by,
  Store "B 20000C0h" at 2000000h   ;redirect to RAM-entrypoint
Zerofill 2000004h..20000BFh ;erase header (for better compression rate)
Store 01h,01h at 20000C4h ;indicate RAM boot
The GBA code has full access to the GBA hardware, and may additionally use whatever API functions contained in the e-Reader BIOS. With the incoming LR register value, "mov r0,N, bx lr" returns to the e-Reader BIOS (with N being 0=Restart, or 2=To_Menu). No idea if it's necessary to preserve portions of RAM when returning to the e-Reader BIOS?
Caution: Unlike for normal GBA cartridges/multiboot files, the hardware is left uninitialized when booting dotcodes (among others: sound DMA is active, and brightness is set to zero), use "mov r0,0feh, swi 010000h" to get the normal settings.

NES Format
Emulates a NES (Nintendo Entertainment System) console (aka Family Computer).
The visible 240x224 pixel NES/NTSC screen resolution is resampled to 240x160 to match the smaller vertical resolution of the GBA hardware. So, writing e-Reader games in NES format will result in blurred screen output. The screen/sound/joypad is accessed via emulated NES I/O ports, program code is running on an emulated 6502 8bit CPU, for more info on the NES hardware, see no$nes debugger specifications, or
  http://nocash.emubase.de/everynes.htm
The e-Reader's NES emulator supports only 16K PRG ROM, followed by 8K VROM. The emulation accuracy is very low, barely working with some of Nintendo's own NES titles; running the no$nes diagnostics program on it has successfully failed on ALL hardware tests ;-)
The load address for the 16K PRG-ROM is C000h, the 16bit NMI vector at [FFFAh] is encrypted like so:
  for i=17h to 0
for j=07h to 0, nmi = nmi shr 1, if carry then nmi = nmi xor 8646h, next j
nmi = nmi xor (byte[dmca_data+i] shl 8)
next i
dmca_data: db 0,0,'DMCA NINTENDO E-READER'
The 16bit reset vector at [FFFCh] contains:
  Bit0-14  Lower bits of Entrypoint (0..7FFFh = Address 8000h..FFFFh)
Bit15 Nametable Mode (0=Vertical Mirroring, 1=Horizontal Mirroring)
reportedly,
   (NES limitations, 1 16K program rom + 1-2 8K CHR rom, mapper 0 and 1)
ines mapper 1 would be MMC1, rather than CNROM (ines mapper 3)?
but, there are more or less NONE games that have 16K PRG ROM + 16K VROM?
The L+R Button key-combination allows to reset the NES, however, there seems to be no way to return to the e-Reader BIOS.

Z80/8080 Format
The e-Reader doesn't support the following Z80 opcodes:
  CB [Prefix]     E0 RET PO   E2 JP PO,nn   E4 CALL PO,nn   27 DAA    76 HALT
ED [Prefix] E8 RET PE EA JP PE,nn EC CALL PE,nn D3 OUT (n),A
DD [IX Prefix] F3 DI 08 EX AF,AF' F4 CALL P,nn DB IN A,(n)
FD [IY Prefix] FB EI D9 EXX FC CALL M,nn xx RST 00h..38h
That is leaving not more than six supported Z80 opcodes (DJNZ, JR, JR c/nc/z/nz), everything else are 8080 opcodes. Custom opcodes are:
  76 WAIT A frames, D3 WAIT n frames, and C7/CF RST 0/8 used for API calls.
The load address and entrypoint are at 0100h in the emulated Z80 address space. The Z80 doesn't have direct access to the GBA hardware, instead video/sound/joypad are accessed via API functions, invoked via RST 0 and RST 8 opcodes, followed by an 8bit data byte, and with parameters in the Z80 CPU registers. For example, "ld a,02h, rst 8, db 00h" does return to the e-Reader BIOS.
The Z80/8080 emulation is incredibly inefficient, written in HLL code, developed by somebody whom knew nothing about emulation nor about ARM nor about Z80/8080 processors.

Running GBA-code on Japanese/Original e-Reader
Original e-Reader supports Z80 code only, but can be tweaked to run GBA-code:
  retry:
ld bc,data // ld hl,00c8h ;src/dst
lop:
ld a,[bc] // inc bc // ld e,a ;lsb
ld a,[bc] // inc bc // ld d,a ;msb
dw 0bcfh ;aka rst 8 // db 0bh ;[4000000h+hl]=de
inc hl // inc hl // ld a,l
cp a,0dch // jr nz,lop
mod1 equ $+1
dw 37cfh ;aka rst 8 // db 37h ;bx 3E700F0h
;below executed only on jap/plus... on jap/plus, above 37cfh is hl=[400010Ch]
ld a,3Ah // ld [mod1],a ;bx 3E700F0h (3Ah instead 37h)
ld hl,1 // ld [mod2],hl // ld [mod3],hl ;base (0200010Ch instead 0201610Ch)
jr retry
data:
mod2 equ $+1
dd loader ;40000A4h dma2sad (loader)
dd 030000F0h ;40000A8h dma2dad (mirrored 3E700F0h)
dd 8000000ah ;40000ACh dma2cnt (copy 0Ah x 16bit)
mod3 equ $+1
dd main ;40000B0h dma3sad (main)
dd 02000000h ;40000B4h dma3dad (2000000h)
org $+201600ch ;jap/plus: adjusted to org $+200000ch
.align 2 ;alignment for 16bit-halfword
loader:
mov r0,80000000h ;(dma3cnt, copy 10000h x 16bit)
mov r1,04000000h ;i/o base
strb r1,[r1,208h] ;ime=0 (better disable ime before moving ram)
str r0,[r1,0DCh] ;dma3cnt (relocate to 2000000h)
mov r15,2000000h ;start relocated code at 2000000h in ARM state
main:
;...insert/append whatever ARM code here...
end

 GBA Cart e-Reader API Functions < ^

Z80 Interface (Special Opcodes)
  db 76h       ;Wait8bit A
db D3h,xxh ;Wait8bit xxh
db C7h,xxh ;RST0_xxh
db CFh,xxh ;RST8_xxh
ld r,[00xxh] ;get system values (addresses differ on jap/ori)
ld r,[00C2h..C3h] ;GetKeyStateSticky (jap/ori: 9F02h..9F03h)
ld r,[00C4h..C5h] ;GetKeyStateRaw (jap/ori: 9F04h..9F05h)
ld r,[00C0h..C1h] ;see Exit and ExitRestart
ld r,[00D0h..D3h] ;see Mul16bit
For jap/ori, 9Fxxh isn't forwards compatible with jap/plus, so it'd be better to check joypad via IoRead.

GBA Interface
  bx [30075FCh] ;ApiVector ;in: r0=func_no,r1,r2,r3,[sp+0],[sp+4],[sp+8]=params
bx lr ;Exit ;in: r0 (0=Restart, 2=To_Menu)
Wait8bit/Wait16bit
The various Wait opcodes and functions are waiting as many frames as specified. Many API functions have no effect until the next Wait occurs.

Z80 RST0_xxh Functions / GBA Functions 02xxh
  RST0_00h FadeIn, A speed, number of frames (0..x)
RST0_01h FadeOut
RST0_02h BlinkWhite
RST0_03h (?)
RST0_04h (?) blend_func_unk1
RST0_05h (?)
RST0_06h (?)
RST0_07h (?)
RST0_08h (?)
RST0_09h (?) _020264CC_check
RST0_0Ah (?) _020264CC_free
RST0_0Bh N/A (bx 0)
RST0_0Ch N/A (bx 0)
RST0_0Dh N/A (bx 0)
RST0_0Eh N/A (bx 0)
RST0_0Fh N/A (bx 0)
RST0_10h LoadSystemBackground, A number of background (1..101), E bg# (0..3)
RST0_11h SetBackgroundOffset, A=bg# (0..3), DE=X, BC=Y
RST0_12h SetBackgroundAutoScroll
RST0_13h SetBackgroundMirrorToggle
RST0_14h (?)
RST0_15h (?)
RST0_16h (?) write_000000FF_to_02029494_
RST0_17h (?)
RST0_18h (?)
RST0_19h SetBackgroundMode, A=mode (0..2)
RST0_1Ah (?)
RST0_1Bh (?)
RST0_1Ch (?)
RST0_1Dh (?)
RST0_1Eh (?)
RST0_1Fh (?)
RST0_20h LayerShow
RST0_21h LayerHide
RST0_22h (?)
RST0_23h (?)
RST0_24h ... [20264DCh+A*20h+1Ah]=DE, [20264DCh+A*20h+1Ch]=BC
RST0_25h (?)
RST0_26h (?)
RST0_27h (?)
RST0_28h (?)
RST0_29h (?)
RST0_2Ah (?)
RST0_2Bh (?)
RST0_2Ch (?)
RST0_2Dh LoadCustomBackground, A bg# (0..3), DE pointer to struct_background,
max. tile data size = 3000h bytes, max. map data size = 1000h bytes
RST0_2Eh GBA: N/A - Z80: (?)
RST0_2Fh (?)
RST0_30h CreateSystemSprite, - - (what "- -" ???)
RST0_31h SpriteFree, HL sprite handle
RST0_32h SetSpritePos, HL=sprite handle, DE=X, BC=Y
RST0_33h (?) sprite_unk2
RST0_34h SpriteFrameNext
RST0_35h SpriteFramePrev
RST0_36h SetSpriteFrame, HL=sprite handle, E=frame number (0..x)
RST0_37h (?) sprite_unk3
RST0_38h (?) sprite_unk4
RST0_39h SetSpriteAutoMove, HL=sprite handle, DE=X, BC=Y
RST0_3Ah (?) sprite_unk5
RST0_3Bh (?) sprite_unk6
RST0_3Ch SpriteAutoAnimate
RST0_3Dh (?) sprite_unk7
RST0_3Eh SpriteAutoRotateUntilAngle
RST0_3Fh SpriteAutoRotateByAngle
RST0_40h SpriteAutoRotateByTime
RST0_41h (?) sprite_unk8
RST0_42h SetSpriteAutoMoveHorizontal
RST0_43h SetSpriteAutoMoveVertical
RST0_44h (?) sprite_unk9
RST0_45h SpriteDrawOnBackground
RST0_46h SpriteShow, HL=sprite handle
RST0_47h SpriteHide, HL=sprite handle
RST0_48h SpriteMirrorToggle
RST0_49h (?) sprite_unk10
RST0_4Ah (?) sprite_unk11
RST0_4Bh (?) sprite_unk12
RST0_4Ch GetSpritePos
RST0_4Dh CreateCustomSprite
RST0_4Eh (?)
RST0_4Fh (?) sprite_unk14
RST0_50h (?) sprite_unk15
RST0_51h (?) sprite_unk16
RST0_52h (?) sprite_unk17
RST0_53h (?) sprite_unk18
RST0_54h (?)
RST0_55h (?) sprite_unk20
RST0_56h (?)
RST0_57h SpriteMove
RST0_58h (?) sprite_unk22
RST0_59h (?) sprite_unk23
RST0_5Ah (?) sprite_unk24
RST0_5Bh SpriteAutoScaleUntilSize, C=speed (higher value is slower),
HL=sprite handle, DE=size (0100h = normal size,
lower value = larger, higher value = smaller)
RST0_5Ch SpriteAutoScaleBySize
RST0_5Dh SpriteAutoScaleWidthUntilSize
RST0_5Eh SpriteAutoScaleHeightBySize
RST0_5Fh (?)
RST0_60h (?)
RST0_61h (?)
RST0_62h (?)
RST0_63h (?)
RST0_64h hl=[[2024D28h+a*4]+12h]
RST0_65h (?) sprite_unk25
RST0_66h SetSpriteVisible, HL=sprite handle, E=(0=not visible, 1=visible)
RST0_67h (?) sprite_unk26
RST0_68h (?) set_sprite_unk27
RST0_69h (?) get_sprite_unk27
RST0_6Ah (?)
RST0_6Bh (?)
RST0_6Ch (?)
RST0_6Dh (?)
RST0_6Eh hl=[hl+000Ah] ;r0=[r1+0Ah]
RST0_6Fh (?)
RST0_70h (?)
RST0_71h (?)
RST0_72h (?)
RST0_73h (?)
RST0_74h (?)
RST0_75h (?)
RST0_76h (?)
RST0_77h (?)
RST0_78h (?)
RST0_79h (?)
RST0_7Ah (?)
RST0_7Bh (?)
RST0_7Ch (?) _0202FD2C_unk12
RST0_7Dh Wait16bit ;HL=num_frames (16bit variant of Wait8bit opcode/function)
RST0_7Eh SetBackgroundPalette, HL=src_addr, DE=offset, C=num_colors (1..x)
RST0_7Fh GetBackgroundPalette(a,b,c)
RST0_80h SetSpritePalette, HL=src_addr, DE=offset, C=num_colors (1..x)
RST0_81h GetSpritePalette(a,b,c)
RST0_82h ClearPalette
RST0_83h (?) _0202FD2C_unk11
RST0_84h (?)
RST0_85h (?)
RST0_86h (?)
RST0_87h (?) _0202FD2C_unk8
RST0_88h (?) _0202FD2C_unk7
RST0_89h (?)
RST0_8Ah (?) _0202FD2C_unk6
RST0_8Bh (?) _0202FD2C_unk5
RST0_8Ch GBA: N/A - Z80: (?)
RST0_8Dh GBA: N/A - Z80: (?)
RST0_8Eh (?)
RST0_8Fh WindowHide
RST0_90h CreateRegion, H=bg# (0..3), L=palbank# (0..15),
D,E,B,C=x1,y1,cx,cy (in tiles), return: n/a (no$note: n/a ???)
RST0_91h SetRegionColor
RST0_92h ClearRegion
RST0_93h SetPixel
RST0_94h GetPixel
RST0_95h DrawLine
RST0_96h DrawRect
RST0_97h (?) _0202FD2C_unk4
RST0_98h SetTextColor, A=region handle, D=color foreground (0..15),
E=color background (0..15)
RST0_99h DrawText, A=region handle, BC=pointer to text, D=X, E=Y
(non-japan uses ASCII text, but japanese e-reader's use STH ELSE?)
RST0_9Ah SetTextSize
RST0_9Bh (?) RegionUnk7
RST0_9Ch (?) _0202FD2C_unk3
RST0_9Dh (?) _0202FD2C_unk2
RST0_9Eh (?) _0202FD2C_unk1
RST0_9Fh Z80: (?) - GBA: SetBackgroundModeRaw
RST0_A0h (?)
RST0_A1h (?)
RST0_A2h (?) RegionUnk6
RST0_A3h GBA: N/A - Z80: (?)
RST0_A4h GBA: N/A - Z80: (?)
RST0_A5h (?)
RST0_A6h (?)
RST0_A7h (?)
RST0_A8h (?)
RST0_A9h (?)
RST0_AAh (?)
RST0_ABh (?)
RST0_ACh (?)
RST0_ADh (?) RegionUnk5
RST0_AEh [202FD2Ch+122h]=A
RST0_AFh [202FD2Ch+123h]=A
RST0_B0h [202FD2Ch+124h]=A
RST0_B1h (?)
RST0_B2h (?)
RST0_B3h GBA: N/A - Z80: Sqrt ;hl=sqrt(hl)
RST0_B4h GBA: N/A - Z80: ArcTan ;hl=ArcTan2(hl,de)
RST0_B5h Sine ;hl=sin(a)*de
RST0_B6h Cosine ;hl=cos(a)*de
RST0_B7h (?)
RST0_B8h (?)
RST0_B9h N/A (bx 0)
RST0_BAh N/A (bx 0)
RST0_BBh N/A (bx 0)
RST0_BCh N/A (bx 0)
RST0_BDh N/A (bx 0)
RST0_BEh N/A (bx 0)
RST0_BFh N/A (bx 0)

Below Non-Japan and Japan/Plus only (not Japan/Ori) RST0_C0h GetTextWidth(a,b) RST0_C1h GetTextWidthEx(a,b,c) RST0_C2h (?) RST0_C3h Z80: N/A (bx 0) - GBA: (?) RST0_C4h (?) RST0_C5h (?) RST0_C6h (?) RST0_C7h (?) RST0_C8h (?) RST0_C9h (?) RST0_CAh (?) RST0_CBh (?) RST0_CCh (?) RST0_CDh N/A (bx lr) RST0_CEh ;same as RST0_3Bh, but with 16bit mask RST0_CFh ;same as RST0_3Eh, but with 16bit de RST0_D0h ;same as RST0_3Fh, but with 16bit de RST0_D1h ;same as RST0_5Bh, but with 16bit de RST0_D2h ;same as RST0_5Ch, but with 16bit de RST0_D3h ;same as RST0_5Dh, but with 16bit de RST0_D4h ;same as RST0_5Eh, but with 16bit de RST0_D5h (?) RST0_D6h (?) RST0_D7h ;[202FD2Ch+125h]=A RST0_D8h (?) RST0_D9h (?) RST0_DAh (?) RST0_DBh ;A=[3003E51h] RST0_DCh ;[3004658h]=01h RST0_DDh DecompressVPKorNonVPK RST0_DEh FlashWriteSectorSingle(a,b) RST0_DFh FlashReadSectorSingle(a,b) RST0_E0h SoftReset RST0_E1h GetCartridgeHeader ;[hl+0..BFh]=[8000000h..80000BFh] RST0_E2h GBA: N/A - Z80: bx hl ;in: hl=addr, af,bc,de,sp=param, out: a RST0_E3h Z80: N/A (bx 0) - GBA: (?) RST0_E4h (?) RST0_E5h (?) RST0_E6h (?) RST0_E7h (?) RST0_E8h (?) RST0_E9h ;[2029498h]=0000h RST0_EAh Z80: N/A (bx 0) - GBA: InitMemory(a) RST0_EBh (?) BL_irq_sio_dma3 RST0_ECh ;hl = [3003E30h]*100h + [3003E34h] RST0_EDh FlashWriteSectorMulti(a,b,c) RST0_EEh FlashReadPart(a,b,c) RST0_EFh ;A=((-([2029416h] xor 1)) OR (+([2029416h] xor 1))) SHR 31 RST0_F0h (?) _unk1 RST0_F1h RandomInit ;in: hl=random_seed RST0_F2h (?) Below Japan/Plus only RST0_F3h (?) RST0_F4h (?) RST0_F5h (?) RST0_F6h (?) RST0_F7h GBA: N/A - Z80: (?) Below is undefined/garbage (values as so in Z80 mode) Jap/Ori: RST0_C0h N/A (bx 0) Jap/Ori: RST0_C1h..FFh Overlaps RST8 jump list Non-Jap: RST0_F3h..FFh Overlaps RST8 jump list Jap/Pls: RST0_F8h..FFh Overlaps RST8 jump list
Z80 RST8_xxh Functions / GBA Functions 01xxh
  RST8_00h GBA: N/A - Z80: Exit       ;[00C0h]=a ;(1=restart, 2=exit)
RST8_01h GBA: N/A - Z80: Mul8bit ;hl=a*e
RST8_02h GBA: N/A - Z80: Mul16bit ;hl=hl*de, s32[00D0h]=hl*de
RST8_03h Div ;hl=hl/de
RST8_04h DivRem ;hl=hl mod de
RST8_05h PlaySystemSound ;in: hl=sound_number
RST8_06h (?) sound_unk1
RST8_07h Random8bit ;a=random(0..FFh)
RST8_08h SetSoundVolume
RST8_09h BcdTime ;[de+0..5]=hhmmss(hl*bc)
RST8_0Ah BcdNumber ;[de+0..4]=BCD(hl), [de+5]=00h
RST8_0Bh IoWrite ;[4000000h+hl]=de
RST8_0Ch IoRead ;de=[4000000h+hl]
RST8_0Dh GBA: N/A - Z80: (?)
RST8_0Eh GBA: N/A - Z80: (?)
RST8_0Fh GBA: N/A - Z80: (?)
RST8_10h GBA: N/A - Z80: (?)
RST8_11h DivSigned ;hl=hl/de, signed
RST8_12h RandomMax ;a=random(0..a-1)
RST8_13h SetSoundSpeed
RST8_14h hl=[202FD20h]=[2024CACh]
RST8_15h hl=[2024CACh]-[202FD20h]
RST8_16h SoundPause
RST8_17h SoundResume
RST8_18h PlaySystemSoundEx
RST8_19h IsSoundPlaying
RST8_1Ah (?)
RST8_1Bh (?)
RST8_1Ch (?)
RST8_1Dh GetExitCount ;a=[2032D34h]
RST8_1Eh Permille ;hl=de*1000/hl
RST8_1Fh GBA: N/A - Z80: ExitRestart;[2032D38h]=a, [00C0h]=0001h ;a=?
RST8_20h GBA: N/A - Z80: WaitJoypad ;wait until joypad<>0, set hl=joypad
RST8_21h GBA: N/A - Z80: (?)
RST8_22h (?) _sound_unk7
RST8_23h (?) _sound_unk8
RST8_24h (?) _sound_unk9
RST8_25h (?) _sound_unk10
RST8_26h Mosaic ;bg<n>cnt.bit6=a.bit<n>, [400004Ch]=de
RST8_27h (?)
RST8_28h (?)
RST8_29h (?)
RST8_2Ah (?) get_8bit_from_2030110h
RST8_2Bh (?)
RST8_2Ch (?) get_16bit_from_2030112h ;jap/ori: hl=[20077B2h]
RST8_2Dh (?) get_16bit_from_2030114h ;jap/ori: hl=[20077B4h]
RST8_2Eh (?)
RST8_2Fh PlayCustomSound(a,b)
Below not for Japanese/Original (the renumbered functions can be theoretically used on japanese/original) (but, doing so would blow forwards compatibility with japanese/plus) RST8_30h (ori: none) GBA: N/A - Z80: (?) RST8_31h (ori: none) PlayCustomSoundEx(a,b,c) RST8_32h (ori: RST8_30h) BrightnessHalf ;[4000050h]=00FFh,[4000054h]=0008h RST8_33h (ori: RST8_31h) BrightnessNormal ;[4000050h]=0000h RST8_34h (ori: RST8_32h) N/A (bx lr) RST8_35h (ori: RST8_33h) (?) RST8_36h (ori: RST8_34h) ResetTimer ;[400010Ch]=00000000h, [400010Eh]=A+80h RST8_37h (ori: RST8_35h) GetTimer ;hl=[400010Ch] RST8_38h (ori: none) GBA: N/A - Z80: (?) Below is undefined/reserved/garbage (values as so in Z80 mode) (can be used to tweak jap/ori to start GBA-code from inside of Z80-code) (that, after relocating code to 3000xxxh via DMA via IoWrite function) RST8_39h (ori: RST8_36h) bx 0140014h RST8_3Ah (ori: RST8_37h) bx 3E700F0h RST8_3Bh (ori: RST8_38h) bx 3E70000h+1 RST8_3Ch (ori: RST8_39h) bx 3E703E6h+1 RST8_3Dh (ori: RST8_3Ah) bx 3E703E6h+1 RST8_3Eh (ori: RST8_3Bh) bx 3E703E6h+1 RST8_3Fh (ori: RST8_3Ch) bx 3E703E6h+1 40h-FFh (ori: 3Dh-FFh) bx ...
GBA Functions 03xxh (none such in Z80 mode)
  RSTX_00h Wait8bit  ;for 16bit: RST0_7Dh
RSTX_01h GetKeyStateSticky()
RSTX_02h GetKeyStateRaw()
RSTX_03h (?)
RSTX_04h (?)

