### Data Format Map

Version 1.0

Palette RAM

05000000h~050001FFh (BG Palette)
05000200h~050003FFh (OBJ Palette)

addr | Data | D15 | D14 | D13 | D12 | D11 | D10 | D09 | D08 | D07 | D06 | D05 | D04 | D03 | D02 | D01 | D00 | Remarks | Page #
Arbitrary | Color Data | - | Blue | Green | Red |  | 71

VRAM

06000000h~06017FFF

1) BG Mode 0-2 (Character Mode)

addr | Data | D15 | D14 | D13 | D12 | D11 | D10 | D09 | D08 | D07 | D06 | D05 | D04 | D03 | D02 | D01 | D00 | Remarks | Page #
Setting | 16 Color Character Data | Color No. | Color No. | Color No. | Color No. | 4 bits | 40
Setting | 256 Colors Character Data | Color No. | Color No. | 8 bits | 40
Setting | Text BG Screen Data | Palette No. | Vertical Flip | Horizontal Flip | Character Name |  | 41
Setting | Rotation/Scaling BG Screen Data | Character Name | Character Name | 8 bits | 42

2) BG Mode 3-5 (Bitmap Mode)

addr | Data | D15 | D14 | D13 | D12 | D11 | D10 | D09 | D08 | D07 | D06 | D05 | D04 | D03 | D02 | D01 | D00 | Remarks | Page #
Arbitrary | 32,768 Colors Pixel Data | - | Blue | Green | Red |  | 52
Arbitrary | 256 Colors Pixel Data | Color No. | Color No. | 8 bits | 52

OAM

07000000h~070003FFh

addr | Data | D15 | D14 | D13 | D12 | D11 | D10 | D09 | D08 | D07 | D06 | D05 | D04 | D03 | D02 | D01 | D00 | Remarks | Page #
Req. | OBJ Attribute 0 | OBJ Shape | Color Mode | Mosaic | OBJ Mode | Double Size Flag | Rotation/ Scaling | Y Coordinate |  | 61
Req. | OBJ Attribute 1 | OBJ Size | Rotation/Scaling Parameter Selection | X Coordinate |  | 64
Vflip | Hflip |
Req. | OBJ Attribute 2 | Palette No. | Designate Priority | Character Name |  | 66
Req. | PA | Direction moved in x direction, Same Line |  | 69
Req. | PB | Direction moved in x direction, Next Line |  | 69
Req. | PC | Direction moved in y direction, Same Line |  | 69
Req. | PD | Direction moved in y direction, Next Line |  | 69

Addr Column
"Arbitrary" = With any address in the area, it will be referenced correctly as Data.
"Setting" = By placing in an address set up in a separate register it will be referenced correctly as Data.
"Req." = Address where data should be placed is strictly defined by the system.
"Page #" refers to where in the AGB Programming Manual you should reference.

AGB-06-0003-003A1 (2/26/01)
© 2001 Nintendo of America Inc.