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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 |
Thanks! Here's 2 patches to get it to assemble with rgbds:
diff --git a/dmg_bios.s b/dmg_bios.s
index 0068781..b46460f 100644
--- a/dmg_bios.s
+++ b/dmg_bios.s
@@ -1,32 +1,34 @@
; https://gist.github.com/drhelius/6063288
+SECTION "Header", ROM0[$0]
+
LD SP,$fffe ; $0000 Setup Stack
- XOR A ; $0003 Zero the memory from $8000-$9FFF (VRAM)
+ XOR A ; $0003 Zero the memory from $8000-$9FFF [VRAM]
LD HL,$9fff ; $0004
Addr_0007:
- LD (HL-),A ; $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
+ LD [HL-],A ; $0013
+ LDH [C],A ; $0014
INC C ; $0015
LD A,$f3 ; $0016
- LD ($FF00+C),A ; $0018
- LD (HL-),A ; $0019
+ LDH [C],A ; $0018
+ LD [HL-],A ; $0019
LD A,$77 ; $001a
- LD (HL),A ; $001c
+ LD [HL],A ; $001c
LD A,$fc ; $001d Setup BG palette
- LD ($FF00+$47),A ; $001f
+ LD [$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
+ LD A,[DE] ; $0027
CALL $0095 ; $0028
CALL $0096 ; $002b
INC DE ; $002e
@@ -37,22 +39,22 @@ Addr_0027:
LD DE,$00d8 ; $0034 Load 8 additional bytes into Video RAM
LD B,$08 ; $0037
Addr_0039:
- LD A,(DE) ; $0039
+ LD A,[DE] ; $0039
INC DE ; $003a
- LD (HL+),A ; $003b
+ 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 [$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
+ LD [HL-],A ; $004d
DEC C ; $004e
JR NZ, Addr_004A ; $004f
LD L,$0f ; $0051
@@ -64,16 +66,16 @@ 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 ; $0059 Set vertical scroll register
+ LD [$FF00+$42],A ; $0059 Set vertical scroll register
LD A,$91 ; $005b
- LD ($FF00+$40),A ; $005d Turn on LCD, showing Background
+ LD [$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) ; $0064 wait for screen frame
+ LD A,[$FF00+$44] ; $0064 wait for screen frame
CP $90 ; $0066
JR NZ, Addr_0064 ; $0068
DEC C ; $006a
@@ -92,14 +94,14 @@ Addr_0064:
JR NZ, Addr_0086 ; $007e $64 counts in, play sound #2
Addr_0080:
LD A,E ; $0080 play sound
- LD ($FF00+C),A ; $0081
+ LDH [C],A ; $0081
INC C ; $0082
LD A,$87 ; $0083
- LD ($FF00+C),A ; $0085
+ LDH [C],A ; $0085
Addr_0086:
- LD A,($FF00+$42) ; $0086
+ LD A,[$FF00+$42] ; $0086
SUB B ; $0088
- LD ($FF00+$42),A ; $0089 scroll logo up if B=1
+ LD [$FF00+$42],A ; $0089 scroll logo up if B=1
DEC D ; $008b
JR NZ, Addr_0060 ; $008c
@@ -122,21 +124,21 @@ Addr_0098:
RLA ; $009f
DEC B ; $00a0
JR NZ, Addr_0098 ; $00a1
- LD (HL+),A ; $00a3
+ LD [HL+],A ; $00a3
INC HL ; $00a4
- LD (HL+),A ; $00a5
+ 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
+ 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
+ DB $3C,$42,$B9,$A5,$B9,$A5,$42,$3C
; ===== Nintendo logo comparison routine =====
@@ -145,9 +147,9 @@ Addr_00E0:
LD DE,$00a8 ; $00e3 ; point DE to Nintendo logo in DMG rom
Addr_00E6:
- LD A,(DE) ; $00e6
+ LD A,[DE] ; $00e6
INC DE ; $00e7
- CP (HL) ; $00e8 ;compare logo data in cart to DMG rom
+ 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
@@ -157,13 +159,13 @@ Addr_00E6:
LD B,$19 ; $00f1
LD A,B ; $00f3
Addr_00F4:
- ADD (HL) ; $00f4
+ ADD [HL] ; $00f4
INC HL ; $00f5
DEC B ; $00f6
JR NZ, Addr_00F4 ; $00f7
- ADD (HL) ; $00f9
+ 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 ; $00fe ;turn off DMG rom
+ LD [$FF00+$50],A ; $00fe ;turn off DMG rom
`
g'ah! And a second is needed to encode LDH properly!
diff --git a/dmg_bios.s b/dmg_bios.s
index 171995e..0c74009 100644
--- a/dmg_bios.s
+++ b/dmg_bios.s
@@ -23,7 +23,7 @@ Addr_0007:
LD [HL],A ; $001c
LD A,$fc ; $001d Setup BG palette
- LD [$FF00+$47],A ; $001f
+ LDH [$47],A ; $001f
LD DE,$0104 ; $0021 Convert and load logo data from cart into Video RAM
LD HL,$8010 ; $0024
@@ -66,16 +66,16 @@ 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
+ LDH [$42],A ; $0059 Set vertical scroll register
LD A,$91 ; $005b
- LD [$FF00+$40],A ; $005d Turn on LCD, showing Background
+ LDH [$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
+ LDH A,[$44] ; $0064 wait for screen frame
CP $90 ; $0066
JR NZ, Addr_0064 ; $0068
DEC C ; $006a
@@ -99,9 +99,9 @@ Addr_0080:
LD A,$87 ; $0083
LDH [C],A ; $0085
Addr_0086:
- LD A,[$FF00+$42] ; $0086
+ LDH A,[$42] ; $0086
SUB B ; $0088
- LD [$FF00+$42],A ; $0089 scroll logo up if B=1
+ LDH [$42],A ; $0089 scroll logo up if B=1
DEC D ; $008b
JR NZ, Addr_0060 ; $008c
@@ -168,4 +168,4 @@ Addr_00F4:
; ... lock up
LD A,$01 ; $00fc
- LD [$FF00+$50],A ; $00fe ;turn off DMG rom
+ LDH [$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.