 GBA Cart e-Reader VPK Decompression < ^

vpk_decompress(src,dest)
  collected32bit=80000000h  ;initially empty (endflag in bit31)
for i=0 to 3, id[i]=read_bits(8), next i, if id[0..3]<>'vpk0' then error
dest_end=dest+read_bits(32) ;size of decompressed data (of all strips)
method=read_bits(8), if method>1 then error
tree_index=0, read_huffman_tree, disproot=tree_index
tree_index=tree_index+1, read_huffman_tree, lenroot=tree_index
;above stuff is contained only in the first strip. below loop starts at
;current location in first strip, and does then continue in further strips.
decompress_loop:
if read_bits(1)=0 then ;copy one uncompressed data byte,
[dest]=read_bits(8), dest=dest+1 ;does work without huffman trees
else
if disproot=-1 or lenroot=-1 then error ;compression does require trees
disp=read_tree(disproot)
if method=1 ;disp*4 is good for 32bit ARM opcodes
if disp>2 then disp=disp*4-8 else disp=disp+4*read_tree(disproot)-7
len=read_tree(lenroot)
if len=0 or disp<=0 or dest+len-1>dest_end then error ;whoops
for j=1 to len, [dest]=[dest-disp], dest=dest+1, next j
if dest<dest_end then decompress_loop
ret
read_bits(num)
  mov  data=0
for i=1 to num
shl collected32bit,1 ;move next bit to carry, or set zeroflag if empty
if zeroflag
collected32bit=[src+0]*1000000h+[src+1]*10000h+[src+2]*100h+[src+3]
src=src+4 ;read data in 32bit units, in reversed byte-order
carryflag=1 ;endbit
rcl collected32bit,1 ;move bit31 to carry (and endbit to bit0)
rcl data,1 ;move carry to data
next i
ret(data)
read_tree(root_index)
  i=root_index
while node[i].right<>-1 ;loop until reaching data node
if read_bits(1)=1 then i=node[i].right else i=node[i].left
i=node[i].left ;get number of bits
i=read_bits(i) ;read that number of bits
ret(i) ;return that value
load_huffman_tree
  stacktop=sp
if read_bits(1)=1 then tree_index=-1, ret ;exit (empty)
node[tree_index].right=-1 ;indicate data node
node[tree_index].left=read_bits(8) ;store data value
if read_bits(1)=1 then ret ;exit (only 1 data node at root)
push tree_index ;save previous (child) node
tree_index=tree_index+1
jmp data_injump
load_loop:
push tree_index ;save previous (child) node
tree_index=tree_index+1
if read_bits(1)=1 then parent_node
data_injump:
node[tree_index].right=-1 ;indicate data node
node[tree_index].left=read_bits(8) ;store data value
jmp load_loop
parent_node:
pop node[tree_index].right ;store 1st child
pop node[tree_index].left ;store 2nd child
if sp<>stacktop then jmp load_loop
if read_bits(1)=0 then error ;end bit (must be 1)
ret
The best values for the huffman trees that I've found are 6,9,12-bit displacements for method 0 (best for NES/Z80 code), and two less for method 1, ie. 4,7,10-bit (best for GBA code). And 2,4,10-bit for the length values. The smallest value in node 0, and the other values in node 10 and 11.

Notes
The decompression works similar to the GBA BIOS'es LZ77 decompression function, but without using fixed bit-widths of length=4bit and displacement=12bit, instead, the bit-widths are read from huffman trees (which can also define fixed bit-widths; if data is located directly in the root node).
Unlike the GBA BIOS'es Huffman decompression function, the trees are starting with data entries, end are ending with the root entry. The above load function deciphers the data, and returns the root index.
With the variable bit-widths, the VPK compression rate is quite good, only, it's a pity that the length/disp values are zero-based, eg. for 2bit and 4bit lengths, it'd be much better to assign 2bit as 2..5, and 4bit as 6..21.

Non-VPK
The e-Reader additionally supports an alternate decompression function, indicated by the absence of the "vpk0" ID, which supports compression of increasing byte-values, which isn't useful for program code.
Bit15 of the VPK Size value seems to disable (de-)compression, the VPK Data field is then containing plain uncompressed data.


 GBA Cart e-Reader Error Correction < ^

The Error Correction Information that is appended at the end of the Block Header & Data Fragments consists of standard Reed-Solomon codes, which are also used for CD/DVD disks, DSL modems, and digital DVB television signals. That info allows to locate and repair a number of invalid data bytes.

Below code shows how to create and verify error-info (but not how to do the actual error correction). The dtalen,errlen values should be 18h,10h for the Block Header, and 40h,10h for Data Fragments; the latter settings might be possible to get changed to other values though?

append_error_info(data,dtalen,errlen)
  reverse_byte_order(data,dtalen)
zerofill_error_bytes(data,errlen)
for i=dtalen-1 to errlen ;loop accross data portion
z = rev[ data[i] xor data[errlen-1] ] ;
for j=errlen-1 to 0 ;loop accross error-info portion
if j=0 then x=00h else x=data[j-1]
if z<>FFh then
y=gg[j], if y<>FFh then
y=y+z, if y>=FFh then y=y-FFh
x=x xor pow[y]
data[j]=x
next j
next i
invert_error_bytes(data,errlen)
reverse_byte_order(data,dtalen)
verify_error_info(data,dtalen,errlen)
  reverse_byte_order(data,dtalen)
invert_error_bytes(data,errlen)
make_rev(data,dtalen)
for i=78h to 78h+errlen-1
x=0, z=0
for j=0 to dtalen-1
y=data[j]
if y<>FFh then
y=y+z, if y>=FFh then y=y-FFh
x=x xor pow[y]
z=z+i, if z>=FFh then z=z-FFh
next j
if x<>0 then error
next i
;(if errors occured, could correct them now)
make_pow(data,dtalen)
invert_error_bytes(data,errlen)
reverse_byte_order(data,dtalen)
make_rev(data,len)
  for i=0 to len-1, data[i]=rev[data[i]], next i
make_pow(data,len)
  for i=0 to len-1, data[i]=pow[data[i]], next i
invert_error_bytes(data,len)
  for i=0 to len-1, data[i]=data[i] xor FFh, next i
zerofill_error_bytes(data,len)
  for i=0 to len-1, data[i]=00h, next i
reverse_byte_order(data,len)
  for i=0 to (len-1)/2, x=data[i], data[i]=data[len-i], data[len-i]=x, next i
create_pow_and_rev_tables
  x=01h, pow[FFh]=00h, rev[00h]=FFh
for i=00h to FEh
pow[i]=x, rev[x]=i, x=x*2, if x>=100h then x=x xor 187h
next i
create_gg_table
  gg[0]=pow[78h]
for i=1 to errlen-1
gg[i]=01h
for j=i downto 0
if j=0 then y=00h else y=gg[j-1]
x=gg[j], if x<>00h then
x=rev[x]+78h+i, if x>=FFh then x=x-FFh
y=y xor pow[x]
gg[j]=y
next j
next i
make_rev(gg,errlen)
With above value of 78h, and errlen=10h, gg[00h..0Fh] will be always:
  00h,4Bh,EBh,D5h,EFh,4Ch,71h,00h,F4h,00h,71h,4Ch,EFh,D5h,EBh,4Bh
So using a hardcoded table should take up less memory than calculating it.

Notes
The actual error correction should be able to fix up to "errlen" errors at known locations (eg. data from blocks that haven't been scanned, or whose 5bit-to-4bit conversion had failed due to an invalid 5bit value), or up to "errlen/2" errors at unknown locations. The corrected data isn't guaranteed to be correct (even if it looks okay to the "verify" function), so the Data Header checksums should be checked, too.

More Info
For more info, I've found Reed-Solomon source code from Simon Rockliff, and an updated version from Robert Morelos-Zaragoza and Hari Thirumoorthy to be useful. For getting started with that source, some important relationships & differences are:
  pow = alpha_to, but generated as shown above
rev = index_of, dito
b0 = 78h
nn = dtalen
kk = dtalen-errlen
%nn = MOD FFh (for the ereader that isn't MOD dtalen)
-1 = FFh
And, the ereader processes data/errinfo backwards, starting at the last byte.


 GBA Cart e-Reader File Formats < ^

.BMP Files (homebrew 300 DPI strips)
Contains a picture of the whole dotcode strip with address bars and sync marks (see Dotcode chapter) in Microsoft's Bitmap format. The image is conventionally surrounded by a blank 2-pixel border, resulting in a size of 989x44 pixels for long strips. The file should should have 1bit color depth. The pixels per meter entry should match the desired printing resolution, either 300 DPI or 360 DPI. But, resolution of printer hardware is typically specified in inch rather than in meters, so an exact match isn't supported by Microsoft. Most homebrew .BMP files contain nonsense resolutions like 200 DPI, or 300 dots per meter (ca. 8 DPI).

.JPG Files (scanned 1200 DPI strips)
Same as BMP, but should contain a dotcode scanned at 1200 DPI, with correct orientation (the card-edge side at the bottom of the image), and containing only the dotcode (not the whole card), so the JPG size should be about 3450x155 pixels for long strips.
No$gba currently doesn't work with progressive JPGs. Scans with white background can be saved as monochrome JPG. Scans with red/yellow background should contain a correct RED layer (due to the red LED light source) (the brightness of the green/blue layers can be set to zero for better compression).

.RAW Files
Contains the "raw" information from the BMP format, that is, 2-byte block header, 102-byte data, 2-byte block header, 102-byte data, etc. The data portion is interleaved, and includes the full 48-byte data header, titles, vpk compressed data, error-info, and unused bytes. RAW files are excluding Address Bars, Sync Marks, and 4bit-to-5bit encoding.
Each RAW file contains one or more strip(s), so the RAW filesize is either 18*104 bytes (short strip), or 28*104 bytes (long strip), or a multiple thereof (if it contains more than one strip) (although multi-strip games are often stored in separate files for each strip; named file1.raw, file2.raw, etc).

.BIN Files
Filesize should be I*30h, with I=1Ch for short strips, and I=2Ch for long strips, or a multiple thereof (if it contains more than one strip). Each strip consists of the 48-byte Data Header, followed by title(s), and vpk compressed data. Unlike .RAW files, .BIN files aren't interleaved, and do not contain Block Headers, nor error-info, nor unused bytes (in last block). The files do contain padding bytes to match a full strip-size of I*30h.
Caution: Older .BIN files have been using a size-reduced 12-byte header (taken from entries 0Dh, 0Ch, 10h-11h, 26h-2Dh of the 48-byte Data Header; in that order), that files have never contained more than one strip per file, so the filesize should be exactly I*30h-36, the size-reduced header doesn't contain a Primary Type entry, so it's everyone's bet which Card Type is to be used (hint: the 12-byte headers were based on the assumption that Primary Type would be always 01h on Short Strips, and 02h on Long Strips).

.SAV Files
Contains a copy of the e-Reader's 128Kbyte FLASH memory. With the saved e-Reader application being located in the 2nd 64K-bank, the data consists of a header with title and gba/nes/z80 format info, followed by the vpk compressed data. The FLASH memory does also contain e-Reader calibration settings, the remaining 100Kbytes are typically FFh-filled.


 GBA Cart Unknown Devices < ^

GBA Infra-Red Port (AGB-006)
No info?

GBA Wireless Adapter (AGB-015 or OXY-004)
No info?


 GBA Flashcards < ^

Flashcards are re-writable cartridges using FLASH memory, allowing to test even multiboot-incompatible GBA software on real hardware, providing a good development environment when used in combination with a reasonable software debugger.

The carts can be written to from external tools, or directly from GBA programs.
Below are pseudo code flowcharts for detect, erase, and write operations.
All flash reads/writes are meant to be 16bit (ldrh/strh) memory accesses.

detect_flashcard:
 configure_flashcard(9E2468Ah,9413h)    ;unlock flash advance cards
turbo=1, send_command(8000000h,90h) ;enter ID mode (both chips, if any)
maker=[8000000h], device=[8000000h+2]
IF maker=device THEN device=[8000000h+4] ELSE turbo=0
flashcard_read_mode ;exit ID mode
search (maker+device*10000h) in device_list
total/erase/write_block_size = list_entry SHL turbo
flashcard_erase(dest,len):
 FOR x=1 to len/erase_block_size
send_command(dest,20h) ;erase sector command
send_command(dest,D0h) ;confirm erase sector
dest=dest+erase_block_size
IF wait_busy=okay THEN NEXT x
enter_read_mode ;exit erase/status mode
flashcard_write(src,dest,len):
 siz=write_block_size
FOR x=1 to len/siz
IF siz=2 THEN send_command(dest,10h) ;write halfword command
IF siz>2 THEN send_command(dest,E8h) ;write to buffer command
IF siz>2 THEN send_command(dest,16-1) ;buffer size 16 halfwords (per chip)
FOR y=1 TO siz/2
[dest]=[src], dest=dest+2, src=src+2 ;write data to buffer
NEXT y
IF siz>2 THEN send_command(dest,D0h) ;confirm write to buffer
IF wait_busy=okay THEN NEXT x
enter_read_mode ;exit write/status mode
send_command(adr,val):
 [adr]=val
IF turbo THEN [adr+2]=val
enter_read_mode:
 send_command(8000000h,FFh)     ;exit status mode
send_command(8000000h,FFh) ;again maybe more stable (as in jeff's source)
flashcard_wait_busy:
 start=time
REPEAT
stat=[8000000h] XOR 80h
IF turbo THEN stat=stat OR ([8000000h+2] XOR 80h)
IF (stat AND 7Fh)>0 THEN error
IF (stat AND 80h)=0 THEN ready
IF time-start>5secs THEN timeout
UNTIL ready OR error OR timeout
IF error OR timeout THEN send_command(8000000h,50h) ;clear status
configure_flashcard(adr,val): ;required for Flash Advance cards only
 [930ECA8h]=5354h
[802468Ah]=1234h, repeated 500 times
[800ECA8h]=5354h
[802468Ah]=5354h
[802468Ah]=5678h, repeated 500 times
[930ECA8h]=5354h
[802468Ah]=5354h
[8ECA800h]=5678h
[80268A0h]=1234h
[802468Ah]=ABCDh, repeated 500 times
[930ECA8h]=5354h
[adr]=val
init_backup: ;no info how to use that exactly
 configure_flashcard(942468Ah,???)
device_list: (id code, total/erase/write sizes in bytes)
  ID Code    Total   Erase  Write  Name
-??-00DCh ? ? ? Hudson Cart (???)
00160089h 4M 128K 32 Intel i28F320J3A (Flash Advance)
00170089h 8M 128K 32 Intel i28F640J3A (Flash Advance)
00180089h 16M 128K 32 Intel i28F128J3A (Flash Advance)
00E200B0h ? 64K 2 Sharp LH28F320BJE ? (Nintendo)
Notes
All flashcards should work at 4,2 waitstates (power on default), most commercial games change waits to 3,1 which may work unstable with some/older FA flashcards. Intel FLASH specified to have a lifetime of 100,000 erases, and average block erase time 1 second (up to 5 second in worst cases).
Aside from the main FLASH memory, Flash Advance (FA) (aka Visoly) cards additionally contain battery buffered SRAM backup, and FLASH backup, and in some cases also EEPROM backup.
Turbo FA cards are containing two chips interlaced (at odd/even halfword addresses), allowing to write/erase both chips simultaneously, resulting in twice as fast programming time.
Standard Nintendo flash carts have to be modified before you can actually write to them. This is done by removing resistor R7 and putting it at empty location R8.
Mind that write/erase/detect modes output status information in ROM area, so that in that modes all GBA program code (and any interrupt handlers) must be executed in WRAM, not in ROM.

Thanks to Jeff Frohwein for his FAQ and CARTLIB sample in FLGBA at devrs.com


 GBA Cheat Devices < ^

Codebreaker (US) aka Xploder (EUR).
Gameshark (US) aka Action Replay (EUR).

GBA Cheat Codes - General Info
GBA Cheat Codes - Codebreaker/Xploder
GBA Cheat Codes - Gameshark/Action Replay V1/V2
GBA Cheat Codes - Pro Action Replay V3


 GBA Cheat Codes - General Info < ^

Cheat devices are external adapters, connected between the GBA and the game cartridge. The devices include a BIOS ROM which is, among others, used to prompt the user to enter cheat codes.
These codes are used to patch specified memory locations for a certain GBA game, allowing the user to gain goodies such like Infinite sex, 255 Cigarettes, etc.

ROM and RAM Patches
For ROM Patches, the device watches the address bus, if it matches a specified address then it outputs a patched value to the data bus, that mechanism is implemented by hardware, aside from the Hook Enable Code some devices also allow a limited number of cheats to use ROM patches.
Most cheat codes are RAM patches, each time when the hook procedure is executed it will process all codes and overwrite the specified addresses in RAM (or VRAM or I/O area) by the desired values.

