Pixel Data Address Mapping For The Lcd Screen - Nintendo 1504166 - Game Boy Advance SP Edition Console Programming Manual

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AGB Programming Manual

6.2.4 Pixel Data Address Mapping for the LCD Screen

The different address mappings for the different BG modes are shown
below.
The frame buffer (VRAM) starts at address 06000000h. Thus, to see the
addresses used by the CPU, add 06000000h to the addresses shown
below.
6.2.4.1 BG Mode 3 (32,768 colors, 240X160 dots, 1 frame buffer)
Because there is a single frame buffer, this mode is used mainly for still
images. However, it enables 32,768 colors to be displayed simultaneously
over the full screen.
0
1
0
0h
2h
1
1E0h
1E2h
2
3C0h
3C2h
3
5A0h
5A2h
4
780h
782h
156
12480h
12482h
157
12660h
12662h
158
12840h
12842h
159
12A20h
12A22h
©1999 - 2001 Nintendo of America Inc.
2
3
4
4h
6h
8h
1E4h
1E6h
1E8h
3C4h
3C6h
3C8h
5A4h
5A6h
5A8h
784h
786h
788h
12484h
12486h
12488h
12664h
12666h
12668h
12844h
12846h
12848h
12A24h
12A26h
12A28h
236
1D8h
3B8h
598h
778h
958h
12658h
12838h
12A18h 12A1Ah 12A1Ch
12BF8h 12BFAh 12BFCh
VRAM address (+06000000h)
55
Rendering Functions
237
238
239
1Dah
1DCh
1DEh
3Bah
3BCh
3BEh
59Ah
59Ch
59Eh
77Ah
77Ch
77Eh
95Ah
95Ch
95Eh
1265Ah
1265Ch
1265Eh
1283Ah
1283Ch
1283Eh
12A1Eh
12BFEh
D.C.N. AGB-06-0001-002B4

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