Nintendo GAME BOY Programming Manual page 51

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Character Code Mapping
CHR Code
Address
X00
8000h
800Fh
X01
8010h
801Fh
X80
8800h
880Fh
X81
8810h
881Fh
Area Shared by
OBJ and BG
XFE
8FE0h
8FEFh
XFF
8FF0h
8FFFh
X00
9000h
900Fh
X7F
97F0h
97FFh
With BG character data allocated to 8800h-97FFh:
!
The case of 8 x 8 dots/block for both BG and OBJ:
CHR Codes:
<DMG>
OBJ: 256 x 1
BG: 256 x 1
Note:
Because bank switching is not available in DMG mode, Bank 1 on the right side
of the figure is not available in this mode.
Bank 0
OBJ Code & BG Code
"080" Dot Data
OBJ Code & BG Code
"081" Dot Data
OBJ Code & BG Code
"0FE" Dot Data
OBJ Code & BG
Code "0FF" Dot Data
BG Code "07F"
Dot Data
51
Data for 1 dot
Bank 1(CGB only)
Shade Lower
Shade Upper
OBJ Code
"000"
Dot Data
OBJ Code
"001"
Dot Data
BG Code "000"
Dot Data
<CGB>
OBJ: 256 x 2
BG: 256 x 2
Chapter 2: Display Functions
OBJ Code
"100"
Dot Data
OBJ Code
"101"
Dot Data
OBJ Code & BG Code
"180" Dot Data
OBJ Code & BG Code
"181" Dot Data
OBJ Code & BG Code
"1FE" Dot Data
OBJ Code & BG Code
"1FF" Dot Data
BG Code "100" Dot
Data
BG Code "17F"
Dot Data

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