Enable Codes (Must Be On)
Enable codes usually consist of the Game ID, Hook Address, and eventually a third code used to encrypt all following codes. The Game ID is used to confirm that the correct cartridge is inserted, just a verification, though the device may insist on the ID code.
The Hook Address specifies an address in cartridge ROM, and should point to an opcode which is executed several times per second (eg. once per frame, many codes place the hook in the joypad handler). At the hook address, the device redirects to its own BIOS, processes the RAM patches, and does then return control to the game cartridge.
Note: The hook address should not point to opcodes with relative addressing (eg. B, BL, LDR Rd,=Imm, ADD Rd,=Imm opcodes - which are all relative to PC program counter register).

Alignment
Addresses for 16bit or 32bit values should be properly aligned.


 GBA Cheat Codes - Codebreaker/Xploder < ^

Codebreaker Codes
  0000xxxx 000y  Enable Code 1 - Game ID
1aaaaaaa 000z Enable Code 2 - Hook Address
2aaaaaaa yyyy [aaaaaaa]=[aaaaaaa] OR yyyy
3aaaaaaa 00yy [aaaaaaa]=yy
4aaaaaaa yyyy [aaaaaaa+0..(cccc-1)*ssss]=yyyy+0..(cccc-1)*ssss
iiiicccc ssss parameters for above code
5aaaaaaa cccc [aaaaaaa+0..(cccc-1)]=11,22,33,44,etc.
11223344 5566 parameter bytes 1..6 for above code (example)
77880000 0000 parameter bytes 7..8 for above code (padded with zero)
6aaaaaaa yyyy [aaaaaaa]=[aaaaaaa] AND yyyy
7aaaaaaa yyyy IF [aaaaaaa]=yyyy THEN (next code)
8aaaaaaa yyyy [aaaaaaa]=yyyy
9xyyxxxx xxxx Enable Code 0 - Encrypt all following codes (optional)
Aaaaaaaa yyyy IF [aaaaaaa]<>yyyy THEN (next code)
Baaaaaaa yyyy IF [aaaaaaa]>yyyy THEN (next code) (signed comparison)
Caaaaaaa yyyy IF [aaaaaaa]<yyyy THEN (next code) (signed comparison)
D0000020 yyyy IF [joypad] AND yyyy = 0 THEN (next code)
Eaaaaaaa yyyy [aaaaaaa]=[aaaaaaa]+yyyy
Faaaaaaa yyyy IF [aaaaaaa] AND yyyy THEN (next code)
Codebreaker Enable Codes
Hook Address 'aaaaaaa' is a 25bit offset in ROM-image (0-1FFFFFFh).
Flag byte 'y' (usually 0Ah), Bit1=Disable IRQs, Bit3=CRC Exists.
Code Handler Store Address 'z' (0-7, usually 7) (8000100h+z*400000h).
Checksum 'xxxx' for first 64Kbytes of cartridge (no$gba pads by FFh if ROM is smaller than 64K). Calculated, by using unsigned 16bit values, as such:
  crc=FFFFh
for i=0 to FFFFh
x=byte[i] xor (crc/100h)
x=x xor (x/10h)
crc=(crc*100h) xor (x*1001h) xor (x*20h)
next i
Codebreaker Encryption
codebreaker_change_encryption:
Encryption can be (optionally) activated by code "9xyyxxxx xxxx",
  for i=0 to 2Fh, swaplist[i]=i, next i
randomizer = 1111h xor byte[code+4] ;LSB value
for i=0 to 4Fh
exchange swaplist[random MOD 30h] with swaplist[random MOD 30h]
next i
halfword[seedlist+0] = halfword[code+0] ;LSW address
randomizer = 4EFAD1C3h
for i=0 to byte[code+3]-91h, randomizer=random, next i ;MSB address
word[seedlist+2]=random, halfword[seedlist+6]=random
randomizer = F254h xor byte[code+5] ;MSB value
for i=0 to byte[code+5]-01h, randomizer=random, next i ;MSB value
word[seedlist+8]=random, halfword[seedlist+12]=random
;note: byte[code+2] = don't care
ret
The above random function works like so:
  randomizer=randomizer*41C64E6Dh+3039h, x=(randomizer SHL 14 AND C0000000h)
randomizer=randomizer*41C64E6Dh+3039h, x=(randomizer SHR 1 AND 3FFF8000h)+x
randomizer=randomizer*41C64E6Dh+3039h, x=(randomizer SHR 16 AND 00007FFFh)+x
return(x)
Once when encryption is activated, all following codes are decrypted like so:
  for i=2Fh to 0
j=swaplist[i]
bitno1=(i AND 7), index1=xlatlist[i/8]
bitno2=(j AND 7), index2=xlatlist[j/8]
exchange [code+index1].bitno1 with [code+index2].bitno2
next i
word[code+0] = word[code+0] xor word[seedlist+8]
i = (byte[code+3]*1010000h + byte[code+0]*100h + byte[code+5])
i = (halfword[code+1]*10001h) xor (word[seedlist+2]) xor i
i = (byte[seedlist+0]*1010101h) xor (byte[seedlist+1]*1000000h) xor i
j = (byte[code+5] + (byte[code+0] xor byte[code+4])*100h)
j = (byte[seedlist+0]*101h) xor halfword[seedlist+6] xor j
word[code+0] = i, halfword[code+4] = j
The above xlatlist is fixed: xlatlist[0..5] = 3,2,1,0,5,4


 GBA Cheat Codes - Gameshark/Action Replay V1/V2 < ^

Gameshark RAW Codes (These codes must be encrypted before using them)
  0aaaaaaa 000000xx  [aaaaaaa]=xx
1aaaaaaa 0000xxxx [aaaaaaa]=xxxx
2aaaaaaa xxxxxxxx [aaaaaaa]=xxxxxxxx
3000cccc xxxxxxxx write xxxxxxxx to (cccc-1) addresses (list in next codes)
aaaaaaaa aaaaaaaa parameter for above code, containing two addresses each
aaaaaaaa 00000000 last parameter for above, zero-padded if only one address
60aaaaaa y000xxxx [8000000h+aaaaaa*2]=xxxx (ROM Patch)
8a1aaaaa 000000xx IF GS_Button_Down THEN [a0aaaaa]=xx
8a2aaaaa 0000xxxx IF GS_Button_Down THEN [a0aaaaa]=xxxx
80F00000 0000xxxx IF GS_Button_Down THEN slowdown xxxx * ? cycles per hook
Daaaaaaa 0000xxxx IF [aaaaaaa]=xxxx THEN (next code)
E0zzxxxx 0aaaaaaa IF [aaaaaaa]=xxxx THEN (next 'zz' codes)
Faaaaaaa 00000x0y Enable Code - Hook Routine
xxxxxxxx 001DC0DE Enable Code - Game Code ID (value at [0ACh] in cartridge)
DEADFACE 0000xxyy Change Encryption Seeds
Enable Code - Hook Routine
Hook Address 'aaaaaaa' is a 28bit ROM address (8FFFFFFh-9FFFFFFh).
Used to insert the GS code handler routine where it will be executed at
least 20 times per second. Without this code, GSA can not write to RAM.
 y=1 - Executes code handler without backing up the LR register.
y=2 - Executes code handler and backs up the LR register.
y=3 - Replaces a 32-bit pointer used for long-branches.
x=0 - Must turn GSA off before loading game.
x=1 - Must not do that.
ROM Patch
This type allows GSA to intercept ROM reads and returns the value xxxx.
 y=0 wait for the code handler to enable the patch
y=1 patch is enabled before the game starts
y=2 unknown ?
Note: V1/V2 hardware can only have up to 1 user-defined rom patch max. V3 can have up to 4. Some enable code types can shorten the amount of user-defined rom patches available.

Gameshark Encryption
A=Left half, and V=Right half of code.
  FOR I=1 TO 32
A=A + (V*16+S0) XOR (V+I*9E3779B9h) XOR (V/32+S1)
V=V + (A*16+S2) XOR (A+I*9E3779B9h) XOR (A/32+S3)
NEXT I
Upon startup, the initial encryption seeds are:
  S0=09F4FBBDh S1=9681884Ah S2=352027E9h S3=F3DEE5A7h
Upon DEADFACE 0000xxyy, the S0..S3 seeds are changed like so:
  FOR y=0 TO 3
FOR x=0 TO 3
z = T1[(xx+x) AND FFh] + T2[(yy+y) AND FFh]
Sy = Sy*100h + (z AND FFh)
NEXT x
NEXT y
All calculations truncated to unsigned 32bit integer values.
T1 and T2 are translation tables contained in the gameshark cartridge.


 GBA Cheat Codes - Pro Action Replay V3 < ^

Pro Action Replay V3 - RAW Codes
  C4aaaaaa 0000yyyy  Enable Code - Hook Routine at [8aaaaaa]
xxxxxxxx 001DC0DE Enable Code - ID Code [080000AC]
DEADFACE 0000xxxx Enable Code - Change Encryption Seeds
00aaaaaa xxxxxxyy [a0aaaaa..a0aaaaa+xxxxxx]=yy
02aaaaaa xxxxyyyy [a0aaaaa..a0aaaaa+xxxx*2]=yyyy
04aaaaaa yyyyyyyy [a0aaaaa]=yyyyyyyy
40aaaaaa xxxxxxyy [ [a0aaaaa] + xxxxxx ]=yy (Indirect)
42aaaaaa xxxxyyyy [ [a0aaaaa] + xxxx*2 ]=yyyy (Indirect)
44aaaaaa yyyyyyyy [ [a0aaaaa] ]=yyyyyyyy (Indirect)
80aaaaaa 000000yy [a0aaaaa]=[a0aaaaa]+yy
82aaaaaa 0000yyyy [a0aaaaa]=[a0aaaaa]+yyyy
84aaaaaa yyyyyyyy [a0aaaaa]=[a0aaaaa]+yyyyyyyy
C6aaaaaa 0000yyyy [4aaaaaa]=yyyy (I/O Area)
C7aaaaaa yyyyyyyy [4aaaaaa]=yyyyyyyy (I/O Area)
iiaaaaaa yyyyyyyy IF [a0aaaaa] <cond> <value> THEN <action>
00000000 60000000 ELSE (?)
00000000 40000000 ENDIF (?)
00000000 0800xx00 AR Slowdown : loops the AR xx times
00000000 00000000 End of the code list
00000000 10aaaaaa 000000zz 00000000 IF AR_BUTTON THEN [a0aaaaa]=zz
00000000 12aaaaaa 0000zzzz 00000000 IF AR_BUTTON THEN [a0aaaaa]=zzzz
00000000 14aaaaaa zzzzzzzz 00000000 IF AR_BUTTON THEN [a0aaaaa]=zzzzzzzz
00000000 18aaaaaa 0000zzzz 00000000 [8000000+aaaaaa*2]=zzzz (ROM Patch 1)
00000000 1Aaaaaaa 0000zzzz 00000000 [8000000+aaaaaa*2]=zzzz (ROM Patch 2)
00000000 1Caaaaaa 0000zzzz 00000000 [8000000+aaaaaa*2]=zzzz (ROM Patch 3)
00000000 1Eaaaaaa 0000zzzz 00000000 [8000000+aaaaaa*2]=zzzz (ROM Patch 4)
  00000000 80aaaaaa 000000yy ssccssss  repeat cc times [a0aaaaa]=yy
(with yy=yy+ss, a0aaaaa=a0aaaaa+ssss after each step)
  00000000 82aaaaaa 0000yyyy ssccssss  repeat cc times [a0aaaaa]=yyyy
(with yyyy=yyyy+ss, a0aaaaa=a0aaaaa+ssss*2 after each step)
  00000000 84aaaaaa yyyyyyyy ssccssss  repeat cc times [a0aaaaa]=yyyyyyyy
(with yyyy=yyyy+ss, a0aaaaa=a0aaaaa+ssss*4 after each step)
Warning: There is a bug on the real AR (v2 upgraded to v3, and maybe on real v3) with the 32bit Increment Slide code. You HAVE to add a code (best choice is 80000000 00000000 : add 0 to value at address 0) right after it, else the AR will erase the 2 last 8 digits lines of the 32 Bits Inc. Slide code when you enter it !!!

Final Notes
The 'turn off all codes' makes an infinite loop (that can't be broken, unless the condition becomes True). - How? By Interrupt? Huh?
ROM Patch1 works on real V3 and, on V1/V2 upgraded to V3.
ROM Patch2,3,4 work on real V3 hardware only.

Pro Action Replay V3 Conditional Codes - iiaaaaaa yyyyyyyy
The 'ii' is composed of <cond> + <value> + <action>.
  <cond>           <value>            <action>
08 Equal = 00 8bit zz 00 execute next code
10 Not equal <> 02 16bit zzzz 40 execute next two codes
18 Signed < 04 32bit zzzzzzzz 80 execute all following
20 Signed > 06 (always false) codes until ELSE or ENDIF
28 Unsigned < C0 normal ELSE turn off all codes
30 Unsigned >
38 Logical AND
For example, ii=18h+02h+40h=5Ah, produces IF [a0aaaaa]<zzzz THEN next 2 codes.

Always... Codes
  For the "Always..." codes:
- XXXXXXXX can be any authorised address except 00000000 (eg. use 02000000).
- ZZZZZZZZ can be anything.
- The "y" in the code data must be in the [1-7] range (which means not 0).
typ=y,sub=0,siz=3 Always skip next line.
typ=y,sub=1,siz=3 Always skip next 2 lines.
typ=y,sub=2,siz=3 Always Stops executing all the codes below.
typ=y,sub=3,siz=3 Always turn off all codes.
Code Format (ttaaaaaa xxxxyyzz)
 adr mask = 003FFFFF
n/a mask = 00C00000 ;not used
xtr mask = 01000000 ;used only by I/O write, and MSB of Hook
siz mask = 06000000
typ mask = 38000000 ;0=normal, other=conditional
sub mask = C0000000
Pro Action Replay V3 Encryption
Works exactly as for Gameshark Encryption, but with different initial seeds,
  S0=7AA9648Fh S1=7FAE6994h S2=C0EFAAD5h S3=42712C57h
And, the T1 and T2 translation tables are different, too.


 GBA Gameboy Player < ^

The Gameboy Player is an "adapter" for the Gamecube console. It's basicly is a GBA in a black box without LCD screen and without buttons, connected to an expansion port at the bottom of the Gamecube. The Gamecube is then capturing the GBA video output (and passing it to the television set), and in the other direction, passing the Gamecube joypad input to the GBA inputs.

Unlocking and Detecting Gameboy Player Functions
Both unlocking and detection requires to display the 240x160 pixel Gameboy Player logo (44 colors) for a number of frames... maybe at least 3-4 frames? not sure if it checks the color of the logo... so maybe it can be hidden by using dark gray on black background?
While displaying this logo, the joypad data will switch between values 03FFh (2 frames duration) and 030Fh (1 frame duration). The latter value (left, right, up, down all pressed) indicates that it's a Gameboy Player.

Palette
Knowing Nintendo, they've probably not reproduced the blurred GBA colors (?), so the games won't look as desired on the TV screen. Unless the game does detect the Gameboy Player, and adjust the colors accordingly by software.

Rumble
The only known existing special function is the joypad rumble function, still, it's unknown HOW it works exactly - it's somehow (?) controlled by sending data through the serial port (the normal GBA port, even though it also has the connectors).

Note
If it's having a similar range of functions as the 8bit Super Gameboy, then the Gameboy Player might be also able to access analogue joypad input, and to access other features of the Gamecube hardware, up to possibly executing code on the Gamecube CPU...?


 BIOS Functions < ^

The GBA BIOS includes several System Call Functions which can be accessed by SWI instructions. Incoming parameters are usually passed through registers R0,R1,R2,R3. Outgoing registers R0,R1,R3 are typically containing either garbage, or return value(s). All other registers (R2,R4-R14) are kept unchanged.

Caution
When invoking SWIs from inside of ARM state specify SWI NN*10000h, instead of SWI NN as in THUMB state.

Overview
BIOS Function Summary
BIOS Differences between GBA and NDS functions

All Functions Described
BIOS Arithmetic Functions
BIOS Rotation/Scaling Functions
BIOS Decompression Functions
BIOS Memory Copy
BIOS Halt Functions
BIOS Reset Functions
BIOS Misc Functions
BIOS Multi Boot (Single Game Pak)
BIOS Sound Functions

How BIOS Processes SWIs
SWIs can be called from both within THUMB and ARM mode. In ARM mode, only the upper 8bit of the 24bit comment field are interpreted.
Each time when calling a BIOS function 4 words (SPSR, R11, R12, R14) are saved on Supervisor stack (_svc). Once it has saved that data, the SWI handler switches into System mode, so that all further stack operations are using user stack.
In some cases the BIOS may allow interrupts to be executed from inside of the SWI procedure. If so, and if the interrupt handler calls further SWIs, then care should be taken that the Supervisor Stack does not overflow.


 BIOS Function Summary < ^
  GBA  NDS7 NDS9 Function
  00h  00h  00h  SoftReset
  01h  -    -    RegisterRamReset
  02h  06h  06h  Halt
  03h  07h  -    Stop/Sleep
  04h  04h  04h  IntrWait
  05h  05h  05h  VBlankIntrWait
  06h  09h  09h  Div
  07h  -    -    DivArm
  08h  0Dh  0Dh  Sqrt
  09h  -    -    ArcTan
  0Ah  -    -    ArcTan2
  0Bh  0Bh  0Bh  CpuSet
  0Ch  0Ch  0Ch  CpuFastSet
  0Dh  -    -    GetBiosChecksum
  0Eh  -    -    BgAffineSet
  0Fh  -    -    ObjAffineSet
  10h  10h  10h  BitUnPack
  11h  11h  11h  LZ77UnCompWram
  12h  12h  12h  LZ77UnCompVram
  13h  13h  13h  HuffUnComp
  14h  14h  14h  RLUnCompWram
  15h  15h  15h  RLUnCompVram
  16h  -    16h  Diff8bitUnFilterWram
  17h  -    -    Diff8bitUnFilterVram
  18h  -    18h  Diff16bitUnFilter
  19h  08h  -    SoundBias
  1Ah  -    -    SoundDriverInit
  1Bh  -    -    SoundDriverMode
  1Ch  -    -    SoundDriverMain
  1Dh  -    -    SoundDriverVSync
  1Eh  -    -    SoundChannelClear
  1Fh  -    -    MidiKey2Freq
  20h  -    -    SoundWhatever0
  21h  -    -    SoundWhatever1
  22h  -    -    SoundWhatever2
  23h  -    -    SoundWhatever3
  24h  -    -    SoundWhatever4
  25h  -    -    MultiBoot
  26h  -    -    HardReset
  27h  1Fh  -    CustomHalt
  28h  -    -    SoundDriverVSyncOff
  29h  -    -    SoundDriverVSyncOn
  2Ah  -    -    SoundGetJumpList
  -    03h  03h  WaitByLoop
  -    0Eh  0Eh  GetCRC16
  -    0Fh  0Fh  IsDebugger
  -    1Ah  -    GetSineTable
  -    1Bh  -    GetPitchTable
  -    1Ch  -    GetVolumeTable
  -    1Dh  -    GetBootProcs
  -    -    1Fh  CustomPost
The BIOS SWI handler does not perform any range checks, so calling GBA SWI 2Bh-FFh or NDS SWI 20h-FFh will blindly jump to garbage addresses.
Also, NDS7 SWI 01h, 02h, 0Ah, 16h-19h, 1Eh, and NDS9 SWI 01h, 02h, 07h, 08h, 0Ah, 17h, 19h-1Eh will jump to zero (ie. to the NDS7 reset vector, or to NDS9 unused (usually PU-locked ITCM) memory, which will be both redirected to the debug handler, if any).


