1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<HTML> 3<HEAD> 4<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 5<META http-equiv="Content-Style-Type" content="text/css"> 6<META name="GENERATOR" content="IBM WebSphere Studio Homepage Builder Version 8.0.0.0 for Windows"> 7<BASE target="main"> 8<TITLE>Graphics (GX/G2/G3/G3X) Function List</TITLE> 9<LINK rel="stylesheet" href="../css/apilist.css"> 10</HEAD> 11<BODY> 12<H1 align="left">Graphics (GX/G2/G3/G3X) Function List</H1> 13<H2 align="left"><A name="gx"></A>General 2D/3D Graphics (GX)</H2> 14<H2>Common to the 2D Graphics Engines</H2> 15<H3><A name="Power">Power Control</A></H3> 16<TABLE border="1" width="100%"> 17 <TBODY> 18 <TR> 19<TH width="30%"><A href="gx/GX_SetPower.html">GX_SetPower</A></TH> 20 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 21<TD>Collectively sets each type of power control.</TD> 22 </TR> 23 <TR> 24<TH><A href="gx/GX_GetPower.html">GX_GetPower</A></TH> 25 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 26<TD>Gets the status of each type of power control.</TD> 27 </TR> 28 <TR> 29<TH><A href="gx/GX_Power2D.html">GX_Power2D</A></TH> 30 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 31<TD>Sets the main and sub 2D graphics engines ON/OFF.</TD> 32 </TR> 33 <TR> 34<TH><A href="gx/GX_Power3D.html">GX_Power3D</A></TH> 35 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 36<TD>Sets the geometry and rendering engines ON/OFF.</TD> 37 </TR> 38 <TR> 39<TH><A href="gx/GX_Power2DMain.html">GX_Power2DMain</A></TH> 40 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 41<TD>Sets the main 2D graphics engine ON/OFF.</TD> 42 </TR> 43 <TR> 44<TH><A href="gx/GX_Power2DSub.html">GX_Power2DSub</A></TH> 45 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 46<TD>Sets the sub 2D graphics engine ON/OFF.</TD> 47 </TR> 48 <TR> 49<TH><A href="gx/GX_PowerGeometry.html">GX_PowerGeometry</A></TH> 50 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 51<TD>Sets geometry engine ON/OFF.</TD> 52 </TR> 53 <TR> 54<TH><A href="gx/GX_PowerRender.html">GX_PowerRender</A></TH> 55 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 56<TD>Sets rendering engine ON/OFF.</TD> 57 </TR> 58 <TR> 59<TH><A href="gx/GX_SetDispSelect.html">GX_SetDispSelect</A></TH> 60 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 61<TD>Sets the LCD output destination.</TD> 62 </TR> 63 <TR> 64<TH><A href="gx/GX_GetDispSelect.html">GX_GetDispSelect</A></TH> 65 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 66<TD>Gets the LCD output destination.</TD> 67 </TR> 68 </TBODY> 69</TABLE> 70<H3><A name="Init2D">Initialization</A></H3> 71<TABLE border="1" width="100%"> 72 <TBODY> 73 <TR> 74<TH width="30%"><A href="gx/GX_Init.html">GX_Init</A></TH> 75 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 76<TD>Initializes the graphics system.</TD> 77 </TR> 78 <TR> 79<TH><A href="gx/GX_InitEx.html">GX_InitEx</A></TH> 80 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 81<TD>Initializes the graphics system. Also changes the default DMA number for GX.</TD> 82 </TR> 83 <TR> 84<TH width="30%"><A href="gx/GX_SetDefaultDMA.html">GX_SetDefaultDMA</A></TH> 85 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 86<TD>Changes the DMA number setting used by GX.</TD> 87 </TR> 88 <TR> 89<TH><A href="gx/GX_GetDefaultDMA.html">GX_GetDefaultDMA</A></TH> 90 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 91<TD>Gets the DMA number setting used by GX.</TD> 92 </TR> 93 <TR> 94<TH><A href="gx/GX_InitNDMAEx.html">GX_InitNDMAEx</A></TH> 95 <TD width="48"><img src="../image/BPT.gif"><img src="../image/TWL.gif"></TD> 96<TD>Initializes the graphics system. Also changes the default NDMA number for GX.</TD> 97 </TR> 98 <TR> 99<TH width="30%"><A href="gx/GX_SetDefaultNDMA.html">GX_SetDefaultNDMA</A></TH> 100 <TD width="48"><img src="../image/BPT.gif"><img src="../image/TWL.gif"></TD> 101<TD>Changes the NDMA number configured to be used by GX functions.</TD> 102 </TR> 103 <TR> 104<TH><A href="gx/GX_GetDefaultNDMA.html">GX_GetDefaultNDMA</A></TH> 105 <TD width="48"><img src="../image/BPT.gif"><img src="../image/TWL.gif"></TD> 106<TD>Gets the NDMA number configured to be used by GX functions.</TD> 107 </TR> 108 </TBODY> 109</TABLE> 110<H3><A name="VRAM1">Allocating VRAM Banks To Resources</A></H3> 111<TABLE border="1" width="100%"> 112 <TBODY> 113 <TR> 114<TH width="30%"><A href="gx/GX_SetBankForBG.html">GX_SetBankForBG</A></TH> 115 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 116<TD>Specifies VRAM bank and allocates it to the Main 2D Engine BG.</TD> 117 </TR> 118 <TR> 119<TH width="30%"><A href="gx/GX_SetBankForBGEx.html">GX_SetBankForBGEx</A></TH> 120 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 121<TD>Specifies the VRAM bank with the combination that cannot be allocated to the contiguous addresses, and allocates it to the Main 2D Engine BG.</TD> 122 </TR> 123 <TR> 124<TH width="30%"><A href="gx/GX_SetBankForOBJ.html">GX_SetBankForOBJ</A></TH> 125 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 126<TD>Specifies VRAM bank and allocates it to the Main 2D Engine OBJ.</TD> 127 </TR> 128 <TR> 129<TH width="30%"><A href="gx/GX_SetBankForBGExtPltt.html">GX_SetBankForBGExtPltt</A></TH> 130 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 131<TD>Specifies VRAM bank and allocates it to the Main 2D Engine BG expanded palette.</TD> 132 </TR> 133 <TR> 134<TH width="30%"><A href="gx/GX_SetBankForOBJExtPltt.html">GX_SetBankForOBJExtPltt</A></TH> 135 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 136<TD>Specifies VRAM bank and allocates it to the Main 2D Engine OBJ expanded palette.</TD> 137 </TR> 138 <TR> 139<TH width="30%"><A href="gx/GX_SetBankForTex.html">GX_SetBankForTex</A></TH> 140 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 141<TD>Specifies VRAM bank and allocates it to the texture image slot.</TD> 142 </TR> 143 <TR> 144<TH width="30%"><A href="gx/GX_SetBankForTexPltt.html">GX_SetBankForTexPltt</A></TH> 145 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 146<TD>Specifies VRAM bank and allocates it to the texture palette slot.</TD> 147 </TR> 148 <TR> 149<TH width="30%"><A href="gx/GX_SetBankForClearImage.html">GX_SetBankForClearImage</A></TH> 150 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 151<TD>Specifies VRAM bank and allocates it to clear image.</TD> 152 </TR> 153 <TR> 154<TH width="30%"><A href="gx/GX_SetBankForSubBG.html">GX_SetBankForSubBG</A></TH> 155 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 156<TD>Specifies VRAM bank and allocates it to the Sub 2D Engine BG.</TD> 157 </TR> 158 <TR> 159<TH width="30%"><A href="gx/GX_SetBankForSubOBJ.html">GX_SetBankForSubOBJ</A></TH> 160 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 161<TD>Specifies VRAM bank and allocates it to the Sub 2D Engine OBJ.</TD> 162 </TR> 163 <TR> 164<TH width="30%"><A href="gx/GX_SetBankForSubBGExtPltt.html">GX_SetBankForSubBGExtPltt</A></TH> 165 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 166<TD>Specifies VRAM bank and allocates it to the Sub 2D Engine BG expanded palette.</TD> 167 </TR> 168 <TR> 169<TH width="30%"><A href="gx/GX_SetBankForSubOBJExtPltt.html">GX_SetBankForSubOBJExtPltt</A></TH> 170 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 171<TD>Specifies VRAM bank and allocates it to the Sub 2D Engine OBJ expanded palette.</TD> 172 </TR> 173 <TR> 174<TH width="30%"><A href="gx/GX_SetBankForARM7.html">GX_SetBankForARM7</A></TH> 175 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 176<TD>Specifies VRAM bank and allocates it to ARM7 memory space.</TD> 177 </TR> 178 <TR> 179<TH width="30%"><A href="gx/GX_SetBankForLCDC.html">GX_SetBankForLCDC</A></TH> 180 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 181<TD>Specifies VRAM bank and allocates it to LCDC memory space.</TD> 182 </TR> 183 <TR> 184<TH width="30%"><A href="gx/GX_TrySetBankForBG.html">GX_TrySetBankForBG</A></TH> 185 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 186<TD>Tries to allocate a VRAM bank to the main 2D engine BG.</TD> 187 </TR> 188 <TR> 189<TH width="30%"><A href="gx/GX_TrySetBankForBGEx.html">GX_TrySetBankForBGEx</A></TH> 190 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 191<TD>Tries to allocate VRAM banks in a combination that cannot be allocated to contiguous addresses to the main 2D engine BG.</TD> 192 </TR> 193 <TR> 194<TH width="30%"><A href="gx/GX_TrySetBankForOBJ.html">GX_TrySetBankForOBJ</A></TH> 195 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 196<TD>Tries to allocate a VRAM bank to the main 2D engine OBJ.</TD> 197 </TR> 198 <TR> 199<TH width="30%"><A href="gx/GX_TrySetBankForBGExtPltt.html">GX_TrySetBankForBGExtPltt</A></TH> 200 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 201<TD>Tries to allocate a VRAM bank to the main 2D engine BG extended palette.</TD> 202 </TR> 203 <TR> 204<TH width="30%"><A href="gx/GX_TrySetBankForOBJExtPltt.html">GX_TrySetBankForOBJExtPltt</A></TH> 205 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 206<TD>Tries to allocate a VRAM bank to the main 2D engine OBJ extended palette.</TD> 207 </TR> 208 <TR> 209<TH width="30%"><A href="gx/GX_TrySetBankForTex.html">GX_TrySetBankForTex</A></TH> 210 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 211<TD>Tries to allocate a VRAM bank to the texture image slot.</TD> 212 </TR> 213 <TR> 214<TH width="30%"><A href="gx/GX_TrySetBankForTexPltt.html">GX_TrySetBankForTexPltt</A></TH> 215 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 216<TD>Tries to allocate a VRAM bank to the texture palette slot.</TD> 217 </TR> 218 <TR> 219<TH width="30%"><A href="gx/GX_TrySetBankForClearImage.html">GX_TrySetBankForClearImage</A></TH> 220 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 221<TD>Tries to allocate a VRAM bank to clear image.</TD> 222 </TR> 223 <TR> 224<TH width="30%"><A href="gx/GX_TrySetBankForSubBG.html">GX_TrySetBankForSubBG</A></TH> 225 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 226<TD>Tries to allocate a VRAM bank to the sub 2D engine BG.</TD> 227 </TR> 228 <TR> 229<TH width="30%"><A href="gx/GX_TrySetBankForSubOBJ.html">GX_TrySetBankForSubOBJ</A></TH> 230 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 231<TD>Tries to allocate a VRAM bank to the sub 2D engine OBJ.</TD> 232 </TR> 233 <TR> 234<TH width="30%"><A href="gx/GX_TrySetBankForSubBGExtPltt.html">GX_TrySetBankForSubBGExtPltt</A></TH> 235 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 236<TD>Tries to allocate a VRAM bank to the sub 2D engine BG extended palette.</TD> 237 </TR> 238 <TR> 239<TH width="30%"><A href="gx/GX_TrySetBankForSubOBJExtPltt.html">GX_TrySetBankForSubOBJExtPltt</A></TH> 240 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 241<TD>Tries to allocate a VRAM bank to the main 2D engine OBJ extended palette.</TD> 242 </TR> 243 <TR> 244<TH width="30%"><A href="gx/GX_TrySetBankForARM7.html">GX_TrySetBankForARM7</A></TH> 245 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 246<TD>Tries to allocate a VRAM bank to the ARM7 memory space.</TD> 247 </TR> 248 <TR> 249<TH width="30%"><A href="gx/GX_TrySetBankForLCDC.html">GX_TrySetBankForLCDC</A></TH> 250 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 251<TD>Tries to allocate a VRAM bank to the LCDC memory space.</TD> 252 </TR> 253 </TBODY> 254</TABLE> 255<H3><A name="VRAM1_1">Getting Information on VRAM Banks Allocated to Resources</A></H3> 256<TABLE border="1" width="100%"> 257 <TBODY> 258 <TR> 259<TH width="30%"><A href="gx/GX_GetBankForBG.html">GX_GetBankForBG</A></TH> 260 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 261<TD>Gets information on VRAM bank allocated to the Main 2D Engine BG.</TD> 262 </TR> 263 <TR> 264<TH width="200"><A href="gx/GX_GetBankForOBJ.html">GX_GetBankForOBJ</A></TH> 265 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 266<TD>Gets information on VRAM bank allocated to the Main 2D Engine OBJ.</TD> 267 </TR> 268 <TR> 269<TH width="200"><A href="gx/GX_GetBankForBGExtPltt.html">GX_GetBankForBGExtPltt</A></TH> 270 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 271<TD>Gets information on VRAM bank allocated to the Main 2D Engine BG expanded palette.</TD> 272 </TR> 273 <TR> 274<TH width="200"><A href="gx/GX_GetBankForOBJExtPltt.html">GX_GetBankForOBJExtPltt</A></TH> 275 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 276<TD>Gets information on VRAM bank allocated to the Main 2D Engine OBJ expanded palette.</TD> 277 </TR> 278 <TR> 279<TH width="200"><A href="gx/GX_GetBankForTex.html">GX_GetBankForTex</A></TH> 280 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 281<TD>Gets information on VRAM bank allocated to the texture image slot.</TD> 282 </TR> 283 <TR> 284<TH width="200"><A href="gx/GX_GetBankForTexPltt.html">GX_GetBankForTexPltt</A></TH> 285 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 286<TD>Gets information on VRAM bank allocated to the texture palette slot.</TD> 287 </TR> 288 <TR> 289<TH width="200"><A href="gx/GX_GetBankForClearImage.html">GX_GetBankForClearImage</A></TH> 290 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 291<TD>Gets information on VRAM bank allocated to clear image.</TD> 292 </TR> 293 <TR> 294<TH><A href="gx/GX_GetBankForSubBG.html">GX_GetBankForSubBG</A></TH> 295 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 296<TD>Gets information on VRAM bank allocated to the Sub 2D Engine BG.</TD> 297 </TR> 298 <TR> 299<TH><A href="gx/GX_GetBankForSubOBJ.html">GX_GetBankForSubOBJ</A></TH> 300 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 301<TD>Gets information on VRAM bank allocated to the Sub 2D Engine OBJ.</TD> 302 </TR> 303 <TR> 304<TH><A href="gx/GX_GetBankForSubBGExtPltt.html">GX_GetBankForSubBGExtPltt</A></TH> 305 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 306<TD>Gets information on VRAM bank allocated to the Sub 2D Engine BG expanded palette.