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The GBA can access 16 bits of memory at a time, T/F |
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What software functions can we call that are resident in the GBA to control background rotation? |
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These tasks must take place to display a sprite. |
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How many bits does the hardware use for a text (non-rotational) background tile map entry and a rotational background tile map entry respectively |
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Definition
16 bits for text background
8 bits for a rotational background |
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Term
In the rotation data structure, what is the purpose of the filler variables? |
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Term
In the background control registers, the priority bits are set to zero by default making the correspdoning background have the lowest priority. |
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Definition
False, if left to default background 0 owns all |
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True or False, Copying data to the OAM during the vertical draw period will not cause visual artifacts |
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When you alpha blend sprites, you have a source and a target layer. What should their values add up to without producing a brightening or darkening effect? |
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Term
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. T/F |
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