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In a tile-based video mode, blitting code is required for every background you enable. T/F |
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Which video mode would you use if you wanted two scrolling backgrounds and one rotational background? |
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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. T/F |
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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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You use REG_HOFS and REG_VOFS to scroll a rotational background in video mode 2. T/F |
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Writing to OAM should only be done during the vertical blank period |
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Can you create a hardware sprite that will only appear as one pixel on the screen? |
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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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Which one of the following can two backgrounds share? |
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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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