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@Miliox
Created September 8, 2017 17:00
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  1. Miliox created this gist Sep 8, 2017.
    445 changes: 445 additions & 0 deletions gb_info.txt
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    Programming Info

    Information about GameBoy hardware and programming is extremely hard to find. Most of it is incomplete, uncertain and vague. If you have any new information, PLEASE, email it to me. The following information is mostly based on a document by Pan of Anthrox, Jeff Frohwein's, Pascal Felber's, and my own findings.
    Memory Map

    --------------------------- FFFF | 32kB ROMs are non-switchable and occupy
    I/O ports + internal RAM | 0000-7FFF are. Bigger ROMs use one of two
    --------------------------- FF00 | different bank switches. The type of a
    Internal RAM | bank switch can be determined from the
    --------------------------- C000 | internal info area located at 0100-014F
    8kB switchable RAM bank | in each cartridge.
    --------------------------- A000 |
    16kB VRAM | MBC1 (Memory Bank Controller 1):
    --------------------------- 8000 | Writing a value into 2000-3FFF area will
    16kB switchable ROM bank | select an appropriate ROM bank at
    --------------------------- 4000 | 4000-7FFF. Writing a value into 4000-5FFF
    16kB ROM bank #0 | area will select an appropriate RAM bank
    --------------------------- 0000 | at A000-C000.
    |
    | MBC2 (Memory Bank Controller 2):
    | Writing a value into 2100-21FF area will
    | select an appropriate ROM bank at
    | 4000-7FFF. RAM switching is not provided.

    CPU
    As it appears, the CPU used in GameBoy is not exactly Z80. Some of Z80 instructions and registers are missing while others are added:

    The "shadow" set of registers (BC',DE',HL',AF') and the index registers (IX,IY) are missing and, consequently, there are no DD and FD opcode tables.
    I/O ports are gone and so are all IN/OUT opcodes.
    HALT is interrupted even when interrupts are disabled.

    Following Z80 opcodes are changed:

    ------------------------------------------------------------------------------
    Code Z80 operation GameBoy operation
    ------------------------------------------------------------------------------
    08 xx xx EX AF,AF' LD (word),SP Save SP at given address
    10 xx DJNZ offset STOP Meaning unknown
    22 LD (word),HL LD (HLI),A Save A at (HL) and increment HL
    2A LD HL,(word) LD A,(HLI) Load A from (HL) and increment HL
    32 LD (word),A LD (HLD),A Save A at (HL) and decrement HL
    3A LD A,(word) LD A,(HLD) Load A from (HL) and decrement HL
    D3 OUTA (byte) No operation
    D9 EXX RETI Enable interrupts and return
    DB INA (byte) No operation
    DD Prefix DD No operation
    E0 xx RET PO LD (byte),A Save A at (FF00+byte)
    E2 JP PO,word LD (C),A Save A at (FF00+C)
    E3 EX HL,(SP) No operation
    E4 CALL PO,word No operation
    E8 xx RET PE ADD SP,offset Add signed offset to SP
    EA xx xx JP PE,word LD (word),A Save A at given address
    EB EX DE,HL No operation
    EC CALL PE,word No operation
    F0 xx RET P LD A,(byte) Load A from (FF00+byte)
    F2 JP P,word No operation
    F4 CALL P,word No operation
    F8 xx RET M LDHL SP,offset Load HL with SP + signed offset
    FA xx xx JP M,word LD A,(word) Load A from given address
    FC CALL M,word No operation
    FD Prefix FD No operation
    ------------------------------------------------------------------------------

    Internal information area
    The internal information area is located at 0100-014F in each cartridge. It contains following values:

