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The main GameBoy screen buffer (background) consists of 256x256 pixels or 32x32 tiles (8x8 pixels each). Only 160x144 pixels can be displayed on the screen. Registers SCROLLX and SCROLLY hold the coordinates of background to be displayed in the left upper corner of the screen. Background wraps around the screen (i.e. when part of it goes off the screen, it appears on the opposite side.)
An area of VRAM known as Background Tile Map contains the numbers of tiles to be displayed. It is organized as 32 rows of 32 bytes each. Each byte contains a number of a tile to be displayed. Tile patterns are taken from the Tile Data Table located either at $8000-8FFF or $8800-97FF. In the first case, patterns are numbered with unsigned numbers from 0 to 255 (i.e. pattern #0 lies at address $8000). In the second case, patterns have signed numbers from -128 to 127 (i.e. pattern #0 lies at address $9000). The Tile Data Table address for the background can be selected by setting the LCDC register.
There are two different Background Tile Maps. One is located from $9800-9Bff. The other from $9C00-9FFF. Only one of these can be viewed at any one time. The currently displayed background can be selected by setting the LCDC register.
Besides background, there is also a "window" overlaying the background. The window is not scrollable i.e. it is always displayed starting from its left upper corner. The location of a window on the screen can be adjusted via WNDPOSX and WNDPOSY registers. Screen coordinates of the top left corner of a window are WNDPOSX-7,WNDPOSY. The tile numbers for the window are stored in the Tile Data Table. None of the windows tiles are ever transparent. Both the Background and the window share the same Tile Data Table.
Both background and window can be disabled or enabled separately via bits in the LCDC register.
If the window is used and a scan line interrupt disables it (either by writing to LCDC or by setting WX > 166) and a scan line interrupt a little later on enables it then the window will resume appearing on the screen at the exact position of the window where it left off earlier. This way, even if there are only 16 lines of useful graphics in the window, you could display the first 8 lines at the top of the screen and the next 8 lines at the bottom if you wanted to do so.
WX may be changed during a scan line interrupt (to either cause a graphic distortion effect or to disable the window (WX>166) ) but changes to WY are not dynamic and won't be noticed until the next screen redraw.
The tile images are stored in the Tile Pattern Tables. Each 8x8 image occupies 16 bytes, where each 2 bytes represent a line:
Tile: Image:
.33333.. .33333.. -> 01111100 -> $7C 22...22. 01111100 -> $7C 11...11. 22...22. -> 00000000 -> $00 2222222. <-- digits 11000110 -> $C6 33...33. represent 11...11. -> 11000110 -> $C6 22...22. color 00000000 -> $00 11...11. numbers 2222222. -> 00000000 -> $00 ........ 11111110 -> $FE 33...33. -> 11000110 -> $C6 11000110 -> $C6 22...22. -> 00000000 -> $00 11000110 -> $C6 11...11. -> 11000110 -> $C6 00000000 -> $00 ........ -> 00000000 -> $00 00000000 -> $00
As it was said before, there are two Tile Pattern Tables at $8000-8FFF and at $8800-97FF. The first one can be used for sprites, the background, and the window display. Its tiles are numbered from 0 to 255. The second table can be used for the background and the window display and its tiles are numbered from -128 to 127.