Term
Which video modes use palettes? |
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Definition
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Term
Which of these is true about GBA architecture? |
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Definition
Processor - 32-bit ARM7 16.7 MHz
Memory = 3,072 kBits
Display - 240 X 160
Colors - 32,768
No Operating System
Complete control over the hardware at lowest level
Maximum Control and Maximum Responsibility
Each EXE must contain all code
Changes happen by writing to hardware registers
Writing a bit in Video Memory will change the display |
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Term
DMA can be used to transfer memory the following ways |
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Definition
16 32 increment after transfer decrement after transfer Leave unchanged Transfer Immediately Transfer on HBlank Transfer on VBlank increments by 2 or 4 bytes
increment then reset |
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Term
Which of these is true about IWRAM |
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Definition
fastest memory in GBA Ideal for running ARM code Only memory directly accessible on 32 bit internal data bus and 32 bits at a time |
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Term
How many keys or buttons does the GBA have for input? |
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Definition
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Term
When accessing the Game Cartridge ROM, speed is represented by 3/1. What do these numbers mean? |
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Definition
Select an address/transfer data |
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Term
How many total palettes can be available at any one time? |
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Definition
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Term
The GBA processer has which of these? |
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Definition
Hardware Multiply
Three stage pipeline
No hardware divide or floating point support |
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Term
How much data can you transfer with DMA in each count? |
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Definition
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Term
Both the screen refresh rate and your game's fps will be constant at 60. True or False, and why? |
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Definition
False. It's drawing at 60fps but not refreshing at 60fps. |
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Term
What sequence would be used to get 1 bit for each key? |
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Definition
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Term
In the RGB macro, what does 0x1F do? |
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Definition
Limit the three colors to 5 bits |
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Term
Since GBA CPU is a CISC processor, we can manipulate multiple data items in memory at once. True or false? |
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Definition
The GBA processor is a RISC processor, so false |
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Term
The DMA controller takes over the hardware by halting the CPU |
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Definition
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Term
Which could you add at the begining of the Wait4VBlank function code to ensure that if you call it twice in a row, you would wait for the next vertical blank? |
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Definition
While(REG_VCOUNT == 160){} |
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Term
In video 4, you can write one byte of pixel info into video memory using one assignment instruction videobuffer[y * 240 + x] = color; |
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Definition
FALSE, video memory must be written in shorts. Pull out individual short find out what byte to change then write that short back. |
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Term
What is the system bus bit depth of the GBA |
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Definition
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Term
When you did the double buffer lab using video mode 3, which function needed to be called after the Draw_WaitVBlank function? |
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Definition
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Term
Which CPU does the GBA use? |
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Definition
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Term
What is the purpose of this code?
#define REG_VCOUNT *(volatile unsigned short*)0x04000006
WHile REG_VCOUNT != 160{} |
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Definition
Wait until GBA is on the first line of the vertical blank. |
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Term
For the GBA's color, there are bits for BGR
How many bits are for each color? |
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Definition
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Term
Which line of code would draw a pixel correctly in video mode 4, for an odd x? |
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Definition
videoBuffer[offset] = (color << 8) | videoBuffer[offset] & 0x00FF); |
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Term
Which hardware register do you change to force the display to go blank? |
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Definition
0x4000000 REG_DISPCNT (display control) |
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Term
What are the different byte widths that can be copied per count using DMA |
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Definition
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Term
Which GBA color format values are the same? |
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Definition
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Term
The game's executable is run directly from the cartridge, true or false? |
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Definition
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Term
You will potentially cause visual artifacts if you update video memory during the vertical draw period. True or False? |
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Definition
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Term
The GBA screen refreshes at fixed intervals with both horizontal and vertical blank periods. |
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Definition
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Term
Which one of these do you not enable in the display control register? |
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Definition
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Term
Which code waits for the begining of the VBlank period? |
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Definition
While(REG_VCOUNT != 160){} |
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Term
Which video modes have a hardware double buffer? |
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Definition
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Term
What are the dimensions in pixels of the GBA screen? |
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Definition
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