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Additional info for Gameboy Advance Programming Manual v1.1

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BG2CNT [d01-00] Priority Among BGs Due to the fact that in Bitmap Mode there is only one BG plane(other than the backdrop plane), there is no priority relationship among BGs, but you can set up priorities with OBJ. 4 Display Priority of OBJ and BG”. ©1999 - 2001 Nintendo of America Inc. N. 2 BG Rotation/Scaling The parameters for Bitmap BG Rotation/Scaling use BG2 related registers(BG2X_L, BG2X_H, BG2Y_L, BG2Y_H, BG2PA, BG2PB, BG2PC, and BG2PD). 7 BG Rotation and Scaling Features”. With Bitmap BG, if the displayed portion exceeds the edges of the screen due to the rotation/scaling operation, that area becomes transparent.

D7 d2 d1 d0 d4 d1 d4 d4 d1 d1 d1 d4 d5 d4 d4 d3 d2 d1 d6 d5 d3 d2 d7 d6 d5 d3 d2 d7 d6 d5 d3 d2 d7 d6 d5 d3 d7 d6 d5 d4 d3 d7 d6 d5 d4 d2 d7 d6 d5 d3 8 dots d7 d6 8 bits of data per dot (Specifies 1 of 256 colors) d2 d1 d0 d3 d2 d1 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) a(n+18) a(n+19) a(n+1A) a(n+1B) a(n+1C) a(n+1D) a(n+1E) a(n+1F) a(n+20) a(n+21) a(n+22) a(n+23) a(n+24) a(n+25) 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.

DISPCNT [d04] Display Frame Selection When rendering in bitmap format in a mode in which there are 2 frame buffers (BG modes 4 and 5), this bit allows selection of one of the frame buffers for rendering. A setting of 0 selects the contents of frame buffer 0 for rendering; a setting of 1 selects the contents of frame buffer 1 for rendering. DISPCNT [d03] (CGB Mode) AGB is equipped with 2 CPUs. 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.

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Gameboy Advance Programming Manual v1.1

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