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mode4 + sprite data overlap   Message List  
Reply | Forward Message #6756 of 15019 |
Re: [gbadev] mode4 + sprite data overlap

> While using double buffered Mode 4, I can NOT display my sprites

With mode 3,4,5 sprite data starts at 0x06014000 with a name beginning at
512 ..

so start naming your sprites at 512 .. copy your sprites at 0x06014000
and it will be ok ..



Wed Sep 5, 2001 6:51 pm

pe_chaut@...
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Message #6756 of 15019 |
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I hope the following question is not one of those that has been asked a few million times ;-) If so, please pardon me... While using double buffered Mode 4, I...
Mert Börü
mert@...
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Sep 5, 2001
6:21 pm

... With mode 3,4,5 sprite data starts at 0x06014000 with a name beginning at 512 .. so start naming your sprites at 512 .. copy your sprites at 0x06014000 and...
Pierre-Emmanuel CHAUT
pe_chaut@...
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Sep 6, 2001
4:05 am

you only have half the normal sprite char area and it starts at 0x06014000 ... From: "Mert Börü" <mert@...> To: "GBAdev" <gbadev@yahoogroups.com>...
Dan Cotter
dancotter@...
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Sep 6, 2001
4:05 am

Mert, having a quick look at a doc, I found... In mode 4 (And 5 for that matter) the usable OBJ memory decreases, so it does not start at 0x06010000 but...
Aaron Koolen
blitzed@...
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Sep 6, 2001
4:05 am

I think you are restricted to 16K of sprites in the top 16K of the OAM memory. It seems that the lowest 64K of VRAM always belongs to the bitmap & tiled...
Matthew Porth
matthew@...
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Sep 6, 2001
4:06 am

... Regards to everybody, who has kindly showed me the way out of the problem. (Thank you Andrew, Jeff, Pierre-Emmanuel, Aaron, Mattew and Dan... ;-) -- Mert...
Mert Börü
mert@...
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Sep 6, 2001
6:32 am
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