Nintendo 1504166 - Game Boy Advance SP Edition Console Programming Manual page 61

Programming manual
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AGB Programming Manual
[Cautions for Character Name]
When a character of 256 colors x 1 palette is displayed during 2
dimensional mapping mode, specifying a character name is limited to even
numbers (see OBJ attribute 2 of OAM). So, in most cases when defining a
character of 256 colors x 1 palette during 2 dimensional mapping mode,
you define it so that a character name is an even number.
2) VRAM 1-Dimensional Mapping for OBJ Characters
Setting DISPCNT register bit [d06] to 1 results in the 1-dimensional
mapping mode shown in the following figure.
The data that comprise a character are stored in contiguous addresses.
VRAM
OBJ Character Storage Area
b20h
16 x 32-dot character
(256 colors x 1 palette format)
920h
91Fh
8 x 8-dot character
(16 colors x 16 palette format)
900h
8FFh
64 x 64-dot character
(16 color x 16 palette format)
100h
0FFh
16 x 16-dot character
(256 colors x 1 palette format)
000h
©1999 - 2001 Nintendo of America Inc.
Basic Character
Unit Image
n+7
1 basic character
n
6 4 b y t e s
n+63
n+62
n+2
n+1
1 basic character
n
3 2 b y t e s
n
Character name
61
Rendering Functions
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+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
D.C.N. AGB-06-0001-002B4
n+5
n+6
n+7

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