Mega Duck / Cougar Boy Console Info
A collection of technical information and resources for the Mega Duck console brought together in one place. Much of it researched by others, some by me (minor sound reg fixes, laptop model docs, some ports and patches, etc).
Web version
References
Credits / Thanks
Sean Riddle, Ruud van Falier, Nitro2k, Toxa, Youkal3, Zwenergy, Inside Gadgets, Kuddel, ManCloud
Software
Homebrew Games / Programs
ROM Patches
Patches for running Game Boy games on the MegaDuck
Emulators/FPGA Re-implementations
C language
- GBDK-2020: C dev kit, supports Mega Duck as a build target
- Cate83 - A C-like programming language compiler for sm83 cpus (MegaDuck, Game Boy)
ASM
- hardware.inc for MegaDuck: Hardware constants and addresses for use with asm/RGBDS
- Asm83 - An Assembler, linker and librarian for retro CPUs including the sm83 (MegaDuck, Game Boy)
Music / SFX
Hardware
Flash Cartridges
Hardware Schematics / PCB Info
Adapters
Laptop model Gamepad
Serial Link Port
- The link port on the Mega Duck has the same pin order and signals as the Game Boy, but a different connector style (bare header).
- The serial control registers have the same address, control flags and behavior as a the Game Boy
With the use of a connector style adapter a Mega Duck and a Game Boy can exchange data over their link ports.
Diagram showing the link port receptacle*1 pinout when looking at the side of the console:
Front of console
-----------------------------------
|
-------- ----------------- |
volume | | CLK SIN VCC*2 | |
dial | | GND - SOUT | |
-------- ----------------- |
|
-----------------------------------
Back of console
- 1: View and pinout is of the connector receptacle, not of the cable
- 2: For most uses the VCC pin should not be connected
Cartridge Pinout
AC Adapters
Handheld
- 3.5 mm exterior, 1.35mm interior
- 6 volts, centrer NEGATIVE polarity
Laptop
- 3.5 mm exterior, 1.35mm interior
- 9 volts, centrer POSITIVE polarity
- Example picture
USB Video Streaming
MBCs / Bank Switching
MBC Controllers
Laptop model System ROM MBC (CEFA Super Quique, Hartung Super Junior Computer):
- Informal MBC Number:
0xE0 (SuperJuniorSameDuck emulator)
- Informal extension:
.md0
- Register:
0x1000
- ROM Bank
- Selected by writing (
0 - 15) in Lower Nibble (mask 0x0F)
- Bank Size/Region: Switches the full 32K ROM region-
- SRAM Bank (on secondary memory cart plugged into memory cart slot)
- Selected by writing (
0 - 3) in Upper Nibble (mask 0x30)
- Bank Size/Region: 8k mapped at
0xA000 - 0xBFFF
- Laptop Games: MegaDuck_Laptop_BilderLexikon.md0, MegaDuck_Laptop_DataBank.md0 (requires SRAM cart)
- System ROMs: MegaDuck_Laptop_SystemROM_German.md0, MegaDuck_Laptop_SystemROM_Spanish.md0
- Note: Uses a delay of ~41 M-Cycles (executed from WRAM) after writing the bank switch before resuming execution from ROM. Unclear if required.
OEM Games:
- 32K with NO switchable banks
- Sometimes with extension:
.bin, but that may also be used for banked ROMs with some emulators
- Handheld Games: Arctic Zone, Bomb Disposer, Magic Maze, Pile Wonder, Street Rider, The Brick Wall, Trap and Turn, Vex
- 32K switchable banks
- Sometimes with extension:
.md1
- Informal MBC Number:
0xE1 (SuperJuniorSameDuck emulator)
- Register: Bank selected by writing
0 - 1 to 0xB000
- Bank Size/Region: Switches the full 32K ROM region
- Handheld Games: Puppet Knight, Suleiman’s Treasure
- Upper switchable 16K banks
- Sometimes with extension:
.md2
- Variant of MD2 + SRAM: extension is
.md2s
- Informal MBC Number:
0xE2 (SuperJuniorSameDuck emulator)
- Register: Bank selected by writing
1 - 3 or 1-7 to 0x0001 depending on total ROM size (64K or 128K)
- Bank Size/Region: 16K in the Upper ROM region
0x4000 - 0x7FFF (lower 16K at 0x0000 - 0x3FFF is fixed bank 0)
- Laptop Games: MegaDuck_Laptop_MusikModul.md2
- Handheld Games: 2nd Space, Ant Soldiers, Armour Force, Beast Fighter, Black Forest Tale, Captain Knick Knack, Commin Five in One, Duck Adventures, Four in One, Magic Tower, Railway, Snake Roy, Worm Visitor, Zipball
MBC type per game is according to Reddit
Implementation in emulators
Game Boy ROMs contain an embedded meta-data header which (usually) indicates the type of MBC (Memory Bank Controller) used. This allows emulators to automatically emulate the correct cart hardware (the Game Boy hardware itself ignores this and doesn’t need it since the cart hardware is present).
