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257 lines
12 KiB
Markdown
257 lines
12 KiB
Markdown
# GBA Memory Mapping
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The [GBA Memory Map](http://problemkaputt.de/gbatek.htm#gbamemorymap) has
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several memory portions to it, each with their own little differences. Most of
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the memory has pre-determined use according to the hardware, but there is also
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space for games to use as a scratch pad in whatever way the game sees fit.
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The memory ranges listed here are _inclusive_, so they end with a lot of F's
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and E's.
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We've talked about volatile memory before, but just as a reminder I'll say that
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all of the memory we'll talk about here should be accessed using volatile with
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two exceptions:
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1) Work RAM (both internal and external) can be used normally, and if the
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compiler is able to totally elide some reads and writes that's okay.
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2) However, if you set aside any space in Work RAM where an interrupt will
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communicate with the main program then that specific location will have to
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keep using volatile access, since the compiler never knows when an interrupt
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will actually happen.
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## BIOS / System ROM
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* `0x0` to `0x3FFF` (16k)
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This is special memory for the BIOS. It is "read-only", but even then it's only
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accessible when the program counter is pointing into the BIOS region. At all
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other times you get a [garbage
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value](http://problemkaputt.de/gbatek.htm#gbaunpredictablethings) back when you
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try to read out of the BIOS.
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## External Work RAM / EWRAM
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* `0x2000000` to `0x203FFFF` (256k)
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This is a big pile of space, the use of which is up to each game. However, the
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external work ram has only a 16-bit bus (if you read/write a 32-bit value it
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silently breaks it up into two 16-bit operations) and also 2 wait cycles (extra
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CPU cycles that you have to expend _per 16-bit bus use_).
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It's most helpful to think of EWRAM as slower, distant memory, similar to the
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"heap" in a normal application. You can take the time to go store something
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within EWRAM, or to load it out of EWRAM, but if you've got several operations
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to do in a row and you're worried about time you should pull that value into
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local memory, work on your local copy, and then push it back out to EWRAM.
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## Internal Work RAM / IWRAM
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* `0x3000000` to `0x3007FFF` (32k)
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This is a smaller pile of space, but it has a 32-bit bus and no wait.
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By default, `0x3007F00` to `0x3007FFF` is reserved for interrupt and BIOS use.
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The rest of it is totally up to you. The user's stack space starts at
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`0x3007F00` and proceeds _down_ from there. For best results you should probably
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start at `0x3000000` and then go upwards. Under normal use it's unlikely that
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the two memory regions will crash into each other.
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## IO Registers
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* `0x4000000` to `0x40003FE`
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We've touched upon a few of these so far, and we'll get to more later. At the
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moment it is enough to say that, as you might have guessed, all of them live in
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this region. Each individual register is a `u16` or `u32` and they control all
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sorts of things. We'll actually be talking about some more of them in this very
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chapter, because that's how we'll control some of the background and object
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stuff.
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## Palette RAM / PALRAM
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* `0x5000000` to `0x50003FF` (1k)
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Palette RAM has a 16-bit bus, which isn't really a problem because it
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conceptually just holds `u16` values. There's no automatic wait state, but if
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you try to access the same location that the display controller is accessing you
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get bumped by 1 cycle. Since the display controller can use the palette ram any
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number of times per scanline it's basically impossible to predict if you'll have
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to do a wait or not during VDraw. During VBlank you won't have any wait of
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course.
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PALRAM is among the memory where there's weirdness if you try to write just one
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byte: if you try to write just 1 byte, it writes that byte into _both_ parts of
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the larger 16-bit location. This doesn't really affect us much with PALRAM,
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because palette values are all supposed to be `u16` anyway.
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The palette memory actually contains not one, but _two_ sets of palettes. First
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there's 256 entries for the background palette data (starting at `0x5000000`),
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and then there's 256 entries for object palette data (starting at `0x5000200`).
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The GBA also has two modes for palette access: 8-bits-per-pixel (8bpp) and
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4-bits-per-pixel (4bpp).
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* In 8bpp mode an 8-bit palette index value within a background or sprite
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simply indexes directly into the 256 slots for that type of thing.
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* In 4bpp mode a 4-bit palette index value within a background or sprite
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specifies an index within a particular "palbank" (16 palette entries each),
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and then a _separate_ setting outside of the graphical data determines which
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palbank is to be used for that background or object (the screen entry data for
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backgrounds, and the object attributes for objects).
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### Transparency
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When a pixel within a background or object specifies index 0 as its palette
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entry it is treated as a transparent pixel. This means that in 8bpp mode there's
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only 255 actual color options (0 being transparent), and in 4bpp mode there's
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only 15 actual color options available within each palbank (the 0th entry of
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_each_ palbank is transparent).
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Individual backgrounds, and individual objects, each determine if they're 4bpp
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or 8bpp separately, so a given overall palette slot might map to a used color in
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8bpp and an unused/transparent color in 4bpp. If you're a palette wizard.
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Palette slot 0 of the overall background palette is used to determine the
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"backdrop" color. That's the color you see if no background or object ends up
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being rendered within a given pixel.
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Since display mode 3 and display mode 5 don't use the palette, they cannot
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benefit from transparency.
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## Video RAM / VRAM
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* `0x6000000` to `0x6017FFF` (96k)
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We've used this before! VRAM has a 16-bit bus and no wait. However, the same as
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with PALRAM, the "you might have to wait if the display controller is looking at
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it" rule applies here.
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Unfortunately there's not much more exact detail that can be given about VRAM.
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The use of the memory depends on the video mode that you're using.