</TD> 307 </TR> 308 <TR> 309<TH><A href="gx/GX_GetBankForSubOBJExtPltt.html">GX_GetBankForSubOBJExtPltt</A></TH> 310 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 311<TD>Gets information on VRAM bank allocated to the Sub 2D Engine OBJ expanded palette.</TD> 312 </TR> 313 <TR> 314<TH width="200"><A href="gx/GX_GetBankForARM7.html">GX_GetBankForARM7</A></TH> 315 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 316<TD>Gets information on VRAM bank allocated to ARM7 memory space.</TD> 317 </TR> 318 <TR> 319<TH width="200"><A href="gx/GX_GetBankForLCDC.html">GX_GetBankForLCDC</A></TH> 320 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 321<TD>Gets information on VRAM bank allocated to LCDC.</TD> 322 </TR> 323 </TBODY> 324</TABLE> 325<H3><A name="VRAM2">Switching VRAM Banks That Were Allocated to Resources to LCDC Memory Space</A></H3> 326<TABLE border="1" width="100%"> 327 <TBODY> 328 <TR> 329<TH width="30%"><A href="gx/GX_ResetBankForBG.html">GX_ResetBankForBG</A></TH> 330 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 331<TD>Allocates VRAM bank that was allocated to the Main 2D Engine BG to LCDC memory space.</TD> 332 </TR> 333 <TR> 334<TH width="30%"><A href="gx/GX_ResetBankForOBJ.html">GX_ResetBankForOBJ</A></TH> 335 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 336<TD>Allocates VRAM bank that was allocated to the Main 2D Engine OBJ to LCDC memory space.</TD> 337 </TR> 338 <TR> 339<TH width="30%"><A href="gx/GX_ResetBankForBGExtPltt.html">GX_ResetBankForBGExtPltt</A></TH> 340 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 341<TD>Allocates VRAM bank that was allocated to the Main 2D Engine BG expanded palette to LCDC memory space.</TD> 342 </TR> 343 <TR> 344<TH width="30%"><A href="gx/GX_ResetBankForOBJExtPltt.html">GX_ResetBankForOBJExtPltt</A></TH> 345 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 346<TD>Allocates VRAM bank that was allocated to the Main 2D Engine OBJ expanded palette to LCDC memory space.</TD> 347 </TR> 348 <TR> 349<TH width="30%"><A href="gx/GX_ResetBankForTex.html">GX_ResetBankForTex</A></TH> 350 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 351<TD>Allocates VRAM bank that was allocated to texture image slot to LCDC memory space.</TD> 352 </TR> 353 <TR> 354<TH width="30%"><A href="gx/GX_ResetBankForTexPltt.html">GX_ResetBankForTexPltt</A></TH> 355 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 356<TD>Allocates VRAM bank that was allocated to texture palette slot to LCDC memory space.</TD> 357 </TR> 358 <TR> 359<TH width="30%"><A href="gx/GX_ResetBankForClearImage.html">GX_ResetBankForClearImage</A></TH> 360 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 361<TD>Allocates VRAM bank that was allocated to clear image to LCDC memory space.</TD> 362 </TR> 363 <TR> 364<TH width="30%"><A href="gx/GX_ResetBankForSubBG.html">GX_ResetBankForSubBG</A></TH> 365 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 366<TD>Allocates VRAM bank that was allocated to the Sub 2D Engine BG to LCDC memory space.</TD> 367 </TR> 368 <TR> 369<TH width="30%"><A href="gx/GX_ResetBankForSubOBJ.html">GX_ResetBankForSubOBJ</A></TH> 370 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 371<TD>Allocates VRAM bank that was allocated to the Sub 2D Engine OBJ to LCDC memory space.</TD> 372 </TR> 373 <TR> 374<TH width="30%"><A href="gx/GX_ResetBankForSubBGExtPltt.html">GX_ResetBankForSubBGExtPltt</A></TH> 375 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 376<TD>Allocates VRAM bank that was allocated to the Sub 2D Engine BG expanded palette to LCDC memory space.</TD> 377 </TR> 378 <TR> 379<TH width="30%"><A href="gx/GX_ResetBankForSubOBJExtPltt.html">GX_ResetBankForSubOBJExtPltt</A></TH> 380 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 381<TD>Allocates VRAM bank that was allocated to the Sub 2D Engine OBJ expanded palette to LCDC memory space.</TD> 382 </TR> 383 <TR> 384<TH width="30%"><A href="gx/GX_ResetBankForARM7.html">GX_ResetBankForARM7</A></TH> 385 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 386<TD>Allocates VRAM bank that was allocated to ARM7 to LCDC memory space.</TD> 387 </TR> 388 </TBODY> 389</TABLE> 390<H3><A name="VRAM3">Releasing VRAM Banks That Were Allocated to Resources</A></H3> 391<TABLE border="1" width="100%"> 392 <TBODY> 393 <TR> 394<TH width="30%"><A href="gx/GX_DisableBankForBG.html">GX_DisableBankForBG</A></TH> 395 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 396<TD>Disables VRAM bank that was allocated to the Main 2D Engine BG.</TD> 397 </TR> 398 <TR> 399<TH width="30%"><A href="gx/GX_DisableBankForOBJ.html">GX_DisableBankForOBJ</A></TH> 400 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 401<TD>Disables VRAM bank that was allocated to the Main 2D Engine OBJ.</TD> 402 </TR> 403 <TR> 404<TH width="30%"><A href="gx/GX_DisableBankForBGExtPltt.html">GX_DisableBankForBGExtPltt</A></TH> 405 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 406<TD>Disables VRAM bank that was allocated to the Main 2D Engine BG expanded palette.</TD> 407 </TR> 408 <TR> 409<TH width="30%"><A href="gx/GX_DisableBankForOBJExtPltt.html">GX_DisableBankForOBJExtPltt</A></TH> 410 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 411<TD>Disables VRAM bank that was allocated to the Main 2D Engine OBJ expanded palette.</TD> 412 </TR> 413 <TR> 414<TH width="30%"><A href="gx/GX_DisableBankForTex.html">GX_DisableBankForTex</A></TH> 415 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 416<TD>Disables VRAM bank that was allocated to texture image slot.</TD> 417 </TR> 418 <TR> 419<TH width="30%"><A href="gx/GX_DisableBankForTexPltt.html">GX_DisableBankForTexPltt</A></TH> 420 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 421<TD>Disables VRAM bank that was allocated to texture palette slot.</TD> 422 </TR> 423 <TR> 424<TH width="30%"><A href="gx/GX_DisableBankForClearImage.html">GX_DisableBankForClearImage</A></TH> 425 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 426<TD>Disables VRAM bank that was allocated to clear image slot.</TD> 427 </TR> 428 <TR> 429<TH width="30%"><A href="gx/GX_DisableBankForSubBG.html">GX_DisableBankForSubBG</A></TH> 430 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 431<TD>Disables VRAM bank that was allocated to the Sub 2D Engine BG.</TD> 432 </TR> 433 <TR> 434<TH width="30%"><A href="gx/GX_DisableBankForSubOBJ.html">GX_DisableBankForSubOBJ</A></TH> 435 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 436<TD>Disables VRAM bank that was allocated to the Sub 2D Engine OBJ.</TD> 437 </TR> 438 <TR> 439<TH width="30%"><A href="gx/GX_DisableBankForSubBGExtPltt.html">GX_DisableBankForSubBGExtPltt</A></TH> 440 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 441<TD>Disables VRAM bank that was allocated to the Sub 2D Engine BG expanded palette.</TD> 442 </TR> 443 <TR> 444<TH width="30%"><A href="gx/GX_DisableBankForSubOBJExtPltt.html">GX_DisableBankForSubOBJExtPltt</A></TH> 445 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 446<TD>Disables VRAM bank that was allocated to the Sub 2D Engine OBJ expanded palette.</TD> 447 </TR> 448 <TR> 449<TH width="30%"><A href="gx/GX_DisableBankForARM7.html">GX_DisableBankForARM7</A></TH> 450 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 451<TD>Disables VRAM bank that was allocated to ARM7.</TD> 452 </TR> 453 <TR> 454<TH width="30%"><A href="gx/GX_DisableBankForLCDC.html">GX_DisableBankForLCDC</A></TH> 455 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 456<TD>Disables VRAM bank that was allocated to LCDC.</TD> 457 </TR> 458 </TBODY> 459</TABLE> 460<H3>Getting Resource Sizes</H3> 461<TABLE border="0" width="100%"> 462 <TBODY> 463 <TR> 464<TD width="30%"><A href="gx/GX_GetSizeOfBG.html">GX_GetSizeOfBG</A></TD> 465 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 466<TD>Returns the Main 2D Engine BG size in bytes.</TD> 467 </TR> 468 <TR> 469<TD width="30%"><A href="gx/GX_GetSizeOfOBJ.html">GX_GetSizeOfOBJ</A></TD> 470 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 471<TD>Returns the Main 2D Engine OBJ size in bytes.</TD> 472 </TR> 473 <TR> 474<TD width="30%"><A href="gx/GX_GetSizeOfBGExtPltt.html">GX_GetSizeOfBGExtPltt</A></TD> 475 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 476<TD>Returns the Main 2D Engine BG expanded palette size in bytes.</TD> 477 </TR> 478 <TR> 479<TD width="30%"><A href="gx/GX_GetSizeOfOBJExtPltt.html">GX_GetSizeOfOBJExtPltt</A></TD> 480 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 481<TD>Returns the Main 2D Engine OBJ expanded palette size in bytes.</TD> 482 </TR> 483 <TR> 484<TD width="30%"><A href="gx/GX_GetSizeOfTex.html">GX_GetSizeOfTex</A></TD> 485 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 486<TD>Returns the texture image size in bytes.</TD> 487 </TR> 488 <TR> 489<TD width="30%"><A href="gx/GX_GetSizeOfTexPltt.html">GX_GetSizeOfTexPltt</A></TD> 490 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 491<TD>Returns the texture palette size in bytes.</TD> 492 </TR> 493 <TR> 494<TD width="30%"><A href="gx/GX_GetSizeOfClearImage.html">GX_GetSizeOfClearImage</A></TD> 495 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 496<TD>Returns the clear image size in bytes.</TD> 497 </TR> 498 <TR> 499<TD width="30%"><A href="gx/GX_GetSizeOfSubBG.html">GX_GetSizeOfSubBG</A></TD> 500 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 501<TD>Returns the Sub 2D Engine BG size in bytes.</TD> 502 </TR> 503 <TR> 504<TD width="30%"><A href="gx/GX_GetSizeOfSubOBJ.html">GX_GetSizeOfSubOBJ</A></TD> 505 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 506<TD>Returns the Sub 2D Engine OBJ size in bytes.</TD> 507 </TR> 508 <TR> 509<TD width="30%"><A href="gx/GX_GetSizeOfSubBGExtPltt.html">GX_GetSizeOfSubBGExtPltt</A></TD> 510 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 511<TD>Returns the Sub 2D Engine BG expanded palette size in bytes.</TD> 512 </TR> 513 <TR> 514<TD width="30%"><A href="gx/GX_GetSizeOfSubOBJExtPltt.html">GX_GetSizeOfSubOBJExtPltt</A></TD> 515 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 516<TD>Returns the Sub 2D Engine OBJ expanded palette size in bytes.</TD> 517 </TR> 518 <TR> 519<TD width="30%"><A href="gx/GX_GetSizeOfARM7.html">GX_GetSizeOfARM7</A></TD> 520 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 521<TD>Returns the size of VRAM allocated to ARM7 in bytes.</TD> 522 </TR> 523 </TBODY> 524</TABLE> 525<H3><A name="Interrupt">Interrupts and Miscellaneous</A></H3> 526<TABLE border="1" width="100%"> 527 <TBODY> 528 <TR> 529<TH width="30%"><A href="gx/GX_GetVCount.html">GX_GetVCount</A></TH> 530 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 531<TD>Reads the V-Counter value.</TD> 532 </TR> 533 <TR> 534<TH width="30%"><A href="gx/GX_SetVCount.html">GX_SetVCount</A></TH> 535 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 536<TD>Writes the V-Counter value.</TD> 537 </TR> 538 <TR> 539<TH width="30%"><A href="gx/GX_IsHBlank.html">GX_IsHBlank</A></TH> 540 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 541<TD>Tests whether in H-Blank period.</TD> 542 </TR> 543 <TR> 544<TH width="30%"><A href="gx/GX_IsVBlank.html">GX_IsVBlank</A></TH> 545 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 546<TD>Tests whether in V-Blank period.</TD> 547 </TR> 548 <TR> 549<TH width="30%"><A href="gx/GX_IsVCountEq.html">GX_IsVCountEq</A></TH> 550 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 551<TD>Tests whether in V-Counter matching period.</TD> 552 </TR> 553 <TR> 554<TH width="30%"><A href="gx/GX_VCountEqIntr.html">GX_VCountEqIntr</A></TH> 555 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 556<TD>Sets V-Counter matching interrupts to enable/disable.</TD> 557 </TR> 558 <TR> 559<TH width="30%"><A href="gx/GX_SetVCountEqVal.html">GX_SetVCountEqVal</A></TH> 560 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 561<TD>This function configures the parity value that will be equal to the V-Counter.</TD> 562 </TR> 563 <TR> 564<TH width="30%"><A href="gx/GX_GetVCountEqVal.html">GX_GetVCountEqVal</A></TH> 565 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 566<TD>Acquires V-Counter matching set value.</TD> 567 </TR> 568 <TR> 569<TH width="30%"><A href="gx/GX_HBlankIntr.html">GX_HBlankIntr</A></TH> 570 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 571<TD>Sets H-Blank interrupts to enable/disable.</TD> 572 </TR> 573 <TR> 574<TH width="30%"><A href="gx/GX_VBlankIntr.html">GX_VBlankIntr</A></TH> 575 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 576<TD>Sets V-Blank interrupts to enable/disable.</TD> 577 </TR> 578 </TBODY> 579</TABLE> 580<H2>Main 2D Graphics Engine</H2> 581<H3><A name="GraphicsMode">Display Mode Settings</A></H3> 582<TABLE border="1" width="100%"> 583 <TBODY> 584 <TR> 585<TH width="30%"><A href="gx/GX_SetGraphicsMode.html">GX_SetGraphicsMode</A></TH> 586 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 587<TD>Sets display mode and BG mode.</TD> 588 </TR> 589 <TR> 590<TH><A href="gx/GX_GetDispCnt.html">GX_GetDispCnt</A></TH> 591 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 592<TD>Gets the value of the display control register</TD> 593 </TR> 594 </TBODY> 595</TABLE> 596<H3><A name="Visibility">Hide/Show Settings</A></H3> 597<TABLE border="1" width="100%"> 598 <TBODY> 599 <TR> 600<TH width="30%"><A href="gx/GX_SetVisiblePlane.html">GX_SetVisiblePlane</A></TH> 601 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 602<TD>Hide/Show settings for BG and OBJ.</TD> 603 </TR> 604 <TR> 605<TH><A href="gx/GX_GetVisiblePlane.html">GX_GetVisiblePlane</A></TH> 606 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 607<TD>Gets the Hide/Show settings for BG and OBJ.</TD> 608 </TR> 609 <TR> 610<TH width="30%"><A href="gx/GX_SetVisibleWnd.html">GX_SetVisibleWnd</A></TH> 611 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 612<TD>Hide/Show settings for windows.