    0100-0103 A sequence of bytes 00 C3 xx xx where last two bytes contain the
    starting address of a cartridge (lower byte first). The first two
    bytes of this sequence can be used as a "magic number" to
    recognize GameBoy cartridges. When GameBoy starts, the control is
    passed to address 0100 and then the sequence is interpreted as
    NOP; JP .
    0105-0133 Nintendo character area:
    CE ED 66 66 CC 0D 00 0B 03 73 00 83 00 0C 00 0D
    00 08 11 1F 88 89 00 0E DC CC 6E E6 DD DD D9 99
    BB BB 67 63 6E 0E EC CC DD DC 99 9F BB B9 33 3E
    0134-0143 Title of the game in ASCII terminated by zeroes
    0144-0145 Extended manufacturer code in ASCII, when 33 stored at 014B
    0146 Not used
    0147 Cartridge type:
    0 - ROM ONLY 3 - ROM+MBC1+RAM+BATTERY
    1 - ROM+MBC1 5 - ROM+MBC2
    2 - ROM+MBC1+RAM 6 - ROM+MBC2+BATTERY
    0148 ROM size:
    0 - 256kBit = 32kB = 2 banks
    1 - 512kBit = 64kB = 4 banks
    2 - 1MBit = 128kB = 8 banks
    3 - 2MBit = 256kB = 16 banks
    4 - 4MBit = 512kB = 32 banks
    0149 RAM size:
    0 - None
    1 - 16kBit = 2kB = 1 bank
    2 - 64kBit = 8kB = 1 bank
    3 - 256kBit = 32kB = 4 banks
    014A Language:
    0 - Japanese game
    1 - English game
    014B Manufacturer code:
    33 - Nintendo or extended (see 0144-0145)
    79 - Accolade
    A4 - Konami
    014C Version number
    014D Complement check
    014E-014F Checksum (higher byte first) produced by adding all bytes of
    a cartridge except for two checksum bytes together and taking
    two lower bytes of the result.

    Interrupts
    This section is not ready yet.

    Video
    The main GameBoy screen buffer (aka background) consists of 256x256 pixels or 32x32 tiles (8x8 pixels each). Only 160x144 pixels can be displayed on the screen. Registers SCROLLX and SCROLLY hold the coordinates of background to be displayed in the left upper corner of the screen. Background wraps around the screen i.e. when part of it goes off the screen, it appears on the opposite side.

    An area of VRAM known as Background Tile Table contains the numbers of tiles to be displayed. It is organized as 32 rows of 32 bytes each. Each byte contains a number of a tile to be displayed. Tile patterns are taken from the Tile Pattern Table located either at 8000-8FFF or 8800-97FF. In the first case, patterns are numbered with unsigned numbers from 0 to 255 (i.e. pattern #0 lies at address 8000). In the second case, patterns have signed numbers from -128 to 127 [i.e. pattern #0 lies at address 9000). The Tile Pattern Table address for the background can be selected via LCDCONT register.

    Besides background, there is also a "window" overlaying the background. The window is not scrollable i.e. it is always displayed starting from its left upper corner. The location of a window on the screen can be adjusted via WNDPOSX and WNDPOSY registers. Screen coordinates of the top left corner of a window are WNDPOSX-7,WNDPOSY. The tile numbers for the window are stored in the Window Tile Table in the same way as background tiles are stored in the Background Tile Table. The tile patterns are taken from the table at 8800-97FF and therefore have unsigned numbers.

    Both background and window can be disabled or enabled separately via bits in the LCDCONT register.

    The tile images are stored in the Tile Pattern Tables. Each 8x8 image occupies 16 bytes, where each 2 bytes represent a line:

    Tile: Image:

    .33333.. .33333.. -> 01111100 -> 7Ch
    22...22. 01111100 -> 7Ch
    11...11. 22...22. -> 00000000 -> 00h
    2222222. <-- digits represent 11000110 -> C6h
    33...33. color numbers 11...11. -> 11000110 -> C6h
    22...22. 00000000 -> 00h
    11...11. 2222222. -> 00000000 -> 00h
    ........ 11111110 -> FEh
    33...33. -> 11000110 -> C6h
    11000110 -> C6h
    22...22. -> 00000000 -> 00h
    11000110 -> C6h
    11...11. -> 11000110 -> C6h
    00000000 -> 00h
    ........ -> 00000000 -> 00h
    00000000 -> 00h

    As it was said before, there are two Tile Pattern Tables at 8000-8FFF and at 8800-97FF. The first one can be used for sprites and the background. Its tiles are numbered from 0 to 255. The second table can be used for the background and the window display and its tiles are numbered from -128 to 127.

