Maybe i missed something, but the options are: Login with facebook or Pay Us.<p>>>To download this document you must become a Premium Reader<<<p>EDIT:<p><a href="http://www.romhacking.net/documents/544/" rel="nofollow">http://www.romhacking.net/documents/544/</a><p><a href="https://www.google.com/search?hl=en&safe=off&q=GameBoy+Programming+Manual" rel="nofollow">https://www.google.com/search?hl=en&safe=off&q=GameBoy+Progr...</a>
I can hardly understand anything in that doc. I'm a decent-enough iOS programmer from a LAMP and design background. It makes me wonder if in 20 years people like me will look back at the iOS programming guide and be equally confused. As programming gets abstracted out, put into frameworks and simplified at the user-level it's sure to go even more visual.
Back when I was teaching English in Japan, I stayed up late hacking on Game Boy code to keep that part of my brain active. It was during that time that I really realized that I wanted to work in software, or at least something with some creative output.<p>I didn't use any of this though, I found a Japanese book on the GBDK C compiler. It's still available here: <a href="http://gbdk.sourceforge.net/" rel="nofollow">http://gbdk.sourceforge.net/</a>
and there are more resources here:
<a href="http://devrs.com/gb/software.php#assemble" rel="nofollow">http://devrs.com/gb/software.php#assemble</a><p>I've thought since then that working on a simple machine like that is a great way to learn the fundamentals of computer science.
Thanks for the manual. =]<p>I know it's not an official manual but it's worth mentioning: GBA Tonc - <a href="http://www.coranac.com/tonc/text/toc.htm" rel="nofollow">http://www.coranac.com/tonc/text/toc.htm</a><p>PDF download: <a href="http://www.coranac.com/files/tonc.pdf" rel="nofollow">http://www.coranac.com/files/tonc.pdf</a>
I didn't know that GB consoles didn't have a flat memory model. That was horrible to program with x86/DOS and must have sucked even more on a tiny hand-held.
It's always interesting to see game console programming. On a similar note tonc <a href="http://www.coranac.com/tonc/text/" rel="nofollow">http://www.coranac.com/tonc/text/</a> is a great intro to homebrew GBA programming.
This cribsheet was very handy when I was writing a Z80 emulator.<p><a href="http://www.otakunozoku.com/nintendo-gameboy-cribsheet/" rel="nofollow">http://www.otakunozoku.com/nintendo-gameboy-cribsheet/</a>
from the manual:<p>"2. CPU
2.1 OVERVIEW OF CPU FEATURES
The CPUs of DMG and CGB are ICs customized for DMG/CGB use, and have the following features.
CPU Features
Central to the 8-bit CPU are the following features, including an I/O port and timer.
127 x 8 bits of built-in RAM (working and stack)"<p>How much memory is needed today to make games that are only half entertaining?
wow. My childhood dissected into something I can (to a marginal extent) comprehend. It's quite the fascinating reality check. It isn't <i>really</i> magic after all.