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Additional resources for Gameboy Advance Programming Manual v1.1
In AGB mode, a 32-bit RISC CPU starts, and in CGB mode, an 8-bit CISC CPU starts. Because this bit is controlled by the system, it cannot be accessed by the user. DISPCNT [d02-00] BG Mode Selects the BG mode from a range of 0-5. For more information on BG modes, see the following section. ©1999 - 2001 Nintendo of America Inc. N. 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.
A setting of 0 causes the OBJ character to be handled in memory mapped 2-dimensional. A setting of 1 causes the OBJ character to be handled in memory mapped 1-dimensional. 2, Character Data Mapping. DISPCNT [d05] H-Blank Interval OBJ Processing Flag A setting of 0 executes OBJ Render Processing with all H-Line intervals(including H-Blank intervals). A setting of 1 executes OBJ Render Processing with the display intervals only and not for H-Blank intervals. Thus, when the user accesses OAM or OBJ VRAM during an H-Blank interval, this bit needs to be set.
When the BG priority has been changed, care should be taken in specifying the pixels used for color special effects. ©1999 - 2001 Nintendo of America Inc. N. 2 Mosaic Size Mosaic size is set in the MOSAIC register. Turning mosaic on/off for each BG is accomplished by the mosaic flag of the BG control register. For information on the mosaic flag, see the previous section, BG Control. Address 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 Register 04Ch MOSAIC AttributesInitial Value W OBJ Mosaic H size BG Mosaic H size OBJ Mosaic V size BG Mosaic V size 0000h The mosaic value specifies how many dots of a normal display should comprise each large dot displayed.