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What is the max number of rotational backgrounds available in any one video mode? |
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Which video mode would you use if you wanted two scrolling backgrounds |
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How many total bytes of memory are needed for rotation/scale data of a sprite? |
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There is more video memory available for sprite image data in tile-based video modes than in the bit-mapped modes True or False? |
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What is the man number of hardware sprites that you can have in any video mode? |
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When tile map data is loaded into video memory, it must be loaded at a hardware specific offset and must not run past the next offset. |
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Which data transfer using DMA is possible? |
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Definition
Game pak ROM to EWRAM
EWRAM to Video Memory
I/O RAM to OAM
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In a tile based video mode, blitting code is required for every background you enable. True or False. |
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For a standard 256 color paelette, which index 0-255 is used for the transparency? |
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You use REG_HOFS and REG_VOFS to scroll a rotational background in video mode 2. |
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What sequence would be used to get a 1 bit for each key currently pressed? |
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Writing to the OAM should only be done during the vertical blank period? |
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What is the maximum sprite size supported by the GBA |
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Can you create a hardware sprite that will only appear as on pixel on the screen? Why? |
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Definition
Yes. You can alpha out the rest of the pixels. |
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How many 2-byte attributes are allocated in OAM to control sprite display (without rotational data) |
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In sprite 1d mapping mode, its tiles are stored sequentially allowing for it to be copied using a DMA transfer |
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What is the maximum number of hardware non-rotational backgrounds available in video mode 1? |
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What can two backgrounds share? |
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Definition
Tile map data
Tile image data
Palette data |
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How many offsets are there for char base blocks (tile image data) and screen base blocks (tile map data) respectively? |
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The same tile image data and/or tile map data loaded into video memory can be indexed by more than one background simultaneously |
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How many tile map sizes are available for text (non-rotational) backgrounds? |
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Where are the hardware sprites properties loaded into memory? |
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How do you get a pixel in a sprite to be transparent? |
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Definition
Have a sprite pixel index the first palette entry |
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You have less hardware sprites available in a bitmap video mode than a tile video mode. |
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The data used to determine a sprite’s degree of rotation is located in which of the four 2-byte attributes? |
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Where does sprite image data need to be loaded to? |
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What is a rotational tile map an array of? |
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What software functions can we call that are resident in the GBA to control background rotation? |
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Definition
There are very few functions resident to the GBA, so this will probably be "NONE OF THE ABOVE" |
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The GBA has built in support for floating point operations? |
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Term
Which statements are true about hardware sprites? |
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Definition
Sprite image data has to be copied over after the initial copy <-- This is false. They can be 1 to 64 tiles in size They can be rotated and scaled They can be made mosaic They can be alpha'd in and out Attributes are packed into 6 bytes of memory per sprite Each group is 8 bytes apart, the 2 bytes are used to define the rotation and scaling parameters |
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Sprites can be flipped and rotated at the same time? |
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Copying data to the OAM during the vertical draw period will not cause visual artifacts. |
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