</TD> 613 </TR> 614 <TR> 615<TH><A href="gx/GX_GetVisibleWnd.html">GX_GetVisibleWnd</A></TH> 616 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 617<TD>Gets the Hide/Show settings for the window.</TD> 618 </TR> 619 <TR> 620<TH width="30%"><A href="gx/GX_DispOn.html">GX_DispOn</A></TH> 621 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 622<TD>Turns ON output to the LCD.</TD> 623 </TR> 624 <TR> 625<TH width="30%"><A href="gx/GX_DispOff.html">GX_DispOff</A></TH> 626 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 627<TD>Turns OFF output to the LCD.</TD> 628 </TR> 629 <TR> 630<TH width="30%"><A href="gx/GX_BlankScr.html">GX_BlankScr</A></TH> 631 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 632<TD><I>This function will be deleted from future releases.</I></TD> 633 </TR> 634 <TR> 635<TH width="30%"><A href="gx/GX_HBlankOBJProc.html">GX_HBlankOBJProc</A></TH> 636 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 637<TD>Sets whether OBJ processing occurs during H-Blanks.</TD> 638 </TR> 639 </TBODY> 640</TABLE> 641<H3><A name="OffsetMem">Offset Settings</A></H3> 642<TABLE border="1" width="100%"> 643 <TBODY> 644 <TR> 645<TH width="30%"><A href="gx/GX_SetBGScrOffset.html">GX_SetBGScrOffset</A></TH> 646 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 647<TD>Sets screen offset.</TD> 648 </TR> 649 <TR> 650<TH width="30%"><A href="gx/GX_SetBGCharOffset.html">GX_SetBGCharOffset</A></TH> 651 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 652<TD>Sets character offset.</TD> 653 </TR> 654 655 </TBODY> 656</TABLE> 657<H3><A name="MappingMode">OBJ Mapping Mode Settings</A></H3> 658<TABLE border="1" width="100%"> 659 <TBODY> 660 <TR> 661<TH width="30%"><A href="gx/GX_SetOBJVRamModeChar.html">GX_SetOBJVRamModeChar</A></TH> 662 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 663<TD>Sets character OBJ mapping mode.</TD> 664 </TR> 665 <TR> 666<TH><A href="gx/GX_GetOBJVRamModeChar.html">GX_GetOBJVRamModeChar</A></TH> 667 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 668<TD>Gets character OBJ mapping mode.</TD> 669 </TR> 670 <TR> 671<TH width="30%"><A href="gx/GX_SetOBJVRamModeBmp.html">GX_SetOBJVRamModeBmp</A></TH> 672 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 673<TD>Sets bitmap OBJ mapping mode.</TD> 674 </TR> 675 <TR> 676<TH><A href="gx/GX_GetOBJVRamModeBmp.html">GX_GetOBJVRamModeBmp</A></TH> 677 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 678<TD>Gets bitmap OBJ mapping mode.</TD> 679 </TR> 680 </TBODY> 681</TABLE> 682<H3><A name="ResLoadG2Util">Loading Resources (2D)</A></H3> 683<TABLE border="1" width="475"> 684 <TBODY> 685 <TR> 686<TH width="166"><A href="gx/GX_LoadOBJ.html">GX_LoadOBJ</A></TH> 687 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 688<TD>Transfers OBJ data to OBJ-VRAM.</TD> 689 </TR> 690 <TR> 691<TH width="166"><A href="gx/GX_LoadOAM.html">GX_LoadOAM</A></TH> 692 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 693<TD>Transfers OAM data to OAM.</TD> 694 </TR> 695 <TR> 696<TH width="166"><A href="gx/GX_LoadBGPltt.html">GX_LoadBGPltt</A></TH> 697 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 698<TD>Transfers standard BG palette data to standard BG palette RAM.</TD> 699 </TR> 700 <TR> 701<TH width="166"><A href="gx/GX_LoadOBJPltt.html">GX_LoadOBJPltt</A></TH> 702 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 703<TD>Transfers standard OBJ palette data to standard OBJ palette RAM.</TD> 704 </TR> 705 <TR> 706<TH width="166"><A href="gx/GX_LoadBG0Scr.html">GX_LoadBG0Scr</A></TH> 707 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 708<TD>Transfers data to the BG0 screen.</TD> 709 </TR> 710 <TR> 711<TH width="166"><A href="gx/GX_LoadBG1Scr.html">GX_LoadBG1Scr</A></TH> 712 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 713<TD>Transfers data to the BG1 screen.</TD> 714 </TR> 715 <TR> 716<TH width="166"><A href="gx/GX_LoadBG2Scr.html">GX_LoadBG2Scr</A></TH> 717 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 718<TD>Transfers data to the BG2 screen.</TD> 719 </TR> 720 <TR> 721<TH width="166"><A href="gx/GX_LoadBG3Scr.html">GX_LoadBG3Scr</A></TH> 722 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 723<TD>Transfers data to the BG3 screen.</TD> 724 </TR> 725 <TR> 726<TH><A href="gx/GX_LoadBG2Bmp.html">GX_LoadBG2Bmp</A></TH> 727 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 728<TD>Transfers bit map data to BG2.</TD> 729 </TR> 730 <TR> 731<TH><A href="gx/GX_LoadBG3Bmp.html">GX_LoadBG3Bmp</A></TH> 732 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 733<TD>Transfers bit map data to BG3.</TD> 734 </TR> 735 <TR> 736<TH width="166"><A href="gx/GX_LoadBG0Char.html">GX_LoadBG0Char</A></TH> 737 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 738<TD>Transfers data to BG0 character.</TD> 739 </TR> 740 <TR> 741<TH width="166"><A href="gx/GX_LoadBG1Char.html">GX_LoadBG1Char</A></TH> 742 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 743<TD>Transfers data to BG1 character.</TD> 744 </TR> 745 <TR> 746<TH width="166"><A href="gx/GX_LoadBG2Char.html">GX_LoadBG2Char</A></TH> 747 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 748<TD>Transfers data to BG2 character.</TD> 749 </TR> 750 <TR> 751<TH width="166"><A href="gx/GX_LoadBG3Char.html">GX_LoadBG3Char</A></TH> 752 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 753<TD>Transfers data to BG3 character.</TD> 754 </TR> 755 <TR> 756<TH width="166"><A href="gx/GX_BeginLoadBGExtPltt.html">GX_BeginLoadBGExtPltt</A></TH> 757 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 758<TD>Call before transferring data to BG extended palette.</TD> 759 </TR> 760 <TR> 761<TH width="166"><A href="gx/GX_LoadBGExtPltt.html">GX_LoadBGExtPltt</A></TH> 762 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 763<TD>Transfers data to BG extended palette.</TD> 764 </TR> 765 <TR> 766<TH width="166"><A href="gx/GX_EndLoadBGExtPltt.html">GX_EndLoadBGExtPltt</A></TH> 767 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 768<TD>Call after all data transfer to BG extended palette is finished.</TD> 769 </TR> 770 <TR> 771<TH width="166"><A href="gx/GX_BeginLoadOBJExtPltt.html">GX_BeginLoadOBJExtPltt</A></TH> 772 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 773<TD>Call before transferring data to OBJ extended palette.</TD> 774 </TR> 775 <TR> 776<TH width="166"><A href="gx/GX_LoadOBJExtPltt.html">GX_LoadOBJExtPltt</A></TH> 777 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 778<TD>Transfers data to OBJ extended palette.</TD> 779 </TR> 780 <TR> 781<TH width="166"><A href="gx/GX_EndLoadOBJExtPltt.html">GX_EndLoadOBJExtPltt</A></TH> 782 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 783<TD>Call after data transfer to OBJ extended palette is complete.</TD> 784 </TR> 785 </TBODY> 786</TABLE> 787<H3><A name="ResLoadG3Util">Loading Resources (3D)</A></H3> 788<TABLE border="1" width="100%"> 789 <TBODY> 790 <TR> 791<TH width="30%"><A href="gx/GX_BeginLoadTex.html">GX_BeginLoadTex</A></TH> 792 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 793<TD>Call before transferring to texture image slot.</TD> 794 </TR> 795 <TR> 796<TH width="30%"><A href="gx/GX_LoadTex.html">GX_LoadTex</A></TH> 797 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 798<TD>Transfers data to texture image slot.</TD> 799 </TR> 800 <TR> 801<TH width="30%"><A href="gx/GX_EndLoadTex.html">GX_EndLoadTex</A></TH> 802 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 803<TD>Call after all data has been transferred to texture image slot.</TD> 804 </TR> 805 <TR> 806<TH><A href="gx/GX_LoadTexEx.html">GX_LoadTexEx</A></TH> 807 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 808<TD>Transfers data to the VRAM bank that can be allocated to the texture image slot.</TD> 809 </TR> 810 <TR> 811<TH width="30%"><A href="gx/GX_BeginLoadTexPltt.html">GX_BeginLoadTexPltt</A></TH> 812 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 813<TD>Call before transferring to texture palette slot.</TD> 814 </TR> 815 <TR> 816<TH width="30%"><A href="gx/GX_LoadTexPltt.html">GX_LoadTexPltt</A></TH> 817 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 818<TD>Transfers data to texture palette slot.</TD> 819 </TR> 820 <TR> 821<TH width="30%"><A href="gx/GX_EndLoadTexPltt.html">GX_EndLoadTexPltt</A></TH> 822 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 823<TD>Call after all data has been transferred to texture palette slot.</TD> 824 </TR> 825 <TR> 826<TH><A href="gx/GX_LoadTexPlttEx.html">GX_LoadTexPlttEx</A></TH> 827 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 828<TD>Transfers data to the VRAM bank that can be allocated to the texture palette slot.</TD> 829 </TR> 830 <TR> 831<TH width="30%"><A href="gx/GX_BeginLoadClearImage.html">GX_BeginLoadClearImage</A></TH> 832 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 833<TD>Call before transferring to clear image slot.</TD> 834 </TR> 835 <TR> 836<TH width="30%"><A href="gx/GX_LoadClearImageColor.html">GX_LoadClearImageColor</A></TH> 837 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 838<TD>Transfers color data to clear image slot.</TD> 839 </TR> 840 <TR> 841<TH width="30%"><A href="gx/GX_LoadClearImageDepth.html">GX_LoadClearImageDepth</A></TH> 842 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 843<TD>Transfers depth data to clear image slot.</TD> 844 </TR> 845 <TR> 846<TH width="30%"><A href="gx/GX_EndLoadClearImage.html">GX_EndLoadClearImage</A></TH> 847 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 848<TD>Call after all data has been transferred to clear image slot.</TD> 849 </TR> 850 </TBODY> 851</TABLE> 852<H3><A name="MiscA">Other</A></H3> 853<TABLE border="1" width="100%"> 854 <TBODY> 855 <TR> 856<TH width="30%"><A href="gx/GX_SetCapture.html">GX_SetCapture</A></TH> 857 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 858<TD>Sets screen capture.</TD> 859 </TR> 860 <TR> 861<TH><A href="gx/GX_ResetCapture.html">GX_ResetCapture</A></TH> 862 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 863<TD>Resets screen capture. Normally, it is reset automatically after each capture.</TD> 864 </TR> 865 <TR> 866<TH width="30%"><A href="gx/GX_SetMasterBrightness.html">GX_SetMasterBrightness</A></TH> 867 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 868<TD>Sets master brightness.</TD> 869 </TR> 870 <TR> 871<TH><A href="gx/GX_GetMasterBrightness.html">GX_GetMasterBrightness</A> </TH> 872 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 873<TD>Gets master brightness.</TD> 874 </TR> 875 </TBODY> 876</TABLE> 877<H2>Sub 2D Graphics Engine</H2> 878<H3><A name="GraphicsModeB">Display Mode Settings</A></H3> 879<TABLE border="1" width="100%"> 880 <TBODY> 881 <TR> 882<TH width="30%"><A href="gx/GXS_SetGraphicsMode.html">GXS_SetGraphicsMode</A></TH> 883 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 884<TD>Sets BG mode.</TD> 885 </TR> 886 <TR> 887<TH><A href="gx/GXS_GetDispCnt.html">GXS_GetDispCnt</A></TH> 888 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 889<TD>Gets the display control register settings.</TD> 890 </TR> 891 </TBODY> 892</TABLE> 893<H3><A name="VisibilityB">Hide/Show Settings</A></H3> 894<TABLE border="1" width="100%"> 895 <TBODY> 896 <TR> 897<TH width="30%"><A href="gx/GXS_SetVisiblePlane.html">GXS_SetVisiblePlane</A></TH> 898 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 899<TD>Hide/Show settings for BG and OBJ.</TD> 900 </TR> 901 <TR> 902<TH><A href="gx/GX_GetVisiblePlane.html">GXS_GetVisiblePlane</A></TH> 903 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 904<TD>Gets the Hide/Show settings for BG and OBJ.</TD> 905 </TR> 906 <TR> 907<TH width="30%"><A href="gx/GXS_SetVisibleWnd.html">GXS_SetVisibleWnd</A></TH> 908 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 909<TD>Hide/Show settings for a window.</TD> 910 </TR> 911 <TR> 912<TH><A href="gx/GX_GetVisibleWnd.html">GXS_GetVisibleWnd</A></TH> 913 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 914<TD>Gets the Hide/Show settings for the window.</TD> 915 </TR> 916 <TR> 917<TH width="30%"><A href="gx/GXS_DispOn.html">GXS_DispOn</A></TH> 918 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 919<TD>Enables output to the LCD.</TD> 920 </TR> 921 <TR> 922<TH width="30%"><A href="gx/GXS_DispOff.html">GXS_DispOff</A></TH> 923 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 924<TD>Disables output to the LCD.</TD> 925 </TR> 926 <TR> 927<TH width="30%"><A href="gx/GXS_HBlankOBJProc.html">GXS_HBlankOBJProc</A></TH> 928 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 929<TD>Sets whether OBJ processing occurs during H-Blanks.</TD> 930 </TR> 931 </TBODY> 932</TABLE> 933<H3><A name="MappingModeB">OBJ Mapping Mode Settings</A></H3> 934<TABLE border="1" width="100%"> 935 <TBODY> 936 <TR> 937<TH width="30%"><A href="gx/GXS_SetOBJVRamModeChar.html">GXS_SetOBJVRamModeChar</A></TH> 938 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 939<TD>Sets character OBJ mapping mode.</TD> 940 </TR> 941 <TR> 942<TH><A href="gx/GX_GetOBJVRamModeChar.html">GXS_GetOBJVRamModeChar</A></TH> 943 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 944<TD>Gets character OBJ mapping mode.</TD> 945 </TR> 946 <TR> 947<TH width="30%"><A href="gx/GXS_SetOBJVRamModeBmp.html">GXS_SetOBJVRamModeBmp</A></TH> 948 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 949<TD>Sets bitmap OBJ mapping mode.</TD> 950 </TR> 951 <TR> 952<TH><A href="gx/GX_GetOBJVRamModeBmp.html">GXS_GetOBJVRamModeBmp</A></TH> 953 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 954<TD>Gets bitmap OBJ mapping mode.</TD> 955 </TR> 956 </TBODY> 957</TABLE> 958<H3><A name="ResLoadB">Loading Resources</A></H3> 959<TABLE border="1" width="100%"> 960 <TBODY> 961 <TR> 962<TH width="30%"><A href="gx/GXS_LoadOBJ.html">GXS_LoadOBJ</A></TH> 963 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 964<TD>Transfers OBJ data to OBJ-VRAM.