Nintendo GAME BOY Programming Manual page 63

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OAM Register
NAME
ADDRESS
FE00
OBJ0
FE01
FE02
FE03
OBJ1-OBJ30 have the same composition as OBJ0.
Note:
In DMG mode, the lower 4 bits of the attribute flag are invalid; only the flags in
the upper 4 bits starting from the palette flag are valid.
BIT
7
6
5
4
With y = 10, object displayed from top edge of LCD screen.
7
6
5
4
With x = 8, object displayed from left edge of LCD screen.
7
6
5
4
7
6
5
4
3
2
1
0
R/W
3
2
1
0
R/W
3
2
1
0
R/W
3
2
1
0
R/W
Specifies color palette (CGB only)
Specifies character bank (CGB only)
Specifies palette for DMG and DMG
mode (valid only in DMG mode)
Horizontal flip flag
0: Normal
1: Flip horizontally
Vertical flip flag
0: Normal
1: Flip vertically
Display priority flag
0: Priority to OBJ
1: Priority to BG
63
Chapter 2: Display Functions
LCD y-coordinate
00h-FFh
LCD x-coordinate
00h-FFh
CHR code
00h-FFh
Attribute flag

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