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OAM data size   Message List  
Reply | Forward Message #3065 of 15019 |
RE: [gbadev] OAM data size

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


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Wed May 2, 2001 11:07 am

sam@...
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Message #3065 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@...
Send Email
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@...
Send Email
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@...
Send Email
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@...
Send Email
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@...
Send Email
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@...
Send Email
May 6, 2001
8:22 pm
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