</TD> 965 </TR> 966 <TR> 967<TH width="30%"><A href="gx/GXS_LoadOAM.html">GXS_LoadOAM</A></TH> 968 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 969<TD>Transfers OAM data to OAM.</TD> 970 </TR> 971 <TR> 972<TH width="30%"><A href="gx/GXS_LoadBGPltt.html">GXS_LoadBGPltt</A></TH> 973 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 974<TD>Transfers standard BG palette data to standard BG palette RAM.</TD> 975 </TR> 976 <TR> 977<TH width="30%"><A href="gx/GXS_LoadOBJPltt.html">GXS_LoadOBJPltt</A></TH> 978 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 979<TD>Transfers standard OBJ palette data to standard OBJ palette RAM.</TD> 980 </TR> 981 <TR> 982<TH width="30%"><A href="gx/GXS_LoadBG0Scr.html">GXS_LoadBG0Scr</A></TH> 983 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 984<TD>Transfers data to the BG0 screen.</TD> 985 </TR> 986 <TR> 987<TH width="30%"><A href="gx/GXS_LoadBG1Scr.html">GXS_LoadBG1Scr</A></TH> 988 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 989<TD>Transfers data to the BG1 screen.</TD> 990 </TR> 991 <TR> 992<TH width="30%"><A href="gx/GXS_LoadBG2Scr.html">GXS_LoadBG2Scr</A></TH> 993 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 994<TD>Transfers data to the BG2 screen.</TD> 995 </TR> 996 <TR> 997<TH width="30%"><A href="gx/GXS_LoadBG3Scr.html">GXS_LoadBG3Scr</A></TH> 998 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 999<TD>Transfers data to the BG3 screen.</TD> 1000 </TR> 1001 <TR> 1002<TH width="30%"><A href="gx/GXS_LoadBG2Bmp.html">GXS_LoadBG2Bmp</A></TH> 1003 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1004<TD>Transfers bitmap data to BG2.</TD> 1005 </TR> 1006 <TR> 1007<TH width="30%"><A href="gx/GXS_LoadBG3Bmp.html">GXS_LoadBG3Bmp</A></TH> 1008 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1009<TD>Transfers bitmap data to BG3.</TD> 1010 </TR> 1011 <TR> 1012<TH width="30%"><A href="gx/GXS_LoadBG0Char.html">GXS_LoadBG0Char</A></TH> 1013 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1014<TD>Transfers data to BG0 character.</TD> 1015 </TR> 1016 <TR> 1017<TH width="30%"><A href="gx/GXS_LoadBG1Char.html">GXS_LoadBG1Char</A></TH> 1018 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1019<TD>Transfers data to BG1 character.</TD> 1020 </TR> 1021 <TR> 1022<TH width="30%"><A href="gx/GXS_LoadBG2Char.html">GXS_LoadBG2Char</A></TH> 1023 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1024<TD>Transfers data to BG2 character.</TD> 1025 </TR> 1026 <TR> 1027<TH width="30%"><A href="gx/GXS_LoadBG3Char.html">GXS_LoadBG3Char</A></TH> 1028 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1029<TD>Transfers data to BG3 character.</TD> 1030 </TR> 1031 <TR> 1032<TH width="30%"><A href="gx/GXS_BeginLoadBGExtPltt.html">GXS_BeginLoadBGExtPltt</A></TH> 1033 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1034<TD>Call before transferring data to BG extended palette.</TD> 1035 </TR> 1036 <TR> 1037<TH width="30%"><A href="gx/GXS_LoadBGExtPltt.html">GXS_LoadBGExtPltt</A></TH> 1038 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1039<TD>Transfers data to BG extended palette.</TD> 1040 </TR> 1041 <TR> 1042<TH width="30%"><A href="gx/GXS_EndLoadBGExtPltt.html">GXS_EndLoadBGExtPltt</A></TH> 1043 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1044<TD>Call after data transfer to BG extended palette is complete.</TD> 1045 </TR> 1046 <TR> 1047<TH width="30%"><A href="gx/GXS_BeginLoadOBJExtPltt.html">GXS_BeginLoadOBJExtPltt</A></TH> 1048 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1049<TD>Call before transferring data to OBJ extended palette.</TD> 1050 </TR> 1051 <TR> 1052<TH width="30%"><A href="gx/GXS_LoadOBJExtPltt.html">GXS_LoadOBJExtPltt</A></TH> 1053 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1054<TD>Transfers data to OBJ extended palette.</TD> 1055 </TR> 1056 <TR> 1057<TH width="30%"><A href="gx/GXS_EndLoadOBJExtPltt.html">GXS_EndLoadOBJExtPltt</A></TH> 1058 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1059<TD>Call after data transfer to OBJ extended palette is complete.</TD> 1060 </TR> 1061 </TBODY> 1062</TABLE> 1063<H3><A name="MiscB">Other</A></H3> 1064<TABLE border="1" width="100%"> 1065 <TBODY> 1066 <TR> 1067<TH width="30%"><A href="gx/GXS_SetMasterBrightness.html">GXS_SetMasterBrightness</A></TH> 1068 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1069<TD>Sets master brightness.</TD> 1070 </TR> 1071 <TR> 1072<TH><A href="gx/GX_GetMasterBrightness.html">GXS_GetMasterBrightness</A></TH> 1073 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1074<TD>Gets the master brightness.</TD> 1075 </TR> 1076 </TBODY> 1077</TABLE> 1078<H2 align="left"><A name="g2"></A>2D Graphics (G2)</H2> 1079<H2>Common to the 2D Graphics Engines</H2> 1080<H3><A name="OAM">OAM</A></H3> 1081<TABLE border="1" width="100%"> 1082 <TBODY> 1083 <TR> 1084<TH width="30%"><A href="g2/G2_SetOBJAttr.html">G2_SetOBJAttr</A></TH> 1085 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1086<TD>Sets each object attribute.</TD> 1087 </TR> 1088 <TR> 1089<TH width="30%"><A href="g2/G2_SetOBJAffine.html">G2_SetOBJAffine</A></TH> 1090 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1091<TD>Sets object affine conversion.</TD> 1092 </TR> 1093 <TR> 1094<TH width="30%"><A href="g2/G2_SetOBJPosition.html">G2_SetOBJPosition</A></TH> 1095 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1096<TD>Sets object XY coordinates.</TD> 1097 </TR> 1098 <TR> 1099<TH width="30%"><A href="g2/G2_SetOBJPriority.html">G2_SetOBJPriority</A></TH> 1100 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1101<TD>Sets object display priority level.</TD> 1102 </TR> 1103 <TR> 1104<TH width="30%"><A href="g2/G2_SetOBJMode.html">G2_SetOBJMode</A></TH> 1105 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1106<TD>Sets object OBJ mode.</TD> 1107 </TR> 1108 <TR> 1109<TH width="30%"><A href="g2/G2_SetOBJEffect.html">G2_SetOBJEffect</A></TH> 1110 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1111<TD>Sets object flip/affine conversion parameters.</TD> 1112 </TR> 1113 <TR> 1114<TH width="30%"><A href="g2/G2_SetOBJShape.html">G2_SetOBJShape</A></TH> 1115 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1116<TD>Sets object shape.</TD> 1117 </TR> 1118 <TR> 1119<TH width="30%"><A href="g2/G2_SetOBJCharName.html">G2_SetOBJCharName</A></TH> 1120 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1121<TD>Sets the name of first character in the object.</TD> 1122 </TR> 1123 <TR> 1124<TH><A href="g2/G2_SetOBJColorMode.html">G2_SetOBJColorMode</A></TH> 1125 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1126<TD>Sets color mode for the object.</TD> 1127 </TR> 1128 <TR> 1129<TH width="30%"><A href="g2/G2_OBJMosaic.html">G2_OBJMosaic</A></TH> 1130 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1131<TD>Sets whether or not to apply mosaic to OBJ.</TD> 1132 </TR> 1133 <TR> 1134<TH width="30%"><A href="g2/G2_GetOBJAffine.html">G2_GetOBJAffine</A></TH> 1135 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1136<TD>Gets the affine conversion matrix of the object.</TD> 1137 </TR> 1138 <TR> 1139<TH width="30%"><A href="g2/G2_GetOBJPosition.html">G2_GetOBJPosition</A></TH> 1140 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1141<TD>Gets the x,y coordinates of the object.</TD> 1142 </TR> 1143 <TR> 1144<TH width="30%"><A href="g2/G2_GetOBJPriority.html">G2_GetOBJPriority</A></TH> 1145 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1146<TD>Gets the display priority of the object.</TD> 1147 </TR> 1148 <TR> 1149<TH width="30%"><A href="g2/G2_GetOBJMode.html">G2_GetOBJMode</A></TH> 1150 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1151<TD>Gets the OBJ mode of the object.</TD> 1152 </TR> 1153 <TR> 1154<TH width="30%"><A href="g2/G2_GetOBJColorParam.html">G2_GetOBJColorParam</A></TH> 1155 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1156<TD>Gets the color parameters of the object.</TD> 1157 </TR> 1158 <TR> 1159<TH width="30%"><A href="g2/G2_GetOBJEffect.html">G2_GetOBJEffect</A></TH> 1160 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1161<TD>Gets the flip/affine mode of the object.</TD> 1162 </TR> 1163 <TR> 1164<TH width="30%"><A href="g2/G2_GetOBJShape.html">G2_GetOBJShape</A></TH> 1165 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1166<TD>Gets the shape of the object.</TD> 1167 </TR> 1168 <TR> 1169<TH width="30%"><A href="g2/G2_GetOBJCharName.html">G2_GetOBJCharName</A></TH> 1170 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1171<TD>Gets the name of first character in the object.</TD> 1172 </TR> 1173 <TR> 1174<TH><A href="g2/G2_GetOBJColorMode.html">G2_GetOBJColorMode</A></TH> 1175 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1176<TD>Gets the color mode of the object.</TD> 1177 </TR> 1178 </TBODY> 1179</TABLE> 1180<H2>Main 2D Graphics Engine</H2> 1181<H3><A name="BGCNT">BG Control</A></H3> 1182<TABLE border="1" width="100%"> 1183 <TBODY> 1184 <TR> 1185<TH width="30%"><A href="g2/G2_SetBG0Control.html">G2_SetBG0Control</A></TH> 1186 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1187<TD>Sets each type of BG0 control.</TD> 1188 </TR> 1189 <TR> 1190<TH><A href="g2/G2_GetBG0Control.html">G2_GetBG0Control</A></TH> 1191 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1192<TD>Gets settings for each type of BG0 control.</TD> 1193 </TR> 1194 <TR> 1195<TH width="30%"><A href="g2/G2_SetBG1Control.html">G2_SetBG1Control</A></TH> 1196 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1197<TD>Sets each type of BG1 control.</TD> 1198 </TR> 1199 <TR> 1200<TH><A href="g2/G2_GetBG1Control.html">G2_GetBG1Control</A></TH> 1201 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1202<TD>Gets settings for each type of BG1 control.</TD> 1203 </TR> 1204 <TR> 1205<TH width="30%"><A href="g2/G2_SetBG2ControlText.html">G2_SetBG2ControlText</A></TH> 1206 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1207<TD>Sets each type of BG2 control (for text mode).</TD> 1208 </TR> 1209 <TR> 1210<TH><A href="g2/G2_GetBG2ControlText.html">G2_GetBG2ControlText</A></TH> 1211 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1212<TD>Gets the settings for all BG2 controls (for text mode).</TD> 1213 </TR> 1214 <TR> 1215<TH width="30%"><A href="g2/G2_SetBG2ControlAffine.html">G2_SetBG2ControlAffine</A></TH> 1216 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1217<TD>Sets each type of BG2 control (for affine mode).</TD> 1218 </TR> 1219 <TR> 1220<TH><A href="g2/G2_GetBG2ControlAffine.html">G2_GetBG2ControlAffine</A></TH> 1221 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1222<TD>Gets the settings for all BG2 controls (for affine mode).</TD> 1223 </TR> 1224 <TR> 1225<TH width="30%"><A href="g2/G2_SetBG2Control256x16Affine.html">G2_SetBG2Control256x16Affine</A></TH> 1226 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1227<TD>Sets each type of BG2 control (for 256x16 palette character BG).</TD> 1228 </TR> 1229 <TR> 1230<TH><A href="g2/G2_GetBG2Control256x16Affine.html">G2_GetBG2Control256x16Affine</A></TH> 1231 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1232<TD>Gets settings for all BG2 controls (for 256x16 palette character BG).</TD> 1233 </TR> 1234 <TR> 1235<TH width="30%"><A href="g2/G2_SetBG2Control256Bmp.html">G2_SetBG2Control256Bmp</A></TH> 1236 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1237<TD>Sets each type of BG2 control (for 256 bitmap BG).</TD> 1238 </TR> 1239 <TR> 1240<TH><A href="g2/G2_GetBG2Control256Bmp.html">G2_GetBG2Control256Bmp</A></TH> 1241 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1242<TD>Gets settings for all BG2 controls (for 256 bitmap BG).</TD> 1243 </TR> 1244 <TR> 1245<TH width="30%"><A href="g2/G2_SetBG2ControlDCBmp.html">G2_SetBG2ControlDCBmp</A></TH> 1246 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1247<TD>Sets each type of BG2 control (for direct color bitmap BG).</TD> 1248 </TR> 1249 <TR> 1250<TH><A href="g2/G2_GetBG2ControlDCBmp.html">G2_GetBG2ControlDCBmp</A></TH> 1251 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1252<TD>Gets settings for all BG2 controls (for direct color bitmap BG).</TD> 1253 </TR> 1254 <TR> 1255<TH width="30%"><A href="g2/G2_SetBG2ControlLargeBmp.html">G2_SetBG2ControlLargeBmp</A></TH> 1256 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1257<TD>Sets each type of BG2 control (in the case of large screen 256-color bitmap BG).</TD> 1258 </TR> 1259 <TR> 1260<TH><A href="g2/G2_GetBG2ControlLargeBmp.html">G2_GetBG2ControlLargeBmp</A></TH> 1261 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1262<TD>Gets settings for all BG2 controls (for large screen 256-color bitmap BG).</TD> 1263 </TR> 1264 <TR> 1265<TH width="30%"><A href="g2/G2_SetBG3ControlText.html">G2_SetBG3ControlText</A></TH> 1266 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1267<TD>Sets each type of BG3 control (for text mode).</TD> 1268 </TR> 1269 <TR> 1270<TH><A href="g2/G2_GetBG3ControlText.html">G2_GetBG3ControlText</A></TH> 1271 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1272<TD>Gets settings for all BG3 controls (for text mode).</TD> 1273 </TR> 1274 <TR> 1275<TH width="30%"><A href="g2/G2_SetBG3ControlAffine.html">G2_SetBG3ControlAffine</A></TH> 1276 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1277<TD>Sets each type of BG3 control (for affine mode).</TD> 1278 </TR> 1279 <TR> 1280<TH><A href="g2/G2_GetBG3ControlAffine.html">G2_GetBG3ControlAffine</A></TH> 1281 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1282<TD>Gets settings for all BG3 controls (for affine mode).</TD> 1283 </TR> 1284 <TR> 1285<TH width="30%"><A href="g2/G2_SetBG3Control256x16Affine.html">G2_SetBG3Control256x16Affine</A></TH> 1286 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1287<TD>Sets each type of BG3 control (for 256x16 palette character BG).</TD> 1288 </TR> 1289 <TR> 1290<TH><A href="g2/G2_GetBG3Control256x16Affine.html">G2_GetBG3Control256x16Affine</A></TH> 1291 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1292<TD>Gets settings for all BG3 controls (for 256x16 palette character BG).