 BIOS Differences between GBA and NDS functions < ^

Differences between GBA and NDS BIOS functions
- SoftReset uses different addresses
- SWI numbers for Halt, Stop/Sleep, Div, Sqrt have changed
- Halt destroys r0 on NDS9, IntrWait bugged on NDS9
- CpuFastSet allows 4-byte blocks (nice), but...
- CpuFastSet works very SLOW because of a programming bug (uncool)
- LZ77UnCompVram, HuffUnComp, RLUnCompVram use callbacks
- SoundBias uses new delay parameter
And, a number of GBA functions have been removed, and some new NDS functions have been added, see:
BIOS Function Summary


 BIOS Arithmetic Functions < ^

Div
DivArm
Sqrt
ArcTan
ArcTan2

SWI 06h (GBA) or SWI 09h (NDS7/NDS9) - Div
Signed Division, r0/r1.
  r0  signed 32bit Number
r1 signed 32bit Denom
Return:
  r0  Number DIV Denom ;signed
r1 Number MOD Denom ;signed
r3 ABS (Number DIV Denom) ;unsigned
For example, incoming -1234, 10 should return -123, -4, +123.
The function usually gets caught in an endless loop upon division by zero.
Note: The NDS9 additionally supports hardware division, by math coprocessor, accessed via I/O Ports, however, the SWI function is a raw software division.

SWI 07h (GBA) - DivArm
Same as above (SWI 06h Div), but incoming parameters are exchanged, r1/r0 (r0=Denom, r1=number). For compatibility with ARM's library. Slightly slower (3 clock cycles) than SWI 06h.

SWI 08h (GBA) or SWI 0Dh (NDS7/NDS9) - Sqrt
Calculate square root.
  r0   unsigned 32bit number
Return:
  r0   unsigned 16bit number
The result is an integer value, so Sqrt(2) would return 1, to avoid this inaccuracy, shift left incoming number by 2*N as much as possible (the result is then shifted left by 1*N). Ie. Sqrt(2 shl 30) would return 1.41421 shl 15.
Note: The NDS9 additionally supports hardware square root calculation, by math coprocessor, accessed via I/O Ports, however, the SWI function is a raw software calculation.

SWI 09h (GBA) - ArcTan
Calculates the arc tangent.
  r0   Tan, 16bit (1bit sign, 1bit integral part, 14bit decimal part)
Return:
  r0   "-PI/2<THETA/<PI/2" in a range of C000h-4000h.
Note: there is a problem in accuracy with "THETA<-PI/4, PI/4<THETA".

SWI 0Ah (GBA) - ArcTan2
Calculates the arc tangent after correction processing.
Use this in normal situations.
  r0   X, 16bit (1bit sign, 1bit integral part, 14bit decimal part)
r1 Y, 16bit (1bit sign, 1bit integral part, 14bit decimal part)
Return:
  r0   0000h-FFFFh for 0<=THETA<2PI.

 BIOS Rotation/Scaling Functions < ^

BgAffineSet
ObjAffineSet

SWI 0Eh (GBA) - BgAffineSet
Used to calculate BG Rotation/Scaling parameters.
  r0   Pointer to Source Data Field with entries as follows:
s32 Original data's center X coordinate (8bit fractional portion)
s32 Original data's center Y coordinate (8bit fractional portion)
s16 Display's center X coordinate
s16 Display's center Y coordinate
s16 Scaling ratio in X direction (8bit fractional portion)
s16 Scaling ratio in Y direction (8bit fractional portion)
u16 Angle of rotation (8bit fractional portion) Effective Range 0-FFFF
r1 Pointer to Destination Data Field with entries as follows:
s16 Difference in X coordinate along same line
s16 Difference in X coordinate along next line
s16 Difference in Y coordinate along same line
s16 Difference in Y coordinate along next line
s32 Start X coordinate
s32 Start Y coordinate
r2 Number of Calculations
Return: No return value, Data written to destination address.

SWI 0Fh (GBA) - ObjAffineSet
Calculates and sets the OBJ's affine parameters from the scaling ratio and angle of rotation.
The affine parameters are calculated from the parameters set in Srcp.
The four affine parameters are set every Offset bytes, starting from the Destp address.
If the Offset value is 2, the parameters are stored contiguously. If the value is 8, they match the structure of OAM.
When Srcp is arrayed, the calculation can be performed continuously by specifying Num.
  r0   Source Address, pointing to data structure as such:
s16 Scaling ratio in X direction (8bit fractional portion)
s16 Scaling ratio in Y direction (8bit fractional portion)
u16 Angle of rotation (8bit fractional portion) Effective Range 0-FFFF
r1 Destination Address, pointing to data structure as such:
s16 Difference in X coordinate along same line
s16 Difference in X coordinate along next line
s16 Difference in Y coordinate along same line
s16 Difference in Y coordinate along next line
r2 Number of calculations
r3 Offset in bytes for parameter addresses (2=continuous, 8=OAM)
Return: No return value, Data written to destination address.

For both Bg- and ObjAffineSet, Rotation angles are specified as 0-FFFFh (covering a range of 360 degrees), however, the GBA BIOS recurses only the upper 8bit; the lower 8bit may contain a fractional portion, but it is ignored by the BIOS.


 BIOS Decompression Functions < ^

BitUnPack
Diff8bitUnFilterWram
Diff8bitUnFilterVram
Diff16bitUnFilter
HuffUnComp
LZ77UnCompWram
LZ77UnCompVram
RLUnCompVram
RLUnCompWram

SWI 10h (GBA/NDS7/NDS9) - BitUnPack
Used to increase the color depth of bitmaps or tile data. For example, to convert a 1bit monochrome font into 4bit or 8bit GBA tiles. The Unpack Info is specified separately, allowing to convert the same source data into different formats.
  r0  Source Address      (no alignment required)
r1 Destination Address (must be 32bit-word aligned)
r2 Pointer to UnPack information:
16bit Length of Source Data in bytes (0-FFFFh)
8bit Width of Source Units in bits (only 1,2,4,8 supported)
8bit Width of Destination Units in bits (only 1,2,4,8,16,32 supported)
32bit Data Offset (Bit 0-30), and Zero Data Flag (Bit 31)
The Data Offset is always added to all non-zero source units.
If the Zero Data Flag was set, it is also added to zero units.
Data is written in 32bit units, Destination can be Wram or Vram. The size of unpacked data must be a multiple of 4 bytes. The width of source units (plus the offset) should not exceed the destination width.
Return: No return value, Data written to destination address.

SWI 16h (GBA/NDS9) - Diff8bitUnFilterWram
SWI 17h (GBA) - Diff8bitUnFilterVram
SWI 18h (GBA/NDS9) - Diff16bitUnFilter
These aren't actually real decompression functions, destination data will have exactly the same size as source data. However, assume a bitmap or wave form to contain a stream of increasing numbers such like 10..19, the filtered/unfiltered data would be:
  unfiltered:   10  11  12  13  14  15  16  17  18  19
filtered: 10 +1 +1 +1 +1 +1 +1 +1 +1 +1
In this case using filtered data (combined with actual compression algorithms) will obviously produce better compression results.
Data units may be either 8bit or 16bit used with Diff8bit or Diff16bit functions respectively. The 8bitVram function allows to write to VRAM directly (which uses 16bit data bus) by writing two 8bit values at once, the downside is that it is eventually slower as the 8bitWram function.
  r0  Source address (must be aligned by 4) pointing to data as follows:
Data Header (32bit)
Bit 0-3 Data size (must be 1 for Diff8bit, 2 for Diff16bit)
Bit 4-7 Type (must be 8 for DiffFiltered)
Bit 8-31 24bit size after decompression
Data Units (each 8bit or 16bit depending on used SWI function)
Data0 ;original data
Data1-Data0 ;difference data
Data2-Data1 ;...
Data3-Data2
...
r1 Destination address
Return: No return value, Data written to destination address.

SWI 13h (GBA/NDS7/NDS9) - HuffUnComp (NDS: with Callback)
The decoder starts in root node, the separate bits in the bitstream specify if the next node is node0 or node1, if that node is a data node, then the data is stored in memory, and the decoder is reset to the root node. The most often used data should be as close to the root node as possible. For example, the 4-byte string "Huff" could be compressed to 6 bits: 10-11-0-0, with root.0 pointing directly to data "f", and root.1 pointing to a child node, whose nodes point to data "H" and data "u".
Data is written in units of 32bits, if the size of the compressed data is not a multiple of 4, please adjust it as much as possible by padding with 0.
Align the source address to a 4Byte boundary.
  r0  Source Address, aligned by 4, pointing to:
Data Header (32bit)
Bit0-3 Data size in bit units (normally 4 or 8)
Bit4-7 Compressed type (must be 2 for Huffman)
Bit8-31 24bit size of decompressed data in bytes
Tree Size (8bit)
Bit0-7 Size of Tree Table/2-1 (ie. Offset to Compressed Bitstream)
Tree Table (list of 8bit nodes, starting with the root node)
Root Node and Non-Data-Child Nodes are:
Bit0-5 Offset to next child node,
Next child node0 is at (CurrentAddr AND NOT 1)+Offset*2+2
Next child node1 is at (CurrentAddr AND NOT 1)+Offset*2+2+1
Bit6 Node1 End Flag (1=Next child node is data)
Bit7 Node0 End Flag (1=Next child node is data)
Data nodes are (when End Flag was set in parent node):
Bit0-7 Data (upper bits should be zero if Data Size is less than 8)
Compressed Bitstream (stored in units of 32bits)
Bit0-31 Node Bits (Bit31=First Bit) (0=Node0, 1=Node1)
r1 Destination Address
r2 Callback parameter (NDS SWI 13h only, see Callback notes below)
r3 Callback structure (NDS SWI 13h only, see Callback notes below)
Return: No return value, Data written to destination address.
 lea  ebx,[esi+1]               ;\
mov @@root,ebx ; init source pointers
movzx eax,byte ptr ds:[esi] ;
lea esi,[esi+eax*2+2] ;/
mov edx,80000000h ;stop-bit
@@data_lop:
 mov  dword ptr [@@data],0
mov byte ptr [@@cnt],-32
;--- bit loop ---
@@lop:
 mov  al,byte ptr ds:[ebx]      ;\
mov ch,al ;bit6,bit7 ; get node entry (offset/flags)
and eax,0000003fh ;offset ;/
and ebx,not 1 ;addr AND not 1;-align curr addr (for below offset)
lea ebx,[ebx+eax*2+2] ;-and add offset to node0 (node1 if at addr+1)
add edx,edx ;=cy ;\
jz @@collect_bits ; get next bit to carry
@@collect_back: ;/
 jnc  short @@node0             ;\
inc ebx ;addr+1 ; node0 or node1
add ch,ch ;bit6 to bit7 ;
@@node0: ;/
 add  ch,ch       ;bit7 to cy   ;\check if next node is data
jnc short @@lop ;next child ;/
;--- data node ---
mov al,byte ptr ds:[ebx] ;\
;XXX AND AL,MASK(bitwidth) ;
 or   byte ptr [@@data],al      ;
ror dword ptr [@@data],cl ;/
mov ebx,@@root ;-back to root node
add byte ptr [@@cnt],cl ;\check if collected 32bit data
js short @@lop ;/which would be to be stored in RAM now
mov eax,dword ptr [@@data] ;\
stosd ; store data, check if done
sub @@len,4 ;
ja short @@data_lop ;/
@@done:
 ret
;---

@@collect_bits: ;in: cy=1 (stop-bit)
 lodsd          ;cy=same (!)
adc eax,eax ;bit31 to cy, and bit0=1 (=incoming cy=stop-bit)
mov edx,eax
jmp short @@collect_back ;out: cy
;---

SWI 11h (GBA/NDS7/NDS9) - LZ77UnCompWram
SWI 12h (GBA/NDS7/NDS9) - LZ77UnCompVram (NDS: with Callback)
Expands LZ77-compressed data. The Wram function is faster, and writes in units of 8bits. For the Vram function the destination must be halfword aligned, data is written in units of 16bits.
If the size of the compressed data is not a multiple of 4, please adjust it as much as possible by padding with 0. Align the source address to a 4-Byte boundary.
  r0   Source address, pointing to data as such:
Data header (32bit)
Bit 0-3 Reserved
Bit 4-7 Compressed type (must be 1 for LZ77)
Bit 8-31 Size of decompressed data
Repeat below. Each Flag Byte followed by eight Blocks.
Flag data (8bit)
Bit 0-7 Type Flags for next 8 Blocks, MSB first
Block Type 0 - Uncompressed - Copy 1 Byte from Source to Dest
Bit 0-7 One data byte to be copied to dest
Block Type 1 - Compressed - Copy N+3 Bytes from Dest-Disp-1 to Dest
Bit 0-3 Disp MSBs
Bit 4-7 Number of bytes to copy (minus 3)
Bit 8-15 Disp LSBs
r1 Destination address
r2 Callback parameter (NDS SWI 12h only, see Callback notes below)
r3 Callback structure (NDS SWI 12h only, see Callback notes below)
Return: No return value.

SWI 14h (GBA/NDS7/NDS9) - RLUnCompWram
SWI 15h (GBA/NDS7/NDS9) - RLUnCompVram (NDS: with Callback)
Expands run-length compressed data. The Wram function is faster, and writes in units of 8bits. For the Vram function the destination must be halfword aligned, data is written in units of 16bits.
If the size of the compressed data is not a multiple of 4, please adjust it as much as possible by padding with 0. Align the source address to a 4Byte boundary.
  r0  Source Address, pointing to data as such:
Data header (32bit)
Bit 0-3 Reserved
Bit 4-7 Compressed type (must be 3 for run-length)
Bit 8-31 Size of decompressed data
Repeat below. Each Flag Byte followed by one or more Data Bytes.
Flag data (8bit)
Bit 0-6 Expanded Data Length (uncompressed N-1, compressed N-3)
Bit 7 Flag (0=uncompressed, 1=compressed)
Data Byte(s) - N uncompressed bytes, or 1 byte repeated N times
r1 Destination Address
r2 Callback parameter (NDS SWI 15h only, see Callback notes below)
r3 Callback structure (NDS SWI 15h only, see Callback notes below)
Return: No return value, Data written to destination address.

NDS Decompression Callbacks
On NDS7/NDS9, the SWI 12h, 13h, 15h functions are reading source data from callback functions (rather than directly from memory). The callback functions may read normal data from memory, or from other devices, such like directly from the gamepak bus, without storing the source data in memory. The downside is that the callback mechanism makes the function very slow, furthermore, NDS7/NDS9 SWI 12h, 13h, 15h are using THUMB code, and variables on stack, alltogether that makes the whole shit very-very-very slow.
  r2 = user defined callback parameter (passed on to Open function)
r3 = pointer to callback structure
Callback structure (five 32bit pointers to callback functions)
  Open_and_get_32bit (eg. LDR r0,[r0], get header)
Close (optional, 0=none)
Get_8bit (eg. LDRB r0,[r0])
Get_16bit (not used)
Get_32bit (used by Huffman only)
All functions may use ARM or THUMB code (indicated by address bit0). The current source address (r0) is passed to all callback functions. Additionally, the initial destination address (r1), and a user defined parameter (r2) are passed to the Open function. All functions have return values in r0. The Open function normally returns the first word (containing positive length and type), alternatively it may return a negative error code to abort/reject decompression. The Close function, if it is defined, should return zero (or any positive value), or a negative errorcode. The other functions return raw data, without errorcodes. The SWI returns the length of decompressed data, or the signed errorcode from the Open/Close functions.


 BIOS Memory Copy < ^

CpuFastSet
CpuSet

SWI 0Ch (GBA/NDS7/NDS9) - CpuFastSet
Memory copy/fill in units of 32 bytes. Memcopy is implemented as repeated LDMIA/STMIA [Rb]!,r2-r9 instructions. Memfill as single LDR followed by repeated STMIA [Rb]!,r2-r9. After processing all 32-byte-blocks, the NDS additonally processes the remaining words as 4-byte blocks. BUG: The NDS uses the fast 32-byte-block processing only for the first N bytes (not for the first N words), so only the first quarter of the memory block is FAST, the remaining three quarters are SLOWLY copied word-by-word.
The length is specifed as wordcount, ie. the number of bytes divided by 4.
On the GBA, the length must be a multiple of 8 words (32 bytes). On NDS, the length may be any number of words (4 bytes).
  r0    Source address        (must be aligned by 4)
r1 Destination address (must be aligned by 4)
r2 Length/Mode
Bit 0-20 Wordcount (GBA: must be a multiple of 8 words)
Bit 24 Fixed Source Address (0=Copy, 1=Fill by WORD[r0])
Return: No return value, Data written to destination address.

SWI 0Bh (GBA/NDS7/NDS9) - CpuSet
Memory copy/fill in units of 4 bytes or 2 bytes. Memcopy is implemented as repeated LDMIA/STMIA [Rb]!,r3 or LDRH/STRH r3,[r0,r5] instructions. Memfill as single LDMIA or LDRH followed by repeated STMIA [Rb]!,r3 or STRH r3,[r0,r5].
The length must be a multiple of 4 bytes (32bit mode) or 2 bytes (16bit mode). The (half)wordcount in r2 must be length/4 (32bit mode) or length/2 (16bit mode), ie. length in word/halfword units rather than byte units.
  r0    Source address        (must be aligned by 4 for 32bit, by 2 for 16bit)
r1 Destination address (must be aligned by 4 for 32bit, by 2 for 16bit)
r2 Length/Mode
Bit 0-20 Wordcount (for 32bit), or Halfwordcount (for 16bit)
Bit 24 Fixed Source Address (0=Copy, 1=Fill by {HALF}WORD[r0])
Bit 26 Datasize (0=16bit, 1=32bit)
Return: No return value, Data written to destination address.

Note: On GBA and NDS7, these two functions will silently reject to do anything if the source start or end addresses are reaching into the BIOS area. The NDS9 doesn't have such read-proctection.


 BIOS Halt Functions < ^

Halt
IntrWait
VBlankIntrWait
Stop/Sleep
CustomHalt

SWI 02h (GBA) or SWI 06h (NDS7/NDS9) - Halt
Halts the CPU until an interrupt request occurs. The CPU is switched into low-power mode, all other circuits (video, sound, timers, serial, keypad, system clock) are kept operating.
Halt mode is terminated when any enabled interrupts are requested, that is when (IE AND IF) is not zero, the GBA locks up if that condition doesn't get true. However, the state of CPUs IRQ disable bit in CPSR register, and the IME register are don't care, Halt passes through even if either one has disabled interrupts.
On GBA and NDS7, Halt is implemented by writing to HALTCNT, Port 4000301h. On NDS9, Halt is implemted by writing to System Control Coprocessor (mov p15,0,c7,c0,4,r0 opcode), this opcode hangs if IME=0.
No parameters, no return value.
(GBA/NDS7: all registers unchanged, NDS9: R0 destroyed)

SWI 04h (GBA/NDS7/NDS9) - IntrWait
Continues to wait in Halt state until one (or more) of the specified interrupt(s) do occur. The function forcefully sets IME=1. When using multiple interrupts at the same time, this function is having less overhead than repeatedly calling the Halt function.
  r0    0=Return immediately if an old flag was already set (NDS9: bugged!)
1=Discard old flags, wait until a NEW flag becomes set
r1 Interrupt flag(s) to wait for (same format as IE/IF registers)
Caution: When using IntrWait or VBlankIntrWait, the user interrupt handler MUST update the BIOS Interrupt Flags value in RAM; when acknowleding processed interrupt(s) by writing a value to the IF register, the same value should be also ORed to the BIOS Interrupt Flags value, at following memory location:
  Host     GBA (16bit)  NDS7 (32bit)  NDS9 (32bit)
Address [3007FF8h] [380FFF8h] [DTCM+3FF8h]
NDS9: BUG: No Discard (r0=0) doesn't work. The function always waits for at least one IRQ to occur (no matter which, including IRQs that are not selected in r1), even if the desired flag was already set. NB. the same bug is also found in the GBA/NDS7 functions, but it's compensated by a second bug, ie. the GBA/NDS7 functions are working okay because their "bug doesn't work".
Return: No return value, the selected flag(s) are automatically reset in BIOS Interrupt Flags value in RAM upon return.

