Table Of Contents - Nintendo GAME BOY ADVANCE Programming Manual

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May 25, 2005
Contents
Revision History.......................................................................................................................................xiii
Introduction ............................................................................................................................................. xxi
Using This Manual ..................................................................................................................................xxii
1
The Game Boy Advance System ........................................................................................................1
1.1
System Overview.......................................................................................................................1
2
System Configuration ..........................................................................................................................3
2.1
CPU Block Diagram...................................................................................................................3
2.2
Complete Block Diagram ...........................................................................................................4
2.3
Memory Configuration and Access Widths................................................................................5
2.4
Little-Endian...............................................................................................................................5
3
Game Boy Advance Memory...............................................................................................................7
3.1
Overall Memory Map .................................................................................................................7
3.2
Memory Configuration ...............................................................................................................8
3.2.1
Game Boy Advance Internal Memory ..............................................................................8
3.2.2
Game Pak Memory ..........................................................................................................9
3.3
Game Pak Memory Wait Control...............................................................................................9
3.3.1
Access Timing................................................................................................................12
3.3.2
Game Pak Bus............................................................................................................... 13
4
LCD ...................................................................................................................................................15
4.1
LCD Status ..............................................................................................................................16
4.1.1
V Counter.......................................................................................................................16
4.1.2
General LCD Status.......................................................................................................16
5
Image System....................................................................................................................................19
5.1
BG Modes................................................................................................................................21
5.1.1
Details of BG Modes ......................................................................................................21
5.1.2
VRAM Memory Map.......................................................................................................23
6
Rendering Functions .........................................................................................................................25
6.1
Character Mode BG (BG Modes 0-2) ......................................................................................25
6.1.1
BG Control .....................................................................................................................25
6.1.2
Mosaic Size....................................................................................................................29
6.1.3
VRAM Address Mapping of BG Data.............................................................................30
6.1.4
Character Data Format ..................................................................................................32
6.1.5
BG Screen Data Format ................................................................................................ 33
6.1.6
BG Screen Data Address Mapping for the LCD Screen ................................................35
6.1.7
BG Rotation and Scaling Features ................................................................................ 40
6.1.8
BG Scrolling ...................................................................................................................42
6.2
Bitmap Mode BGs (BG Modes 3-5) .........................................................................................43
6.2.1
BG Control .....................................................................................................................43
6.2.2
BG Rotation/Scaling.......................................................................................................43
6.2.3
Pixel Data.......................................................................................................................44
6.2.4
Pixel Data Address Mapping for the LCD Screen ..........................................................44
6.3
OBJ (Object) ............................................................................................................................47
6.3.1
OBJ Function Overview .................................................................................................47
6.3.2
Character Data Mapping ................................................................................................48
6.3.3
OAM...............................................................................................................................50
6.3.4
OBJ Rotation/Scaling Feature .......................................................................................57
6.4
Display Priority of OBJ and BG................................................................................................58
6.4.1
Priority Among BGs ....................................................................................................... 58
6.4.2
Priority Among OBJs......................................................................................................58
6.4.3
Priority Among BGs and OBJs.......................................................................................59
© 1999-2005 NINTENDO

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iii
AGB-06-0001-002-B13
Released: May 27, 2005

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