Chapter 5

The Gfx System

There are 6 modes that you can use to create your graphics, 3 are bitmapped (like DOS, you set individual pixels). 3 are tile modes (You specify 8x8 tiles to put together a picture, most 8bit (NES) and 16bit (SNES/Genesis) consoles use tiles exclusively). There are 4 Background layers that you can use to display a scene. These can be overlapped and given different priorities so that lower BGs can be seen thru transparent areas of higher priority backgrounds.

Let's take a look at bitmapped modes (3, 4, 5) first (easier):

Mode 3 - Mode 3 gives you a 16bit color bitmap. Just poke a halfword (16bits) to VRAM and you'll see a dot on the screen. Note that there's no backbuffer and that mode 3 cuts into the available sprite (moving pictures upto 64x64 pixels, more later) data area. Mode 3 is really good for displaying a still screen (like the picture we displayed in the last chapter).

Mode 4 - Mode 4 is similar to mode 3, except what you write to VRAM are 8bit references (think DOS's mode 13h) to a palette (a table of colors). Since you can't write only 8bits to VRAM (no 8bit bus, VRAM is 16/32bit only), the usefulness of this mode is limited (you have to write at least 2 pixels at a time in this mode). It does have a backbuffer however, since the picture takes up less room than storing 16bit values for each dot. Anybody have good uses for Mode 4?

Mode 5 - Mode 5 is a 16bit color bitmap like Mode 3, except it has a backbuffer. Because of the huge amount of space needed for full screen, mode 5 is cut down to 160x128. Many 3d demos use this mode (note that all 3d on the gba are software, there is no 3d hardware in the gba). It is also likely that simple animations use this mode. Many people rotate the background 90 degrees and scale it so it takes up the full 240x160 (Bitmap modes use BG 2 only, which supports hardware rotate/scale 'ing in these modes).

As you can see, the bitmapped modes all have their special place, however, that's only half of the screen modes. Let's see the tile modes now:

Mode 0 - All the background layers (4 of them) are available, however, none of them support rotate/scale in this mode. You can however, create backgrounds bigger than the screen and use hardware scrolling to move around. Something I've never gotten around to do is create an RPG engine specially for this mode. Lowest BG layer would be things below the player, next BG would be things that the player bumps into, next BG would be things above the player, next BG would serve as the text box for talking to people in the game.

Mode 1 - 3 background layers, BG 2 can rotate/scale, while BGs 0 and 1 are of the "text" or scrolling/non-scale/rotate variety.

Mode 2 - 2 layers. BGs 2 and 3 are both of the scale/rotate variety.

Now that we've had our overview, let's see some hardware register layouts!

For those that haven't seen these before, hardware registers are mapped to specific areas of memory. (It's like the I/O on Intel chips, except you're writting to RAM like a normal store operation.)

You may be wondering how I knew how to enable Mode 3 and Background 2, well, it's one of those many registers: (From the CowBite Spec)
Address: 0x4000000 - REG_DISPCNT (The display control register)

                           R
F E D C  B A 9 8  7 6 5 4  3 2 1 0 
W V U S  L K J I  F D B A  C M M M 
0-2 (M) = The video mode. See video modes list above. 
3   (C) = Game Boy Color mode. Read only - should stay at 0. 
4   (A) = This bit controls the starting address of the bitmap in bitmapped modes
          and is used for page flipping. See the description of the specific
          video mode for details. 
5   (B) = Force processing during hblank. Setting this causes the display
          controller to process data earlier and longer, beginning from the end of
          the previous scanline up to the end of the current one. This added
          processing time can help prevent flickering when there are too many
          sprites on a scanline.
6   (D) = Sets whether sprites stored in VRAM use 1 dimension or 2.
          1 - 1d: tiles are are stored sequentially 
          0 - 2d: each row of tiles is stored 32 x 64 bytes in from the start of the
          previous row.
7   (F) = Force the display to go blank when set. This can be used to save power 
          when the display isn't needed, or to blank the screen when it is being
          built up (such as in mode 3, which has only one framebuffer). On the SNES,
          transfers rates to VRAM were improved during a forced blank; it is logical
          to assume that this would also hold true on the GBA.