SWI 05h (GBA/NDS7/NDS9) - VBlankIntrWait
Continues to wait in Halt status until a new V-Blank interrupt occurs.
The function sets r0=1 and r1=1 and then executes IntrWait (SWI 04h), see IntrWait for details.
No parameters, no return value.

SWI 03h (GBA) - Stop
Switches the GBA into very low power mode (to be used similar as a screen-saver). The CPU, System Clock, Sound, Video, SIO-Shift Clock, DMAs, and Timers are stopped.
Stop state can be terminated by the following interrupts only (as far as enabled in IE register): Joypad, Game Pak, or General-Purpose-SIO.
"The system clock is stopped so the IF flag is not set."
Preparation for Stop:
Disable Video before implementing Stop (otherwise Video just freezes, but still keeps consuming battery power). Possibly required to disable Sound also? Obviously, it'd be also recommended to disable any external hardware (such like Rumble or Infra-Red) as far as possible.
No parameters, no return value.

SWI 07h (NDS7) - Sleep
No info, probably similar as GBA SWI 03h (Stop). Sleep is implemented for NDS7 only, not for NDS9, not sure if the functions stops BOTH NDS7 and NDS9?

SWI 27h (GBA) or SWI 1Fh (NDS7) - CustomHalt (Undocumented)
Writes the 8bit parameter value to HALTCNT, below values are equivalent to Halt and Stop/Sleep functions, other values reserved, purpose unknown.
  r2  8bit parameter (GBA: 00h=Halt, 80h=Stop) (NDS7: 80h=Halt, C0h=Sleep)
No return value.


 BIOS Reset Functions < ^

SoftReset
RegisterRamReset
HardReset

SWI 00h - SoftReset
Clears 200h bytes of RAM (containing stacks, and BIOS IRQ vector/flags), initializes system, supervisor, and irq stack pointers, sets R0-R12, LR_svc, SPSR_svc, LR_irq, and SPSR_irq to zero, and enters system mode.
Note that the NDS9 stack registers are hardcoded (the DTCM base should be set to the default setting of 0800000h). The NDS9 function additionally flushes caches and write buffer, and sets the CP15 control register to 12078h.
  Host  sp_svc    sp_irq    sp_sys    zerofilled area       return address
GBA 3007FE0h 3007FA0h 3007F00h [3007E00h..3007FFFh] Flag[3007FFAh]
NDS7 380FFDCh 380FFB0h 380FF00h [380FE00h..380FFFFh] Addr[27FFE34h]
NDS9 0803FC0h 0803FA0h 0803EC0h [DTCM+3E00h..3FFFh] Addr[27FFE24h]
The NDS7/NDS9 return addresses at [27FFE34h/27FFE24h] are usually containing copies of Cartridge Header [034h/024h] entry points, which may select ARM/THUMB state via bit0. The GBA return address 8bit flag is interpreted as 00h=8000000h (ROM), or 01h-FFh=2000000h (RAM), entered in ARM state.
Note: The reset is applied only to the CPU that has executed the SWI (ie. on the NDS, the other CPU will remain unaffected).
Return: Does not return to calling procedure, instead, loads the above return address into R14, and then jumps to that address by a "BX R14" opcode.

SWI 01h (GBA) - RegisterRamReset
Resets the I/O registers and RAM specified in ResetFlags. However, it does not clear the CPU internal RAM area from 3007E00h-3007FFFh.
  r0  ResetFlags
Bit Expl.
0 Clear 256K on-board WRAM ;-don't use when returning to WRAM
1 Clear 32K in-chip WRAM ;-excluding last 200h bytes
2 Clear Palette
3 Clear VRAM
4 Clear OAM ;-zerofilled! does NOT disable OBJs!
5 Reset SIO registers ;-switches to general purpose mode!
6 Reset Sound registers
7 Reset all other registers (except SIO, Sound)
Return: No return value.
Bug: LSBs of SIODATA32 are always destroyed, even if Bit5 of R0 was cleared.
The function always switches the screen into forced blank by setting DISPCNT=0080h (regardless of incoming R0, screen becomes white).

SWI 26h (GBA) - HardReset (Undocumented)
This function reboots the GBA (including for getting through the time-consuming nintendo intro, which is making the function particularly useless and annoying).
Parameters: None. Return: Never/Reboot.
Execution Time: About 2 seconds (!)


 BIOS Misc Functions < ^

GetBiosChecksum
WaitByLoop
GetCRC16
IsDebugger
GetSineTable
GetPitchTable
GetVolumeTable
CustomPost
GetBootProcs

SWI 0Dh (GBA) - GetBiosChecksum (Undocumented)
Calculates the checksum of the BIOS ROM (by reading in 32bit units, and adding up these values). IRQ and FIQ are disabled during execution.
The checksum is BAAE187Fh (GBA and GBA SP), or BAAE1880h (DS in GBA mode, whereas the only difference is that the byte at [3F0Ch] is changed from 00h to 01h, otherwise the BIOS is 1:1 same as GBA BIOS, it does even include multiboot code).
Parameters: None. Return: r0=Checksum.

SWI 03h (NDS7/NDS9) - WaitByLoop
Performs a "LOP: SUB R0,1 / BGT LOP" wait loop, the loop is executed in BIOS memory, which provides reliable timings (regardless of the memory waitstates & cache state of the calling procedure). Intended only for short delays (eg. flash memory programming cycles).
  r0  Delay value (should be in range 1..7FFFFFFFh)
Execution Time: NDS7: R0*4 cycles, plus some overload on SWI handling.
Execution Time: NDS9: R0*2 (cache on), or R0*8 (cache off), plus overload.
Note: Both NDS7 and NDS9 timings are counted in 33.51MHz units.
Return: No return value.

SWI 0Eh (NDS7/NDS9) - GetCRC16
  r0  Initial CRC value (16bit, usually FFFFh)
r1 Start Address (must be aligned by 2)
r2 Length in bytes (must be aligned by 2)
CRC16 checksums can be calculated as such:
  val[0..7] = C0C1h,C181h,C301h,C601h,CC01h,D801h,F001h,A001h
for i=start to end
crc=crc xor byte[i]
for j=0 to 7
crc=crc shr 1:if carry then crc=crc xor (val[j] shl (7-j))
next j
next i
Return:
  r0  Calculated 16bit CRC Value
Additionally, if the length is nonzero, r3 contains the last processed halfword at [addr+len-2]. Unlike most other NDS7 SWI functions which reject to read from BIOS memory, this allows to dump the NDS7 BIOS (except for the memory region that is locked via BIOSPROT Port 4000308h).

SWI 0Fh (NDS7/NDS9) - IsDebugger
Detects if 4MB (normal) or 8MB (debug version) Main RAM installed.
Return: r0 = result (0=normal console 4MB, 1=debug version 8MB)
Destroys halfword at [27FFFFAh] (NDS7) or [27FFFF8h] (NDS9)!
The SWI 0Fh function doesn't work stable if it gets interrupted by an interrupt which is calling SWI 0Fh, which would destroy the above halfword scratch value (unless the IRQ handler has saved/restored the halfword).

SWI 1Ah (NDS7) - GetSineTable
  r0  Index (0..3Fh) (must be in that range, otherwise returns garbage)
Return: r0 = Desired Entry (0000h..7FF5h) ;SIN(0 .. 88.6 degrees)*8000h

SWI 1Bh (NDS7) - GetPitchTable
  r0  Index (0..2FFh) (must be in that range, otherwise returns garbage)
Return: r0 = Desired Entry (0000h..FF8Ah) (unsigned)

SWI 1Ch (NDS7) - GetVolumeTable
  r0  Index (0..2D3h) (must be in that range, otherwise returns garbage)
Return: r0 = Desired Entry (00h..7Fh) (unsigned)

SWI 1Fh (NDS9) - CustomPost
Writes to the POSTFLG register, probably for use by Firmware boot procedure.
  r0  32bit value, to be written to POSTFLG, Port 4000300h
Return: No return value.

SWI 1Dh (NDS7) - GetBootProcs
Returns addresses of Gamecart boot procedure/interrupt handler, probably for use by Firmware boot procedure. The return values are somewhat XORed by each other. Most of the returned functions won't work if the POSTFLG register is set.


 BIOS Multi Boot (Single Game Pak) < ^

MultiBoot

SWI 25h (GBA) - MultiBoot
This function uploads & starts program code to slave GBAs, allowing to launch programs on slave units even if no cartridge is inserted into the slaves (this works because all GBA BIOSes contain built-in download procedures in ROM).
However, the SWI 25h BIOS upload function covers only 45% of the required Transmission Protocol, the other 55% must be coded in the master cartridge (see Transmission Protocol below).
  r0  Pointer to MultiBootParam structure
r1 Transfer Mode (undocumented)
0=256KHz, 32bit, Normal mode (fast and stable)
1=115KHz, 16bit, MultiPlay mode (default, slow, up to three slaves)
2=2MHz, 32bit, Normal mode (fastest but maybe unstable)
Note: HLL-programmers that are using the MultiBoot(param_ptr) macro cannot
specify the transfer mode and will be forcefully using MultiPlay mode.
Return:
  r0  0=okay, 1=failed
See below for more details.

Multiboot Parameter Structure
Size of parameter structure should be 4Ch bytes (the current GBA BIOS uses only first 44h bytes though). The following entries must be set before calling SWI 25h:
  Addr Size Name/Expl.
14h 1 handshake_data (entry used for normal mode only)
19h 3 client_data[1,2,3]
1Ch 1 palette_data
1Eh 1 client_bit (Bit 1-3 set if child 1-3 detected)
20h 4 boot_srcp (typically 8000000h+0C0h)
24h 4 boot_endp (typically 8000000h+0C0h+length)
The transfer length (excluding header data) should be a multiple of 10h, minimum length 100h, max 3FF40h (ca. 256KBytes). Set palette_data as "81h+color*10h+direction*8+speed*2", or as "0f1h+color*2" for fixed palette, whereas color=0..6, speed=0..3, direction=0..1. The other entries (handshake_data, client_data[1-3], and client_bit) must be same as specified in Transmission Protocol (see below hh,cc,y).

Multiboot Transfer Protocol
Below describes the complete transfer protocol, normally only the Initiation part must be programmed in the master cartridge, the main data transfer can be then performed by calling SWI 25h, the slave program is started after SWI 25h completion.
The ending handshake is normally not required, when using it, note that you will need custom code in BOTH master and slave programs.
  Times  Send   Receive  Expl.
-----------------------Required Transfer Initiation in master program
... 6200 FFFF Slave not in multiplay/normal mode yet
1 6200 0000 Slave entered correct mode now
15 6200 720x Repeat 15 times, if failed: delay 1/16s and restart
1 610y 720x Recognition okay, exchange master/slave info
60h xxxx NN0x Transfer C0h bytes header data in units of 16bits
1 6200 000x Transfer of header data completed
1 620y 720x Exchange master/slave info again
... 63pp 720x Wait until all slaves reply 73cc instead 720x
1 63pp 73cc Send palette_data and receive client_data[1-3]
1 64hh 73uu Send handshake_data for final transfer completion
-----------------------Below is SWI 25h MultiBoot handler in BIOS
DELAY - - Wait 1/16 seconds at master side
1 llll 73rr Send length information and receive random data[1-3]
LEN yyyy nnnn Transfer main data block in units of 16 or 32 bits
1 0065 nnnn Transfer of main data block completed, request CRC
... 0065 0074 Wait until all slaves reply 0075 instead 0074
1 0065 0075 All slaves ready for CRC transfer
1 0066 0075 Signalize that transfer of CRC follows
1 zzzz zzzz Exchange CRC must be same for master and slaves
-----------------------Optional Handshake (NOT part of master/slave BIOS)
... .... .... Exchange whatever custom data
Legend for above Protocol
  y     client_bit, bit(s) 1-3 set if slave(s) 1-3 detected
x bit 1,2,or 3 set if slave 1,2,or 3
xxxx header data, transferred in 16bit (!) units (even in 32bit normal mode)
nn response value for header transfer, decreasing 60h..01h
pp palette_data
cc random client_data[1..3] from slave 1-3, FFh if slave not exists
hh handshake_data, 11h+client_data[1]+client_data[2]+client_data[3]
uu random data, not used, ignore this value
Below automatically calculated by SWI 25h BIOS function (don't care about)
  llll  download length/4-34h
rr random data from each slave for encryption, FFh if slave not exists
yyyy encoded data in 16bit (multiplay) or 32bit (normal mode) units
nnnn response value, lower 16bit of destadr in GBA memory (00C0h and up)
zzzz 16bit download CRC value, must be same for master and slaves
Pseudo Code for SWI 25h Transfer with Checksum and Encryption calculations
  if normal_mode    then c=C387h:x=C37Bh:k=43202F2Fh
if multiplay_mode then c=FFF8h:x=A517h:k=6465646Fh
m=dword(pp,cc,cc,cc):f=dword(hh,rr,rr,rr)
for ptr=000000C0h to (file_size-4) step 4
c=c xor data[ptr]:for i=1 to 32:c=c shr 1:if carry then c=c xor x:next
m=(6F646573h*m)+1
send_32_or_2x16 (data[ptr] xor (-2000000h-ptr) xor m xor k)
next
c=c xor f:for i=1 to 32:c=c shr 1:if carry then c=c xor x:next
wait_all_units_ready_for_checksum:send_32_or_1x16 (c)
Whereas, explained: c=chksum,x=chkxor,f=chkfin,k=keyxor,m=keymul

Multiboot Communication
In Multiplay mode, master sends 16bit data, and receives 16bit data from each slave (or FFFFh if none). In Normal mode, master sends 32bit data (upper 16bit zero, lower 16bit as for multipay mode), and receives 32bit data (upper 16bit as for multiplay mode, and lower 16bit same as lower 16bit previously sent by master). Because SIODATA32 occupies same addresses as SIOMULTI0-1, the same transfer code can be used for both multiplay and normal mode (in normal mode SIOMULTI2-3 should be forced to FFFFh though). After each transfer, master should wait for Start bit cleared in SIOCNT register, followed by a 36us delay.
Note: The multiboot slave would also recognize data being sent in Joybus mode, however, master GBAs cannot use joybus mode (because GBA hardware cannot act as master in joybus mode).

Multiboot Slave Header
The transferred Header block is written to 2000000-20000BFh in slave RAM, the header must contain valid data (identically as for normal ROM-cartridge headers, including a copy of the Nintendo logo, correct header CRC, etc.), in most cases it'd be recommended just to transfer a copy of the master cartridges header from 8000000h-80000BFh.

Multiboot Slave Program/Data
The transferred main program/data block is written to 20000C0h and up (max 203FFFFh) in slave RAM, note that absolute addresses in the program must be then originated at 2000000h rather than 8000000h. In case that the master cartridge is 256K or less, it could just transfer a copy of the whole cartridge at 80000C0h and up, the master should then copy & execute its own ROM data into RAM as well.

Multiboot Slave Extended Header
For Multiboot slaves, separate Entry Point(s) must be defined at the beginning of the Program/Data block (the Entry Point in the normal header is ignored), also some reserved bytes in this section are overwritten by the Multiboot procedure. For more information see chapter about Cartridge Header.

Multiboot Slave with Cartridge
Beside for slaves without cartridge, multiboot can be also used for slaves which do have a cartridge inserted, if so, SELECT and START must be kept held down during power-on in order to switch the slave GBA into Multiboot mode (ie. to prevent it from starting the cartridge as normally).
The general idea is to enable newer programs to link to any existing older GBA programs, even if these older programs originally didn't have been intended to support linking.
The uploaded program may access the slaves SRAM, Flash ROM, or EEPROM (if any, allowing to read out or modify slave game positions), as well as cartridge ROM at 80000A0h-8000FFFh (the first 4KBytes, excluding the nintendo logo, allowing to read out the cartridge name from the header, for example).
The main part of the cartridge ROM is meant to be locked out in order to prevent software pirates from uploading "intruder" programs which would send back a copy of the whole cartridge to the master, however, for good or evil, at present time, current GBA models and GBA carts do not seem to contain any such protection.

Uploading Programs from PC
Beside for the ability to upload a program from one GBA to another, this feature can be also used to upload small programs from a PC to a GBA. For more information see chapter about External Connectors.

Nintendo DS
The GBA multiboot function requires a link port, and so, works on GBA and GBA SP only. The Nintendo DS in GBA mode does include the multiboot BIOS function, but it won't be of any use as the DS doesn't have a link port.


 BIOS Sound Functions < ^

MidiKey2Freq
SoundBias
SoundChannelClear
SoundDriverInit
SoundDriverMain
SoundDriverMode
SoundDriverVSync
SoundDriverVSyncOff
SoundDriverVSyncOn
SoundWhatever0..4
SoundGetJumpList

SWI 1Fh (GBA) - MidiKey2Freq
Calculates the value of the assignment to ((SoundArea)sa).vchn[x].fr when playing the wave data, wa, with the interval (MIDI KEY) mk and the fine adjustment value (halftones=256) fp.
  r0  WaveData* wa
r1 u8 mk
r2 u8 fp
Return:
  r0  u32
This function is particularly popular because it allows to read from BIOS memory without copy protection range checks. The formula to read one byte (a) from address (i, 0..3FFF) is:
a = (MidiKey2Freq(i-(((i AND 3)+1)OR 3), 168, 0) * 2) SHR 24

SWI 19h (GBA) or SWI 08h (NDS7) - SoundBias
Increments or decrements the current level of the SOUNDBIAS register (with short delays) until reaching the desired new level. The upper bits of the register are kept unchanged.
  r0   BIAS level (0=Level 000h, any other value=Level 200h)
r1 Delay Count (NDS only) (GBA uses a fixed delay count of 8)
Return: No return value.

SWI 1Eh (GBA) - SoundChannelClear
Clears all direct sound channels and stops the sound.
This function may not operate properly when the library which expands the sound driver feature is combined afterwards. In this case, do not use it.
No parameters, no return value.

SWI 1Ah (GBA) - SoundDriverInit
Initializes the sound driver. Call this only once when the game starts up.
It is essential that the work area already be secured at the time this function is called.
You cannot execute this driver multiple times, even if separate work areas have been prepared.
  r0  Pointer to work area for sound driver, SoundArea structure as follows:
SoundArea (sa) Structure
u32 ident Flag the system checks to see whether the
work area has been initialized and whether it
is currently being accessed.
vu8 DmaCount User access prohibited
u8 reverb Variable for applying reverb effects to direct sound
u16 d1 User access prohibited
void (*func)() User access prohibited
int intp User access prohibited
void* NoUse User access prohibited
SndCh vchn[MAX] The structure array for controlling the direct
sound channels (currently 8 channels are
available). The term "channel" here does
not refer to hardware channels, but rather to
virtual constructs inside the sound driver.
s8 pcmbuf[PCM_BF*2]
SoundChannel Structure
u8 sf The flag indicating the status of this channel.
When 0 sound is stopped.
To start sound, set other parameters and
then write 80h to here.
To stop sound, logical OR 40h for a
release-attached off (key-off), or write zero
for a pause. The use of other bits is
prohibited.
u8 r1 User access prohibited
u8 rv Sound volume output to right side
u8 lv Sound volume output to left side
u8 at The attack value of the envelope. When the
sound starts, the volume begins at zero and
increases every 1/60 second. When it
reaches 255, the process moves on to the
next decay value.
u8 de The decay value of the envelope. It is
multiplied by "this value/256" every 1/60
sec. and when sustain value is reached, the
process moves to the sustain condition.
u8 su The sustain value of the envelope. The
sound is sustained by this amount.
(Actually, multiplied by rv/256, lv/256 and
output left and right.)
u8 re The release value of the envelope. Key-off
(logical OR 40h in sf) to enter this state.
The value is multiplied by "this value/256"
every 1/60 sec. and when it reaches zero,
this channel is completely stopped.
u8 r2[4] User access prohibited
u32 fr The frequency of the produced sound.
Write the value obtained with the
MidiKey2Freq function here.
WaveData* wp Pointer to the sound's waveform data. The waveform
data can be generated automatically from the AIFF
file using the tool (aif2agb.exe), so users normally
do not need to create this themselves.
u32 r3[6] User access prohibited
u8 r4[4] User access prohibited
WaveData Structure
u16 type Indicates the data type. This is currently not used.
u16 stat At the present time, non-looped (1 shot) waveform
is 0000h and forward loop is 4000h.
u32 freq This value is used to calculate the frequency.
It is obtained using the following formula:
sampling rate x 2^((180-original MIDI key)/12)
u32 loop Loop pointer (start of loop)
u32 size Number of samples (end position)
s8 data[] The actual waveform data. Takes (number of samples+1)
bytes of 8bit signed linear uncompressed data. The last
byte is zero for a non-looped waveform, and the same
value as the loop pointer data for a looped waveform.
Return: No return value.

