Nintendo 1504166 Programming Manual - Page 61
Cautions for Character Name], VRAM 1-Dimensional Mapping for OBJ Characters
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AGB Programming Manual Rendering Functions [Cautions for Character Name] When a character of 256 colors x 1 palette is displayed during 2 dimensional mapping mode, specifying a character name is limited to even numbers (see OBJ attribute 2 of OAM). So, in most cases when defining a character of 256 colors x 1 palette during 2 dimensional mapping mode, you define it so that a character name is an even number. 2) VRAM 1-Dimensional Mapping for OBJ Characters Setting DISPCNT register bit [d06] to 1 results in the 1-dimensional mapping mode shown in the following figure. The data that comprise a character are stored in contiguous addresses. b20h VRAM OBJ Character Storage Area 16 x 32-dot character (256 colors x 1 palette format) 920h 91Fh 900h 8FFh 8 x 8-dot character (16 colors x 16 palette format) 64 x 64-dot character (16 color x 16 palette format) 100h 0FFh 000h 16 x 16-dot character (256 colors x 1 palette format) Basic Character Unit Image With OBJ Character Display n+7 n 1 basic character 64 bytes n n+1 n+2 n+3 n+4 n+5 n+6 n+7 n+63 n+62 n+2 n+1 n 1 basic character 32 bytes n n+1 n+2 n+3 n+4 n+5 n+6 n+7 n+8 n+9 n+10 n+11 n+12 n+13 n+14 n+15 n+16 n+17 n+18 n+19 n+20 n+21 n+22 n+23 n+24 n+25 n+26 n+27 n+28 n+29 n+30 n+31 n+32 n+33 n+34 n+35 n+36 n+37 n+38 n+39 n+40 n+41 n+42 n+43 n+44 n+45 n+46 n+47 n+48 n+49 n+50 n+51 n+52 n+53 n+54 n+55 n+56 n+57 n+58 n+59 n+60 n+61 n+62 n+63 n Character name ©1999 - 2001 Nintendo of America Inc. 61 D.C.N. AGB-06-0001-002B4