Nintendo 1504166 Programming Manual - Page 32

VRAM Memory Map, VRAM Address Mapping of BG Data.

Page 32 highlights

AGB Programming Manual Image System 5.1.2 VRAM Memory Map The VRAM (96 Kbyte) memory maps in the BG modes are as shown in the following figure. BG Modes 0, 1, and 2 06017FFFh OBJ Character Data 32 Kbytes 06014000h BG Mode 3 OBJ Character Data 16 Kbytes 06010000h BG0-BG3 Screen Data Maximum 32 Kbytes and BG0-BG3 Shared Character Data Minimum 32 Kbytes Frame Buffer 0 80 Kbytes BG Modes 4 and 5 06014000h OBJ Character Data 16 Kbytes Frame Buffer 1 40 Kbytes 0600A000h Frame Buffer 0 40 Kbytes 06000000h Users can map the screen and character data areas in the 64 Kbyte BG area in BG modes 0, 1, and 2. For more information, see section 6.1.3, VRAM Address Mapping of BG Data. In addition, see the descriptions below for more information on the memory areas and the data formats for each area. ©1999 - 2001 Nintendo of America Inc. 32 D.C.N. AGB-06-0001-002B4

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AGB Programming Manual
Image System
©1999 - 2001 Nintendo of America Inc.
32
D.C.N. AGB-06-0001-002B4
5.1.2 VRAM Memory Map
The VRAM (96 Kbyte) memory maps in the BG modes are as shown in the
following figure.
OBJ
Character Data
32 Kbytes
Frame Buffer 0
80 Kbytes
OBJ
Character Data
16 Kbytes
Frame Buffer 1
40 Kbytes
OBJ
Character Data
16 Kbytes
Frame Buffer 0
40 Kbytes
BG Modes 0, 1, and 2
BG Mode 3
BG Modes 4 and 5
06010000h
06014000h
0600A000h
06014000h
06000000h
06017FFFh
BG0-BG3
Screen Data
Maximum 32 Kbytes
BG0-BG3 Shared
Character Data
Minimum 32 Kbytes
and
Users can map the screen and character data areas in the 64 Kbyte BG
area in BG modes 0, 1, and 2.
For more information, see section 6.1.3,
VRAM Address Mapping of BG Data.
In addition, see the descriptions below for more information on the memory
areas and the data formats for each area.