Graphics
I have read that the GB screen is tile based. What exactly does this mean?
I have heard that the GBC can do more than 4 colo(u)rs per tile, has a secret high resolution mode, and can do 3D graphics in hardware. Is this true?
How do I turn individual pixels on & off (i.e. APA graphics) instead of drawing with tiles?
How do some games put more than 56 colo(u)rs on the screen?
Can GBC palettes be set at any time?
The GBC & SGB both support colo(u)r. Is graphics programming for them similar?
What is the difference between the GB window and the GB background?
Can any part of the window be made transparent?
What precautions should I use when reading/writing video RAM?
What precautions should I use when doing HDMA on a GBC?
How do I know when an HDMA on the GBC has completed?
What precautions should I use when doing GDMA on a GBC?
How long does it take for a GDMA to execute on a GBC?
I read somewhere that you must set GBC tile attributes before setting the GBC tile map. Is this true?
I'm using the LYC interrupt as a trigger to modify the SCX and/or SCY scroll registers. I get some graphic "trash" on the screen line where the LYC occurs. Why? And how do I fix it?
What are the video timing specs for the GB & GBC?
Why do pictures in the background or window often appear distorted if you scroll them up or down 1 pixel each V-blank?
Can the screen be turned off at any time & what assembly code should be used?
Why does the GB have H-blank & V-blank periods in the video timing?