AGB Programming Manual
Rendering Functions
©1999 - 2001 Nintendo of America Inc.
42
D.C.N. AGB-06-0001-002B4
6.1.4 Character Data Format
There are two formats for character dot data, 16 color x 16 palettes and
256 colors x 1 palette. The same format is used for OBJ and BG.
The data are held in VRAM in the form indicated below.
1) 16 Colors x 16 Palettes
There are 2 dots per address. Thus, the amount of data for each basic
character is 20H x 8 bits.
4 bits of data
per dot
(Specifies 1 of 16
colors)
d7
d6
d5
d4
d3
d2
d1
d0
d7
d6
d5
d4
d3
d2
d1
d0
d7
d6
d5
d4
d3
d2
d1
d0
d7
d6
d5
d4
d3
d2
d1
d0
8 dots
a(n)
a(n+ 4)
a(n+ 8)
a(n+1C)
a(n+14)
a(n+10)
a(n+ C)
a(n+18)
a(n+ 1)
a(n+ 5)
a(n+ 9)
a(n+1D)
a(n+ D)
a(n+11)
a(n+15)
a(n+19)
a(n+ 2)
a(n+ 6)
a(n+ A)
a(n+ E)
a(n+12)
a(n+16)
a(n+1A)
a(n+1E)
a(n+ 3)
a(n+ 7)
a(n+ B)
a(n+ F)
a(n+13)
a(n+17)
a(n+1B)
a(n+1F)
8 dots
2) 256 Colors x 1 Palette
There is 1 dot specified per address. Thus, the amount of data for each
basic character is 40H x 8 bits.
a(n+ 4)
a(n+ C)
a(n+14)
a(n+1C)
a(n+24)
a(n+2C)
a(n+34)
a(n+3C)
a(n+ 5)
a(n+ D)
a(n+15)
a(n+1D)
a(n+25)
a(n+2D)
a(n+35)
a(n+3D)
a(n+ 6)
a(n+ E)
a(n+16)
a(n+1E)
a(n+26)
a(n+2E)
a(n+36)
a(n+3E)
a(n+ 7)
a(n+ F)
a(n+17)
a(n+1F)
a(n+27)
a(n+2F)
a(n+37)
a(n+3F)
a(n)
a(n+ 8)
a(n+10)
a(n+18)
a(n+20)
a(n+28)
a(n+30)
a(n+38)
a(n+ 1)
a(n+ 9)
a(n+11)
a(n+19)
a(n+21)
a(n+29)
a(n+31)
a(n+39)
a(n+ 2)
a(n+ A)
a(n+12)
a(n+1A)
a(n+22)
a(n+2A)
a(n+32)
a(n+3A)
a(n+ 3)
a(n+ B)
a(n+13)
a(n+1B)
a(n+23)
a(n+2B)
a(n+33)
a(n+3B)
8 bits of data per dot
(Specifies 1 of 256
colors)
d7
d6
d3
d5
d4
d2
d1
d0
d7
d6
d3
d5
d4
d2
d1
d0
d7
d6
d3
d5
d4
d2
d1
d0
d7
d6
d3
d5
d4
d2
d1
d0
d7
d6
d3
d5
d4
d2
d1
d0
d7
d6
d3
d5
d4
d2
d1
d0
d7
d6
d3
d5
d4
d2
d1
d0
d7
d6
d3
d5
d4
d2
d1
d0
8 dots
8 dots