Nintendo 1504166 Programming Manual - Page 31

BG Modes, 5.1.1 Details of BG Modes

Page 31 highlights

AGB Programming Manual Image System 5.1 BG Modes 5.1.1 Details of BG Modes In AGB, changing the BG mode allows character format and bitmap format to be used selectively, as appropriate. In modes 0, 1, and 2, rendering to the LCD screen is performed in a character format suitable for the game. In modes 3, 4, and 5, rendering to the LCD screen is performed in bitmap format. BG Mode 0 1 2 Character Format BG Screen Rotation/ Scaling No No Yes Yes No. of Screens 4 2 1 2 Size 256 x 256 to 512 x 512 256 x 256 to 512 x 512 128 x 128 to 1024 x 1024 128 x 128 to 1024 x 1024 Number of Characters Specifiable 1024 1024 256 256 Number of Colors/ Palettes Features *1 *2 *3 *4 *5 *6 16 / 16 256 / 1 OOOO OO 16 / 16 256 / 1 OOOO OO 256 / 1 OX OOOO 256 / 1 OX OOOO BG Mode 3 4 5 Bitmap Format BG Screen Rotation/ No. of Size Scaling Screens Yes 1 240 x 160 Yes 1 240 x160 Yes 1 160 x 128 Frame Memory 1 2 2 No. of Colors Features *1 *2 *3 *4 *5 *6 32,768 256 32,768 O XOO OO O XOO OO O XOO OO Features *1 HV Scroll (individual screens) *2 HV Flip (individual characters) *3 Mosaic (16 levels) *4 Semitransparent(16 levels) *5 Fade-in/Fade-out *6 Screen priority specification (2 bits) [Note] In mode 3, one frame memory is available that can display 32,768 colors, which is suitable for rendering still images. Modes 4 and 5 allow double buffering using two frame memories, and are thus suitable for rendering animated video. The method of controlling text BG scrolling is different from that of BG rotation/scaling and bitmap BG scrolling. (See "6.1.8 BG Scrolling" and "6.1.7 BG Rotation and Scaling Features".) ©1999 - 2001 Nintendo of America Inc. 31 D.C.N. AGB-06-0001-002B4

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AGB Programming Manual
Image System
©1999 - 2001 Nintendo of America Inc.
31
D.C.N. AGB-06-0001-002B4
5.1 BG Modes
5.1.1 Details of BG Modes
In AGB, changing the BG mode allows character format and bitmap format
to be used selectively, as appropriate.
In modes 0, 1, and 2, rendering to the LCD screen is performed in a
character format suitable for the game.
In modes 3, 4, and 5, rendering to the LCD screen is performed in bitmap
format.
Character Format BG Screen
Features
BG Mode
Rotation/
Scaling
No. of
Screens
Size
Number of
Characters
Specifiable
Number of Colors/
Palettes
*1
*2
*3
*4
*5
*6
0
No
4
256 x 256
to
512 x 512
1024
16 / 16
256 /
1
O
O
O
O
O
O
No
2
256 x 256
to
512 x 512
1024
16 / 16
256 / 1
O
O
O
O
O
O
1
Yes
1
128 x 128
to
1024 x 1024
256
256 / 1
O
X
O
O
O
O
2
Yes
2
128 x 128
to
1024 x 1024
256
256 /
1
O
X
O
O
O
O
Bitmap Format BG Screen
Features
BG Mode
Rotation/
Scaling
No. of
Screens
Size
Frame
Memory
No. of Colors
*1
*2
*3
*4
*5
*6
3
Yes
1
240 x 160
1
32,768
O
X
O
O
O
O
4
Yes
1
240 x160
2
256
O
X
O
O
O
O
5
Yes
1
160 x 128
2
32,768
O
X
O
O
O
O
Features
*1 HV Scroll (individual screens)
*4 Semitransparent(16 levels)
*2 HV Flip (individual characters)
*5 Fade-in/Fade-out
*3 Mosaic (16 levels)
*6 Screen priority specification (2 bits)
[Note]
In mode 3, one frame memory is available that can display 32,768 colors, which is suitable for
rendering still images.
Modes 4 and 5 allow double buffering using two frame memories, and are
thus suitable for rendering animated video.
The method of controlling text BG scrolling is different from that of BG rotation/scaling and
bitmap BG scrolling.
(See “6.1.8 BG Scrolling” and “6.1.7 BG Rotation and Scaling Features”.)