When enabled, the tile map allows for a set of 8x8 tiles to be drawn to the
screen automatically every frame.
The tile map comes in 4 basic flavors:
12x16
16x12 (this size is is vertically unconfirmed)
24x8 (this may actually be 24x16, only time will tell)
24x16
There are also two Hardware Registers
that control the shifting of these values, allow them to be scrolled across the
screen. This makes for very nice effects, with very low performance hit.
The tile set used in this map consists of one base address (stored as a 24 bit Hardware Registers, 8 byte
aligned) with 256 tiles in total. Tiles are 8 bytes in length, scanned in the
same method as the Frame
Buffer.
Address map of a 12x20 map
| 0x1300 | 0x1301 | 0x1302 | 0x1303 | 0x1304 | 0x1305 | 0x1306 | 0x1307 | 0x1308 | 0x1309 | 0x130A | 0x130B |
| 0x130C | 0x130D | 0x130E | 0x130F | 0x1310 | 0x1311 | 0x1312 | 0x1313 | 0x1314 | 0x1315 | 0x1316 | 0x1317 |
| 0x1318 | 0x1319 | 0x131A | 0x131B | 0x131C | 0x131D | 0x131E | 0x131F | 0x1320 | 0x1321 | 0x1322 | 0x1323 |
| 0x1324 | 0x1325 | 0x1326 | 0x1327 | 0x1328 | 0x1329 | 0x132A | 0x132B | 0x132C | 0x132D | 0x132E | 0x132F |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| 0x13CF | 0x13D0 | 0x13D1 | 0x13D2 | 0x13D3 | 0x13D4 | 0x13D5 | 0x13D6 | 0x13D7 | 0x13D8 | 0x13D9 | 0x13DA |
| 0x13DB | 0x13DC | 0x13DD | 0x13DE | 0x13DF | 0x13E0 | 0x13E1 | 0x13E2 | 0x13E3 | 0x13E4 | 0x13E5 | 0x13E6 |
| 0x13E7 | 0x13E8 | 0x13D9 | 0x13DA | 0x13DB | 0x13DC | 0x13DE | 0x13DF | 0x13E0 | 0x13E1 | 0x13E2 | 0x13E3 |
| 0x13E4 | 0x13E5 | 0x13E6 | 0x13E7 | 0x13E8 | 0x13E9 | 0x13EA | 0x13EB | 0x13EC | 0x13ED | 0x13EE | 0x13EF |
See Hardware Registers for
the map tile base address.
Return to Pokemon Mini
specification.