</TD> 1293 </TR> 1294 <TR> 1295<TH width="30%"><A href="g2/G2_SetBG3Control256Bmp.html">G2_SetBG3Control256Bmp</A></TH> 1296 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1297<TD>Sets each type of BG3 control (for 256 bitmap BG).</TD> 1298 </TR> 1299 <TR> 1300<TH><A href="g2/G2_GetBG3Control256Bmp.html">G2_GetBG3Control256Bmp</A></TH> 1301 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1302<TD>Gets settings for all BG3 controls (for 256 bitmap BG).</TD> 1303 </TR> 1304 <TR> 1305<TH width="30%"><A href="g2/G2_SetBG3ControlDCBmp.html">G2_SetBG3ControlDCBmp</A></TH> 1306 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1307<TD>Sets each type of BG3 control (for direct color bitmap BG).</TD> 1308 </TR> 1309 <TR> 1310<TH><A href="g2/G2_GetBG3ControlDCBmp.html">G2_GetBG3ControlDCBmp</A></TH> 1311 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1312<TD>Gets settings for all BG3 controls (for direct color bitmap BG).</TD> 1313 </TR> 1314 <TR> 1315<TH><A href="g2/G2_GetBG2ExtMode.html">G2_GetBG2ExtMode</A></TH> 1316 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1317<TD>Gets the BG2 affine extended BG type.</TD> 1318 </TR> 1319 <TR> 1320<TH><A href="g2/G2_GetBG3ExtMode.html">G2_GetBG3ExtMode</A></TH> 1321 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1322<TD>Gets the BG3 affine extended BG type.</TD> 1323 </TR> 1324 </TBODY> 1325</TABLE> 1326<H3><A name="BGPriority">Setting BG Display Priority Levels</A></H3> 1327<TABLE border="1" width="100%"> 1328 <TBODY> 1329 <TR> 1330<TH width="30%"><A href="g2/G2_SetBG0Priority.html">G2_SetBG0Priority</A></TH> 1331 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1332<TD>Sets the BG0 display priority level.</TD> 1333 </TR> 1334 <TR> 1335<TH width="30%"><A href="g2/G2_SetBG1Priority.html">G2_SetBG1Priority</A></TH> 1336 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1337<TD>Sets the BG1 display priority level.</TD> 1338 </TR> 1339 <TR> 1340<TH width="30%"><A href="g2/G2_SetBG2Priority.html">G2_SetBG2Priority</A></TH> 1341 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1342<TD>Sets the BG2 display priority level.</TD> 1343 </TR> 1344 <TR> 1345<TH width="30%"><A href="g2/G2_SetBG3Priority.html">G2_SetBG3Priority</A></TH> 1346 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1347<TD>Sets the BG3 display priority level.</TD> 1348 </TR> 1349 </TBODY> 1350</TABLE> 1351<H3><A name="BGMosaicApply">Setting to Apply or Not Apply Mosaic to BG</A></H3> 1352<TABLE border="1" width="100%"> 1353 <TBODY> 1354 <TR> 1355<TH width="30%"><A href="g2/G2_BG0Mosaic.html">G2_BG0Mosaic</A></TH> 1356 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1357<TD>Sets whether to apply mosaic to BG0.</TD> 1358 </TR> 1359 <TR> 1360<TH width="30%"><A href="g2/G2_BG1Mosaic.html">G2_BG1Mosaic</A></TH> 1361 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1362<TD>Sets whether to apply mosaic to BG1.</TD> 1363 </TR> 1364 <TR> 1365<TH width="30%"><A href="g2/G2_BG2Mosaic.html">G2_BG2Mosaic</A></TH> 1366 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1367<TD>Sets whether to apply mosaic to BG2.</TD> 1368 </TR> 1369 <TR> 1370<TH width="30%"><A href="g2/G2_BG3Mosaic.html">G2_BG3Mosaic</A></TH> 1371 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1372<TD>Sets whether to apply mosaic to BG3.</TD> 1373 </TR> 1374 </TBODY> 1375</TABLE> 1376<H3><A name="GetPointer">Getting Pointers</A></H3> 1377<TABLE border="1" width="100%"> 1378 <TBODY> 1379 <TR> 1380<TH width="30%"><A href="g2/G2_GetBG0ScrPtr.html">G2_GetBG0ScrPtr</A></TH> 1381 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1382<TD>Returns a pointer to the BG0 screen base.</TD> 1383 </TR> 1384 <TR> 1385<TH width="30%"><A href="g2/G2_GetBG1ScrPtr.html">G2_GetBG1ScrPtr</A></TH> 1386 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1387<TD>Returns a pointer to the BG1 screen base.</TD> 1388 </TR> 1389 <TR> 1390<TH width="30%"><A href="g2/G2_GetBG2ScrPtr.html">G2_GetBG2ScrPtr</A></TH> 1391 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1392<TD>Returns a pointer to the BG2 screen base.</TD> 1393 </TR> 1394 <TR> 1395<TH width="30%"><A href="g2/G2_GetBG3ScrPtr.html">G2_GetBG3ScrPtr</A></TH> 1396 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1397<TD>Returns a pointer to the BG3 screen base.</TD> 1398 </TR> 1399 <TR> 1400<TH width="30%"><A href="g2/G2_GetBG0CharPtr.html">G2_GetBG0CharPtr</A></TH> 1401 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1402<TD>Returns a pointer to the BG0 character base.</TD> 1403 </TR> 1404 <TR> 1405<TH width="30%"><A href="g2/G2_GetBG1CharPtr.html">G2_GetBG1CharPtr</A></TH> 1406 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1407<TD>Returns a pointer to the BG1 character base.</TD> 1408 </TR> 1409 <TR> 1410<TH width="30%"><A href="g2/G2_GetBG2CharPtr.html">G2_GetBG2CharPtr</A></TH> 1411 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1412<TD>Returns a pointer to the BG2 character base.</TD> 1413 </TR> 1414 <TR> 1415<TH width="30%"><A href="g2/G2_GetBG3CharPtr.html">G2_GetBG3CharPtr</A></TH> 1416 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1417<TD>Returns a pointer to the BG3 character base.</TD> 1418 </TR> 1419 <TR> 1420<TH width="30%"><A href="g2/G2_GetOBJCharPtr.html">G2_GetOBJCharPtr</A></TH> 1421 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1422<TD>Returns a pointer to the OBJ character base.</TD> 1423 </TR> 1424 </TBODY> 1425</TABLE> 1426<H3><A name="Offset2D">Setting BG Plane Offsets</A></H3> 1427<TABLE border="1" width="100%"> 1428 <TBODY> 1429 <TR bgcolor="#ffffff"> 1430<TH width="30%"><A href="g2/G2_SetBG0Offset.html">G2_SetBG0Offset</A></TH> 1431 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1432<TD>Sets the BG0 plane offset.</TD> 1433 </TR> 1434 <TR> 1435<TH width="30%"><A href="g2/G2_SetBG1Offset.html">G2_SetBG1Offset</A></TH> 1436 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1437<TD>Sets the BG1 plane offset.</TD> 1438 </TR> 1439 <TR> 1440<TH width="30%"><A href="g2/G2_SetBG2Offset.html">G2_SetBG2Offset</A></TH> 1441 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1442<TD>Sets the BG2 plane offset.</TD> 1443 </TR> 1444 <TR> 1445<TH width="30%"><A href="g2/G2_SetBG3Offset.html">G2_SetBG3Offset</A></TH> 1446 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1447<TD>Sets the BG3 plane offset.</TD> 1448 </TR> 1449 </TBODY> 1450</TABLE> 1451<H3><A name="BGAffine">Setting BG Plane Affine Conversions</A></H3> 1452<TABLE border="1" width="100%"> 1453 <TBODY> 1454 <TR> 1455<TH width="30%"><A href="g2/G2_SetBG2Affine.html">G2_SetBG2Affine</A></TH> 1456 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1457<TD>Sets affine conversions applied to the BG2 plane.</TD> 1458 </TR> 1459 <TR> 1460<TH width="30%"><A href="g2/G2_SetBG3Affine.html">G2_SetBG3Affine</A></TH> 1461 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1462<TD>Sets affine conversions applied to the BG3 plane.</TD> 1463 </TR> 1464 </TBODY> 1465</TABLE> 1466<H3><A name="Window">Setting Windows</A></H3> 1467<TABLE border="1" width="100%"> 1468 <TBODY> 1469 <TR> 1470<TH width="30%"><A href="g2/G2_SetWnd0InsidePlane.html">G2_SetWnd0InsidePlane</A></TH> 1471 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1472<TD>Sets a plane that comes inside window0.</TD> 1473 </TR> 1474 <TR> 1475<TH width="30%"><A href="g2/G2_GetWnd0InsidePlane.html">G2_GetWnd0InsidePlane</A></TH> 1476 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1477<TD>Gets settings for plane inside window0.</TD> 1478 </TR> 1479 <TR> 1480<TH width="30%"><A href="g2/G2_SetWnd1InsidePlane.html">G2_SetWnd1InsidePlane</A></TH> 1481 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1482<TD>Sets a plane that comes inside window1.</TD> 1483 </TR> 1484 <TR> 1485<TH width="30%"><A href="g2/G2_GetWnd1InsidePlane.html">G2_GetWnd1InsidePlane</A></TH> 1486 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1487<TD>Gets settings for plane inside window1.</TD> 1488 </TR> 1489 <TR> 1490<TH width="30%"><A href="g2/G2_SetWndOutsidePlane.html">G2_SetWndOutsidePlane</A></TH> 1491 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1492<TD>Sets a plane that comes outside the window.</TD> 1493 </TR> 1494 <TR> 1495<TH width="30%"><A href="g2/G2_GetWndOutsidePlane.html">G2_GetWndOutsidePlane</A></TH> 1496 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1497<TD>Gets settings for plane outside the window.</TD> 1498 </TR> 1499 <TR> 1500<TH width="30%"><A href="g2/G2_SetWndOBJInsidePlane.html">G2_SetWndOBJInsidePlane</A></TH> 1501 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1502<TD>Sets a plane that comes inside the OBJ window.</TD> 1503 </TR> 1504 <TR> 1505<TH width="30%"><A href="g2/G2_GetWndOBJInsidePlane.html">G2_GetWndOBJInsidePlane</A></TH> 1506 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1507<TD>Gets settings for plane inside the OBJ window.</TD> 1508 </TR> 1509 <TR> 1510<TH width="30%"><A href="g2/G2_SetWnd0Position.html">G2_SetWnd0Position</A></TH> 1511 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1512<TD>Sets Window 0 position.</TD> 1513 </TR> 1514 <TR> 1515<TH width="30%"><A href="g2/G2_SetWnd1Position.html">G2_SetWnd1Position</A></TH> 1516 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1517<TD>Sets Window 1 position.</TD> 1518 </TR> 1519 </TBODY> 1520</TABLE> 1521<H3><A name="BGMosaic">Mosaic</A></H3> 1522<TABLE border="1" width="100%"> 1523 <TBODY> 1524 <TR> 1525<TH width="30%"><A href="g2/G2_SetBGMosaicSize.html">G2_SetBGMosaicSize</A></TH> 1526 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1527<TD>Sets the size of the mosaic that is applied to BG.</TD> 1528 </TR> 1529 <TR> 1530<TH width="30%"><A href="g2/G2_SetOBJMosaicSize.html">G2_SetOBJMosaicSize</A></TH> 1531 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1532<TD>Sets the size of the mosaic that is applied to OBJ.</TD> 1533 </TR> 1534 </TBODY> 1535</TABLE> 1536<H3><A name="Effect">Color Special Effects</A></H3> 1537<TABLE border="1" width="100%"> 1538 <TBODY> 1539 <TR> 1540<TH width="30%"><A href="g2/G2_BlendNone.html">G2_BlendNone</A></TH> 1541 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1542<TD>Sets to not perform color special effects.</TD> 1543 </TR> 1544 <TR> 1545<TH width="30%"><A href="g2/G2_SetBlendAlpha.html">G2_SetBlendAlpha</A></TH> 1546 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1547<TD>Performs alpha-blending.</TD> 1548 </TR> 1549 <TR> 1550<TH width="30%"><A href="g2/G2_SetBlendBrightness.html">G2_SetBlendBrightness</A></TH> 1551 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1552<TD>Controls brightness.</TD> 1553 </TR> 1554 <TR> 1555<TH width="30%"><A href="g2/G2_SetBlendBrightnessExt.html">G2_SetBlendBrightnessExt</A></TH> 1556 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1557<TD>Controls brightness and performs alpha-blending only on OBJ and 3D.</TD> 1558 </TR> 1559 <TR> 1560<TH width="30%"><A href="g2/G2_ChangeBlendAlpha.html">G2_ChangeBlendAlpha</A></TH> 1561 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1562<TD>Sets the alpha-blending coefficient.</TD> 1563 </TR> 1564 <TR> 1565<TH width="30%"><A href="g2/G2_ChangeBlendBrightness.html">G2_ChangeBlendBrightness</A></TH> 1566 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1567<TD>Sets the brightness update coefficient.</TD> 1568 </TR> 1569 </TBODY> 1570</TABLE> 1571<H2>Sub 2D Graphics Engine</H2> 1572<H3><A name="BGCNTB">BG Control</A></H3> 1573<TABLE border="1" width="100%"> 1574 <TBODY> 1575 <TR> 1576<TH width="30%"><A href="g2/G2S_SetBG0Control.html">G2S_SetBG0Control</A></TH> 1577 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1578<TD>Sets each type of BG0 control.</TD> 1579 </TR> 1580 <TR> 1581<TH width="30%"><A href="g2/G2_GetBG0Control.html">G2S_GetBG0Control</A></TH> 1582 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1583<TD>Gets settings for each type of BG0 control.</TD> 1584 </TR> 1585 <TR> 1586<TH width="30%"><A href="g2/G2S_SetBG1Control.html">G2S_SetBG1Control</A></TH> 1587 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1588<TD>Sets each type of BG1 control.</TD> 1589 </TR> 1590 <TR> 1591<TH width="30%"><A href="g2/G2_GetBG1Control.html">G2S_GetBG1Control</A></TH> 1592 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1593<TD>Gets settings for each type of BG1 control.</TD> 1594 </TR> 1595 <TR> 1596<TH width="30%"><A href="g2/G2S_SetBG2ControlText.html">G2S_SetBG2ControlText</A></TH> 1597 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1598<TD>Sets each type of BG2 control (for text mode).</TD> 1599 </TR> 1600 <TR> 1601<TH width="30%"><A href="g2/G2_GetBG2ControlText.html">G2S_GetBG2ControlText</A></TH> 1602 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1603<TD>Gets the settings for all BG2 controls (for text mode).</TD> 1604 </TR> 1605 <TR> 1606<TH width="30%"><A href="g2/G2S_SetBG2ControlAffine.html">G2S_SetBG2ControlAffine</A></TH> 1607 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1608<TD>Sets each type of BG2 control (for affine mode).</TD> 1609 </TR> 1610 <TR> 1611<TH width="30%"><A href="g2/G2_GetBG2ControlAffine.html">G2S_GetBG2ControlAffine</A></TH> 1612 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1613<TD>Gets the settings for all BG2 controls (for affine mode).</TD> 1614 </TR> 1615 <TR> 1616<TH width="30%"><A href="g2/G2S_SetBG2Control256x16Affine.html">G2S_SetBG2Control256x16Affine</A></TH> 1617 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1618<TD>Sets each type of BG2 control (for 256x16 palette character BG).</TD> 1619 </TR> 1620 <TR> 1621<TH width="30%"><A href="g2/G2_GetBG2Control256x16Affine.html">G2S_GetBG2Control256x16Affine</A></TH> 1622 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1623<TD>Gets settings for all BG2 controls (for 256x16 palette character BG).