    Sprites
    GameBoy video controller can display up to 40 sprites either in 8x8 or in 8x16 mode. Sprite patterns have the same format as tiles, but they are taken from the Sprite Pattern Table located at 8000-8FFF and therefore have unsigned numbers. Sprite attributes reside in the Sprite Attribute Table (aka OAM) at FE00-FE9F. OAM is divided into 40 4-byte blocks each of which corresponds to a sprite. Blocks have the following format:

    Byte0 Y position on the screen
    Byte1 X position on the screen
    Byte2 Pattern number 0-255 [notice that unlike tile numbers, sprite
    pattern numbers are unsigned]
    Byte3 Flags:
    Bit7 Priority
    Sprite is displayed in front of the window if this bit
    is set to 1. Otherwise, sprite is shown behind the
    window but in front of the background.
    Bit6 Y flip
    Sprite pattern is flipped vertically if this bit is
    set to 1.
    Bit5 X flip
    Sprite pattern is flipped horizontally if this bit is
    set to 1.
    Bit4 Palette number
    Sprite colors are taken from OBJ1PAL if this bit is
    set to 1 and from OBJ0PAL otherwise.

    Sound
    There are two sound channels connected to the output terminals SO1 and SO2. There is also a input terminal Vin connected to the cartridge. It can be routed to either of both output terminals. GameBoy circuitry allows produces sound in four different ways:

    Quadrangular wave patterns with sweep and envelope functions
    Quadrangular wave patterns with envelope functions
    Voluntary wave pattern
    White noise

    These four sounds can be controlled independantly and then mixed separately for each of the output terminals.

    I/O Ports

    I/O ports are mapped to memory locations in FF00-FFFF area:
    ------------------------------------------------------------------------------
    FF00 -- JOYPAD [RW] Joypad port
    Bit5 Bit4 | In order to scan the keys, output 0 into either Bit4
    Bit3 DOWN START | or Bit5 of JOYPAD, wait for some time and read JOYPAD.
    Bit2 UP SELECT | Bits 0-3 will be set to zeroes if corresponding
    Bit1 LEFT B | buttons are pressed. Bits 6 and 7 are not used. Bits
    Bit0 RIGHT A | 0-3 are connected to input lines P10-P13. Bits 4 and 5
    | are connected to ouput lines P14 and P15.

    Example:
    ; Routine finding which buttons were pressed since the last check
    LD A,20h ; Set 0 at the output line P14
    LD (FF00h),A ;
    LD A,(FF00h) ; Read JOYPAD several times to accomodate the noise
    LD A,(FF00h) ;
    CPL ; Bits 0-3 are now 1s if corresponding buttons pressed
    AND 0Fh ; Extract lower 4 bits carrying button status...
    SWAP A ; ...and move them into upper for bits
    LD B,A ; At this point: B = START.SELECT.B.A.x.x.x.x
    LD A,10h ; Set 0 at the output line P15
    LD (FF00h),A ;
    LD A,(FF00h) ; Read JOYPAD several times to accomodate the noise
    LD A,(FF00h) ;
    LD A,(FF00h) ;
    LD A,(FF00h) ;
    LD A,(FF00h) ;
    LD A,(FF00h) ;
    CPL ; Bits 0-3 are now 1s if corresponding buttons pressed
    AND 0Fh ; Extract lower 4 bits carrying buttons' status...
    OR B ; ...and combine them with 4 other button status bits
    LD D,A ; At this point: D = START.SELECT.B.A.DOWN.UP.LEFT.RIGHT
    LD A,(FF8Bh) ; Read old button status from RAM
    XOR D ; Set 1s for buttons whose status has changed
    AND D ; Extract buttons which were *pressed* since last check
    LD (FF8Ch),A ; Save information of those buttons
    LD A,D ; Update button status in RAM
    LD (FF8Bh),A ;
    LD A,30h ; Set 1s at both P14 and P15 lines
    LD (FF00h),A ; [probably to reset the circuitry]

