Nintendo DMG-01 Manual - Page 24
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2.8.1. Tiles Game BoyTM CPU Manual WX may be changed during a scan line interrupt (to either cause a graphic distortion effect or to disable the window (WX>166) ) but changes to WY are not dynamic and won't be noticed until the next screen redraw. The tile images are stored in the Tile Pattern Tables. Each 8x8 image occupies 16 bytes, where each 2 bytes represent a line: Tile: Image: .33333.. 22...22. 11...11. 2222222. 01111100 -> $7C 01111100 -> $7C 22...22. -> 00000000 -> $00 11000110 -> $C6 11...11. -> 11000110 -> $C6 00000000 -> $00 2222222. -> 00000000 -> $00 11111110 -> $FE 33...33. -> 11000110 -> $C6 11000110 -> $C6 22...22. -> 00000000 -> $00 11000110 -> $C6 11...11. -> 11000110 -> $C6 00000000 -> $00 ........ -> 00000000 -> $00 00000000 -> $00 As it was said before, there are two Tile Pattern Tables at $8000-8FFF and at $8800-97FF. The first one can be used for sprites, the background, and the window display. Its tiles are numbered from 0 to 255. The second table can be used for the background and the window display and its tiles are numbered from -128 to 127. Page 24 V 1.01