Nintendo 1504166 Programming Manual - Page 42
Character Data Format, 16 Colors x 16 Palettes
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AGB Programming Manual Rendering Functions 6.1.4 Character Data Format There are two formats for character dot data, 16 color x 16 palettes and 256 colors x 1 palette. The same format is used for OBJ and BG. The data are held in VRAM in the form indicated below. 1) 16 Colors x 16 Palettes There are 2 dots per address. Thus, the amount of data for each basic character is 20H x 8 bits. 4 bits of data per dot (Specifies 1 of 16 colors) 8 dots d3 d7 d3 d7 d3 d7 d2 d6 d2 d6 d2 d6 d1 d5 d1 d5 d1 d5 d0 d4 d0 d4 d0 d4 a(n) a(n+ 1) a(n+ 2) a(n+ 4) a(n+ 5) a(n+ 6) a(n+ 8) a(n+ 9) a(n+ A) a(n+ C) a(n+ D) a(n+ E) a(n+10) a(n+11) a(n+12) a(n+14) a(n+15) a(n+16) a(n+18) a(n+19) a(n+1A) a(n+1C) a(n+1D) a(n+1E) d3 d7 d2 d6 d1 d5 d0 d4 a(n+ 3) a(n+ 7) a(n+ B) a(n+ F) a(n+13) a(n+17) a(n+1B) a(n+1F) 8 dots 2) 256 Colors x 1 Palette There is 1 dot specified per address. Thus, the amount of data for each basic character is 40H x 8 bits. d7 d7 d7 d7 d7 d7 d7 d7 8 bits of data per dot (Specifies 1 of 256 colors) d6 d6 d6 d6 d6 d5 d5 d5 d5 d5 d4 d4 d4 d4 d4 d6 d5 d4 d6 d5 d4 d6 d5 d4 d3 d3 d3 d3 d3 d3 d3 d3 d2 d2 d2 d2 d2 d2 d2 d2 d1 d1 d1 d1 d1 d1 d1 d1 d0 d0 d0 d0 d0 d0 d0 d0 a(n) a(n+ 1) a(n+ 2) a(n+ 3) a(n+ 4) a(n+ 5) a(n+ 6) a(n+ 7) a(n+ 8) a(n+ 9) a(n+ A) a(n+ B) a(n+ C) a(n+ D) a(n+ E) a(n+ F) a(n+10) a(n+11) a(n+12) a(n+13) a(n+14) a(n+15) a(n+16) a(n+17) 8 dots a(n+18) a(n+19) a(n+20) a(n+21) a(n+1A) a(n+1B) a(n+1C) a(n+22) a(n+23) a(n+24) a(n+1D) a(n+25) a(n+1E) a(n+1F) a(n+26) a(n+27) a(n+28) a(n+29) a(n+2A) a(n+2B) a(n+2C) a(n+2D) a(n+2E) a(n+2F) a(n+30) a(n+31) a(n+32) a(n+33) a(n+34) a(n+35) a(n+36) a(n+37) a(n+38) a(n+39) a(n+3A) a(n+3B) a(n+3C) a(n+3D) a(n+3E) a(n+3F) 8 dots ©1999 - 2001 Nintendo of America Inc. 42 D.C.N. AGB-06-0001-002B4