SWI 1Ch (GBA) - SoundDriverMain
Main of the sound driver.
Call every 1/60 of a second. The flow of the process is to call SoundDriverVSync, which is explained later, immediately after the V-Blank interrupt.
After that, this routine is called after BG and OBJ processing is executed.
No parameters, no return value.

SWI 1Bh (GBA) - SoundDriverMode
Sets the sound driver operation mode.
  r0  Sound driver operation mode
Bit Expl.
0-6 Direct Sound Reverb value (0-127, default=0) (ignored if Bit7=0)
7 Direct Sound Reverb set (0=ignore, 1=apply reverb value)
8-11 Direct Sound Simultaneously-produced (1-12 channels, default 8)
12-15 Direct Sound Master volume (1-15, default 15)
16-19 Direct Sound Playback Frequency (1-12 = 5734,7884,10512,13379,
15768,18157,21024,26758,31536,36314,40137,42048, def 4=13379 Hz)
20-23 Final number of D/A converter bits (8-11 = 9-6bits, def. 9=8bits)
24-31 Not used.
Return: No return value.

SWI 1Dh (GBA) - SoundDriverVSync
An extremely short system call that resets the sound DMA. The timing is extremely critical, so call this function immediately after the V-Blank interrupt every 1/60 second.
No parameters, no return value.

SWI 28h (GBA) - SoundDriverVSyncOff
Due to problems with the main program if the V-Blank interrupts are stopped, and SoundDriverVSync cannot be called every 1/60 a second, this function must be used to stop sound DMA.
Otherwise, even if you exceed the limit of the buffer the DMA will not stop and noise will result.
No parameters, no return value.

SWI 29h (GBA) - SoundDriverVSyncOn
This function restarts the sound DMA stopped with the previously described SoundDriverVSyncOff.
After calling this function, have a V-Blank occur within 2/60 of a second and call SoundDriverVSync.
No parameters, no return value.

SWI 20h..24h (GBA) - SoundWhatever0..4 (Undocumented)
Whatever undocumented sound-related BIOS functions.

SWI 2Ah (GBA) - SoundGetJumpList (Undocumented)
Receives pointers to 36 additional sound-related BIOS functions.
  r0  Destination address (must be aligned by 4) (120h bytes buffer)

 Unpredictable Things < ^

Forward
Most of the below is caused by 'traces' from previous operations which have used the databus. No promises that the results are stable on all current or future GBA models, and/or under all temperature and interference circumstances.
Also, below specifies 32bit data accesses only. When reading units less than 32bit, data is rotated depending on the alignment of the originally specified address, and 8bit or 16bit are then isolated from the 32bit value as usually.

Reading from BIOS Memory (00000000-00003FFF)
The BIOS memory is protected against reading, the GBA allows to read opcodes or data only if the program counter is located inside of the BIOS area. If the program counter is not in the BIOS area, reading will return the most recent successfully fetched BIOS opcode (eg. the opcode at [00DCh+8] after startup and SoftReset, the opcode at [0134h+8] during IRQ execution, and opcode at [013Ch+8] after IRQ execution, and opcode at [0188h+8] after SWI execution).

Reading from Unused Memory (00004000-1FFFFFF0,10000000-FFFFFFFF)
Accessing unused memory returns the recently pre-fetched opcode, ie. the 32bit opcode at $+8 in ARM state, or the 16bit-opcode at $+4 in THUMB state, in the later case the 16bit opcode is mirrored across both upper/lower 16bits of the returned 32bit data.
The same effect occurs on disabled WRAM (2000000h-3FFFFFFh), see Port 4000800h.
Note: This is caused by the prefetch pipeline in the CPU itself, not by the external gamepak prefetch, ie. it works for code in RAM as well.

Reading from Unused or Write-Only I/O Ports
Works like above unused memory when the entire 32bit memory fragment is Unused (eg. 0E0h) and/or Write-Only (eg. DMA0SAD). And otherwise, returns zero if the lower 16bit fragment is readable (eg. 04C=MOSAIC, 04E=NOTUSED/ZERO).

Reading from GamePak ROM when no Cartridge is inserted
Because Gamepak uses the same signal-lines for both 16bit data and for lower 16bit halfword address, the entire gamepak ROM area is effectively filled by incrementing 16bit values (Address/2 AND FFFFh).

Memory Mirrors
Most internal memory is mirrored across the whole 24bit/16MB address space in which it is located: Slow On-board RAM at 2XXXXXX, Fast In-Chip RAM at 3XXXXXXh, Palette RAM at 5XXXXXXh, VRAM at 6XXXXXXh, and OAM at 7XXXXXXh. Even though VRAM is sized 96K (64K+32K), it is repeated in steps of 128K (64K+32K+32K, the two 32K blocks itself being mirrors of each other).
BIOS ROM, Normal ROM Cartridges, and I/O area are NOT mirrored, the only exception is the undocumented I/O port at 4000800h (repeated each 64K).
The 64K SRAM area is mirrored across the whole 32MB area at E000000h-FFFFFFFh, also, inside of the 64K SRAM field, 32K SRAM chips are repeated twice.

Writing 8bit Data to Video Memory
Video Memory (BG, OBJ, OAM, Palette) can be written to in 16bit and 32bit units only. Attempts to write 8bit data (by STRB opcode) won't work:
Writes to OBJ (6010000h-6017FFFh) (or 6014000h-6017FFFh in Bitmap mode) and to OAM (7000000h-70003FFh) are ignored, the memory content remains unchanged.
Writes to BG (6000000h-600FFFFh) (or 6000000h-6013FFFh in Bitmap mode) and to Palette (5000000h-50003FFh) are writing the new 8bit value to BOTH upper and lower 8bits of the addressed halfword, ie. "[addr AND NOT 1]=data*101h".

Using Invalid Tile Numbers
In Text mode, large tile numbers (combined with a non-zero character base setting in BGnCNT register) may exceed the available 64K of BG VRAM.
On GBA and GBA SP, such invalid tiles are displayed as if the character data is filled by the 16bit BG Map entry value (ie. as vertically striped tiles). Above applies only if there is only one BG layer enable, with two or more layers, things are getting much more complicated: tile-data is then somehow derived from the other layers, depending on their priority order and scrolling offsets.
On NDS (in GBA mode), such invalid tiles are displayed as if the character data is zero-filled (ie. as invisible/transparent tiles).

Accessing SRAM Area by 16bit/32bit
Reading retrieves 8bit value from specified address, multiplied by 0101h (LDRH) or by 01010101h (LDR). Writing changes the 8bit value at the specified address only, being set to LSB of (source_data ROR (address*8)).


 External Connectors < ^

External Connectors
AUX GBA Game Pak Bus
AUX DS Game Card Slot
AUX Link Port
AUX Sound/Headphone Socket and Battery/Power Supply

Getting access to Internal Pins
AUX Opening the GBA
AUX Mainboard

More Internal Stuff
Pinouts - CPU - Signal Summary
Pinouts - CPU - Pinouts
Pinouts - Audio Amplifiers
Pinouts - LCD Cables
Pinouts - Power Switches, DC/DC Converters, Reset Generators
Pinouts - Wifi
Pinouts - Various

Xboo Multiboot Cable
AUX Xboo PC-to-GBA Multiboot Cable
AUX Xboo Flashcard Upload
AUX Xboo Burst Boot Backdoor
DS Xboo


 AUX GBA Game Pak Bus < ^

Game Pak Bus - 32pin cartridge slot
The cartridge bus may be used for both CGB and GBA game paks. In GBA mode, it is used as follows:
 Pin    Name    Dir  Expl.
1 VDD O Power Supply 3.3V DC
2 PHI O System Clock (selectable none, 4.19MHz, 8.38MHz, 16.78MHz)
3 /WR O Write Select ;\latched address to be incremented on
4 /RD O Read Select ;/rising edges of /RD or /WR signals
5 /CS O ROM Chip Select ;-A0..A15 to be latched on falling edge
6-21 AD0-15 I/O lower 16bit Address and/or 16bit ROM-data (see below)
22-29 A16-23 I/O upper 8bit ROM-Address or 8bit SRAM-data (see below)
30 /CS2 O SRAM Chip Select
31 /REQ I Interrupt request (/IREQ) or DMA request (/DREQ)
32 GND O Ground 0V
When accessing game pak SRAM, a 16bit address is output through AD0-AD15, then 8bit of data are transferred through A16-A23.
When accessing game pak ROM, a 24bit address is output through AD0-AD15 and A16-A23, then 16bit of data are transferred through AD0-AD15.
The 24bit address is formed from the actual 25bit memory address (byte-steps), divided by two (halfword-steps).

8bit-Gamepak-Switch (GBA, GBA SP only) (not DS)
A small switch is located inside of the cartridge slot, the switch is pushed down when an 8bit cartridge is inserted, it is released when a GBA cartridge is inserted (or if no cartridge is inserted).
The switch mechanically controls whether VDD3 or VDD5 are output at VDD35; ie. in GBA mode 3V power supply/signals are used for the cartridge slot and link port, while in 8bit mode 5V are used.
The switch additionally drags IN35 to 3V when an 8bit cart is inserted, the current state of IN35 can be determined in GBA mode via Port 4000204h (WAITCNT), if the switch is pushed, then CGB mode can be activated via Port 4000000h (DISPCNT.3), this bit can be set ONLY by opcodes in BIOS region (eg. via CpuSet SWI function).
In 8bit mode, the cartridge bus works much like for GBA SRAM, however, the 8bit /CS signal is expected at Pin 5, while GBA SRAM /CS2 at Pin 30 is interpreted as /RESET signal by the 8bit MBC chip (if any). In practice, this appears to result in 00h being received as data when attempting to read-out 8bit cartridges from inside of GBA mode.


 AUX DS Game Card Slot < ^
  Pin    Dir  Name  Connection in cartridge
1 > - GND (ROM all unused Pins, EEPROM Pin 4 = VSS)
2 Out CLK (4MB/s, ROM Pin 5, EEPROM Pin 6 = CLK)
3 N - ? (ROM Pin 17) (Seems to be not connected in console)
4 i Out /CS1 (ROM Pin 44) ROM Chipselect
5 n Out /RES (ROM Pin 42) Reset, switches ROM to unencrypted mode
6 t Out /CS2 (EPROM Pin 1) EEPROM Chipselect
7 e In IRQ (GND)
8 n - 3.3V (ROM Pins 2, 23, EEPROM Pins 3,7,8 = /W,/HOLD,VCC)
9 d I/O D0 (ROM Pin 18)
10 o I/O D1 (ROM Pin 19)
11 I/O D2 (ROM Pin 20)
12 C I/O D3 (ROM Pin 21)
13 0 I/O D4 (ROM Pin 24)
14 1 I/O D5 (ROM Pin 25)
15 - I/O D6 (ROM Pin 26, EEPROM Pin 2 = Q = Data EEPROM to NDS)
16 0 I/O D7 (ROM Pin 27, EEPROM Pin 5 = D = Data NDS to EEPROM)
17 1 - GND (ROM all unused Pins, EEPROM Pin 4 = VSS)
Chipselect High-to-Low transitions are invoking commands, which are transmitted through data lines during next following eight CLK pulses, after the command transmission, further CLK pulses are used to transfer data, the data transfer ends at chipselect Low-to-High transition.
Data should be stable during CLK=LOW period throughout CLK rising edge.
Note: Supply Pins (1,8,17) are slightly longer than other pins.

The DS does also have a 32pin cartridge slot, that slot is used to run GBA carts in GBA mode, it can be also used as expansion port in DS mode.


 AUX Link Port < ^

Serial Link Port Pin-Out (GBA:"EXT" - GBA SP:"EXT.1")
  Pin  Name  Cable
1 VDD35 N/A GBA Socket GBA Plug Old "8bit" Plug
2 SO Red ___________ _________ ___________
3 SI Orange | 2 4 6 | / 2 4 6 \ | 2 4 6 |
4 SD Brown \_1_ 3 _5_/ \_1_ 3 _5_/ \_1__3__5_/
5 SC Green '-' '-'
6 GND Blue Socket Outside View / Plug Inside View
Shield Shield
Note: The pin numbers and names are printed on the GBA mainboard, colors as used in Nintendo's AGB-005 and older 8bit cables.

Cable Diagrams (Left: GBA Cable, Right: 8bit Gameboy Cable)
  Big Plug  Middle Socket  Small Plug    Plug 1         Plug 2
SI _________________ ____ SI SI ______ ______SI
SO ____________SO |__ | ___ SO SO ______><______SO
GND____________GND______|____GND GND_____________GND
SD ____________SD____________ SD SD SD
SC ____________SC____________ SC SC _____________ SC
Shield_______Shield_______Shield Shield_______Shield
Normal Connection
Just connect the plugs to the two GBAs and leave the Middle Socket disconnected, in this mode both GBAs may behave as master or slave, regardless of whether using big or small plugs.
The GBA is (NOT ???) able to communicate in Normal mode with MultiPlay cables which do not have crossed SI/SO lines.

Multi-Play Connection
Connect two GBAs as normal, for each further GBAs connect an additional cable to the Middle socket of the first (or further) cable(s), up to four GBAs may be connected by using up to three cables.
The GBA which is connected to a Small Plug is master, the slaves are all connected to Large Plugs. (Only small plugs fit into the Middle Socket, so it's not possible to mess up something here).

Multi-Boot Connection
MultiBoot (SingleGamepak) is typically using Multi-Play communication, in this case it is important that the Small plug is connected to the master/sender (ie. to the GBA that contains the cartridge).

Non-GBA Mode Connection
First of all, it is not possible to link between 32bit GBA games and 8bit games, parts because of different cable protocol, and parts because of different signal voltages.
However, when a 8bit cartridge is inserted (the GBA is switched into 8bit compatibility mode) it may be connected to other 8bit games (monochrome gameboys, CGBs, or to other GBAs which are in 8bit mode also, but not to GBAs in 32bit mode).
When using 8bit link mode, an 8bit link cable must be used. The GBA link cables won't work, see below modification though.

Using a GBA 32bit cable for 8bit communication
Open the middle socket, and disconnect Small Plugs SI from GND, and connect SI to Large Plugs SO instead. You may also want to install a switch that allows to switch between SO and GND, the GND signal should be required for MultiPlay communication only though.
Also, cut off the plastic ledge from the plugs so that they fit into 8bit gameboy sockets.

Using a GBA 8bit cable for 32bit communication
The cable should theoretically work as is, as the grounded SI would be required for MultiPlay communication only. However, software that uses SD for Slave-Ready detection won't work unless when adding a SD-to-SD connection (the 8bit plugs probably do not even contain SD pins though).


 AUX Sound/Headphone Socket and Battery/Power Supply < ^

GBA and NDS and NDS-Lite: Stereo Sound Connector (3.5mm, female)
  Tip     Audio Left         ___ ___ _____+-----------+
Middle Audio Right (___|___|_____| |
Base Ground L R GND +-----------+
The NDS socket doesn't fully match regular 3.5mm plugs, one needs to cut-off a portion of the DS case to be able to fully insert the plug, which still requires a lot of pressure, furthermore, when fully inserted, left/right become shortcut to mono, so one needs to pull-back the plug a bit to gain stereo output.

GBA SP and NDS - Power/Headphone Socket (EXT.2)
  Pin SP   NDS  Expl.
1 P31 SL Audio LOUT _____________
2 P32 VIN Supply Input (DC 5.2V) SW| 5 ___ 1 |SL
3 P33 SR Audio ROUT | ---- ---- |
4 P34 SG Audio GND (via 100uF to GND) |_6__4 3__2_|
5 P35 SW Audio Speaker Disable (GND=Dis) GND SG\_/SR VIN
6 GND Supply GND
Shield GND
External power input is used to charge the built-in battery, it cannot be used to run the SP without that battery.

NDS-Lite - Power Socket
  Pin  Expl.                                          __________
1 Supply Input (DC 5.2V) / ====== \
2 Supply GND GND |___2__1___| VIN
External Power Supply
GBA: DC 3.3V (no separate power socket, requires 2xAA-battery-shaped adapter)
GBA-SP/NDS: DC 5.2V (or DC 5V) (special connector on power/headphone socket)
NDS-Lite: DC 5.2V (or DC 5V) (another special connector on power socket)

Internal Battery Supply
GBA: 2xAA (3V)
GBA-SP: Li-ion 3.7V, 600mAh (built-in, recharge-able)
NDS: Li-ion 3.7V, 850mAh (built-in, recharge-able)
NDS-Lite: Li-ion 3.7V, 1000mAh (built-in, recharge-able)

Using PC +5V DC as Power Supply
Developers whom are using a PC for GBA programming will probably want to use the PC power supply (gained from disk drive power supply cable) for the GBA as well rather than dealing with batteries or external power supplies.
GBA: To lower the voltage to approximately 3 Volts use two diodes, type 1N 4004 or similar, the ring printed onto the diodes points towards the GBA side, connected as such:
  PC +5V (red)   --------|>|---|>|--------  GBA BT+
PC GND (black) ------------------------- GBA BT-
GBA SP and DS: Works directly at +5V connected to EXT.2 socket (not to the internal battery pins), without any diodes.


 AUX Opening the GBA < ^

Since Nintendo uses special screws with Y-shaped heads to seal the GBA (as well as older 8bit gameboys), it's always a bit difficult to loosen these screws.

Using Screwdrivers
One possible method is to use a small flat screwdriver, which might work, even though it'll most likely damage the screwdriver.
Reportedly, special Y-shaped screwdrivers for gameboys are available for sale somewhere (probably not at your local dealer, but you might find some in the internet or elsewhere).

Destroying the Screws
A more violent method is to take an electric drill, and drill-off the screw heads, this might also slightly damage the GBA plastic chase, also take care that the metal spoons from the destroyed screws don't produce shortcuts on the GBA mainboard.

Using a selfmade Screwdriver
A possible method is to take a larger screw (with a normal I-shaped, or X-shaped head), and to cut the screw-tip into Y-shape, you'll then end up with an "adapter" which can be placed in the middle between a normal screwdriver and gameboy screws.
Preferably, first cut the screw-tip into a shape like a "sharp three sided pyramid", next cut notches into each side. Access to a grinding-machine will be a great benefit, but you might get it working by using a normal metal-file as well.


 AUX Mainboard < ^

Other possibly useful signals on the mainboard...

FIQ Signal
The FIQ (Fast Interrupt) signal (labeled FIQ on the mainboard) could be used as external interrupt (or debugging break) signal.
Caution: By default, the FIQ input is directly shortcut to VDD35 (+3V or +5V power supply voltage), this can be healed by scratching off the CL1 connection located close to the FIQ pin (FIQ still appears to have an internal pull-up, so that an external resistor is not required).
The GBA BIOS rejects FIQs if using normal ROM cartridge headers (or when no cartridge is inserted). When using a FIQ-compatible ROM header, Fast Interrupts can be then requested by pulling FIQ to ground, either by a push button, or by remote controlled signals.

RESET Signal
The RESET signal (found on the mainboard) could be used to reset the GBA by pulling the signal to ground for a few microseconds (or longer). The signal can be directly used (it is not shortcut to VDD35, unlike FIQ).
Note: A reset always launches Nintendo's time-consuming and annoying boot/logo procedure, so that it'd be recommend to avoid this "feature" when possible.

Joypad Signals
The 10 direction/button signals are each directly shortcut to ground when pressed, and pulled up high otherwise (unlike 8bit gameboys which used a 2x4 keyboard matrix), it'd be thus easy to connect a remote keyboard, keypad, joypad, or read-only 12bit parallel port.


