Search the web
Sign In
New User? Sign Up
gbadev
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Want your group to be featured on the Yahoo! Groups website? Add a group photo to Flickr.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
OAM data size   Message List  
Reply | Forward Message #3066 of 15019 |
Re: [gbadev] OAM data size

In message <00a501c0d2e9$44629c20$1100a8c0@sean>
"Sean Dunlevy" <sean@...> wrote:

> 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....

Yes, I have. But as the original poster said, having 1024 tiles to chose
from would make very much sense for 16col sprites.
So I meant to tell him to rethink the following:
Bits 0-9: character name => 9 bits for the character name... ;)

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

--
exoticorn/icebird



Wed May 2, 2001 8:36 pm

exoticorn@...
Send Email Send Email

Forward
Message #3066 of 15019 |
Expand Messages Author Sort by Date

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
Advanced

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help