
Figure 1 - Game Boy Advance CPU Block Diagram..................................................................................3
System Block Diagram....................
Figure 3 - Game Boy Advance CPU Memory Addresses (Little-Endian)...................................................5
Figure 4 - Game Boy Advance System Memory Map................................................................................7
Figure 8 - Display Screen Horizontal and Vertical Blanking Intervals......................................................15
er.........................
Figure 12 - Background Mode Memory Maps..........................................................................................23
Figure 14 - Text Background and Rotation/Scaling Background Screen Control Registers....................26
/Scaling Background Screen
Figure 20 - 16-Color x 16-Palette Character Data Format.......................................................................32
Figure 22 - Text Background Screen Format...........................................................................................34
Figure 28 - Virtual Screen Size of 128 x 128 Pixels (Rotation/Scaling Background)...............................37
Figure 29 - Virtual Screen Size of 256 x 256 Pixels (Rotation/Scaling Background)...............................38
Figure 30 - Virtual Screen Size of 512 x 512 Pixels (Rotation/Scaling Background)...............................38
Figure 31 - Virtual Screen Size of 1024 x 1024 Pixels (Rotation/Scaling Background)...........................39
Figure 32 - Referencing Rotated Background Data.................................................................................40
Figure 33 - Registers for Setting the Starting Point of BG Data...............................................................41
Setting the Direction Para
rs........................
Figure 38 - 32,768-Color Simultaneous Display Format..........................................................................44
Figure 40 - VRAM 2-Dimensional Mapping for OBJ Characters..............................................................49
Figure 41 - VRAM 1-Dimensional Mapping for OBJ Characters..............................................................49
Figure 44 - Cropping when Displaying a Scaled or Rotated Object.........................................................53