What is the component that allows the cartridge to hold more ROM or RAM?
MBC - Memory bank controller
DMG
Original GameBoy - originally "Dot Matrix Game"
SGB
Super GameBoy - SNES plug-in cartridge
CGB
GameBoy Color
RGBDS
(rednex) GameBoy Development System. de-facto assembly language programming environment for modern GameBoy programming
Pandocs
Extensive gameboy technical reference
DMG-01
Original original gameboy model number
Cartridge
Physical container of the program - along optionally with an MBC and ERAM
Console
The hardware you hold in your hand to play a game
D-Pad
The four-way controller. Can do diagonals (e.g. TOP-LEFT), but not TOP-BOTTOM
Select Button
The select button on the Joypad. Uses of Select is to change settings, switch options, or toggle items inside of games. Used for menu navigation and in-game actions. Can also be used as a shortcut.
Joypad
Collective name for D-Pad, select, start, and A/B buttons
Active Components
Things that actually do stuff. Composed of the CPU and PPU
CPU
You know what this is
PPU
Picture Processing Unit. Responsible for displaying graphics on the LCD. Uses VRAM and OAM to do its work
ROM
On the cartridge
Rom Image
The code and assets compiled and then put on to a cartridge
ERAM
External RAM, optional ram on the cartridge. Needs an MBC to work. Typically used for battery-backed-up save states
MBC
Memory Bank Controller, allows for extended ROM and RAM on a cartridge via bank switching
VRAM
Video RAM. 8K
WRAM
Work RAM. 8K
HRAM
High RAM. Small (127 bytes) work area, along with smaller/faster instructions for access
OAM
Object-Attribute Memory (160 bytes). Contains sprite configuration settings
Sprite
independently movable object. like characters or projectiles
I/O Registers
128 Bytes. How to commnicate with internal devices. Such as LCD, joypad, timers, serial interface, and the speaker
IE
Interrupt-enable register. Five bits are significant (TBDiscussed). 8 bits
Memory Map
Addresses where the passive components are located in memory
What memory is used by the PPU?
VRAM and OAM
ROM memory map
0000...7FFF (cartridge). 32K. Instructions and assets
VRAM memory map
8000...9FFF (console). 8K. Stores graphics and control for PPU
ERAM memory map
A000...BFFF (cartridge). 8K. External RAM, often used for game saves
WRAM memory map
C000...DFFF (console). 8K. Working RAM
OAM memory map
FE00...FE9F (console). 160 bytes. Sprite attributes
I/O memory map
FF00...FF7F (console). 128 bytes. Control registers for internal devices
HRAM memory map
FF80...FFFE (console). 127 bytes. Temporary data storage
IE memory map
FFFF...FFFF (console). 1 byte. interrupt-enable register
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