Tile Map
When enabled, the tile map allows
for a set of 8x8 tiles to be drawn to the screen automatically every
frame.
The tile map comes in 4 basic flavors:
12x16
16x12 (this size is is vertically unconfirmed)
24x8
(this may actually be 24x16, only time will tell)
24x16
There are also two
Hardware
Registers that control the shifting of these values, allow them to be
scrolled across the screen. This makes for very nice effects, with very
low performance hit.
The tile set used in this map consists of one
base address (stored as a 24 bit
Hardware
Registers, 8 byte aligned) with 256 tiles in total. Tiles are 8 bytes
in length, scanned in the same method as the
Frame
Buffer.
Address map of a 12x20 map
| 0x1300 |
0x1301 |
0x1302 |
0x1303 |
0x1304 |
0x1305 |
0x1306 |
0x1307 |
0x1308 |
0x1309 |
0x130A |
0x130B |
| 0x130C |
0x130D |
0x130E |
0x130F |
0x1310 |
0x1311 |
0x1312 |
0x1313 |
0x1314 |
0x1315 |
0x1316 |
0x1317 |
| 0x1318 |
0x1319 |
0x131A |
0x131B |
0x131C |
0x131D |
0x131E |
0x131F |
0x1320 |
0x1321 |
0x1322 |
0x1323 |
| 0x1324 |
0x1325 |
0x1326 |
0x1327 |
0x1328 |
0x1329 |
0x132A |
0x132B |
0x132C |
0x132D |
0x132E |
0x132F |
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| 0x13CF |
0x13D0 |
0x13D1 |
0x13D2 |
0x13D3 |
0x13D4 |
0x13D5 |
0x13D6 |
0x13D7 |
0x13D8 |
0x13D9 |
0x13DA |
| 0x13DB |
0x13DC |
0x13DD |
0x13DE |
0x13DF |
0x13E0 |
0x13E1 |
0x13E2 |
0x13E3 |
0x13E4 |
0x13E5 |
0x13E6 |
| 0x13E7 |
0x13E8 |
0x13D9 |
0x13DA |
0x13DB |
0x13DC |
0x13DE |
0x13DF |
0x13E0 |
0x13E1 |
0x13E2 |
0x13E3 |
| 0x13E4 |
0x13E5 |
0x13E6 |
0x13E7 |
0x13E8 |
0x13E9 |
0x13EA |
0x13EB |
0x13EC |
0x13ED |
0x13EE |
0x13EF |
See
Hardware
Registers for the map tile base address.
Return to
Pokemon
Mini specification.