Gameboy Bootstrap ROM

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The DMG bootstrap

On July 17, 2003, neviksti published that he had been able to extract the contents of the Gameboy boot ROM from a DMG-01 on the Cherryroms.com forums. The boot ROM is a bootstrap program which is a 256 bytes big piece of code which checks the cartridge header is correct, scrolls the Nintendo bootup graphics and plays the "po-ling" sound. <ref>Mirror of the original Cherryroms thread on archive.org</ref>


When the Gameboy is turned on, the bootstrap ROM is situated in a memory page at positions $0-$FF (0-255). The CPU enters at $0 at startup, and the last two instructions of the code writes to a special register which disables the internal ROM page, thus making the lower 256 bytes of the cartridge ROM readable. The last instruction is situated at position $FE and is two bytes big, which means that right after that instruction has finished, the CPU executes the instruction at $100, which is the entry point code on a cartridge.

Neviksti managed to read out this memory area by opening the CPU of a Gameboy he got from Duo, and looking at it with a microscope. That way he managed to read the code bit by bit.

The CGB bootstrap

Neviksti has also tried to extract the bootstrap from a Gameboy Color (CGB-01) CPU. However, because that CPU uses NAND ROM and is laid out in a different way, he had no success in extracting that ROM. Up to this date, the exact design of the CGB bootstrap ROM is still unknown.

Impact

Apart from amazement, the discovery led to the inclusion of a feature to emulate the bootstrap ROM in the emulators KiGB and BGB.

Other findings

As a result of the process, neviksti also published pictures of the rest of the chip. All material published in conjunction with the hack can be found here: [1]

Contents of the ROM

Below is the disassembled code of the bootstrap ROM, together with Neviksti's comments. A binary file of the 256 byte area can be downloaded here: [2]. The disassembled ROM file can also be found here: [3].

	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

References

<references/>