Nintendo GAME BOY Programming Manual page 172

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Game Boy Programming Manual
d7
1
00h
* The 4 Kbytes of SGB RAM immediately following this command are handled as screen data and
transferred to Super NES VRAM.
START
There should be 1,024 uncompressed characters of screen data.
The inside of the DMG window should be filled with null characters.
Three color palettes, 4-6, are transferred.
The initial data consists of 2,048 bytes of screen data. This is followed by by 3 palettes of color data
(2 bytes x 16 x 3).
The format of the transferred data is based on that of Super NES screen and color data. However,
the BG priority bit is set to 0, the color palettes to palette numbers 4-6, the higher-order 2 bits of the
character name to 00b, and the characters to 8 x 8-bit mode.
Command: ATTR_TRN (Code: 15h)
(Data Transfer using VRAM) Function: Transfers attribute files.
d7
1
00h
d0
0
1 0
0 0
0 1
DMG Window
Picture Frame
0
1 0
1 0
0 1
Number of packets: 1h (fixed)
Command code: 14h
(Number of characters: 1,024)
d0
Number of packets: 1h (fixed)
Command code: 15h
172

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