</TD> 1624 </TR> 1625 <TR> 1626<TH width="30%"><A href="g2/G2S_SetBG2Control256Bmp.html">G2S_SetBG2Control256Bmp</A></TH> 1627 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1628<TD>Sets each type of BG2 control (for 256 bitmap BG).</TD> 1629 </TR> 1630 <TR> 1631<TH width="30%"><A href="g2/G2_GetBG2Control256Bmp.html">G2S_GetBG2Control256Bmp</A></TH> 1632 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1633<TD>Gets settings for all BG2 controls (for 256 bitmap BG).</TD> 1634 </TR> 1635 <TR> 1636<TH width="30%"><A href="g2/G2S_SetBG2ControlDCBmp.html">G2S_SetBG2ControlDCBmp</A></TH> 1637 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1638<TD>Sets each type of BG2 control (for direct color bitmap BG).</TD> 1639 </TR> 1640 <TR> 1641<TH width="30%"><A href="g2/G2_GetBG2ControlDCBmp.html">G2S_GetBG2ControlDCBmp</A></TH> 1642 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1643<TD>Gets settings for all BG2 controls (for direct color bitmap BG).</TD> 1644 </TR> 1645 <TR> 1646<TH width="30%"><A href="g2/G2S_SetBG3ControlText.html">G2S_SetBG3ControlText</A></TH> 1647 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1648<TD>Sets each type of BG3 control (for text mode).</TD> 1649 </TR> 1650 <TR> 1651<TH width="30%"><A href="g2/G2_GetBG3ControlText.html">G2S_GetBG3ControlText</A></TH> 1652 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1653<TD>Gets settings for all BG3 controls (for text mode).</TD> 1654 </TR> 1655 <TR> 1656<TH width="30%"><A href="g2/G2S_SetBG3ControlAffine.html">G2S_SetBG3ControlAffine</A></TH> 1657 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1658<TD>Sets each type of BG3 control (for affine mode).</TD> 1659 </TR> 1660 <TR> 1661<TH width="30%"><A href="g2/G2_GetBG3ControlAffine.html">G2S_GetBG3ControlAffine</A></TH> 1662 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1663<TD>Gets settings for all BG3 controls (for affine mode).</TD> 1664 </TR> 1665 <TR> 1666<TH width="30%"><A href="g2/G2S_SetBG3Control256x16Affine.html">G2S_SetBG3Control256x16Affine</A></TH> 1667 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1668<TD>Sets each type of BG3 control (for 256x16 palette character BG).</TD> 1669 </TR> 1670 <TR> 1671<TH width="30%"><A href="g2/G2_GetBG3Control256x16Affine.html">G2S_GetBG3Control256x16Affine</A></TH> 1672 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1673<TD>Gets settings for all BG3 controls (for 256x16 palette character BG).</TD> 1674 </TR> 1675 <TR> 1676<TH width="30%"><A href="g2/G2S_SetBG3Control256Bmp.html">G2S_SetBG3Control256Bmp</A></TH> 1677 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1678<TD>Sets each type of BG3 control (for 256 bitmap BG).</TD> 1679 </TR> 1680 <TR> 1681<TH width="30%"><A href="g2/G2_GetBG3Control256Bmp.html">G2S_GetBG3Control256Bmp</A></TH> 1682 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1683<TD>Gets settings for all BG3 controls (for 256 bitmap BG).</TD> 1684 </TR> 1685 <TR> 1686<TH width="30%"><A href="g2/G2S_SetBG3ControlDCBmp.html">G2S_SetBG3ControlDCBmp</A></TH> 1687 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1688<TD>Sets each type of BG3 control (for direct color bitmap BG).</TD> 1689 </TR> 1690 <TR> 1691<TH width="30%"><A href="g2/G2_GetBG3ControlDCBmp.html">G2S_GetBG3ControlDCBmp</A></TH> 1692 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1693<TD>Gets settings for all BG3 controls (for direct color bitmap BG).</TD> 1694 </TR> 1695 <TR> 1696<TH><A href="g2/G2_GetBG2ExtMode.html">G2S_GetBG2ExtMode</A></TH> 1697 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1698<TD>Gets the BG2 affine extended BG type.</TD> 1699 </TR> 1700 <TR> 1701<TH><A href="g2/G2_GetBG3ExtMode.html">G2S_GetBG3ExtMode</A></TH> 1702 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1703<TD>Gets the BG3 affine extended BG type.</TD> 1704 </TR> 1705 </TBODY> 1706</TABLE> 1707<H3><A name="BGPriorityB">Setting Background Display Priority Levels</A></H3> 1708<TABLE border="1" width="100%"> 1709 <TBODY> 1710 <TR> 1711<TH width="30%"><A href="g2/G2S_SetBG0Priority.html">G2S_SetBG0Priority</A></TH> 1712 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1713<TD>Sets the BG0 display priority level.</TD> 1714 </TR> 1715 <TR> 1716<TH width="30%"><A href="g2/G2S_SetBG1Priority.html">G2S_SetBG1Priority</A></TH> 1717 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1718<TD>Sets the BG1 display priority level.</TD> 1719 </TR> 1720 <TR> 1721<TH width="30%"><A href="g2/G2S_SetBG2Priority.html">G2S_SetBG2Priority</A></TH> 1722 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1723<TD>Sets the BG2 display priority level.</TD> 1724 </TR> 1725 <TR> 1726<TH width="30%"><A href="g2/G2S_SetBG3Priority.html">G2S_SetBG3Priority</A></TH> 1727 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1728<TD>Sets the BG3 display priority level.</TD> 1729 </TR> 1730 </TBODY> 1731</TABLE> 1732<H3><A name="BGMosaicApplyB">Setting to Apply or Not Apply Mosaic to BG</A></H3> 1733<TABLE border="1" width="100%"> 1734 <TBODY> 1735 <TR> 1736<TH width="30%"><A href="g2/G2S_BG0Mosaic.html">G2S_BG0Mosaic</A></TH> 1737 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1738<TD>Sets whether to apply mosaic to BG0.</TD> 1739 </TR> 1740 <TR> 1741<TH width="30%"><A href="g2/G2S_BG1Mosaic.html">G2S_BG1Mosaic</A></TH> 1742 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1743<TD>Sets whether to apply mosaic to BG1.</TD> 1744 </TR> 1745 <TR> 1746<TH width="30%"><A href="g2/G2S_BG2Mosaic.html">G2S_BG2Mosaic</A></TH> 1747 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1748<TD>Sets whether to apply mosaic to BG2.</TD> 1749 </TR> 1750 <TR> 1751<TH width="30%"><A href="g2/G2S_BG3Mosaic.html">G2S_BG3Mosaic</A></TH> 1752 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1753<TD>Sets whether to apply mosaic to BG3.</TD> 1754 </TR> 1755 </TBODY> 1756</TABLE> 1757<H3><A name="GetPointerB">Getting Pointers</A></H3> 1758<TABLE border="1" width="100%"> 1759 <TBODY> 1760 <TR> 1761<TH width="30%"><A href="g2/G2S_GetBG0ScrPtr.html">G2S_GetBG0ScrPtr</A></TH> 1762 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1763<TD>Returns a pointer to the BG0 screen base.</TD> 1764 </TR> 1765 <TR> 1766<TH width="30%"><A href="g2/G2S_GetBG1ScrPtr.html">G2S_GetBG1ScrPtr</A></TH> 1767 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1768<TD>Returns a pointer to the BG1 screen base.</TD> 1769 </TR> 1770 <TR> 1771<TH width="30%"><A href="g2/G2S_GetBG2ScrPtr.html">G2S_GetBG2ScrPtr</A></TH> 1772 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1773<TD>Returns a pointer to the BG2 screen base.</TD> 1774 </TR> 1775 <TR> 1776<TH width="30%"><A href="g2/G2S_GetBG3ScrPtr.html">G2S_GetBG3ScrPtr</A></TH> 1777 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1778<TD>Returns a pointer to the BG3 screen base.</TD> 1779 </TR> 1780 <TR> 1781<TH width="30%"><A href="g2/G2S_GetBG0CharPtr.html">G2S_GetBG0CharPtr</A></TH> 1782 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1783<TD>Returns a pointer to the BG0 character base.</TD> 1784 </TR> 1785 <TR> 1786<TH width="30%"><A href="g2/G2S_GetBG1CharPtr.html">G2S_GetBG1CharPtr</A></TH> 1787 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1788<TD>Returns a pointer to the BG1 character base.</TD> 1789 </TR> 1790 <TR> 1791<TH width="30%"><A href="g2/G2S_GetBG2CharPtr.html">G2S_GetBG2CharPtr</A></TH> 1792 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1793<TD>Returns a pointer to the BG2 character base.</TD> 1794 </TR> 1795 <TR> 1796<TH width="30%"><A href="g2/G2S_GetBG3CharPtr.html">G2S_GetBG3CharPtr</A></TH> 1797 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1798<TD>Returns a pointer to the BG3 character base.</TD> 1799 </TR> 1800 <TR> 1801<TH width="30%"><A href="g2/G2S_GetOBJCharPtr.html">G2S_GetOBJCharPtr</A></TH> 1802 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1803<TD>Returns a pointer to the OBJ character base.</TD> 1804 </TR> 1805 </TBODY> 1806</TABLE> 1807<H3><A name="Offset2DB">Setting BG Plane Offsets</A></H3> 1808<TABLE border="1" width="100%"> 1809 <TBODY> 1810 <TR bgcolor="#ffffff"> 1811<TH width="30%"><A href="g2/G2S_SetBG0Offset.html">G2S_SetBG0Offset</A></TH> 1812 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1813<TD>Sets the BG0 plane offset.</TD> 1814 </TR> 1815 <TR> 1816<TH width="30%"><A href="g2/G2S_SetBG1Offset.html">G2S_SetBG1Offset</A></TH> 1817 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1818<TD>Sets the BG1 plane offset.</TD> 1819 </TR> 1820 <TR> 1821<TH width="30%"><A href="g2/G2S_SetBG2Offset.html">G2S_SetBG2Offset</A></TH> 1822 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1823<TD>Sets the BG2 plane offset.</TD> 1824 </TR> 1825 <TR> 1826<TH width="30%"><A href="g2/G2S_SetBG3Offset.html">G2S_SetBG3Offset</A></TH> 1827 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1828<TD>Sets the BG3 plane offset.</TD> 1829 </TR> 1830 </TBODY> 1831</TABLE> 1832<H3><A name="BGAffineB">Setting BG Plane Affine Conversions</A></H3> 1833<TABLE border="1" width="100%"> 1834 <TBODY> 1835 <TR> 1836<TH width="30%"><A href="g2/G2S_SetBG2Affine.html">G2S_SetBG2Affine</A></TH> 1837 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1838<TD>Sets affine conversions applied to the BG2 plane.</TD> 1839 </TR> 1840 <TR> 1841<TH width="30%"><A href="g2/G2S_SetBG3Affine.html">G2S_SetBG3Affine</A></TH> 1842 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1843<TD>Sets affine conversions applied to the BG3 plane.</TD> 1844 </TR> 1845 </TBODY> 1846</TABLE> 1847<H3><A name="WindowB">Setting Windows</A></H3> 1848<TABLE border="1" width="100%"> 1849 <TBODY> 1850 <TR> 1851<TH width="30%"><A href="g2/G2S_SetWnd0InsidePlane.html">G2S_SetWnd0InsidePlane</A></TH> 1852 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1853<TD>Specifies a plane to display in window0.</TD> 1854 </TR> 1855 <TR> 1856<TH width="30%"><A href="g2/G2_GetWnd0InsidePlane.html">G2S_GetWnd0InsidePlane</A></TH> 1857 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1858<TD>Gets settings for plane in window0.</TD> 1859 </TR> 1860 <TR> 1861<TH width="30%"><A href="g2/G2S_SetWnd1InsidePlane.html">G2S_SetWnd1InsidePlane</A></TH> 1862 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1863<TD>Specifies a plane to display in window1.</TD> 1864 </TR> 1865 <TR> 1866<TH width="30%"><A href="g2/G2_GetWnd1InsidePlane.html">G2S_GetWnd1InsidePlane</A></TH> 1867 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1868<TD>Gets settings for plane in window1.</TD> 1869 </TR> 1870 <TR> 1871<TH width="30%"><A href="g2/G2S_SetWndOutsidePlane.html">G2S_SetWndOutsidePlane</A></TH> 1872 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1873<TD>Specifies a plane to display outside the window.</TD> 1874 </TR> 1875 <TR> 1876<TH width="30%"><A href="g2/G2_GetWndOutsidePlane.html">G2S_GetWndOutsidePlane</A></TH> 1877 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1878<TD>Gets settings for plane outside the window.</TD> 1879 </TR> 1880 <TR> 1881<TH width="30%"><A href="g2/G2S_SetWndOBJInsidePlane.html">G2S_SetWndOBJInsidePlane</A></TH> 1882 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1883<TD>Specifies a plane to display in the OBJ window.</TD> 1884 </TR> 1885 <TR> 1886<TH width="30%"><A href="g2/G2_GetWndOBJInsidePlane.html">G2S_GetWndOBJInsidePlane</A></TH> 1887 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1888<TD>Gets settings for plane in the OBJ window.</TD> 1889 </TR> 1890 <TR> 1891<TH width="30%"><A href="g2/G2S_SetWnd0Position.html">G2S_SetWnd0Position</A></TH> 1892 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1893<TD>Sets Window 0 position.</TD> 1894 </TR> 1895 <TR> 1896<TH width="30%"><A href="g2/G2S_SetWnd1Position.html">G2S_SetWnd1Position</A></TH> 1897 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1898<TD>Sets Window 1 position.</TD> 1899 </TR> 1900 </TBODY> 1901</TABLE> 1902<H3><A name="BGMosaicB">Mosaic</A></H3> 1903<TABLE border="1" width="100%"> 1904 <TBODY> 1905 <TR> 1906<TH width="30%"><A href="g2/G2S_SetBGMosaicSize.html">G2S_SetBGMosaicSize</A></TH> 1907 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1908<TD>Sets the size of the mosaic that is applied to BG.</TD> 1909 </TR> 1910 <TR> 1911<TH width="30%"><A href="g2/G2S_SetOBJMosaicSize.html">G2S_SetOBJMosaicSize</A></TH> 1912 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1913<TD>Sets the size of the mosaic that is applied to OBJ.</TD> 1914 </TR> 1915 </TBODY> 1916</TABLE> 1917<H3><A name="EffectB">Color Special Effects</A></H3> 1918<TABLE border="1" width="100%"> 1919 <TBODY> 1920 <TR> 1921<TH width="30%"><A href="g2/G2S_BlendNone.html">G2S_BlendNone</A></TH> 1922 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1923<TD>Sets to not perform color special effects.</TD> 1924 </TR> 1925 <TR> 1926<TH width="30%"><A href="g2/G2S_SetBlendAlpha.html">G2S_SetBlendAlpha</A></TH> 1927 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1928<TD>Performs alpha-blending.</TD> 1929 </TR> 1930 <TR> 1931<TH width="30%"><A href="g2/G2S_SetBlendBrightness.html">G2S_SetBlendBrightness</A></TH> 1932 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1933<TD>Controls brightness.</TD> 1934 </TR> 1935 <TR> 1936<TH width="30%"><A href="g2/G2S_SetBlendBrightnessExt.html">G2S_SetBlendBrightnessExt</A></TH> 1937 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1938<TD>Controls brightness, and performs alpha-blending only on OBJ and 3D.</TD> 1939 </TR> 1940 <TR> 1941<TH width="30%"><A href="g2/G2S_ChangeBlendAlpha.html">G2S_ChangeBlendAlpha</A></TH> 1942 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1943<TD>Sets the alpha-blending coefficient.</TD> 1944 </TR> 1945 <TR> 1946<TH width="30%"><A href="g2/G2S_ChangeBlendBrightness.html">G2S_ChangeBlendBrightness</A></TH> 1947 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1948<TD>Sets the brightness update coefficient.