# Ch 3: Memory and Objects Alright so we can do some basic "movement", but we left a big trail in the video memory of where we went. Most of the time that's not what we want at all. If we want to draw something over top of our background without trashing the background memory that's an "object" (but not in the "Object Oriented" sense). You might recall that objects have their own layer that you can enable in the display control register. Of course, once we're drawing these objects we'll want some scratch space to work with them a bit, so we'll finally go over the GBA's full memory layout. And since most games are pretty boring without an RNG, we'll cover the kinds of RNG that you might want to include in a GBA game. Then we'll do something or other that includes moving things and and RNG... which is pretty much any game at all.