>1. How much Ram the GBA has (compared to the 32k the GBC has)?
I believe it's down to 32K of work ram, and now 256K on cart... strange as
it sounds. There is also the video memory, registers, etc.
>2. How many Sprites the GBA can display (compared to the GBC 40)?
128 on screen at 64x64 size, and 128 PER SCANLINE at 8x8 size.
>3. What sprite modes are available (i.e. 8x8, 8x16, 16x16, ...)?
16 different sizes from 8x8 to 64x64.
>4. The Attributes Setup (i.e. what is in it, how many bytes each
>sprite takes up)?
4 bytes, including flags for h and v size, mosaic, color mode,
semi-transparent... etc etc etc
>5. How tiles are stored in memory (i.e. like GBC, but with 4 planes
>instead of 2)?
um... brain just went blank.
>6. The number of "Backgrounds" or "layers" the GBA has (compared to
>the background and window the GBC has, and anything fancy about them)?
um 4, IIRC. Each scrollable, 2 rotateable/scalable. OBJ's moveable between
layers.
>7. If any special tile modes exist (i.e. 16x16 tiles in the
>background
>instead of the normal 8x8 or such)?
See above.
>8. How the Palettes are set up (i.e. how you load them, is it like
>the
>GBC with 2 registers you work with)?
Regular old palette ram. In flavors of 256 colors in 1 palette or 16 colors
in 16 palettes... with, of course, color 0 being transparent on the display,
like GBC OBJ's.
>9. Anything else really cool (such as the priority bit of the
>attributes on the GBC, If individual sprites can have an Alpha
>Channel
>applyed to them, If Sprites can be rotated or scalled, etc...)?
Well, plenty of things... BG maps ranging in size from 128x128 to 1024x1024
with wraparound, mosaic effects, alpha blending (not too sure how well it
works yet), hardware LCD fade control, windows... itsa gonna be a really
nice leetle plataform to geta you hands on...;-)
WD
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