OEM Mega Duck ROMs lack this header which means that emulators have to use other methods to infer what type of cart MBC is required by a given ROM.
The main methods for selecting the right MegaDuck cart MBC:
- By File Extension (
.md1 = 32K banks, .md2 = Upper 16K Banks, .bin = 32k no mbc)
- Analogue Pocket OpenFPGA MegaDuck Core
- By hashes of the ROMs
- By emulating both MBC styles at the same time in case a game uses either. This works since the two MBCs use a different register address.
System ROMs
Porting from Game Boy to Mega Duck
Developing for the Mega Duck is mostly identical (cpu & integrated peripherals) to the Original Game Boy though it has a couple changes listed below.
Register and flag names will mostly follow those in the Game Boy dev hardware.inc, but may have some GBDK-isms.
Most of this research was done by others, I’ve added a small amount.
Summary of Hardware changes versus the Game Boy:
Physical / Hardware:
- Different cartridge pinout / connector
- Different serial link port connector shape
Programming:
- No Boot ROM
- Cartridge Boot Logo: not present on Mega Duck
- Cartridge Header data: not present on Mega Duck
- Checksum header: not present on Mega Duck. Do not apply checksum to ROM after building as on the Game Boy
- Program Entry Point:
0x0000 (on Game Boy: 0x0100 )
- Initial registers
- Handheld Models: (
AF, BC, DE, HL, SP) are random at startup (due to lack of boot rom) with some affinity toward 0xFFFF / 0x0000
- Laptop Model: Based on System ROM design (no stack init before first call/ret) it appears SP is NOT
0x0000 at power-on
- Possibly it’s something like 0xFFFE or lower which would allow pushing and popping the stack before init without a resulting crash
- Serial control
- Laptop Mode: Some Game Boy emulators do not support triggering SC to send before loading the send value into SB, however this is a design pattern that the Laptop System ROM uses to interface with the hardware. So it needs to be implemented to more closely follow the hardware (same for Game Boy).
- For Super Junior SameDuck it is implemented as follows: Writing 0x81 to SC -> Resets serial master clock=low, Does NOT clock the first bit immediately. Instead waits for serial_master_clock to complete a full low->hi->low transition before the first bit gets clocked on negative edge.
- Display registers address and flag definitions: Some changed (details below)
- VRAM data:
- The user program should clear it before use.
- For Handhelds: since a boot ROM does not run on startup it means Tile Map and Pattern data are not cleared and will have (consistent) random data.
- For Laptop models: The System ROM will not clear VRAM before launching a user program from the system menu. The font patterns left in VRAM on program startup can be used to tell the difference between the Super Quique (Spanish) and Super Junior (German) laptop models. See example code.
- Audio registers address and flag definitions: Some changed (details below)
- Different MBC bank switching register addresses than Game Boy MBCs
Laptop:
- Built-in System ROM
- Additional Cart Slot for add-on Memory Card (access not yet documented)
- Peripherals attached via Serial/Link port
- Keyboard + Piano Keys
- RTC
- Cart
- Detached Gamepad
- Mechanism to launch cartridges in the Cart Slot
- External communication port for the printer (type not yet documented)
Sound Register Value/Data Changes
These changes should be kept in mind when porting Sound Effects and Music Drivers written for the Game Boy.
- Registers
NR12, NR22, NR42, and NR43 have their contents nybble swapped.
- To maintain compatibility with the Game Boy the value to write (or the value read) can be converted this way:
((uint8_t)(value << 4) | (uint8_t)(value >> 4))
- Register
NR32 has the volume bit values changed.