    ------------------------------------------------------------------------------
    FF01 -- SIODATA [RW] Serial I/O Data
    ----------------------------------------------+---------------+---------------
    FF02 -- SIOCONT [RW] Serial I/O Control | when set to 1 | when set to 0
    Bit7 Transfer start flag | START | NO TRANSFER
    Bit0 Serial I/O clock select | INTERNAL | EXTERNAL
    ----------------------------------------------+---------------+---------------
    FF04 -- DIVIDER [RW] Divider [meaning unknown]
    ------------------------------------------------------------------------------
    FF05 -- TIMECNT [RW] Timer Counter
    This register contains constantly increasing number. The timer
    interrupt occurs when this register overflows.
    ------------------------------------------------------------------------------
    FF06 -- TIMEMOD [RW] Timer Modulo
    The contents of TIMEMOD are loaded into TIMECNT every time TIMECNT
    overflows.
    ----------------------------------------------+---------------+---------------
    FF07 -- TIMCONT [RW] Timer Control | when set to 1 | when set to 0
    Bit2 Start/Stop timer | COUNTING | STOPPED
    Bit1-0 Timer clock select:
    00 - 4096Hz 01 - 262144Hz 10 - 65536Hz 11 - 16384Hz
    ----------------------------------------------+---------------+---------------
    FF0F -- IFLAGS [RW] Interrupt Flags | when set to 1 | when set to 0
    Bit4 Transition High->Low on pins P10-P13 | OCCURED | NO
    Bit3 End of serial I/O transfer | OCCURED | NO
    Bit2 Timer overflow | OCCURED | NO
    Bit1 LCD controller interrupt [see LCDSTAT] | OCCURED | NO
    Bit0 LCD vertical blanking impulse | OCCURED | NO
    ----------------------------------------------+---------------+---------------
    FF10 -- SNDREG10 [RW] Sweep [Sound Mode #1]
    Bit6-4 Sweep time:
    000: SWEEP OFF 010: 15.6ms 100: 31.3ms 110: 46.9ms
    001: 7.8ms 011: 23.4ms 101: 39.1ms 111: 54.7ms
    Bit3 Frequency increase[0]/decrease[1]
    Bit2-0 Number of shifts
    ------------------------------------------------------------------------------
    FF11 -- SNDREG11 [RW] Sound Length/Pattern Duty [Sound Mode #1]
    Bit7-6 Wave Pattern Duty [only these bits can be read]:
    00: 12.5% 01: 25% 10: 50% 11: 75%
    Bit5-0 Length of sound data
    ------------------------------------------------------------------------------
    FF12 -- SNDREG12 [RW] Control [Sound Mode #1]
    Bit7-4 Initial value of envelope
    Bit3 Envelope up[1]/down[0]
    Bit2-0 Number of envelope sweep
    ------------------------------------------------------------------------------
    FF13 -- SNDREG13 [W] Frequency Low [Sound Mode #1]
    Lower 8 bits of the 11bit frequency. Higher 3 bits are in SNDREG14.
    ------------------------------------------------------------------------------
    FF14 -- SNDREG14 [RW] Frequency High [Sound Mode #1]
    Bit7 When 1 is written into this bit, sound restarts
    Bit6 Counter/Consecutive selection [only this bit can be read]
    Bit2-0 Higher 3 bits of the 11bit frequency
    ------------------------------------------------------------------------------
    FF16 -- SNDREG21 [RW] Sound Length/Pattern Duty [Sound Mode #2]
    Bit7-6 Wave Pattern Duty [only these bits can be read]:
    00: 12.5% 01: 25% 10: 50% 11: 75%
    Bit5-0 Length of sound data
    ------------------------------------------------------------------------------
    FF17 -- SNDREG22 [RW] Control [Sound Mode #2]
    Bit7-4 Initial value of envelope
    Bit3 Envelope up[1]/down[0]
    Bit2-0 Number of envelope step
    ------------------------------------------------------------------------------
    FF18 -- SNDREG23 [W] Frequency Low [Sound Mode #2]
    Lower 8 bits of the 11bit frequency. Higher 3 bits are in SNDREG24.
    ------------------------------------------------------------------------------
    FF19 -- SNDREG24 [RW] Frequency High [Sound Mode #2]
    Bit7 When 1 is written into this bit, sound restarts
    Bit6 Counter/Consecutive selection [only this bit can be read]
    Bit2-0 Higher 3 bits of the 11bit frequency
