# GBA Memory Mapping The [GBA Memory Map](http://problemkaputt.de/gbatek.htm#gbamemorymap) has several memory portions to it, each with their own little differences. Most of the memory has pre-determined use according to the hardware, but there is also space for games to use as a scratch pad in whatever way the game sees fit. The memory ranges listed here are _inclusive_, so they end with a lot of F's and E's. We've talked about volatile memory before, but just as a reminder I'll say that all of the memory we'll talk about here should be accessed using volatile with two exceptions: 1) Work RAM (both internal and external) can be used normally, and if the compiler is able to totally elide some reads and writes that's okay. 2) However, if you set aside any space in Work RAM where an interrupt will communicate with the main program then that specific location will have to keep using volatile access, since the compiler never knows when an interrupt will actually happen. ## BIOS / System ROM * `0x0` to `0x3FFF` (16k) This is special memory for the BIOS. It is "read-only", but even then it's only accessible when the program counter is pointing into the BIOS region. At all other times you get a [garbage value](http://problemkaputt.de/gbatek.htm#gbaunpredictablethings) back when you try to read out of the BIOS. ## External Work RAM / EWRAM * `0x2000000` to `0x203FFFF` (256k) This is a big pile of space, the use of which is up to each game. However, the external work ram has only a 16-bit bus (if you read/write a 32-bit value it silently breaks it up into two 16-bit operations) and also 2 wait cycles (extra CPU cycles that you have to expend _per 16-bit bus use_). It's most helpful to think of EWRAM as slower, distant memory, similar to the "heap" in a normal application. You can take the time to go store something within EWRAM, or to load it out of EWRAM, but if you've got several operations to do in a row and you're worried about time you should pull that value into local memory, work on your local copy, and then push it back out to EWRAM. ## Internal Work RAM / IWRAM * `0x3000000` to `0x3007FFF` (32k) This is a smaller pile of space, but it has a 32-bit bus and no wait. By default, `0x3007F00` to `0x3007FFF` is reserved for interrupt and BIOS use. The rest of it is totally up to you. The user's stack space starts at `0x3007F00` and proceeds _down_ from there. For best results you should probably start at `0x3000000` and then go upwards. Under normal use it's unlikely that the two memory regions will crash into each other. ## IO Registers * `0x4000000` to `0x40003FE` We've touched upon a few of these so far, and we'll get to more later. At the moment it is enough to say that, as you might have guessed, all of them live in this region. Each individual register is a `u16` or `u32` and they control all sorts of things. We'll actually be talking about some more of them in this very chapter, because that's how we'll control some of the background and object stuff. ## Palette RAM / PALRAM * `0x5000000` to `0x50003FF` (1k) Palette RAM has a 16-bit bus, which isn't really a problem because it conceptually just holds `u16` values. There's no automatic wait state, but if you try to access the same location that the display controller is accessing you get bumped by 1 cycle. Since the display controller can use the palette ram any number of times per scanline it's basically impossible to predict if you'll have to do a wait or not during VDraw. During VBlank you won't have any wait of course. PALRAM is among the memory where there's weirdness if you try to write just one byte: if you try to write just 1 byte, it writes that byte into _both_ parts of the larger 16-bit location. This doesn't really affect us much with PALRAM, because palette values are all supposed to be `u16` anyway. The palette memory actually contains not one, but _two_ sets of palettes. First there's 256 entries for the background palette data (starting at `0x5000000`), and then there's 256 entries for object palette data (starting at `0x5000200`). The GBA also has two modes for palette access: 8-bits-per-pixel (8bpp) and 4-bits-per-pixel (4bpp). * In 8bpp mode an 8-bit palette index value within a background or sprite simply indexes directly into the 256 slots for that type of thing. * In 4bpp mode a 4-bit palette index value within a background or sprite specifies an index within a particular "palbank" (16 palette entries each), and then a _separate_ setting outside of the graphical data determines which palbank is to be used for that background or object (the screen entry data for backgrounds, and the object attributes for objects). ## Video RAM / VRAM * `0x6000000` to `0x6017FFF` (96k) We've used this before! VRAM has a 16-bit bus and no wait. However, the same as with PALRAM, the "you might have to wait if the display controller is looking at it" rule applies here. Unfortunately there's not much more exact detail that can be given about VRAM. The use of the memory depends on the video mode that you're using. One general detail of note is that you can't write individual bytes to any part of VRAM. Depending on mode and location, you'll either get your bytes doubled into both the upper and lower parts of the 16-bit location targeted, or you won't even affect the memory. This usually isn't a big deal, except in two situations: * In Mode 4, if you want to change just 1 pixel, you'll have to be very careful to read the old `u16`, overwrite just the byte you wanted to change, and then write that back. * In any display mode, avoid using `memcopy` to place things into VRAM. It's written to be byte oriented, and only does 32-bit transfers under select conditions. The rest of the time it'll copy one byte at a time and you'll get either garbage or nothing at all. ## Object Attribute Memory / OAM * `0x7000000` to `0x70003FF` (1k) The Object Attribute Memory has a 32-bit bus and no default wait, but suffers from the "you might have to wait if the display controller is looking at it" rule. You cannot write individual bytes to OAM at all, but that's not really a problem because all the fields of the data types within OAM are either `i16` or `u16` anyway. Object attribute memory is the wildest yet: it conceptually contains two types of things, but they're _interlaced_ with each other all the way through. Now, [GBATEK](http://problemkaputt.de/gbatek.htm#lcdobjoamattributes) and [CowByte](https://www.cs.rit.edu/~tjh8300/CowBite/CowBiteSpec.htm#OAM%20(sprites)) doesn't quite give names to the two data types here. [TONC](https://www.coranac.com/tonc/text/regobj.htm#sec-oam) calls them `OBJ_ATTR` and `OBJ_AFFINE`, but we'll be giving them names fitting with the Rust naming convention. Just know that if you try to talk about it with others they might not be using the same names. In Rust terms their layout would look like this: ```rust #[repr(C)] pub struct ObjectAttributes { attr0: u16, attr1: u16, attr2: u16, filler: i16, } #[repr(C)] pub struct AffineMatrix { filler0: [u16; 3], pa: i16, filler1: [u16; 3], pb: i16, filler2: [u16; 3], pc: i16, filler3: [u16; 3], pd: i16, } ``` (Note: the `#[repr(C)]` part just means that Rust must lay out the data exactly in the order we specify, which otherwise it is not required to do). So, we've got 1024 bytes in OAM and each `ObjectAttributes` value is 8 bytes, so naturally we can support up to 128 objects. _At the same time_, we've got 1024 bytes in OAM and each `AffineMatrix` is 32 bytes, so we can have 32 of them. But, as I said, these things are all _interlaced_ with each other. See how there's "filler" fields in each struct? If we imagine the OAM as being just an array of one type or the other, indexes 0/1/2/3 of the `ObjectAttributes` array would line up with index 0 of the `AffineMatrix` array. It's kinda weird, but that's just how it works. When we setup functions to read and write these values we'll have to be careful with how we do it. We probably _won't_ want to use those representations above, at least not with the `AffineMatrix` type, because they're quite wasteful if you want to store just object attributes or just affine matrices. ## Game Pak ROM / Flash ROM * `0x8000000` to `0x9FFFFFF` (wait 0) * `0xA000000` to `0xBFFFFFF` (wait 1) * `0xC000000` to `0xDFFFFFF` (wait 2) * Max of 32Mb These portions of the memory are less fixed, because they depend on the precise details of the game pak you've inserted into the GBA. In general, they connect to the game pak ROM and/or Flash memory, using a 16-bit bus. The ROM is read-only, but the Flash memory (if any) allows writes. The game pak ROM is listed as being in three sections, but it's actually the same memory being effectively mirrored into three different locations. The mirror that you choose to access the game pak through affects which wait state setting it uses (configured via IO register of course). Unfortunately, the details come down more to the game pak hardware that you load your game onto than anything else, so there's not much I can say right here. We'll eventually talk about it more later when I'm forced to do the boring thing and just cover all the IO registers that aren't covered anywhere else. One thing of note is the way that the 16-bit bus affects us: the instructions to execute are coming through the same bus as the rest of the game data, so we want them to be as compact as possible. The ARM chip in the GBA supports two different instruction sets, "thumb" and "non-thumb". The thumb mode instructions are 16-bit, so they can each be loaded one at a time, and the non-thumb instructions are 32-bit, so we're at a penalty if we execute them directly out of the game pak. However, some things will demand that we use non-thumb code, so we'll have to deal with that eventually. It's possible to switch between modes, but it's a pain to keep track of what mode you're in because there's not currently support for it in Rust itself (perhaps some day). So we'll stick with thumb code as much as we possibly can, that's why our target profile for our builds starts with `thumbv4`. ## Game Pak SRAM * `0xE000000` to `0xE00FFFF` (64k) The game pak SRAM has an 8-bit bus. Why did Pokémon always take so long to save? Saving the whole game one byte at a time is why. The SRAM also has some amount of wait, but as with the ROM, the details depend on your game pak hardware (and also as with ROM, you can adjust the settings with an IO register, should you need to). One thing to note about the SRAM is that the GBA has a Direct Memory Access (DMA) feature that can be used for bulk memory movements in some cases, but the DMA _cannot_ access the SRAM region. You really are stuck reading and writing one byte at a time when you're using the SRAM.