</TD> 1949 </TR> 1950 </TBODY> 1951</TABLE> 1952<H2 align="left"><A name="g3"></A>3D Geometry (G3*)</H2> 1953<P><A href="Cycle.html" name="GeometryCommandCycle">Geometry Command Cycle List</A></P> 1954<H3><A name="GeometryAndVertices">Geometry and Vertices</A></H3> 1955<TABLE border="1" width="100%"> 1956 <TBODY> 1957 <TR> 1958<TH nowrap width="30%"><A href="g3/G3_Begin.html" target="_self">G3*_Begin</A></TH> 1959 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1960<TD>Declares the start of the vertex list.</TD> 1961 </TR> 1962 <TR> 1963<TH nowrap width="30%"><A href="g3/G3_End.html" target="_self">G3*_End</A></TH> 1964 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1965<TD>Declares the end of the vertex list.</TD> 1966 </TR> 1967 <TR> 1968<TH width="30%"><A href="g3/G3_Vtx.html" target="_self">G3*_Vtx</A></TH> 1969 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1970<TD>Sets vertex coordinates.</TD> 1971 </TR> 1972 <TR> 1973<TH width="30%"><A href="g3/G3_Vtx10.html" target="_self">G3*_Vtx10</A></TH> 1974 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1975<TD>Sets vertex coordinates.</TD> 1976 </TR> 1977 <TR> 1978<TH width="30%"><A href="g3/G3_VtxXY.html" target="_self">G3*_VtxXY</A></TH> 1979 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1980<TD>Sets vertex XY coordinates.</TD> 1981 </TR> 1982 <TR> 1983<TH width="30%"><A href="g3/G3_VtxXZ.html" target="_self">G3*_VtxXZ</A></TH> 1984 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1985<TD>Sets vertex XZ coordinates.</TD> 1986 </TR> 1987 <TR> 1988<TH width="30%"><A href="g3/G3_VtxYZ.html" target="_self">G3*_VtxYZ</A></TH> 1989 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1990<TD>Sets vertex YZ coordinates.</TD> 1991 </TR> 1992 <TR> 1993<TH width="30%"><A href="g3/G3_VtxDiff.html" target="_self">G3*_VtxDiff</A></TH> 1994 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 1995<TD>Specifies the difference value from the data of the last-set vertex coordinates.</TD> 1996 </TR> 1997 <TR> 1998<TH width="30%"><A href="g3/G3_Normal.html" target="_self">G3*_Normal</A></TH> 1999 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2000<TD>Sets the normal vector.</TD> 2001 </TR> 2002 <TR> 2003<TH nowrap width="30%"><A href="g3/G3_Color.html" target="_self">G3*_Color</A></TH> 2004 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2005<TD>Sets vertex color directly.</TD> 2006 </TR> 2007 <TR> 2008<TH width="30%"><A href="g3/G3_TexCoord.html" target="_self">G3*_TexCoord</A></TH> 2009 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2010<TD>Sets texture coordinates.</TD> 2011 </TR> 2012 <TR> 2013<TH width="30%"><A href="g3/G3_PolygonAttr.html" target="_self">G3*_PolygonAttr</A></TH> 2014 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2015<TD>Sets polygon-related attributes.</TD> 2016 </TR> 2017 </TBODY> 2018</TABLE> 2019<H3><A name="MatrixAndViewport">Matrix and Viewport</A></H3> 2020<TABLE border="1" width="100%"> 2021 <TBODY> 2022 <TR> 2023<TH width="30%"><A href="g3/G3_MtxMode.html" target="_self">G3*_MtxMode</A></TH> 2024 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2025<TD>Sets matrix mode.</TD> 2026 </TR> 2027 <TR> 2028<TH width="30%"><A href="g3/G3_Identity.html" target="_self">G3*_Identity</A></TH> 2029 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2030<TD>Initializes current matrix to a unit matrix.</TD> 2031 </TR> 2032 <TR> 2033<TH width="30%"><A href="g3/G3_LoadMtx43.html" target="_self">G3*_LoadMtx43</A></TH> 2034 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2035<TD>Sets a 4x3 matrix to the current matrix.</TD> 2036 </TR> 2037 <TR> 2038<TH width="30%"><A href="g3/G3_LoadMtx44.html" target="_self">G3*_LoadMtx44</A></TH> 2039 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2040<TD>Sets a 4x4 matrix to the current matrix..</TD> 2041 </TR> 2042 <TR> 2043<TH width="30%"><A href="g3/G3_MultMtx43.html" target="_self">G3*_MultMtx43</A></TH> 2044 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2045<TD>Multiplies current matrix with a 4x3 matrix.</TD> 2046 </TR> 2047 <TR> 2048<TH width="30%"><A href="g3/G3_MultMtx44.html" target="_self">G3*_MultMtx44</A></TH> 2049 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2050<TD>Multiplies current matrix with a 4x4 matrix.</TD> 2051 </TR> 2052 <TR> 2053<TH width="30%"><A href="g3/G3_MultMtx33.html" target="_self">G3*_MultMtx33</A></TH> 2054 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2055<TD>Multiplies current matrix with a 3x3 matrix.</TD> 2056 </TR> 2057 <TR> 2058<TH><A href="g3/G3_MultTransMtx33.html" target="_self">G3*_MultTransMtx33</A></TH> 2059 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2060<TD>Multiplies current matrix with a translation matrix and a 3x3 matrix.</TD> 2061 </TR> 2062 <TR> 2063<TH width="30%"><A href="g3/G3_PushMtx.html" target="_self">G3*_PushMtx</A></TH> 2064 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2065<TD>Pushes the current matrix onto the stack.</TD> 2066 </TR> 2067 <TR> 2068<TH width="30%"><A href="g3/G3_PopMtx.html" target="_self">G3*_PopMtx</A></TH> 2069 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2070<TD>Pops the current matrix from the stack.</TD> 2071 </TR> 2072 <TR> 2073<TH width="30%"><A href="g3/G3_StoreMtx.html" target="_self">G3*_StoreMtx</A></TH> 2074 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2075<TD>Stores the current matrix in the specified position in the stack.</TD> 2076 </TR> 2077 <TR> 2078<TH width="30%"><A href="g3/G3_RestoreMtx.html" target="_self">G3*_RestoreMtx</A></TH> 2079 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2080<TD>Reads the matrix from the specified position of the stack.</TD> 2081 </TR> 2082 <TR> 2083<TH width="30%"><A href="g3/G3_Scale.html" target="_self">G3*_Scale</A></TH> 2084 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2085<TD>Multiplies the current matrix with a scaling (enlarge, reduce) matrix.</TD> 2086 </TR> 2087 <TR> 2088<TH width="30%"><A href="g3/G3_Translate.html" target="_self">G3*_Translate</A></TH> 2089 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2090<TD>Multiplies the current matrix with a translation matrix.</TD> 2091 </TR> 2092 <TR> 2093<TH width="30%"><A href="g3/G3_ViewPort.html" target="_self">G3*_ViewPort</A></TH> 2094 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2095<TD>Sets the viewport.</TD> 2096 </TR> 2097 </TBODY> 2098</TABLE> 2099<H3><A name="Lighting">Lighting</A></H3> 2100<TABLE border="1" width="100%"> 2101 <TBODY> 2102 <TR> 2103<TH width="30%"><A href="g3/G3_LightColor.html" target="_self">G3*_LightColor</A></TH> 2104 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2105<TD>Sets the light color.</TD> 2106 </TR> 2107 <TR> 2108<TH width="30%"><A href="g3/G3_LightVector.html" target="_self">G3*_LightVector</A></TH> 2109 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2110<TD>Sets the direction vector for light.</TD> 2111 </TR> 2112 <TR> 2113<TH width="30%"><A href="g3/G3_MaterialColorDiffAmb.html" target="_self">G3*_MaterialColorDiffAmb</A></TH> 2114 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2115<TD>Sets material diffuse reflection color and ambient reflection color.</TD> 2116 </TR> 2117 <TR> 2118<TH width="30%"><A href="g3/G3_MaterialColorSpecEmi.html" target="_self">G3*_MaterialColorSpecEmi</A></TH> 2119 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2120<TD>Sets material specular reflection color and emitted light color.</TD> 2121 </TR> 2122 <TR> 2123<TH width="30%"><A href="g3/G3_Shininess.html" target="_self">G3*_Shininess</A></TH> 2124 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2125<TD>Sets the specular reflection shininess table.</TD> 2126 </TR> 2127 </TBODY> 2128</TABLE> 2129<H3><STRONG><A name="Texture">Textures</A></STRONG></H3> 2130<TABLE border="1" width="100%"> 2131 <TBODY> 2132 <TR> 2133<TH width="30%"><A href="g3/G3_TexImageParam.html" target="_self">G3*_TexImageParam</A></TH> 2134 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2135<TD>Specifies texture parameters.</TD> 2136 </TR> 2137 <TR> 2138<TH width="30%"><A href="g3/G3_TexPlttBase.html" target="_self">G3*_TexPlttBase</A></TH> 2139 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2140<TD>Sets the base address for the texture palette.</TD> 2141 </TR> 2142 <TR> 2143<TH><A href="g3/G3_MakeTexPlttBaseParam.html">G3_MakeTexPlttBaseParam</A></TH> 2144 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2145<TD>Calculates texture palette base address.</TD> 2146 </TR> 2147 </TBODY> 2148</TABLE> 2149<H3><A name="GeometryEngine">Control</A></H3> 2150<TABLE border="1" width="100%"> 2151 <TBODY> 2152 <TR> 2153<TH width="30%"><A href="g3/G3_SwapBuffers.html" target="_self">G3*_SwapBuffers</A></TH> 2154 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2155<TD>Swaps the data group referenced by the rendering engine.</TD> 2156 </TR> 2157 <TR> 2158<TH width="30%"><A href="g3/G3_Nop.html" target="_self">G3*_Nop</A></TH> 2159 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2160<TD>Does nothing.</TD> 2161 </TR> 2162 </TBODY> 2163</TABLE> 2164<H3><A name="ViewingTest">Geometry Visibility Determination</A></H3> 2165<TABLE border="1" width="100%"> 2166 <TBODY> 2167 <TR> 2168<TH nowrap width="30%"><A href="g3/G3_BoxTest.html">G3*_BoxTest</A></TH> 2169 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2170<TD>Tests whether the results of applying the current matrix to the Box argument are contained in the viewing volume.</TD> 2171 </TR> 2172 <TR> 2173<TH width="30%"><A href="g3/G3_PositionTest.html">G3*_PositionTest</A></TH> 2174 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2175<TD>Uses the current clip coordinate matrix to transform position coordinates.</TD> 2176 </TR> 2177 <TR> 2178<TH width="30%"><A href="g3/G3_VectorTest.html">G3*_VectorTest</A></TH> 2179 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2180<TD>Performs coordinate conversion on the directional vector according to the current directional vector matrix.</TD> 2181 </TR> 2182 </TBODY> 2183</TABLE> 2184<H3><A name="DirectWrite">Direct Write</A></H3> 2185<TABLE border="1" width="100%"> 2186 <TBODY> 2187 <TR> 2188<TH width="30%"><A href="g3/G3_Direct0.html">G3*_Direct0</A></TH> 2189 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2190<TD>Directly writes commands and parameters. Use it when there is 0 argument.</TD> 2191 </TR> 2192 <TR> 2193<TH width="30%"><A href="g3/G3_Direct1.html">G3*_Direct1</A></TH> 2194 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2195<TD>Directly writes commands and parameters. Use it when there is 1 argument.</TD> 2196 </TR> 2197 <TR> 2198<TH width="30%"><A href="g3/G3_Direct2.html">G3*_Direct2</A></TH> 2199 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2200<TD>Directly writes commands and parameters. Use it when there are 2 arguments.</TD> 2201 </TR> 2202 <TR> 2203<TH width="30%"><A href="g3/G3_Direct3.html">G3*_Direct3</A></TH> 2204 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2205<TD>Directly writes commands and parameters. Use it when there are 3 arguments.</TD> 2206 </TR> 2207 </TBODY> 2208</TABLE> 2209<H3><A name="MatrixG3Util">Utilities</A></H3> 2210<TABLE border="1" width="100%"> 2211 <TBODY> 2212 <TR> 2213<TH width="30%"><A href="g3/G3_Frustum.html">G3_Frustum</A></TH> 2214 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2215<TD>Specifies the current Projection matrix.</TD> 2216 </TR> 2217 <TR> 2218<TH width="30%"><A href="g3/G3_Perspective.html">G3_Perspective</A></TH> 2219 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2220<TD>Specifies the current Projection matrix.</TD> 2221 </TR> 2222 <TR> 2223<TH width="30%"><A href="g3/G3_Ortho.html">G3_Ortho</A></TH> 2224 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2225<TD>Specifies the current Projection matrix.</TD> 2226 </TR> 2227 <TR> 2228<TH><A href="g3/G3_FrustumW.html">G3_FrustumW</A></TH> 2229 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2230<TD>Specifies the current Projection matrix. (With scaleW parameters.)</TD> 2231 </TR> 2232 <TR> 2233<TH><A href="g3/G3_PerspectiveW.html">G3_PerspectiveW</A></TH> 2234 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2235<TD>Specifies the current Projection matrix. (With scaleW parameters.)</TD> 2236 </TR> 2237 <TR> 2238<TH><A href="g3/G3_OrthoW.html">G3_OrthoW</A></TH> 2239 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2240<TD>Specifies the current Projection matrix. (With scaleW parameters.)</TD> 2241 </TR> 2242 <TR> 2243<TH width="30%"><A href="g3/G3_LookAt.html">G3_LookAt</A></TH> 2244 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2245<TD>Specifies the current Position/Vector matrix.</TD> 2246 </TR> 2247 <TR> 2248<TH width="30%"><A href="g3/G3_RotX.html">G3_RotX</A></TH> 2249 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2250<TD>Multiplies the current Position/Vector matrix by the rotation matrix for the x-axis.</TD> 2251 </TR> 2252 <TR> 2253<TH width="30%"><A href="g3/G3_RotY.html">G3_RotY</A></TH> 2254 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2255<TD>Multiplies the current Position/Vector matrix by the rotation matrix for the y-axis.</TD> 2256 </TR> 2257 <TR> 2258<TH width="30%"><A href="g3/G3_RotZ.html">G3_RotZ</A></TH> 2259 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2260<TD>Multiplies the current Position/Vector matrix by the rotation matrix for the z-axis.</TD> 2261 </TR> 2262 <TR> 2263<TH width="30%"><A href="g3/G3_LoadTexMtxTexCoord.html">G3*_LoadTexMtxTexCoord</A></TH> 2264 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2265<TD>Sets a maxtrix corrected for the TexCoord source into the current Texture matrix.</TD> 2266 </TR> 2267 <TR> 2268<TH width="30%"><A href="g3/G3_LoadTexMtxEnv.html">G3*_LoadTexMtxEnv</A></TH> 2269 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2270<TD>Sets a matrix correct for theNormal source/Vertex source into the current Texture matrix.