    ------------------------------------------------------------------------------
    FF1A -- SNDREG30 [RW] Control [Sound Mode #3]
    Bit7 Sound on[1]/off[0]
    ------------------------------------------------------------------------------
    FF1B -- SNDREG31 [RW] Sound Length [Sound Mode #3]
    ------------------------------------------------------------------------------
    FF1C -- SNDREG32 [RW] Output Level [Sound Mode #3]
    Bit6-5 Output Level:
    00: MUTE 01: 100% 10: 50% 11: 25%
    ------------------------------------------------------------------------------
    FF1D -- SNDREG33 [W] Frequency Low [Sound Mode #3]
    Lower 8 bits of the 11bit frequency. Higher 3 bits are in SNDREG34.
    ------------------------------------------------------------------------------
    FF1E -- SNDREG34 [RW] Frequency High [Sound Mode #3]
    Bit7 When 1 is written into this bit, sound restarts
    Bit6 Counter/Consecutive selection [only this bit can be read]
    Bit2-0 Higher 3 bits of the 11bit frequency
    ------------------------------------------------------------------------------
    FF20 -- SNDREG41 [RW] Sound Length/Pattern Duty [Sound Mode #4]
    Bit5-0 Length of sound data
    ------------------------------------------------------------------------------
    FF21 -- SNDREG42 [RW] Control [Sound Mode #4]
    Bit7-4 Initial value of envelope
    Bit3 Envelope up[1]/down[0]
    Bit2-0 Number of envelope step
    ------------------------------------------------------------------------------
    FF22 -- SNDREG43 [RW] Polynomial Counter [Sound Mode #4]
    Bit7-4 Shift clock frequency for the counter
    0000: Dividing ratio of frequencies / 2
    0001: Dividing ratio of frequencies / 2^2
    0010: Dividing ratio of frequencies / 2^3
    .... ....
    1101: Dividing ratio of frequencies / 2^14
    1100: Prohibited
    1111: Prohibited
    Bit3 Number of steps: 7 [1]/15 [0]
    Bit2-0 Dividing ratio of frequences
    000: f*2 010: f/2 100: f/4 110: f/6 where f = 4.194304Mhz/8
    001: f*1 011: f/3 101: f/5 111: f/7
    ------------------------------------------------------------------------------
    FF23 -- SNDREG44 [RW] Frequency High [Sound Mode #4]
    Bit7 When 1 is written into this bit, sound restarts
    Bit6 Counter/Consecutive selection [only this bit can be read]
    ------------------------------------------------------------------------------
    FF24 -- SNDREG50 [RW] Channel and Volume Control
    Bit7 Vin -> SO2 on[1]/off[0]
    Bit6-4 Volume on SO2
    Bit3 Vin -> SO1 on[1]/off[0]
    Bit2-0 Volume on SO1
    ------------------------------------------------------------------------------
    FF25 -- SNDREG51 [RW] Sound Output Terminal Selector
    Bit7 Sound 4 -> SO2 |
    Bit6 Sound 3 -> SO2 |
    Bit5 Sound 2 -> SO2 | SO1 and SO2 are two sound outputs connected to the
    Bit4 Sound 1 -> SO2 | headphones. Vin is an input terminal in the cartridge
    Bit3 Sound 4 -> SO1 | slot.
    Bit2 Sound 3 -> SO1 |
    Bit1 Sound 2 -> SO1 |
    Bit0 Sound 1 -> SO1 |
    ----------------------+-------------------------------------------------------
    FF26 -- SNDREG52 [RW] Sound ON/OFF
    Bit7 All sound on[1]/off[0]
    Bit3 Sound 4 on[1]/off[0]
    Bit2 Sound 3 on[1]/off[0]
    Bit1 Sound 2 on[1]/off[0]
    Bit0 Sound 1 on[1]/off[0]
    ----------------------------------------------+---------------+---------------
    FF40 -- LCDCONT [RW] LCD Control | when set to 1 | when set to 0
    Bit7 LCD operation | ON | OFF
    Bit6 Window Tile Table address | 9C00-9FFF | 9800-9BFF
    Bit5 Window display | ON | OFF
    Bit4 Tile Pattern Table address | 8000-8FFF | 8800-97FF
    Bit3 Background Tile Table address | 9C00-9FFF | 9800-9BFF
    Bit2 Sprite size | 8x16 | 8x8
    Bit1 Color #0 transparency in the window | SOLID | TRANSPARENT
    Bit0 Background display | ON | OFF
    ----------------------------------------------+---------------+---------------
    FF41 -- LCDSTAT [RW] LCD Status | when set to 1 | when set to 0
    Bit6 Interrupt on scanline coincidence | ON | OFF
    Bit5 Interrupt on controller mode 10 | ON | OFF
