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OAM data size   Message List  
Reply | Forward Message #3062 of 15019 |
Re: [gbadev] OAM data size

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
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>




Wed May 2, 2001 9:21 am

sean@...
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Message #3062 of 15019 |
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Can someone please tell me exactly how much space is available for Sprites tiles? I believe is it 32k, but I'm wondering, since 'sprite tile number' in the OBJ...
apsod
apsod@...
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May 1, 2001
10:27 pm

In message <OE66hfUblH1Y265LUGy00006bde@...> ... You might want to re-check this... ;) -- exoticorn/icebird...
Dennis Ranke
exoticorn@...
Send Email
May 2, 2001
7:09 am

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...
Sean Dunlevy
sean@...
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May 2, 2001
9:18 am

Nope, Sean. That was not what Dennis was talking about. He said that exoticorn/icebird should recheck if the GBA only have 9 bits to access the tile index. ...
Sam Nova
sam@...
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May 2, 2001
11:07 am

In message <00a501c0d2e9$44629c20$1100a8c0@sean> ... Yes, I have. But as the original poster said, having 1024 tiles to chose from would make very much sense...
Dennis Ranke
exoticorn@...
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May 2, 2001
11:38 am

er - i think he's getting at the fact that in 4bit (16 colour) sprite mode you have access to 1024 characters (32k) - which is actually 10bits... heck - i know...
ninge1
ninge1@...
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May 2, 2001
11:56 am

Hello =) ... From: "Dennis Ranke" <exoticorn@...> To: <gbadev@yahoogroups.com> Sent: Wednesday, May 02, 2001 4:07 AM Subject: Re: [gbadev] OAM data...
Stephen Stair
sgstair@...
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May 6, 2001
8:22 pm
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