What makes you say that Dennis? I was under the
strong impression that the top 32K of the 96K VRAM
is where the sprites must go so 9 bits would make sense?
The VRAM is termed A (bottom 64K) B (next 16K)
and C (top 16K). Sprites go into B or C. I GUESS the
reason that they have 3 is so that VRAM B can be used
for sprites OR bitmap data.
I'm sure you've checked 2.1 'CPU Block Diagram'. It's
an interesting thing....
Sean ;-)
----- Original Message -----
From: "Dennis Ranke" <exoticorn@...>
To: <gbadev@yahoogroups.com>
Sent: Wednesday, May 02, 2001 11:07 AM
Subject: Re: [gbadev] OAM data size
> In message <OE66hfUblH1Y265LUGy00006bde@...>
> "apsod" <apsod@...> wrote:
>
> > I believe is it 32k, but I'm wondering, since 'sprite tile number' in
the
> > OBJ attribute 3 is 9 bits (512).
>
> You might want to re-check this... ;)
>
> --
> exoticorn/icebird
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