Oam - Nintendo GAME BOY ADVANCE Programming Manual

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50
VRAM
OBJ Character Storage Area
b20h
16 x 32-pixel character 
(256 colors x 1 palette format)
920h
91Fh
8 x 8-pixel character 
(16 colors x 16 palette format)
900h
8FFh
64 x 64-pixel character 
(16 color x 16 palette format)
100h
0FFh
16 x 16-pixel character 
(256 colors x 1 palette format)
000h
6.3.3

OAM

OBJs are displayed by placing data in OAM.
OBJ data for 128 OBJs can be written to internal CPU OAM (addresses 07000000h-070003FFh), and 128
OBJ characters of an arbitrary size can be displayed on the LCD.
 AGB-06-0001-002-B13
Released: May 27, 2005
Game Boy Advance Programming Manual
Basic Character 
 Unit Image
n+7
1 basic character 
n
64 bytes
n+63
n+62
n+2
n+1
1 basic character 
n
32 bytes
n
Character name
With OBJ Character Display
n
n+1
n+2 n+3
n+4 n+5
n+6 n+7
n
n+1
n+2
n+3
n+4
n+5
n+8
n+9 n+10 n+11 n+12 n+13 n+14 n+15
n+16 n+17 n+18 n+19 n+20 n+21 n+22 n+23
n+24 n+25 n+26 n+27 n+28 n+29 n+30 n+31
n+32 n+33 n+34 n+35 n+36 n+37 n+38 n+39
n+40 n+41 n+42 n+43 n+44 n+45 n+46 n+47
n+48 n+49 n+50 n+51 n+52 n+53 n+54 n+55
n+56 n+57 n+58 n+59 n+60 n+61 n+62 n+63
© 1999-2005 NINTENDO
May 25, 2005
n+6
n+7

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