AGB Programming Manual
Rendering Functions
©1999 - 2001 Nintendo of America Inc.
70
D.C.N. AGB-06-0001-002B4
6.3.4 OBJ Rotation/Scaling Feature
The rotation and scaling feature for OBJ is essentially the same as that for
BG.
OBJ Character Data Referenced with Rotation
dx
(distance moved in x direction, same line) = ( 1 /
α
)
cos
θ
dy
(distance moved in y direction, same line) = - ( 1 /
β
)
sin
θ
dmx
(distance moved in x direction, next line) = ( 1 /
α
)
sin
θ
dmy
(distance moved in y direction, next line) = ( 1 /
β
)
cos
θ
x-axis
y-axis
α
: Magnification along x-axis
β
: Magnification along y-axis
OBJ Character Data
θ
θ
dx
dy
dmy
dmx
OBJ Center
*
*
*
Horizontal Line
Before Rotation
Object Field
Double-Size Object Field
When an OBJ is displayed, the OBJ character data are referenced
horizontally, beginning from the left-uppermost position. Rotation display
can be achieved by adding an angle to the reference direction. The center
of rotation is fixed at the center of the OBJ field. If a reference point
surpasses the specified OBJ size, it becomes transparent.