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Game Boy Boot ROM Disassembly
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LD SP,$fffe ; $0000 Setup Stack | |
XOR A ; $0003 Zero the memory from $8000-$9FFF (VRAM) | |
LD HL,$9fff ; $0004 | |
Addr_0007: | |
LD (HL-),A ; $0007 | |
BIT 7,H ; $0008 | |
JR NZ, Addr_0007 ; $000a | |
LD HL,$ff26 ; $000c Setup Audio | |
LD C,$11 ; $000f | |
LD A,$80 ; $0011 | |
LD (HL-),A ; $0013 | |
LD ($FF00+C),A ; $0014 | |
INC C ; $0015 | |
LD A,$f3 ; $0016 | |
LD ($FF00+C),A ; $0018 | |
LD (HL-),A ; $0019 | |
LD A,$77 ; $001a | |
LD (HL),A ; $001c | |
LD A,$fc ; $001d Setup BG palette | |
LD ($FF00+$47),A ; $001f | |
LD DE,$0104 ; $0021 Convert and load logo data from cart into Video RAM | |
LD HL,$8010 ; $0024 | |
Addr_0027: | |
LD A,(DE) ; $0027 | |
CALL $0095 ; $0028 | |
CALL $0096 ; $002b | |
INC DE ; $002e | |
LD A,E ; $002f | |
CP $34 ; $0030 | |
JR NZ, Addr_0027 ; $0032 | |
LD DE,$00d8 ; $0034 Load 8 additional bytes into Video RAM | |
LD B,$08 ; $0037 | |
Addr_0039: | |
LD A,(DE) ; $0039 | |
INC DE ; $003a | |
LD (HL+),A ; $003b | |
INC HL ; $003c | |
DEC B ; $003d | |
JR NZ, Addr_0039 ; $003e | |
LD A,$19 ; $0040 Setup background tilemap | |
LD ($9910),A ; $0042 | |
LD HL,$992f ; $0045 | |
Addr_0048: | |
LD C,$0c ; $0048 | |
Addr_004A: | |
DEC A ; $004a | |
JR Z, Addr_0055 ; $004b | |
LD (HL-),A ; $004d | |
DEC C ; $004e | |
JR NZ, Addr_004A ; $004f | |
LD L,$0f ; $0051 | |
JR Addr_0048 ; $0053 | |
; === Scroll logo on screen, and play logo sound=== | |
Addr_0055: | |
LD H,A ; $0055 Initialize scroll count, H=0 | |
LD A,$64 ; $0056 | |
LD D,A ; $0058 set loop count, D=$64 | |
LD ($FF00+$42),A ; $0059 Set vertical scroll register | |
LD A,$91 ; $005b | |
LD ($FF00+$40),A ; $005d Turn on LCD, showing Background | |
INC B ; $005f Set B=1 | |
Addr_0060: | |
LD E,$02 ; $0060 | |
Addr_0062: | |
LD C,$0c ; $0062 | |
Addr_0064: | |
LD A,($FF00+$44) ; $0064 wait for screen frame | |
CP $90 ; $0066 | |
JR NZ, Addr_0064 ; $0068 | |
DEC C ; $006a | |
JR NZ, Addr_0064 ; $006b | |
DEC E ; $006d | |
JR NZ, Addr_0062 ; $006e | |
LD C,$13 ; $0070 | |
INC H ; $0072 increment scroll count | |
LD A,H ; $0073 | |
LD E,$83 ; $0074 | |
CP $62 ; $0076 $62 counts in, play sound #1 | |
JR Z, Addr_0080 ; $0078 | |
LD E,$c1 ; $007a | |
CP $64 ; $007c | |
JR NZ, Addr_0086 ; $007e $64 counts in, play sound #2 | |
Addr_0080: | |
LD A,E ; $0080 play sound | |
LD ($FF00+C),A ; $0081 | |
INC C ; $0082 | |
LD A,$87 ; $0083 | |
LD ($FF00+C),A ; $0085 | |
Addr_0086: | |
LD A,($FF00+$42) ; $0086 | |
SUB B ; $0088 | |
LD ($FF00+$42),A ; $0089 scroll logo up if B=1 | |
DEC D ; $008b | |
JR NZ, Addr_0060 ; $008c | |
DEC B ; $008e set B=0 first time | |
JR NZ, Addr_00E0 ; $008f ... next time, cause jump to "Nintendo Logo check" | |
LD D,$20 ; $0091 use scrolling loop to pause | |
JR Addr_0060 ; $0093 | |
; ==== Graphic routine ==== | |
LD C,A ; $0095 "Double up" all the bits of the graphics data | |
LD B,$04 ; $0096 and store in Video RAM | |
Addr_0098: | |
PUSH BC ; $0098 | |
RL C ; $0099 | |
RLA ; $009b | |
POP BC ; $009c | |
RL C ; $009d | |
RLA ; $009f | |
DEC B ; $00a0 | |
JR NZ, Addr_0098 ; $00a1 | |
LD (HL+),A ; $00a3 | |
INC HL ; $00a4 | |
LD (HL+),A ; $00a5 | |
INC HL ; $00a6 | |
RET ; $00a7 | |
Addr_00A8: | |
;Nintendo Logo | |
.DB $CE,$ED,$66,$66,$CC,$0D,$00,$0B,$03,$73,$00,$83,$00,$0C,$00,$0D | |
.DB $00,$08,$11,$1F,$88,$89,$00,$0E,$DC,$CC,$6E,$E6,$DD,$DD,$D9,$99 | |
.DB $BB,$BB,$67,$63,$6E,$0E,$EC,$CC,$DD,$DC,$99,$9F,$BB,$B9,$33,$3E | |
Addr_00D8: | |
;More video data | |
.DB $3C,$42,$B9,$A5,$B9,$A5,$42,$3C | |
; ===== Nintendo logo comparison routine ===== | |
Addr_00E0: | |
LD HL,$0104 ; $00e0 ; point HL to Nintendo logo in cart | |
LD DE,$00a8 ; $00e3 ; point DE to Nintendo logo in DMG rom | |
Addr_00E6: | |
LD A,(DE) ; $00e6 | |
INC DE ; $00e7 | |
CP (HL) ; $00e8 ;compare logo data in cart to DMG rom | |
JR NZ,$fe ; $00e9 ;if not a match, lock up here | |
INC HL ; $00eb | |
LD A,L ; $00ec | |
CP $34 ; $00ed ;do this for $30 bytes | |
JR NZ, Addr_00E6 ; $00ef | |
LD B,$19 ; $00f1 | |
LD A,B ; $00f3 | |
Addr_00F4: | |
ADD (HL) ; $00f4 | |
INC HL ; $00f5 | |
DEC B ; $00f6 | |
JR NZ, Addr_00F4 ; $00f7 | |
ADD (HL) ; $00f9 | |
JR NZ,$fe ; $00fa ; if $19 + bytes from $0134-$014D don't add to $00 | |
; ... lock up | |
LD A,$01 ; $00fc | |
LD ($FF00+$50),A ; $00fe ;turn off DMG rom |
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On the Game Boy Pocket (MGB), the penultimate line at
$00fc
would beLD A,$ff
.This is the only difference between the two BIOSes, and doesn't functionally change anything. As long as it's non-zero it will lock the ROM.
It's also the only difference between the Super Game Boy and SGB2 BIOSes, though those are completely different to this other than the locking code.
The GBC's version is located at the same position in the 9x larger and again completely different ROM, but loads
$11
instead. Again this shouldn't change anything. Just interesting.