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