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... ;)
> >
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exoticorn/icebird