# Ch 3: Memory and Objects Alright so we can do some basic "movement", but we left a big trail in the video memory of everywhere we went. Most of the time that's not what we want at all. If we want more hardware support we're going to have to use a new video mode. So far we've only used Mode 3, but modes 4 and 5 are basically the same. Instead, we'll focus on using a tiled mode. The tiled modes take less time to arrange, which means more time for game computations. If your game has much complexity at all, you'll naturally want to use a tiled mode to display it. Tiled modes bring us two big new concepts that each have their own complexity: backgrounds and objects. They share some concepts, but fundamentally the background is for creating a very large static space that you can scroll around the view within, and the objects are about having a few moving bits that appear over the background. Careful use of backgrounds and objects is key to having the best looking GBA game, so we won't even be able to cover it all in a single chapter. Of course, once we're all set drawing the objects and backgrounds, we'll want them to start keeping track of what's where, and maybe store info on stuff that's off screen. That means it's finally time to go over the GBA's memory layout so that we know where we have scratch space to work with. And, of course, since most games are pretty boring if they're totally static we'll touch on the kinds of RNG implementations you might want to have on a GBA. Most general purpose RNGs that you find are rather big compared to the amount of memory we want to give them, and they often use a lot of `u64` operations, so they end up much slower on a 32-bit machine like the GBA (you can lower 64-bit ops to combinations of 32-bit ops, but that's quite a bit more work). We'll cover a few RNG options that size down the RNG to a good size and a good speed without trading away too much in terms of quality. To top it all off, we'll make a simple memory game sort of thing.