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Graphics Modes

The NDS has eight graphic modes. They are called Mode 0 - Mode 6, and in addition, there is a framebuffer mode.

Todo:
(A01) Document the graphics modes, their capabilities, and how to access them.

Mode 0

Mode 0 is a tile mode. It features four backgrounds (0-3) and can support as many as 1024 tiles. For additional information, see Tile Mode Features.

Mode 1

Mode 1 is a tile mode. It features three backgrounds, (0-2). Background #2 is a background that supports rotation and scaling. For additional information, see Tile Mode Features.

Mode 2

Mode 2 is a tile mode. It features only two backgrounds (0 and 1). Both backgrounds support rotation and scaling. For additional information, see Tile Mode Features.

Mode 3

Mode 3 is a tile mode. It features three backgrounds (0-3)

Mode 4

Mode 4 is a tile mode. It features two backgrounds (0 and 1)

Mode 5

Mode 5 is a tile mode. It features two backgrounds (0 and 1)

Mode 6

Framebuffer Mode

Frame buffer mode allows direct access to each pixel of the display. The pixels are laid in memory in an array 256 pixels wide and 192 pixels tall. Like other modes, to access the right pixel, use: x-coord + (y-coord * SCREEN_WIDTH) as the index into the frame buffer. Note that with direct access to the frame buffer, no tiles or sprites are available.

Tile Mode Features

Character and Screen Blocks

Rotating and Scaling Backgrounds

Sprites


Generated on Fri Apr 22 13:47:40 2005 for Homebrew Programmers Guide to the Nintendo DS by doxygen 1.3.6