    Bit4 Interrupt on controller mode 01 | ON | OFF
    Bit3 Interrupt on controller mode 00 | ON | OFF
    Bit2 Scanline coincidence flag | COINCIDENCE | NO COINCIDENCE
    Bit1-0 LCD Controller mode:
    00 - Horizontal blanking impulse [VRAM 8000-9FFF can be accessed by CPU]
    01 - Vertical blanking impulse [VRAM 8000-9FFF can be accessed by CPU]
    10 - OAM FE00-FE90 is accessed by LCD controller
    11 - Both OAM FE00-FE90 and VRAM 8000-9FFF are accessed by LCD controller
    ------------------------------------------------------------------------------
    FF42 -- SCROLLY [RW] Background Vertical Scrolling
    ------------------------------------------------------------------------------
    FF43 -- SCROLLX [RW] Background Horizontal Scrolling
    ------------------------------------------------------------------------------
    FF44 -- CURLINE [RW] Current Scanline
    This register contains the number of a screen line currently being
    scanned. It can take values 0-153 where 144-153 indicate the vertical
    blanking period. Writing into this register resets it.
    ------------------------------------------------------------------------------
    FF45 -- CMPLINE [RW] Scanline Comparison
    When contents of CURLINE are equal to contents of CMPLINE, scanline
    coincidence flag is set in the LCD status register and an interrupt
    may occur.
    ------------------------------------------------------------------------------
    FF47 -- BGRDPAL [W] Background Palette
    Bit7-6 Palette for color #3 |
    Bit5-4 Palette for color #2 | 00 ------- 01 ------- 10 -------> 11
    Bit3-2 Palette for color #1 | lightest darkest
    Bit1-0 Palette for color #0 |
    ------------------------------+-----------------------------------------------
    FF48 -- OBJ0PAL [W] Sprite Palette #0
    Bit7-6 Palette for color #3 |
    Bit5-4 Palette for color #2 | 00 ------- 01 ------- 10 -------> 11
    Bit3-2 Palette for color #1 | lightest darkest
    Bit1-0 Palette for color #0 |
    ------------------------------+-----------------------------------------------
    FF49 -- OBJ1PAL [W] Sprite Palette #1
    Bit7-6 Palette for color #3 |
    Bit5-4 Palette for color #2 | 00 ------- 01 ------- 10 -------> 11
    Bit3-2 Palette for color #1 | lightest darkest
    Bit1-0 Palette for color #0 |
    ------------------------------+-----------------------------------------------
    FF4A -- WNDPOSY [RW] Window Y Position
    WNDPOSY may assume values 0-143. It determines the vertical position
    of the left upper corner of a window on the screen.
    ------------------------------------------------------------------------------
    FF4B -- WNDPOSX [RW] Window X Position
    WNDPOSX may assume values 7-166. It determines the horizontal position
    of the left upper corner of a window on the screen. The real position
    is WNDPOSX-7.
    ------------------------------------------------------------------------------
    FF46 -- DMACONT [W] DMA Transfer Control
    Writing to this register will cause a DMA transfer into OAM located
    at FE00-FE9F. The written value determines the source address in a
    following way: 00 -> 0000, 01 -> 0100, ... , 9A -> 9A00, ...
    The DMA transfer takes about 160 nanoseconds.

    Example:
    ; Routine transferring 0400-049F into OAM
    DI ; Disable interrupts
    LD A,04h ; Transferring data from 0400h
    LD (FF46h),A ; Start DMA transfer
    LOOP: LD A,#40 ; Wait
    DEC A ;
    JR NZ,LOOP ;
    EI ; Enable interrupts

    ----------------------------------------------+---------------+---------------
    FFFF -- ISWITCH [RW] Interrupt Enable/Disable | when set to 1 | when set to 0
    Bit4 Transition High->Low on pins P10-P13 | ENABLED | DISABLED
    Bit3 End of serial I/O transfer | ENABLED | DISABLED
    Bit2 Timer overflow | ENABLED | DISABLED
    Bit1 LCD controller interrupt [see LCDSTAT] | ENABLED | DISABLED
    Bit0 LCD vertical blanking impulse | ENABLED | DISABLED
    ----------------------------------------------+---------------+---------------

    © Copyright by Marat Fayzullin