 Pinouts - CPU - Signal Summary < ^

Advance Gameboy CPU Signal Summary
Cart Bus: D0-D7, A0-A15, /CS, /RD, /WR (different usage in GBA/DMG mode)
WRAM Bus: WA0-WA16, WD0-WD15, /WLB, /WUB, /WWE, /WOE (used in GBA mode only)
LCD Bus : LDR1-5, LDG1-5, LDB1-5, DCK, LP, PS, SPL, CLS, SPS, MOD, REVC
Joypad: TP0-3 (Buttons), TP4-7 (Directions), TP8-9 (L/R-Buttons, via R43/R44)
Serial Link: SC, SD (aka P14?), SI, SO - Audio: SO1-2, Vin
Other: CK1-2, PHI, IN35, VCNT5, /FIQ (via CL1 to VDD3), /RESET (IN), /RES (OUT)
Supply: VDD35, VDD3, VDD2, GND (some are probably undoc inputs)
GBA SP: Same as GBA, plus VDD1, plus duplicated supply pins, plus pin 152.


 Pinouts - CPU - Pinouts < ^

Advance Gameboy CPU Pinouts (CPU AGB)
  1 VDD3  17 D0   33 A0    49 WA4   65 VDD2  81 WD9   97 LDB5   113 CK1
2 IN35 18 A15 34 /CS 50 WA5 66 WD5 82 WD1 98 LDB4 114 CK2
3 TP8 19 A14 35 /RD 51 WA6 67 WD13 83 /WOE 99 LDB3 115 VDD2
4 TP0 20 A13 36 /WR 52 WA7 68 WD6 84 DCK 100 LDB2 116 GND
5 TP1 21 A12 37 PHI 53 /WLB 69 WD14 85 LP 101 LDB1 117 VDD2
6 SO1 22 A11 38 VDD35 54 /WUB 70 WD7 86 PS 102 GND 118 VCNT5
7 SO2 23 A10 39 GND 55 /WWE 71 WD15 87 LDR5 103 VDD3 119 TP9
8 Vin 24 A9 40 SC 56 WA8 72 WD8 88 LDR4 104 SPL 120 TP6
9 /RES 25 A8 41 SD 57 WA9 73 WD16 89 LDR3 105 CLS 121 TP5
10 D7 26 A7 42 SI 58 WA10 74 WA16 90 LDR2 106 SPS 122 TP7
11 D6 27 A6 43 SO 59 WA11 75 WD12 91 LDR1 107 MOD 123 TP4
12 D5 28 A5 44 VDD2 60 WA12 76 WD4 92 LDG5 108 REVC 124 /FIQ
13 D4 29 A4 45 WA0 61 WA13 77 WD11 93 LDG4 109 GNDed 125 /RESET
14 D3 30 A3 46 WA1 62 WA14 78 WD3 94 LDG3 110 GNDed 126 TP2
15 D2 31 A2 47 WA2 63 WA15 79 WD10 95 LDG2 111 GNDed 127 TP3
16 D1 32 A1 48 WA3 64 GND 80 WD2 96 LDG1 112 GNDed 128 GND
GBA SP CPU Pinouts (CPU AGB B)
  1 IN35   21 D0    41 A0    61 WA4   81 WD13  101 GND   121 LDB4  141 GND
2 TP8 22 A15 42 /CS 62 WA5 82 WD6 102 VDD1 122 LDB3 142 VDD3
3 TP0 23 A14 43 /RD 63 WA6 83 WD14 103 GND 123 LDB2 143 GND
4 TP1 24 A13 44 /WR 64 WA7 84 WD7 104 VDD3 124 LDB1 144 VCNT5
5 SO1 25 A12 45 PHI 65 /WLB 85 WD15 105 DCK 125 GND 145 TP9
6 SO2 26 A11 46 VDD35 66 /WUB 86 WD8 106 LP 126 VDD3 146 TP6
7 Vin 27 GND 47 GND 67 GND 87 WD16 107 PS 127 SPL 147 TP5
8 VDD1 28 VDD35 48 SC 68 VDD2 88 WA16 108 LDR5 128 CLS 148 TP7
9 GND 29 A10 49 SD 69 /WWE 89 VDD2 109 LDR4 129 SPS 149 TP4
10 VDD35 30 A9 50 SI 70 WA8 90 GND 110 LDR3 130 MOD 150 /FIQ
11 /RES 31 A8 51 SO 71 WA9 91 WD12 111 LDR2 131 REVC 151 /RESET
12 D7 32 A7 52 VDD35 72 WA10 92 WD4 112 LDR1 132 GND 152 ?
13 D6 33 A6 53 GND 73 WA11 93 WD11 113 LDG5 133 GND 153 TP3
14 D5 34 A5 54 VDD1 74 WA12 94 WD3 114 LDG4 134 GND 154 TP2
15 D4 35 A4 55 GND 75 WA13 95 WD10 115 LDG3 135 GND 155 VDD3
16 D3 36 GND 56 VDD2 76 WA14 96 WD2 116 LDG2 136 VDD1 156 GND
17 D2 37 VDD35 57 WA0 77 WA15 97 WD9 117 LDG1 137 GND
18 GND 38 A3 58 WA1 78 GND 98 WD1 118 GND 138 CK1
19 VDD35 39 A2 59 WA2 79 VDD2 99 /WOE 119 VDD3 139 CK2
20 D1 40 A1 60 WA3 80 WD5 100 VDD2 120 LDB5 140 VDD2
Pin 152 seems to be not connected on the mainboard, maybe an undoc output.

NDS CPU Pinouts
Unknown. The CPU is hidden underneath of the DS Cartridge Slot - and to the worst, the CPU Pins are hidden underneath of the CPU itself.


 Pinouts - Audio Amplifiers < ^

Advance Gameboy Audio Amplifier (AMP AGB IR3R60N) (U6)
  1   2   3   4   5   6   7   8   9   10  11  12   13   14   15   16   17  18
C38 FR1 FR2 FL1 FL2 GND RIN LIN C39 VOL SW VDD5 LOUT VCC3 ROUT VCC3 SP GND
SW=Headphone Switch (grounded when none connected).

GBA SP Audio Amplifier (uses AMB AGB IR3R60N, too) (U3)
Same connection as in GBA, except that pin14/16 connect to VR21 (instead VCC3), and pin1/9 connect to different capacitors.

NDS - National Semiconductor LM4880M Dual 250mW Audio Power Amplifier (U12)
  1-OUT A  2-IN A  3-BYPASS  4-GND  5-SHUTDOWN  6-IN B  7-OUT A  8-VDD.VQ5
NDS-Lite: No external amplifier (Mitsumi 3205B Powermanagment Device contains internal amplifier).


 Pinouts - LCD Cables < ^

Advance Gameboy Display Socket
  1 ?     6 GND    11 LDR2   16 LDG2   21 LDB3   26 SPS     31 P2-VSS  36 V4
2 VSHD 7 VSHD 12 LDR1 17 LDG1 22 LDB2 27 ? 32 P2-VCC 37 V3
3 DCK 8 LDR5 13 LDG5 18 GND 23 LDB1 28 MOD 33 ? 38 V2
4 LP 9 LDR4 14 LDG4 19 LDB5 24 SPL 29 VCOM 34 VDD5 39 V1
5 PS 10 LDR3 15 LDG3 20 LDB4 25 CLS 30 P2-VEE 35 GND 40 V0
GBA SP Display Socket
  1 VSHD 5 VSHD  9 LDR3   13 LDG4  17 GND   21 LDB2  25 SPS   29 P2VSS 33 U83
2 DCK 6 GND 10 LDR2 14 LDG3 18 LDB5 22 LDB1 26 MOD 30 COM 34 VDD5
3 LP 7 LDR5 11 LDR1 15 LDG2 19 LDB4 23 SPL 27 REVC 31 VDD5
4 PS 8 LDR4 12 LDG5 16 LDG1 20 LDB3 24 CLS 28 P2VDD 32 GND
NDS Upper/Lower Display Sockets
  ___NDS upper screen/upper backlight/speakers socket (P3)_____________________
1-SPLO 7-PS2 13-LDR2 19-GND 25-LDG2 31-LDB2 37-MOD2 43-VDD15 49-SPRO
2-SPLO 8-REV2 14-LDR1 20-DCLK2 26-LDG1 32-LDB1 38-GND 44-VDD-5 50-GND
3-SSC2 9-GND 15-LDR0 21-GND 27-LDG0 33-LDB0 39-VDD5 45-VDD-10 51-GND
4-ASC2 10-LDR5 16-LS2 22-LDG5 28-LDB5 34-GCK2 40-VDD10 46-LEDC2
5-GND 11-LDR4 17-VSHD 23-LDG4 29-LDB4 35-GSP2 41-COM2 47-LEDA2
6-SPL2 12-LDR3 18-DISP1 24-LDG3 30-LDB3 36-GND 42-GND 48-SPRO
___NDS lower screen socket (P4)______________________________________________
1-SSC1 6-REV1 11-LDR2 16-DISP0 21-LDG4 26-LDB5 31-LDB0 36-GND 41-VDD15
2-ASC1 7-GND 12-LDR1 17-SPL1 22-LDG3 27-LDB4 32-GCK1 37-? 42-VDD10
3-GND 8-LDR5 13-LDR0 18-DCLK1 23-LDG2 28-LDB3 33-GSP1 38-VDD5 43-GND
4-? 9-LDR4 14-LS1 19-GND 24-LDG1 29-LDB2 34-VSHD 39-COM1 44-VDD-5
5-PS1 10-LDR3 15-VSHD 20-LDG5 25-LDG0 30-LDB1 35-MOD1 40-GND 45-VDD-10
___NDS lower backlight socket (P5)____ ___NDS touchscreen socket (P6)______
1:LEDA1 2:LEDA1 3:LEDC1 4:LEDC1 1:Y- 2:X- 3:Y+ 4:X+
NDS-Lite Upper/Lower Display Sockets
  ___NDS-Lite upper screen/upper backlight/speakers socket (P3)________________
1-VDD-5 6-MOD 11-LD2xx 16-LD2xx 21-LD2xx 26-LD2xx 31-LS 36-GND 41-SPRO
2-VDD10 7-GSP 12-LD2xx 17-LD2xx 22-LD2xx 27-LD2xx 32-VSHD 37-COM2 42-SG
3-VDD5 8-GCK 13-LD2xx 18-GND 23-LD2xx 28-GND 33-GND 38-LEDA2 43-SG
4-GND 9-LD2xx 14-LD2xx 19-LD2xx 24-LD2xx 29-DCLK 34-xx2? 39-LEDC2 44-SPLO
5-VSHD 10-LD2xx 15-LD2xx 20-LD2xx 25-LD2xx 30-SPL 35-REV 40-SPRO 45-SPLO
___NDS-Lite lower screen/lower backlight (P4)________________________________
1-VDD-5 6-MOD 11-LD1xx 16-LD1xx 21-LD1xx 26-LD1xx 31-LS 36-GND
2-VDD10 7-GSP 12-LD1xx 17-LD1xx 22-LD1xx 27-LD1xx 32-VSHD 37-COM1
3-VDD5 8-GCK 13-LD1xx 18-GND 23-LD1xx 28-GND 33-GND 38-LEDA1
4-GND 9-LD1xx 14-LD1xx 19-LD1xx 24-LD1xx 29-DCLK 34-xx1? 39-LEDC1
5-VSHD 10-LD1xx 15-LD1xx 20-LD1xx 25-LD1xx 30-SPL 35-REV
___NDS-Lite touchscreen socket (P6)______ ___NDS-Lite white coax (P12)_____
1:X- 2:Y- 3:X+ 4:Y+ Center:MICIN Shield:GND

 Pinouts - Power Switches, DC/DC Converters, Reset Generators < ^

Advance Gameboy Power Switch (2-position slider, with two common pins)
GBA SP Power Switch (same as GBA)
  1 via resistor to GND (OFF)
2 VS (BT+) (ON)
C VCC (to board)
GBA Micro Power Switch
Same as GBA and GBA SP, but Pin 1 and 2 exchanged.

Advance Gameboy Cartridge Slot Switch (integrated 4pin micro switch)
GBA SP Cartridge Slot Switch (separate 4pin micro switch)
  C1 VDD35  (to S2 when PRESSED, to S1 when RELEASED)
S1 VDD3 (to C2 when PRESSED, to C1 when RELEASED)
C2 IN35 (to S1 when PRESSED)
S2 VDD5 (to C1 when PRESSED)
Pressed=8bit DMG/MGB/CGB cart, Released=32bit GBA cart (or no cart inserted)
GBA: switch integrated in cart socket, GBA-SP: separate switch next to socket.

Advance Gameboy Power Controller (M 121 514X) (U4)
  1-VIN    2-VOUT5  3-CSS5    4-VDRV5  5-GND    6-VDRV3    7-CSS3    8-VOUT3
9-VCNT5 10-CSCP 11-REGEXT 12-VDD3 13-VDD2 14-/RESET 15-LOWBAT 16-VDD13
/RESET is passed to the CPU, and then forwarded to /RES pin on cart slot.

Advance Gameboy LCD Regulator (AGB-REG IR3E09N) (U3)
  1  2  3    4      5   6   7   8   9   10   11  12  13  14  15  16   17     18
? ? REVC U3-COM V0 V1 ? ? ? GND ? V2 ? V3 V4 VDD5 U3-VDD ?
GBA SP Power Controller 1 (S6403 AU227 9276) (U4)
  1-VCC    2-SCP1   3-SCP2 4-VDRV3 5-VOUT3/VDD3 6-VDD2  7-VOUT1/VDD1  8-VDRV1
9-LOWBAT 10-VCNT5 11-LS5 12-? 13-GND 14-? 15-VOUT5/VDD5 16-VDRV5
GBA SP Power Controller 2 (2253B 2808) (U5)
  1-TIN     2-U5C3     3-ADJ  4-U5VDD  5-VIN   6-?    7-U57  8-?
9-to-C29 10-to-C30 11-? 12-GND 13-VS 14-S- 15-S+ 16-U5OUT
NDS Powermanagment Device (Mitsumi 3152A) (U3)
  1 R50-EXTB+        17               33 LEDC1           49 VCNT5
2 R39-ORANGE 18 34 GND 50
3 GND 19 VQ5 35 LEDC2 51 RST
4 20 36 52
5 Rxx-Q4 21 37 U10-LEDA2 53
6 INS+ 22 GND 38 54
7 INS- 23 VQ5 39 MIC.C53-AIN 55 VQ5
8 24 40 MIC.TSC.AUX 56 R24-SR
9 VDET 25 VDD3.3 41 GND 57
10 PVDD 26 GND 42 R38-RED 58 R22-SL
11 27 CL60-VDD3.3 43 R37-GREEN 59 GND
12 PWSW 28 VSHD 44 VDD3.3 60 VR3.PIN2
13 29 45 PWM.SPI.CLK 61
14 GND 30 VDD5 46 PWM.SPI.D 62
15 GND 31 U9-LEDA1 47 PWM.SPI.Q 63
16 VQ5 32 48 PWM.SPI.SEL 64 GND
NDS-LITE Powermanagment Device (Mitsumi 3205B) (U3)
  1 SW               17               33 LEDC1           49 VCNT5
2 R50-EXTB+ 18 34 GND 50
3 R39-ORANGE 19 VQ5 35 LEDC2 51 RST
4 GND 20 36 52
5 21 37 U10-LEDA2 53
6 R30-Q4 22 GND 38 54
7 INS+ 23 VQ5 39 MIC.C53-AIN 55 CL63-VQ5
8 INS- 24 40 MIC.TSC.AUX 56 R24-SR
9 VDET 25 VDD3.3 41 GND 57 SPRO
10 PVDD 26 GND 42 R38-RED 58 SPLO
11 27 CL60-VDD3.3 43 R37-GREEN 59 R22-SL
12 PWSW 28 VSHD 44 VDD3.3 60 GND
13 GND 29 45 PWM.SPI.CLK 61 R79-VR3.PIN2
14 GND 30 VDD5 46 PWM.SPI.D 62
15 GND 31 U9-LEDA1 47 PWM.SPI.Q 63
16 VQ5 32 48 PWM.SPI.SEL 64
NDS-LITE Power Switch
  1 PWSW (grounded when switch is pulled)
2 GND
3 GND
4 NC? (grounded when switch is not pulled)

 Pinouts - Wifi < ^

NDS RFU Daughter Board (Firmware FLASH, Wifi BB/RF Chips)
  1 N/A      6 FMW.CLK    11 ENABLE 16 RX.DTA? 21 BB./CS     26 22MHz   31 GND
2 GND 7 FMW./SEL 12 GND 17 TX.MAIN 22 RF./CS 27 GND 32 GND
3 high? 8 FMW.DTA.Q 13 GND 18 GND 23 BB.RF.CLK 28 VDD3.3 33 GND
4 RXTX.ON 9 FMW.DTA.D 14 TX.ON 19 TX.CLK 24 BB.RF.RD 29 VDD1.8
5 FMW./WP 10 FMW./RES 15 RX.ON 20 TX.DTA 25 BB.RF.WR 30 GND
NDS-Lite RFU Daughter Board (Firmware FLASH, Wifi BB/RF Chip)
  1 GND      6 GND      11 BB.RF.WR  16 VDD3.3  21 hi?       26 FMW.Q
2 lo? 7 hi? 12 BB.RF.CLK 17 GND 22 FMW./RES 27 FMW./WP
3 hi? 8 hi? 13 GND 18 RF./CS 23 GND 28 FMW./CS
4 hi? 9 GND 14 hi? 19 hi? 24 FMW.CLK 29 hi?
5 hi? 10 hi? 15 GND 20 BB./CS 25 FMW.D 30 GND
Wifi RF Chip: RF9008, 0441, E0121Q (32 pin)
  1       5       9       13      17         21 RF.CLK  25        29
2 6 10 14 GND 18 22 26 30
3 7 11 15 19 RF.RD 23 27 31
4 8 12 16 20 RF./CS 24 28 32
Pin19 RF.RD (oops, should be WR, maybe I've exchanged RD-WR?)
Pin20 RF./CS (via 10ohm)
Pin21 RF.CLK (via 10ohm)

Wifi BB Chip: Mitsumi, Japan, 4418, MM3155 (48 pins)
  1 GND   7       13 GND     19      25       31         37 TX.MAIN 43
2 8 14 20 26 32 BB./CS 38 RX.DTA? 44
3 9 15 BB.CLK 21 27 33 TX.DTA 39 RX.ON 45 GND
4 10 16 BB.WR 22 28 RST 34 RXTX.ON 40 TX.ON 46
5 11 17 BB.RD 23 29 35 TX.CLK 41 47
6 12 18 22MHz 24 30 36 42 48
Pin15 BB.CLK (via 10ohm to RFU.23)
Pin16 BB.WR (RFU.25)
Pin17 BB.RD (RFU.24)
Pin18 22MHz (via 50ohm)
Pin28 RST (same as FMW./RES)
Pin32 BB./CS (RFU.21)

NDS-LITE BB/RF-Chip Mitsumi MM3218 (56 pins)
  1-    8-GND   15-    22-GND 29-    36-    43-    50-
2-GND 9- 16- 23- 30- 37- 44- 51-
3- 10-GND 17- 24- 31- 38- 45- 52-
4- 11-GND 18- 25- 32- 39-GND 46- 53-
5- 12-GND 19- 26- 33- 40- 47- 54-
6- 13- 20- 27- 34- 41- 48- 55-
7- 14- 21- 28- 35- 42- 49-GND 56-
TX Signal/Timing Chart (Host Game)
  RX.DTA?  __________________________________________________________
RXTX.ON __-----------------------_________________________________
RX.ON __---_______-------------_________________________________
TX.ON _____-------______________________________________________
TX.MAIN ________----______________________________________________
TX.CLK _____#__####______________________________________________
TX.DTA _____#__####______________________________________________
This example shows a host sending beacons. The pre-beacon receive period is probably to sense conflicts with other transmitters. The post-beacon receive period is to get responses from other players. The two transmit parts are: The hardware header, followed by inactivity on the tx pins during the rest of the preamble period, then followed by the actual IEEE frame. The rest of the time is spend in idle mode to reduce power consumption.