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One general detail of note is that you can't write individual bytes to any part
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of VRAM. Depending on mode and location, you'll either get your bytes doubled
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into both the upper and lower parts of the 16-bit location targeted, or you
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won't even affect the memory. This usually isn't a big deal, except in two
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situations:
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* In Mode 4, if you want to change just 1 pixel, you'll have to be very careful
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to read the old `u16`, overwrite just the byte you wanted to change, and then
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write that back.
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* In any display mode, avoid using `memcopy` to place things into VRAM.
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It's written to be byte oriented, and only does 32-bit transfers under select
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conditions. The rest of the time it'll copy one byte at a time and you'll get
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either garbage or nothing at all.
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## Object Attribute Memory / OAM
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* `0x7000000` to `0x70003FF` (1k)
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The Object Attribute Memory has a 32-bit bus and no default wait, but suffers
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from the "you might have to wait if the display controller is looking at it"
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rule. You cannot write individual bytes to OAM at all, but that's not really a
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problem because all the fields of the data types within OAM are either `i16` or
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`u16` anyway.
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Object attribute memory is the wildest yet: it conceptually contains two types
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of things, but they're _interlaced_ with each other all the way through.
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Now, [GBATEK](http://problemkaputt.de/gbatek.htm#lcdobjoamattributes) and
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[CowByte](https://www.cs.rit.edu/~tjh8300/CowBite/CowBiteSpec.htm#OAM%20(sprites))
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doesn't quite give names to the two data types here.
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[TONC](https://www.coranac.com/tonc/text/regobj.htm#sec-oam) calls them
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`OBJ_ATTR` and `OBJ_AFFINE`, but we'll be giving them names fitting with the
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Rust naming convention. Just know that if you try to talk about it with others
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they might not be using the same names. In Rust terms their layout would look
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like this:
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```rust
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#[repr(C)]
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pub struct ObjectAttributes {
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attr0: u16,
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attr1: u16,
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attr2: u16,
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filler: i16,
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}
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#[repr(C)]
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pub struct AffineMatrix {
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filler0: [u16; 3],
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pa: i16,
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filler1: [u16; 3],
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pb: i16,
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filler2: [u16; 3],
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pc: i16,
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filler3: [u16; 3],
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pd: i16,
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}
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```
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(Note: the `#[repr(C)]` part just means that Rust must lay out the data exactly
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in the order we specify, which otherwise it is not required to do).
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So, we've got 1024 bytes in OAM and each `ObjectAttributes` value is 8 bytes, so
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naturally we can support up to 128 objects.
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_At the same time_, we've got 1024 bytes in OAM and each `AffineMatrix` is 32
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bytes, so we can have 32 of them.
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But, as I said, these things are all _interlaced_ with each other. See how
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there's "filler" fields in each struct? If we imagine the OAM as being just an
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array of one type or the other, indexes 0/1/2/3 of the `ObjectAttributes` array
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would line up with index 0 of the `AffineMatrix` array. It's kinda weird, but
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that's just how it works. When we setup functions to read and write these values
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we'll have to be careful with how we do it. We probably _won't_ want to use
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those representations above, at least not with the `AffineMatrix` type, because
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they're quite wasteful if you want to store just object attributes or just
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affine matrices.
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## Game Pak ROM / Flash ROM
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* `0x8000000` to `0x9FFFFFF` (wait 0)
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* `0xA000000` to `0xBFFFFFF` (wait 1)
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* `0xC000000` to `0xDFFFFFF` (wait 2)
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* Max of 32Mb
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These portions of the memory are less fixed, because they depend on the precise
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details of the game pak you've inserted into the GBA. In general, they connect
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to the game pak ROM and/or Flash memory, using a 16-bit bus. The ROM is
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read-only, but the Flash memory (if any) allows writes.
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The game pak ROM is listed as being in three sections, but it's actually the
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same memory being effectively mirrored into three different locations. The
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mirror that you choose to access the game pak through affects which wait state
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setting it uses (configured via IO register of course). Unfortunately, the
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details come down more to the game pak hardware that you load your game onto
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than anything else, so there's not much I can say right here. We'll eventually
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talk about it more later when I'm forced to do the boring thing and just cover
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all the IO registers that aren't covered anywhere else.
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One thing of note is the way that the 16-bit bus affects us: the instructions to
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execute are coming through the same bus as the rest of the game data, so we want
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them to be as compact as possible. The ARM chip in the GBA supports two
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different instruction sets, "thumb" and "non-thumb". The thumb mode instructions
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are 16-bit, so they can each be loaded one at a time, and the non-thumb
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instructions are 32-bit, so we're at a penalty if we execute them directly out
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of the game pak. However, some things will demand that we use non-thumb code, so
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we'll have to deal with that eventually. It's possible to switch between modes,
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but it's a pain to keep track of what mode you're in because there's not
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currently support for it in Rust itself (perhaps some day). So we'll stick with
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thumb code as much as we possibly can, that's why our target profile for our
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builds starts with `thumbv4`.
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## Game Pak SRAM
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* `0xE000000` to `0xE00FFFF` (64k)
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The game pak SRAM has an 8-bit bus. Why did Pokémon always take so long to save?
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Saving the whole game one byte at a time is why. The SRAM also has some amount
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of wait, but as with the ROM, the details depend on your game pak hardware (and
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also as with ROM, you can adjust the settings with an IO register, should you
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need to).
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One thing to note about the SRAM is that the GBA has a Direct Memory Access
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(DMA) feature that can be used for bulk memory movements in some cases, but the
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DMA _cannot_ access the SRAM region. You really are stuck reading and writing
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one byte at a time when you're using the SRAM.
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