Shared Flashcard Set

Details

Mar2 Final-2
asdasd
32
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2nd Grade
10/14/2009

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Cards

Term
What is the max number of rotational backgrounds available in any one video mode?
Definition
2
Term
Which video mode would you use if you wanted two scrolling backgrounds
Definition
1
Term
How many total bytes of memory are needed for rotation/scale data of a sprite?
Definition
8 bytes
Term
There is more video memory available for sprite image data in tile-based video modes than in the bit-mapped modes True or False?
Definition
True
Term
What is the man number of hardware sprites that you can have in any video mode?
Definition
128
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.
Definition
False
Term
Which data transfer using DMA is possible?
Definition
Game pak ROM to EWRAM
EWRAM to Video Memory
I/O RAM to OAM
Term
In a tile based video mode, blitting code is required for every background you enable. True or False.
Definition
False
Term
For a standard 256 color paelette, which index 0-255 is used for the transparency?
Definition
0
Term
You use REG_HOFS and REG_VOFS to scroll a rotational background in video mode 2.
Definition
false
Term
What sequence would be used to get a 1 bit for each key currently pressed?
Definition
(~REG_KEY & 0x03FF)
Term
Writing to the OAM should only be done during the vertical blank period?
Definition
True
Term
What is the maximum sprite size supported by the GBA
Definition
64 X 64
Term
Can you create a hardware sprite that will only appear as on pixel on the screen? Why?
Definition
Yes. You can alpha out the rest of the pixels.
Term
How many 2-byte attributes are allocated in OAM to control sprite display (without rotational data)
Definition
3
Term
In sprite 1d mapping mode, its tiles are stored sequentially allowing for it to be copied using a DMA transfer
Definition
True
Term
What is the maximum number of hardware non-rotational backgrounds available in video mode 1?
Definition
2
Term
What can two backgrounds share?
Definition
Tile map data
Tile image data
Palette data
Term
How many offsets are there for char base blocks (tile image data) and screen base blocks (tile map data) respectively?
Definition
4
32
Term
The same tile image data and/or tile map data loaded into video memory can be indexed by more than one background simultaneously
Definition
True
Term
How many tile map sizes are available for text (non-rotational) backgrounds?
Definition
4
Term
Where are the hardware sprites properties loaded into memory?
Definition
OAM
Term
How do you get a pixel in a sprite to be transparent?
Definition
Have a sprite pixel index the first palette entry
Term
You have less hardware sprites available in a bitmap video mode than a tile video mode.
Definition
False, they are equal.
Term
The data used to determine a sprite’s degree of rotation is located in which of the four 2-byte attributes?
Definition
3
Term
Where does sprite image data need to be loaded to?
Definition
Video RAM
Term
What is a rotational tile map an array of?
Definition
The image indices
Term
What software functions can we call that are resident in the GBA to control background rotation?
Definition
There are very few functions resident to the GBA, so this will probably be "NONE OF THE ABOVE"
Term
The GBA has built in support for floating point operations?
Definition
false
Term
Which statements are true about hardware sprites?
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
Term
Sprites can be flipped and rotated at the same time?
Definition
false
Term
Copying data to the OAM during the vertical draw period will not cause visual artifacts.
Definition
false
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