Game Boy: Bits:6..5 : 00 = mute, 01 = 100%, 10 = 50%, 11 = 25%
Mega Duck: Bits:6..5 : 00 = mute, 01 = 25%, 10 = 50%, 11 = 100%
- To maintain compatibility witht he Game Boy the value to write (or the value read) can be converted this way:
(((~(uint8_t)value) + (uint8_t)0x20u) & (uint8_t)0x60u)
Sound Register Changes Table
Addr Change means deviation from the expected linear incrementing register address order per sound channel that the Game Boy registers follow. The shuffled order on the Mega Duck can break assumptions in Game Boy sound drivers which attempt to write each channel as a sequential block using an incrementing register pointer.
| Reg |
Alt Name |
Game Boy |
Mega Duck |
Data Change |
Addr Change |
| NR10 |
rAUD1SWEEP |
0xFF10 |
0xFF20 |
|
|
| NR11 |
rAUD1LEN |
0xFF11 |
0xFF22 |
|
Addr +1 |
| NR12 |
rAUD1ENV |
0xFF12 |
0xFF21 |
nybble swap |
Addr -1 |
| NR13 |
rAUD1LOW |
0xFF13 |
0xFF23 |
|
|
| NR14 |
rAUD1HIGH |
0xFF14 |
0xFF24 |
|
|
| |
|
|
|
|
|
| NR21 |
rAUD2LEN |
0xFF16 |
0xFF25 |
|
Addr -1 |
| NR22 |
rAUD2ENV |
0xFF17 |
0xFF27 |
nybble swap |
|
| NR23 |
rAUD2LOW |
0xFF18 |
0xFF28 |
|
|
| NR24 |
rAUD2HIGH |
0xFF19 |
0xFF29 |
|
|
| |
|
|
|
|
|
| NR30 |
rAUD3ENA |
0xFF1A |
0xFF2A |
|
|
| NR31 |
rAUD3LEN |
0xFF1B |
0xFF2B |
|
|
| NR32 |
rAUD3LEVEL |
0xFF1C |
0xFF2C |
volume bit swizzle |
|
| NR33 |
rAUD3LOW |
0xFF1D |
0xFF2E |
|
Addr +1 |
| NR34 |
rAUD3HIGH |
0xFF1E |
0xFF2D |
|
Addr -1 |
| |
|
|
|
|
|
| NR41 |
rAUD4LEN |
0xFF20 |
0xFF40 |
|
|
| NR42 |
rAUD4ENV |
0xFF21 |
0xFF42 |
nybble swap |
Addr +1 |
| NR43 |
rAUD4POLY |
0xFF22 |
0xFF41 |
nybble swap |
Addr -1 |
| NR44 |
rAUD4GO |
0xFF23 |
0xFF43 |
|
|
| |
|
|
|
|
|
| NR50 |
rAUDVOL |
0xFF24 |
0xFF44 |
|
|
| NR51 |
rAUDTERM |
0xFF25 |
0xFF46 |
|
Addr +1 |
| NR52 |
rAUDENA |
0xFF26 |
0xFF45 |
|
Addr +1 |
Graphics Register Bit Flag Changes
| LCDC Flag |
Game Boy |
Mega Duck |
|
Purpose |
| LCDCF_B_ON |
.7 |
.7 |
(same) |
Bit for LCD On/Off Select |
| LCDCF_B_WIN9C00 |
.6 |
.3 |
|
Bit for Window Tile Map Region Select |
| LCDCF_B_WINON |
.5 |
.5 |
(same) |
Bit for Window Display On/Off Control |
| LCDCF_B_BG8000 |
.4 |
.4 |
(same) |
Bit for BG & Window Tile Data Region Select |
| LCDCF_B_BG9C00 |
.3 |
.2 |
|
Bit for BG Tile Map Region Select |
| LCDCF_B_OBJ16 |
.2 |
.1 |
|
Bit for Sprites Size Select |
| LCDCF_B_OBJON |
.1 |
.0 |
|
Bit for Sprites Display Visible/Hidden Select |
| LCDCF_B_BGON |
.0 |
.6 |
|
Bit for Background Display Visible Hidden Select |
Graphics Register Address Changes
| Register |
Game Boy |
Mega Duck |
| LCDC |
0xFF40 |
0xFF10 |
| STAT |
0xFF41 |
0xFF11 |
| SCY |
0xFF42 |
0xFF12 |
| SCX |
0xFF43 |
0xFF13 |
| LY |
0xFF44 |
0xFF18 |
| LYC |
0xFF45 |
0xFF19 |
| DMA |
0xFF46 |
0xFF1A |
| BGP |
0xFF47 |
0xFF1B |
| OBP0 |
0xFF48 |
0xFF14 |
| OBP1 |
0xFF49 |
0xFF15 |
| WY |
0xFF4A |
0xFF16 |
| WX |
0xFF4B |
0xFF17 |