AGB Programming Manual Rendering Functions©1999 - 2001 Nintendo of America Inc. 60 D.C.N. AGB-06-0001-002B46.3.2 Character Data MappingWith OBJ character data, the basic character is 8 x 8 dots, and charactersbetween 8 x 8 and 64 x 64 dots can be handled (total of 12 types). Thebase address of OBJ character data is a fixed VRAM base address. TheOBJ character data capacity allocated is either 32 Kbytes or 16 Kbytes,depending on the BG mode (see 5.1.2 "VRAM Memory Map").There are 2 types of mapping to the character area, and they can bespecified in bit [d06] of the DISPCNT register.OBJ is managed by character numbers that are divided by 32 bytesstarting with OBJ character database address. 32 bytes is the requiredcapacity to define 1 basic character of 16 colors x 16 palettes. 64 bytes isthe required capacity to define 1 basic character of 256 colors x 1 palette.1) VRAM 2-Dimensional Mapping for OBJ CharactersSetting the DISPCNT register bit [d06] to 0 results in the 2-dimensionalmapping mode shown in the following figure.000H 001H 002H 003H020H 021H 022H044H040H 041H 042H 043H004H024H 025H005H023H045H060H 061H 062H 063H080H 081H 082H0A4H0A0H 0A1H 0A2H 0A3H064H084H 085H065H083H0A5H0C0H 0C1H 0C2H 0C3H0E0H 0E1H 0E2H104H100H 101H 102H 103H0C4H0E4H 0E5H0C5H0E3H105H120H 121H 122H 123H140H 141H 142H164H160H 161H 162H 163H124H144H 145H125H143H165H006H047H046H028H008H026H048H087H066H0A7H0A6H067H088H068H086H0A8H0E7H0C6H107H106H0C7H0E8H0C8H0E6H108H147H126H167H166H127H148H128H146H168H01BH05BH03BH07BH01DH01CH 01EH05DH03CH07DH07CH05EH05CH07EH01FH05FH07FH09BH0DBH0BBH0FB H09DH09CH 09EH0DDH0BCH0FDH0FCH0BDH0DEH0BEH0DCH0FE H09FH0DFH0BFH0FFH11BH15BH13BH17BH11DH11CH 11EH15DH13CH17DH17CH13DH15EH13EH15CH17EH11FH15FH13FH17FH32x32 dots(16 colors/16 palettes)64x64 dots(16 colors/16 palettes)8x16 dots(16 colors/16 palettes)16x16 dots(256 colors/1 palette)Basic Character8x8 dots(16 colors/16 palettes)Character mapping area (character no.in hexadecimal notation)Character name027H 03DH 03EH 03FH007H