Nintendo GAME BOY Programming Manual page 173

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* The 4 Kbytes of SGB RAM immediately following this command are transferred to W-RAM as
attribute files. (The capacity of each attribute file is 2 x 20 x 18/8 = 90 bytes. Thus, 45 attribute files
occupy 4,050 bytes, ATF0h-ATF44h.
The ATF data format (90 bytes total) — written horizontally from the left edge of the DMG window.
d7,d6
d7,d6
d7,d6
d7,d6
(The figure depicts a DMG window with 20 x 18 characters.)
Command: ATTR_SET (Code: 16h)
Function: Applies the specified attribute file to the DMG window.
d7
00h
1
d7
01h
--
* 02h - 0Fh filled with 00h.
Byte 1
d5,d4
d3,d2
d1,d0
Byte 6
d5,d4
d3,d2
d1,d0
:
:
:
Byte 81
d5,d4
d3,d2
d1,d0
Byte 86
d5,d4
d3,d2
d1,d0
0 1
1 0
0
0 1
Chapter 6: The Super Game Boy System
Byte 2
d5,d4
d3,d2
d7,d6
Byte 7
d5,d4
d3,d2
d7,d6
:
:
:
Byte 82
d5,d4
d3,d2
d7,d6
Byte 87
d5,d4
d3,d2
d7,d6
d0
Number of packets: 1h (fixed)
Command code: 16h
d0
Specifies the attribute file number.
(00h – 2Ch)
0: Not changed
1: Cancel masking after attribute file transfer
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d1,d0
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d1,d0
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d1,d0
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d1,d0
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