</TD> 2271 </TR> 2272 </TBODY> 2273</TABLE> 2274<H3><A name="DL">Creating Dynamic Display Lists (Command Lists)</A></H3> 2275<TABLE border="1" width="100%"> 2276 <TBODY> 2277 <TR> 2278<TH width="30%"><A href="g3/G3_BeginMakeDL.html">G3_BeginMakeDL</A></TH> 2279 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2280<TD>Call before creating the command list.</TD> 2281 </TR> 2282 <TR> 2283<TH width="30%"><A href="g3/G3_EndMakeDL.html">G3_EndMakeDL</A></TH> 2284 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2285<TD>Call after creating the command list.</TD> 2286 </TR> 2287 <TR> 2288<TH width="30%"><A href="g3/G3_GetDLStart.html">G3_GetDLStart</A></TH> 2289 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2290<TD>Gets the pointer to the command list.</TD> 2291 </TR> 2292 <TR> 2293<TH width="30%"><A href="g3/G3_GetDLLength.html">G3_GetDLLength</A></TH> 2294 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2295<TD>Gets the size of the command list buffer.</TD> 2296 </TR> 2297 <TR> 2298<TH width="30%"><A href="g3/G3_GetDLSize.html">G3_GetDLSize</A></TH> 2299 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2300<TD>Gets the size of the command list.</TD> 2301 </TR> 2302 </TBODY> 2303</TABLE> 2304<H2 align="left"><A name="g3x"></A>3D Graphics Control (G3X)</H2> 2305<H3><A name="Init3D">Initialization</A></H3> 2306<TABLE border="1" width="100%"> 2307 <TBODY> 2308 <TR> 2309<TH nowrap width="30%"><A href="g3/G3X_Init.html">G3X_Init</A></TH> 2310 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2311<TD>Initializes each 3D related item.</TD> 2312 </TR> 2313 <TR> 2314<TH width="30%"><A href="g3/G3X_InitTable.html">G3X_InitTable</A></TH> 2315 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2316<TD>Initializes the Fog table.</TD> 2317 </TR> 2318 <TR> 2319<TH width="30%"><A href="g3/G3X_InitMtxStack.html">G3X_InitMtxStack</A></TH> 2320 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2321<TD>Initializes the matrix stack.</TD> 2322 </TR> 2323 <TR> 2324<TH width="30%"><A href="g3/G3X_Reset.html">G3X_Reset</A></TH> 2325 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2326<TD>Resets overflow, etc. Normally executed at the beginning of each frame draw process.</TD> 2327 </TR> 2328 <TR> 2329<TH width="30%"><A href="g3/G3X_ResetMtxStack.html">G3X_ResetMtxStack</A></TH> 2330 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2331<TD>Initializes the matrix stack. However, it will not substitute a unit matrix in the projection matrix.</TD> 2332 </TR> 2333 </TBODY> 2334</TABLE> 2335<H3><A name="Funcs3D">Enabling and Disabling Each Function</A></H3> 2336<TABLE border="1" width="100%"> 2337 <TBODY> 2338 <TR> 2339<TH width="30%"><A href="g3/G3X_AlphaTest.html">G3X_AlphaTest</A></TH> 2340 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2341<TD>Performs alpha test setting.</TD> 2342 </TR> 2343 <TR> 2344<TH width="30%"><A href="g3/G3X_AlphaBlend.html">G3X_AlphaBlend</A></TH> 2345 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2346<TD>Selects enable/disable for alpha-blending.</TD> 2347 </TR> 2348 <TR> 2349<TH width="30%"><A href="g3/G3X_AntiAlias.html">G3X_AntiAlias</A></TH> 2350 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2351<TD>Selects anti-alias enable/disable.</TD> 2352 </TR> 2353 </TBODY> 2354</TABLE> 2355<H3><A name="Toon">Toon / Highlight Shading</A></H3> 2356<TABLE border="1" width="100%"> 2357 <TBODY> 2358 <TR> 2359<TH width="30%"><A href="g3/G3X_SetShading.html">G3X_SetShading</A></TH> 2360 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2361<TD>Selects toon/highlight shading.</TD> 2362 </TR> 2363 <TR> 2364<TH width="30%"><A href="g3/G3X_SetToonTable.html">G3X_SetToonTable</A></TH> 2365 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2366<TD>Sets toon/highlight table.</TD> 2367 </TR> 2368 </TBODY> 2369</TABLE> 2370<H3><A name="EdgeColor">Edge Color</A></H3> 2371<TABLE border="1" width="100%"> 2372 <TBODY> 2373 <TR> 2374<TH width="30%"><A href="g3/G3X_EdgeMarking.html">G3X_EdgeMarking</A></TH> 2375 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2376<TD>Selects enable/disable for edge marking.</TD> 2377 </TR> 2378 <TR> 2379<TH width="30%"><A href="g3/G3X_SetEdgeColorTable.html">G3X_SetEdgeColorTable</A></TH> 2380 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2381<TD>Sets edge color table.</TD> 2382 </TR> 2383 </TBODY> 2384</TABLE> 2385<H3><A name="Fog">Fog</A></H3> 2386<TABLE border="1" width="100%"> 2387 <TBODY> 2388 <TR> 2389<TH width="30%"><A href="g3/G3X_SetFog.html">G3X_SetFog</A></TH> 2390 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2391<TD>Sets fog.</TD> 2392 </TR> 2393 <TR> 2394<TH width="30%"><A href="g3/G3X_SetFogColor.html">G3X_SetFogColor</A></TH> 2395 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2396<TD>Sets fog color.</TD> 2397 </TR> 2398 <TR> 2399<TH width="30%"><A href="g3/G3X_SetFogTable.html">G3X_SetFogTable</A></TH> 2400 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2401<TD>Set fog table.</TD> 2402 </TR> 2403 </TBODY> 2404</TABLE> 2405<H3><A name="Offset3D">Offset Settings</A></H3> 2406<TABLE border="1" width="100%"> 2407 <TBODY> 2408 <TR> 2409<TH width="30%"><A href="g3/G3X_SetHOffset.html">G3X_SetHOffset</A></TH> 2410 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2411<TD>Sets the BG0 plane offset.</TD> 2412 </TR> 2413 <TR> 2414<TH width="30%"><A href="g3/G3X_SetClearImageOffset.html">G3X_SetClearImageOffset</A></TH> 2415 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2416<TD>Sets the offset when using clear image.</TD> 2417 </TR> 2418 </TBODY> 2419</TABLE> 2420<H3><A name="ClearColor">Clear Color and Clear Depth</A></H3> 2421<TABLE border="1" width="100%"> 2422 <TBODY> 2423 <TR> 2424<TH width="30%"><A href="g3/G3X_SetClearColor.html">G3X_SetClearColor</A></TH> 2425 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2426<TD>Sets clear color.</TD> 2427 </TR> 2428 </TBODY> 2429</TABLE> 2430<H3><A name="Test3D">Getting Test Results and Calculated Results</A></H3> 2431<TABLE border="1" width="100%"> 2432 <TBODY> 2433 <TR> 2434<TH width="30%"><A href="g3/G3X_GetBoxTestResult.html">G3X_GetBoxTestResult</A></TH> 2435 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2436<TD>Gets box test results.</TD> 2437 </TR> 2438 <TR> 2439<TH width="30%"><A href="g3/G3X_GetPositionTestResult.html">G3X_GetPositionTestResult</A></TH> 2440 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2441<TD>Gets position test results.</TD> 2442 </TR> 2443 <TR> 2444<TH width="30%"><A href="g3/G3X_GetVectorTestResult.html">G3X_GetVectorTestResult</A></TH> 2445 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2446<TD>Gets vector test results.</TD> 2447 </TR> 2448 <TR> 2449<TH width="30%"><A href="g3/G3X_GetClipMtx.html">G3X_GetClipMtx</A></TH> 2450 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2451<TD>Gets current clip coordinate matrix.</TD> 2452 </TR> 2453 <TR> 2454<TH width="30%"><A href="g3/G3X_GetVectorMtx.html">G3X_GetVectorMtx</A></TH> 2455 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2456<TD>Gets current direction vector matrix.</TD> 2457 </TR> 2458 </TBODY> 2459</TABLE> 2460<H3><A name="Misc3D">Other</A></H3> 2461<TABLE border="1" width="100%"> 2462 <TBODY> 2463 <TR> 2464<TH width="30%"><A href="g3/G3X_GetMtxStackLevelPV.html">G3X_GetMtxStackLevelPV</A></TH> 2465 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2466<TD>Gets the PositionVector matrix stack level.</TD> 2467 </TR> 2468 <TR> 2469<TH width="30%"><A href="g3/G3X_GetMtxStackLevelPJ.html">G3X_GetMtxStackLevelPJ</A></TH> 2470 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2471<TD>Gets the Projection matrix stack level.</TD> 2472 </TR> 2473 <TR> 2474<TH width="30%"><A href="g3/G3X_IsGeometryBusy.html">G3X_IsGeometryBusy</A></TH> 2475 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2476<TD>Tests to see if geometry engine is busy.</TD> 2477 </TR> 2478 <TR> 2479<TH width="30%"><A href="g3/G3X_IsMtxStackOverflow.html">G3X_IsMtxStackOverflow</A></TH> 2480 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2481<TD>Tests the matrix stack's overflow flag.</TD> 2482 </TR> 2483 <TR> 2484<TH width="30%"><A href="g3/G3X_IsLineBufferUnderflow.html">G3X_IsLineBufferUnderflow</A></TH> 2485 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2486<TD>Rendering engine tests the lines over flag.</TD> 2487 </TR> 2488 <TR> 2489<TH width="30%"><A href="g3/G3X_IsListRamOverflow.html">G3X_IsListRamOverflow</A></TH> 2490 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2491<TD>Tests the overflow flag of the polygon list RAM and vertex list RAM.</TD> 2492 </TR> 2493 <TR> 2494<TH width="30%"><A href="g3/G3X_ResetMtxStackOverflow.html">G3X_ResetMtxStackOverflow</A></TH> 2495 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2496<TD>Clears the matrix stack overflow flag.</TD> 2497 </TR> 2498 <TR> 2499<TH width="30%"><A href="g3/G3X_ResetLineBufferUnderflow.html">G3X_ResetLineBufferUnderflow</A></TH> 2500 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2501<TD>Clears the rendering engine lines over flag.</TD> 2502 </TR> 2503 <TR> 2504<TH width="30%"><A href="g3/G3X_ResetListRamOverflow.html">G3X_ResetListRamOverflow</A></TH> 2505 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2506<TD>Clears the overflow flag for the polygon list RAM and vertex list RAM.</TD> 2507 </TR> 2508 <TR> 2509<TH width="30%"><A href="g3/G3X_ClearFifo.html">G3X_ClearFifo</A></TH> 2510 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2511<TD>Clears entire command FIFO.</TD> 2512 </TR> 2513 <TR> 2514<TH width="30%"><A href="g3/G3X_GetPolygonListRamCount.html">G3X_GetPolygonListRamCount</A></TH> 2515 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2516<TD>Gets value of polygon list RAM counter.</TD> 2517 </TR> 2518 <TR> 2519<TH width="30%"><A href="g3/G3X_GetVtxListRamCount.html">G3X_GetVtxListRamCount</A></TH> 2520 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2521<TD>Gets value of vertex list RAM counter.</TD> 2522 </TR> 2523 <TR> 2524<TH width="30%"><A href="g3/G3X_GetRenderedLineCount.html">G3X_GetRenderedLineCount</A></TH> 2525 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2526<TD>Gets minimum number of rendered lines.</TD> 2527 </TR> 2528 <TR> 2529<TH width="30%"><A href="g3/G3X_GetCommandFifoCount.html">G3X_GetCommandFifoCount</A></TH> 2530 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2531<TD>References the number of commands/data currently stored in the command FIFO.</TD> 2532 </TR> 2533 <TR> 2534<TH width="30%"><A href="g3/G3X_GetCommandFifoStatus.html">G3X_GetCommandFifoStatus</A></TH> 2535 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2536<TD>Gets the command FIFO status.</TD> 2537 </TR> 2538 <TR> 2539<TH width="30%"><A href="g3/G3X_SetFifoIntrCond.html">G3X_SetFifoIntrCond</A></TH> 2540 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2541<TD>Sets command FIFO interrupt request generating conditions.</TD> 2542 </TR> 2543 <TR> 2544<TH width="30%"><A href="g3/G3X_SetDisp1DotDepth.html">G3X_SetDisp1DotDepth</A></TH> 2545 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2546<TD>Sets 1 pixel polygon display boundary depth value register value.</TD> 2547 </TR> 2548 </TBODY> 2549</TABLE> 2550<H3><A name="Type">Main Types And Macros</A></H3> 2551<TABLE border="1" width="100%"> 2552 <TBODY> 2553 <TR> 2554<TH width="30%"><A href="Type.html">GXRgb</A></TH> 2555 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2556<TD>A type that shows a color with each of RGB is 5 bits.</TD> 2557 </TR> 2558 <TR> 2559<TH width="30%"><A href="Type.html">GXRgba</A></TH> 2560 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2561<TD>A type that shows a color with each of RGB is 5 bits and alpha flag.</TD> 2562 </TR> 2563 <TR> 2564<TH width="30%"><A href="Type.html">VexVtx10</A></TH> 2565 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2566<TD>Packs the s3.6 type 3D vector.</TD> 2567 </TR> 2568 <TR> 2569<TH width="30%"><A href="Type.html">VecVtxDiff</A></TH> 2570 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2571<TD>Shows the command parameter of <CODE>G3_VtxDiff</CODE>.</TD> 2572 </TR> 2573 <TR> 2574<TH width="30%"><A href="gx/GXBoxTestParam.html">GXBoxTestParam</A></TH> 2575 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2576<TD>Structure used as an argument of <CODE>G3_BoxTest</CODE>.</TD> 2577 </TR> 2578 <TR> 2579<TH><A href="gx/GXDLInfo.html">GXDLInfo</A></TH> 2580 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2581<TD>Structure that is used as a parameter for the display list creation function.</TD> 2582 </TR> 2583 <TR> 2584<TH><A href="gx/GXOamAttr.html">GXOamAttr</A></TH> 2585 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2586<TD>Structure that indicates OAM attribute.</TD> 2587 </TR> 2588 <TR> 2589<TH><A href="gx/GXOamAffine.html">GXOamAffine</A></TH> 2590 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2591<TD>Structure that indicates OAM affine transformation parameter.</TD> 2592 </TR> 2593 <TR> 2594<TH><A href="Macro.html">Macros</A></TH> 2595 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2596<TD>Macros such as the GX type conversion.</TD> 2597 </TR> 2598 <TR> 2599<TH><A href="DLMacro.html">Macros for Writing Display Lists</A></TH> 2600 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2601<TD>These macros pack the geometry command parameters.</TD> 2602 </TR> 2603 <TR> 2604<TH><A href="Screen2D.html">2D Screen Macros and Structures</A></TH> 2605 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2606<TD>Structures and macros for storing screen data and character data in 2D screen.</TD> 2607 </TR> 2608 <TR> 2609<TH><A href="g3/MakeDL.html">API Prefix to Create Display List</A></TH> 2610 <TD width="48"><img src="../image/NTR.gif"><img src="../image/TWL.gif"></TD> 2611<TD>Description of the prefixes for the API that creates the display list.</TD> 2612 </TR> 2613 </TBODY> 2614</TABLE> 2615 2616<table border="0" height="100%"><tr><td style="background-color : white;"></td></tr></table> 2617 2618<hr><p>CONFIDENTIAL</p></body> 2619</HTML> 2620