Today we'll start learning about backgrounds (also known as layers
or planes) and background modes. Remember there are six background
modes and up to four backgrounds (layered on top of each other)
per mode.
I am going to start with the bitmap background modes, Mode 3 - 5, because
they are the easiest to understand.
The first thing you have to know about a background is that it
requires a certain format. HAM comes with an easy to use program
called gfx2gba that is used to convert BMPs or PCXs to the
proper format.
NOTE: Please take the time to read the Readme
that comes with gfx2gba, it will save you from many headaches! The
latest version of the readme can be found here.
The image should be 240x160 pixels (or 160x128 if you are using
Mode 5). BMPs can be 4, 8, or 15 bits while PCXs should be 8 bits. Feel
free to take a peek at the Graphics
FAQ if you have questions about formats and palettes, etc.
For all of my tutorials I work exclusively with bitmaps. I've created
a picture (which is quite ugly) called bg.bmp. It is a 240x160 pixel, 8 bit bitmap. This is important because
ham_LoadBitmap() requires this when using Mode 4. Copy bg.bmp to
your directory. For these tutorials we'll
have a subdirectory gfx for all of the graphics used in our games.
Change to that directory and type:
gfx2gba -D -fsrc -pbg.pal -t1 bg.bmp
This will create two files: bg.pal.c and bg.raw.c
Go ahead and take a quick peek at the files. The important thing
about bg.pal.c is the name of the array that is created. It should
be bg_Palette. The array created in bg.raw.c is bg_Bitmap.
You will see these names later in the tutorial program.
Speaking of which, let's go ahead and display that background.
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