RX Signal/Timing Chart (Join Game)
  RX.DTA?  __________________________________________________________
RXTX.ON -----------------------------------------------______-----
RX.ON -----------------------------------------------_________--
TX.ON __________________________________________________________
TX.MAIN __________________________________________________________
TX.CLK __________________________________________________________
TX.DTA _______________________________________________---________
This example shows a client trying to receive beacons, so most of the time is spent in receive mode (the short idle periods are probably occuring when it is switching to another channel). Once when it has associated with a host, the client may spend more time in idle mode, and needs to be in receive mode only when expecting to receive beacons or other data.


 Pinouts - Various < ^

Advance Gameboy 256Kbytes RAM 128Kx16bit (NEC D442012LGY-B85x-MJH) (wide)
GBA SP 256Kbytes RAM 128Kx16bit (F 82D12160-10FN) (square)
  1 A15   7 A9    13 IC    19 A6   25 A0   31 D2   37 VCC  43 D15
2 A14 8 A8 14 /UB 20 A5 26 /CE1 32 D10 38 D5 44 D8
3 A13 9 NC 15 /LB 21 A4 27 GND 33 D3 39 D13 45 D16
4 A12 10 NC 16 NC 22 A3 28 /OE 34 D11 40 D6 46 GND
5 A11 11 /WE 17 NC 23 A2 29 D1 35 D4 41 D14 47 NC
6 A10 12 CE2 18 A7 24 A1 30 D9 36 D12 42 D7 48 A16
Connection in GBA and GBA SP: IC-GND, /CE1-GND, CE2-VDD2, VCC-VDD2, Pin16-VDD2, the other NC pins seem to be actually not connected, all other pins connect to the corresponding Wxx CPU pins. Note: Both GBA and GBA SP have soldering points for wide (12x18mm) and square (12x14mm) RAMs, so either could be used.
The GBA additionally contains 32K built-in WRAM, and built-in VRAM, so the above 256K RAM chip is probably not used in 8bit classic/color gameboy mode.

Advance Gameboy Schematic Fragments
P2-VSS = VDD-15
VIN = VCC3 via R33
REGEXT (on my modified board, REGEXT underneath of my diodes)
/RES (OUT) (via R40)
/CS (via R39)
/WR (via R38)
SC (via Rxx)
SD (via Rxx)
SI (via Rxx)
SO (via Rxx)
DCK (via R36)
A-GND via CP4 (100uF) to GND (used speaker, and on headphone socket)

GBA SP Schematic Fragments
P2VDD = VDD13
P2VSS = VDD15
/RES via R46
/CS via R45
/WR via R44
DCK via R20
VS=BT+
In my repaired GBA-SP: CK1 test-point is disconnected (instead GND'ed).
In my repaired GBA-SP: broken oscillator replaced
In my repaired GBA-SP: broken r1 1mOhm replaced (near oscillator)
In my repaired GBA-SP: broken EXT2 socket metal-spring/snapper removed
CL1 FIQ (near SW4)
CL2 ?
CL3 ?
CL4 VOUT1/VDD1 (near U4)
CL5 VOUT3/VDD3 (near U4)
CL6 VOUT5/VDD5 (near U4)
DL1-red (power low) ---R32--Q4--R6--
DL2-green (power good) ---Q6--LOWBAT/R34-VDD3
DL3-orange (charge) --R24--Q2--VIN/U57
P2VDD--VDD13
P2VSS--VDD15
S+ and S- are (almost) shortcut by R23 (1.0 ohm)
S+ via Q1 to VIN
VS via D1 to S-
A-GND via CP1 (100uF) to GND
U4 pin 12 to r6 (towards red led)
U4 pin 14 to D6---to U7
SC (CPU pin48) with R7 100K ohm pullup to VDD35
P35 via Q11 to SW (speaker disable)

GBA SP Backlight-Button Schematic (U6,U8,Q12)
        ______                _____
GND--|1 U8 6|-- U85 | |--VDD5
U82--|2 5|-- U85 U61-| Q12 | U83 ------> to display
U83--|3____4|-- U82 |_____|--Q12B Q12B <------ from button
U61--|1 U6 8|--VDD5 (X)---R51--VDD5 (X)---C70--GND
U62--|2 7|--VDD5 U62---R49--VDD5 U61---R40--GND
U62--|3 6|--(X) Q12B--R39--VDD5 U82---R38--GND
GND--|4____5|--NC? Q12B--C69--VDD5 U85---R50--U62

 AUX Xboo PC-to-GBA Multiboot Cable < ^

Below describes how to connect a PC parallel port to the GBA link port, allowing to upload small programs (max 256 KBytes) from no$gba's Utility menu into real GBAs.

This is possible because the GBA BIOS includes a built-in function for downloading & executing program code even when no cartridge is inserted. The program is loaded to 2000000h and up in GBA memory, and must contain cartridge header information just as for normal ROM cartridges (nintendo logo, checksum, etc., plus some additional multiboot info).

Basic Cable Connection
The general connection is very simple (only needs four wires), the only problem is that you need a special GBA plug or otherwise need to solder wires directly to the GBA mainboard (see Examples below).
  GBA  Name  Color                 SUBD CNTR Name
2 SO Red ------------- 10 10 /ACK
3 SI Orange ------------- 14 14 /AUTOLF
5 SC Green ------------- 1 1 /STROBE
6 GND Blue ------------- 19 19 GND
Optionally, also connect the following signals (see notes below):
  4    SD    Brown   ------------- 17   36   /SELECT  (double speed burst)
3 SI Orange ----[===]---- 2..9 2..9 D0..7 (pull-up, 560 Ohm)
5 SC Green ----[===]---- 2..9 2..9 D0..7 (pull-up, 560 Ohm)
4 SD Brown ----[===]---- 2..9 2..9 D0..7 (pull-up, 560 Ohm)
START (mainboard) -----|>|----- 16 31 /INIT (auto-reset, 1N4148)
SELECT (mainboard) -----|>|----- 16 31 /INIT (auto-reset, 1N4148)
RESET (mainboard) -----||------ 16 31 /INIT (auto-reset, 300nF)
Notes: The GBA Pins are arranged from left to right as 2,4,6 in upper row, and 1,3,5 in lower row; outside view of GBA socket; flat side of socket upside. The above "Colors" are as used in most or all standard Nintendo link cables, note that Red/Orange will be exchanged at one end in cables with crossed SO/SI lines. At the PC side, use the SUBD pin numbers when connecting to a 25-pin SUBD plug, or CNTR pin numbers for 36-pin Centronics plug.

Optional SD Connection (Double Speed Burst)
The SD line is used for Double Speed Burst transfers only, in case that you are using a gameboy link plug for the connection, and if that plug does not have a SD-pin (such like from older 8bit gameboy cables), then you may leave out this connection. Burst Boot will then only work half as fast though.

Optional Pull-Ups (Improves Low-to-High Transition Speed)
If your parallel port works only with medium or slow delay settings, try to connect 560 Ohm resistors to SI/SC/SD inputs each, and the other resistor pin to any or all of the parallel port data lines (no$gba outputs high to pins 2..9).

Optional Reset Connection (CAUTION: Connection changed September 2004)
The Reset connection allows to automatically reset & upload data even if a program in the GBA has locked up (or if you've loaded a program that does not support nocash burst boot), without having to reset the GBA manually by switching it off and on (and without having to press Start+Select if a cartridge is inserted).
The two diodes should be 1N4148 or similar, the capacitor should be 300nF (eg. three 100nF capacitors in parallel). The signals are labeled on the mainboard, and can be found at following names / CPU pin numbers: RESET/CPU.125, SELECT/TP2/CPU.126, START/TP3/CPU.127.

Optional Power Supply Connection
Also, you may want to connect the power supply to parallel port data lines, see chapter Power Supply for details.

Transmission Speed
The first transfer will be very slow, and the GBA BIOS will display the boot logo for at least 4 seconds, even if the transfer has completed in less time. Once when you have uploaded a program with burst boot backdoor, further transfers will be ways faster. The table below shows transfer times for 0KByte - 256KByte files:
  Boot Mode_____Delay 0_______Delay 1_______Delay 2_____
Double Burst 0.1s - 1.8s 0.1s - 3.7s 0.1s - 5.3s
Single Burst 0.1s - 3.6s 0.1s - 7.1s 0.1s - 10.6s
Normal Bios 4.0s - 9.0s 4.0s - 12.7s 4.0s - 16.3s
All timings measured on a 66MHz computer, best possible transmission speed should be 150KBytes/second. Timings might slightly vary depending on the CPU speed and/or operating system. Synchronization is done by I/O waitstates, that should work even on faster computers. Non-zero delays are eventually required for cables without pull-ups.

Requirements
Beside for the cable and plugs, no special requirements.
The cable should work with all parallel ports, including old-fashioned one-directional printer ports, as well as modern bi-directional EPP ports. Transfer timings should work stable regardless of the PCs CPU speed (see above though), and regardless of multitasking interruptions.
Both no$gba and the actual transmission procedure are using some 32bit code, so that either one currently requires 80386SX CPUs or above.

Connection Examples
As far as I can imagine, there are four possible methods how to connect the cable to the GBA. The first two methods don't require to open the GBA, and the other methods also allow to connect optional power supply and reset signal.
  1) Connect it to the GBA link port. Advantage: No need to
open/modify the GBA. Disadvantage: You need a special plug,
(typically gained by removing it from a gameboy link cable).
2) Solder the cable directly to the GBA link port pins. Advantages:
No plug required & no need to open the GBA. Disadvantages:
You can't remove the cable, and the link port becomes unusable.
3) Solder the cable directly to the GBA mainboard. Advantage: No
plug required at the GBA side. Disadvantage: You'll always
have a cable leaping out of the GBA even when not using it,
unless you put a small standard plug between GBA and cable.
4) Install a Centronics socket in the GBA (between power switch
and headphone socket). Advantage: You can use a standard
printer cable. Disadvantages: You need to cut a big hole into
the GBAs battery box (which cannot be used anymore), the big
cable might be a bit uncomfortable when holding the GBA.
Personally, I've decided to use the lastmost method as I don't like ending up with hundreds of special cables for different purposes, and asides, it's been fun to damage the GAB as much as possible.

Note
The above used PC parallel port signals are typically using 5V=HIGH while GBA link ports deal with 3V=HIGH. From my experiences, the different voltages do not cause communication problems (and do not damage the GBA and/or PC hardware), and after all real men don't care about a handful of volts, however, use at own risk.


 AUX Xboo Flashcard Upload < ^

Flashcard Upload
Allows to write data to flashcards which are plugged into GBA cartridge slot, cartridge is automatically started after writing. On initial power-up, hold down START+SELECT to prevent the GBA from booting the old program in the flashcard.
The Upload function in Utility menu uses flashcard mode for files bigger than 256KB (otherwise uses multiboot mode automatically). Also, there's a separate Upload to Flashcard function in Remote Access submenu, allowing to write files of 256KB or less to flashcard if that should be desired.

Supported Flashcards
Function currently tested with Visoly Flash Advance (FA) 256Mbit (32MB) Turbo cartridge. Should also work with older FA versions. Please let me know if you are using other flashcards which aren't yet supported.

Flashcard Performance
Writing to flashcards may become potentially slow because of chip erase/write times, cable transmission time, and the sheer size of larger ROM-images. However, developers whom are testing different builts of their project usually won't need to rewrite the complete flashcard, Xboo uses a highspeed checksum mechanism (16MB/sec) to determine which flashcard sector(s) have changed, and does then re-write only these sector(s).
To eliminate transmission time, data transfer takes place in the erase phases. Erase/write time depends on the flashcard type, should be circa 1-2 seconds per 256KB sector. Because the cartridge is programmed directly in the GBA there's no need to remove it from the GBA when writing to it.

Developers Advice
Locate your program fragments at fixed addresses, for example, code and data blocks each aligned to 64K memory boundaries, so that data remains at the same location even when the size of code changes. Fill any blank spaces by value FFh for faster write time. Reduce the size of your ROM-image by efficient memory use (except for above alignment trick). Include the burst boot backdoor in your program, allowing to re-write the flashcard directly without resetting the GBA.

Lamers Advice
Xboo Flashcard support does not mean to get lame & to drop normal multiboot support, if your program fits into 256KB then make it <both> flashcard <and> multiboot compatible - multiboot reduces upload time, increases your flashcard lifetime, and will also work for people whom don't own flashcards.


 AUX Xboo Burst Boot Backdoor < ^

When writing Xboo compatible programs, always include a burst boot "backdoor", this will allow yourself (and other people) to upload programs much faster as when using the normal GBA BIOS multiboot function. Aside from the improved transmission speed, there's no need to reset the GBA each time (eventually manually if you do not have reset connect), without having to press Start+Select (if cartridge inserted), and, most important, the time-consuming nintendo-logo intro is bypassed.

The Burst Boot Protocol
In your programs IRQ handler, add some code that watches out for burst boot IRQ requests. When sensing a burst boot request, download the actual boot procedure, and pass control to that procedure.
  Send (PC)    Reply (GBA)
"BRST" "BOOT" ;request burst, and reply <prepared> for boot
<wait 1/16s> <process IRQ> ;long delay, allow slave to enter IRQ handler
llllllll "OKAY" ;send length in bytes, reply <ready> to boot
dddddddd -------- ;send data in 32bit units, reply don't care
cccccccc cccccccc ;exchange crc (all data units added together)
Use normal mode, 32bit, external clock for all transfers. The received highspeed loader (currently approx. 180h bytes) is to be loaded to and started at 3000000h, which will then handle the actual download operation.

Below is an example program which works with multiboot, burstboot, and as normal rom/flashcard. The source can be assembled with a22i (the no$gba built-in assembler, see no$gba utility menu). When using other/mainstream assemblers, you'll eventually have to change some directives, convert numbers from NNNh into 0xNNN format, and define the origin somewhere in linker/makefile instead of in source code.
 .arm            ;select 32bit ARM instruction set
.gba ;indicate that it's a gameboy advance program
.fix ;automatically fix the cartridge header checksum
org 2000000h ;origin in RAM for multiboot-cable/no$gba-cutdown programs
;------------------
;cartridge header/multiboot header
b rom_start ;-rom entry point
dcb ...insert logo here... ;-nintento logo (156 bytes)
dcb 'XBOO SAMPLE ' ;-title (12 bytes)
dcb 0,0,0,0, 0,0 ;-game code (4 bytes), maker code (2 bytes)
dcb 96h,0,0 ;-fixed value 96h, main unit code, device type
dcb 0,0,0,0,0,0,0 ;-reserved (7 bytes)
dcb 0 ;-software version number
dcb 0 ;-header checksum (set by .fix)
dcb 0,0 ;-reserved (2 bytes)
b ram_start ;-multiboot ram entry point
dcb 0,0 ;-multiboot reserved bytes (destroyed by BIOS)
dcb 0,0 ;-blank padded (32bit alignment)
;------------------
irq_handler: ;interrupt handler (note: r0-r3 are pushed by BIOS)
mov r1,4000000h ;\get I/O base address,
ldr r0,[r1,200h] ;IE/IF ; read IE and IF,
and r0,r0,r0,lsr 16 ; isolate occurred AND enabled irqs,
add r3,r1,200h ;IF ; and acknowledge these in IF
strh r0,[r3,2] ;/
ldrh r3,[r1,-8] ;\mix up with BIOS irq flags at 3007FF8h,
orr r3,r3,r0 ; aka mirrored at 3FFFFF8h, this is required
strh r3,[r1,-8] ;/when using the (VBlank-)IntrWait functions
and r3,r0,80h ;IE/IF.7 SIO ;\
cmp r3,80h ; check if it's a burst boot interrupt
ldreq r2,[r1,120h] ;SIODATA32 ; (if interrupt caused by serial transfer,
ldreq r3,[msg_brst] ; and if received data is "BRST",
cmpeq r2,r3 ; then jump to burst boot)
beq burst_boot ;/
;... insert your own interrupt handler code here ...
bx lr ;-return to the BIOS interrupt handler
;------------------
burst_boot: ;requires incoming r1=4000000h
;... if your program uses DMA, disable any active DMA transfers here ...
ldr r4,[msg_okay] ;\
bl sio_transfer ; receive transfer length/bytes & reply "OKAY"
mov r2,r0 ;len ;/
mov r3,3000000h ;dst ;\
mov r4,0 ;crc ;
@@lop: ;
bl sio_transfer ; download burst loader to 3000000h and up
stmia [r3]!,r0 ;dst ;
add r4,r4,r0 ;crc ;
subs r2,r2,4 ;len ;
bhi @@lop ;/
bl sio_transfer ;-send crc value to master
b 3000000h ;ARM state! ;-launch actual transfer / start the loader
;------------------
sio_transfer: ;serial transfer subroutine, 32bit normal mode, external clock
str r4,[r1,120h] ;siodata32 ;-set reply/send data
ldr r0,[r1,128h] ;siocnt ;\
orr r0,r0,80h ; activate slave transfer
str r0,[r1,128h] ;siocnt ;/
@@wait: ;\
ldr r0,[r1,128h] ;siocnt ; wait until transfer completed
tst r0,80h ;
bne @@wait ;/
ldr r0,[r1,120h] ;siodata32 ;-get received data
bx lr
;---
msg_boot dcb 'BOOT' ;\
msg_okay dcb "OKAY" ; ID codes for the burstboot protocol
msg_brst dcb "BRST" ;/
;------------------
download_rom_to_ram:
mov r0,8000000h ;src/rom ;\
mov r1,2000000h ;dst/ram ;
mov r2,40000h/16 ;length ; transfer the ROM content
@@lop: ; into RAM (done in units of 4 words/16 bytes)
ldmia [r0]!,r4,r5,r6,r7 ; currently fills whole 256K of RAM,
stmia [r1]!,r4,r5,r6,r7 ; even though the proggy is smaller
subs r2,r2,1 ;
bne @@lop ;/
sub r15,lr,8000000h-2000000h ;-return (retadr rom/8000XXXh -> ram/2000XXXh)
;------------------
init_interrupts:
mov r4,4000000h ;-base address for below I/O registers
ldr r0,=irq_handler ;\install IRQ handler address
str r0,[r4,-4] ;IRQ HANDLER ;/at 3FFFFFC aka 3007FFC
mov r0,0008h ;\enable generating vblank irqs
strh r0,[r4,4h] ;DISPSTAT ;/
mrs r0,cpsr ;\
bic r0,r0,80h ; cpu interrupt enable (clear i-flag)
msr cpsr,r0 ;/
mov r0,0 ;\
str r0,[r4,134h] ;RCNT ; init SIO normal mode, external clock,
ldr r0,=5080h ; 32bit, IRQ enable, transfer started
str r0,[r4,128h] ;SIOCNT ; output "BOOT" (indicate burst boot prepared)
ldr r0,[msg_boot] ;
str r0,[r4,120h] ;SIODATA32 ;/
mov r0,1 ;\interrupt master enable
str r0,[r4,208h] ;IME=1 ;/
mov r0,81h ;\enable execution of vblank IRQs,
str r0,[r4,200h] ;IE=81h ;/and of SIO IRQs (burst boot)
bx lr
;------------------
rom_start: ;entry point when booted from flashcart/rom
bl download_rom_to_ram ;-download ROM to RAM (returns to ram_start)
ram_start: ;entry point for multiboot/burstboot
mov r0,0feh ;\reset all registers, and clear all memory
swi 10000h ;RegisterRamReset ;/(except program code in wram at 2000000h)
bl init_interrupts ;-install burst boot irq handler
mov r4,4000000h ;\enable video,
strh r4,[r4,000h] ;DISPCNT ;/by clearing the forced blank bit
@@mainloop:
swi 50000h ;VBlankIntrWait ;-wait one frame (cpu in low power mode)
mov r5,5000000h ;\increment the backdrop palette color
str r8,[r5] ; (ie. display a blinking screen)
add r8,r8,1 ;/
b @@mainloop
;------------------
.pool
end