8   (I) = If set, enable display of BG0. 
9   (J) = If set, enable display of BG1. 
A   (K) = If set, enable display of BG2. 
B   (L) = If set, enable display of BG3. 
C   (S) = If set, enable display of OAM (sprites). 
D   (U) = Enable Window 0
E   (V) = Enable Window 1 
F   (W) = Enable Sprite Windows 
Take a look for yourself. You may notice that there's things we haven't discussed yet, that's OK. Pay attention to the bits that set the gfx mode and the bits that enable backgrounds (BGs). You may catch the fact that there's 3 bits for the mode. 3 bits, that's 8 possible values. Only 6 gfx modes.. Yep, setting all those bits to 6 or 7 is bound to be really bad (just like crossing the streams on GhostBusters, except there's less chance of a nuclear blast resulting).

You may want to print out and stable and/or bind copies of the CowBite Spec and GBAtek.htm, they are the best resources to have since they explain things slightly differently (GBAtek.htm uses more technical language). If you need the address of a hardware register or need to see what they do, that's the place to look.

VBlank and The Rendering Process

Now we'll dive in and see what's happening as the screen is being drawn.

There are 160 scanlines (horizontal groups of pixels across the screen). You may recognize the number as the vertical resolution of the GBA's screen. Well... Even though the GBA's screen is an LCD, it's interface with us makes it look like a CRT (e.g. TV). It renders a line (called HDraw), then there's some small time while it moves to the start of the next line (call HBlank). This isn't as important as it was on consoles like the Atari and the NES with much more simplistic TV interfaces. What is important is what happens after the 160th line. This time is called VBlank, there are 67 scanlines worth of VBlank, so you have a fair amount of time to do what you should be doing during vblank; updating the screen. It used to be (on older consoles) that writting to VRAM during rendering would mess up the display. While this isn't so on the GBA, if you and the LCD access the same memory at the same time, the LCD will take priority and your program will wait a couple nanoseconds (something like 1 cpu cycle penalty). Typically, games will do their calculations during screen rendering, and then update the graphics during VBlank.

In order to only update during VBlank, you have to know when that is, right? Absolutely! There's a register specially for that.
REG_VCOUNT (16bits at 0x4000006) always contains the number of the scanline being drawn, if this number is over 160, then we know we are in vblank. So we can wait for vblank with the following loop:

ldr r0,=#0x4000006 @ This will actually make the assembler put the number 0x4000006 in the "pool" and @ the actual operation performed is a load from memory (likely ROM if you're not writting code to be @ copied to RAM). This is an operation you want to avoid if you want speed (in that case, mov 0x4000000 @ and then add 6. The C compiler chooses this over an LDR quite often). waitVBlank: ldrh r1, [r0] @ read 0x4000006 cmp r1, #161 @ 161 is, of course, the first scanline of vblank bne waitVBlank @ loop if r1 is not equal to (NE condition) 161 @ (CMP does a compare (it's purpose is to set the status)).

There is also a bit in the REG_DISPSTAT register that indicates VBlank. However, there is a better method than looping. It's called interrupts. With interrupts, we don't have to care about looping. We just do all the calculations for our frame, and then go into a low power mode using a BIOS call. Much of the previous sentence could either sound like gibberish, or something you've done before in C. Either way, we'll get there eventually.

In Chapter 6, we'll take a look at several more ARM instructions. Then in 7, we'll do some experiments with tile modes using mode 0 (zero).

And! As promised, the answer to Chapter 4's challenge. Or at least my implementation. If yours works, call it a success :). I would like to see them, especially if you are relatively new to ASM. With your permission I'll also post it on a Challenge Implementation Page perhaps.

That's all for now, how about Chapter 6? Or the GBA ASM index?

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