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.
Anyway, how many indexes can you access with 9 bits ? How about 512, so 512
* 32 bytes = 16384 bytes... But since sprites can be in the upper 16 KB as
well, then you need 10 bits...
and if you look into the documentation you will see you have 10 bits (0 to
9), so you can select tile 0 to 1023.
Sam ;-)
-----Original Message-----
From: Sean Dunlevy [mailto:sean@...]
Sent: Wednesday, May 02, 2001 11:21 AM
To: gbadev@yahoogroups.com
Subject: 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
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