Nintendo 1504166 Programming Manual - Page 62

OAM, OAM Mapping

Page 62 highlights

AGB Programming Manual Rendering Functions 6.3.3 OAM OBJs are displayed by placing data in OAM. OBJ data for 128 OBJs can be written to internal CPU OAM (addresses 07000000h-070003FFh), and 128 OBJ characters of an arbitrary size can be displayed on the LCD. OAM Mapping OBJ attributes occupying 48 bits x 128 OBJs can be written to OAM. In addition, when rotation/scaling are performed for an OBJ, a total of 32 instances of rotation/scaling parameter combinations (PA, PB, PC, and PD) can be written to OAM, as shown in the following figure. 070003FEh OAM Rotation/Scaling Parameter PD-31 Attribute 2 OBJ127 Attribute 1 Attribute 0 07000000h Rotation/Scaling Parameter PB-0 OBJ1 Attribute 2 Attribute 1 Attribute 0 Rotation/Scaling Parameter PA-0 Attribute 2 OBJ0 Attribute 1 Attribute 0 16 Bits ©1999 - 2001 Nintendo of America Inc. 62 D.C.N. AGB-06-0001-002B4

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AGB Programming Manual
Rendering Functions
©1999 - 2001 Nintendo of America Inc.
62
D.C.N. AGB-06-0001-002B4
6.3.3 OAM
OBJs are displayed by placing data in OAM.
OBJ data for 128 OBJs can be written to internal CPU OAM (addresses
07000000h-070003FFh), and 128 OBJ characters of an arbitrary size can
be displayed on the LCD.
OAM Mapping
OBJ attributes occupying 48 bits x 128 OBJs can be written to OAM.
In addition, when rotation/scaling are performed for an OBJ, a total of 32
instances of
rotation/scaling parameter combinations (PA, PB, PC, and
PD) can be written to OAM, as shown in the following figure.
OAM
Rotation/Scaling Parameter PA-0
Rotation/Scaling Parameter PB-0
OBJ0
OBJ1
Rotation/Scaling Parameter PD-31
07000000h
070003FEh
Attribute 0
Attribute 1
Attribute 2
Attribute 0
Attribute 1
Attribute 2
OBJ127
Attribute 0
Attribute 1
Attribute 2
16 Bits