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 i have access to 1024 of 'em! :0)
ninge
----- Original Message -----
From: "Sean Dunlevy" <sean@...>
To: <gbadev@yahoogroups.com>
Sent: Wednesday, May 02, 2001 10:21 AM
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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