Espozo wrote:
Oh, also, does anyone here know what kind of graphics format the GBA uses? I'm talking like planar or packed pixel and stuff.
I have no idea how planar stuff works on the SNES (looks pretty crazy to me) but I can assure you it's not what the GBA is doing
By packed pixel, you're talking about how Mode 7 uses 1 byte per-pixel, correct? I guess it would be better if I went over the BG Modes for you.
The GBA's tile based modes (Mode 0 - 2) can either be 4bpp or 8bpp. It's up to programmers, as long as they watch how much VRAM they use. The bitmap modes are different. Modes 3 and 4 are 16bpp and 8bpp respectively, so the first basically uses every color the GBA can compute (all 32768 of them), and the other uses all of the 256 colors in the BG palette. Mode 4 uses less VRAM, so you can buffer two 240x160 images at once. BG Mode 5 is just like Mode 3, except with a reduced resolution (160x128) but like Mode 4 it allows you to buffer an additional frame. This is all just about BGs, not OBJs mind you.
You should really have a look at GBATEK if you're ever curious about the GBA ->
http://problemkaputt.de/gbatek.htm