The Display Control

The Display Control is our first actual IO Register. GBATEK gives it the shorthand DISPCNT, so you might see it under that name if you read other guides.

Among IO Registers, it's one of the simpler ones, but it's got enough complexity that we can get a hint of what's to come.

Also it's the one that you basically always need to set at least once in every GBA game, so it's a good starting one to go over for that reason too.

The Display Control is a u16 value located at 0x0400_0000.

Video Modes

The lowest three bits (0-2) let you select from among the GBA's six video modes. You'll notice that 3 bits allows for eight modes, but the values 6 and 7 are prohibited.

Modes 0, 1, and 2 are "Tiled" modes. These are actually the modes that you should eventually learn to use as much as possible. It lets the GBA's limited video hardware do as much of the work as possible, leaving more of your CPU time for gameplay computations. However, they're also complex enough to deserve their own demos and chapters later on, so that's all we'll say about them for now.

Modes 3, 4, and 5 are "Bitmap" modes. These let you write individual pixels to locations on the screen.

  • Mode 3 is full resolution (240w x 160h) RBG15 color. You might not be used to RGB15, since modern computers have 24 or 32 bit colors. In RGB15, there's 5 bits for each color channel, and the highest bit is totally ignored.
  • Mode 4 is full resolution paletted color. Instead of being a u16 color, each pixel value is a u8 palette index entry, and then the display uses the palette memory (which we'll talk about later) to store the actual color data. Since each pixel is half sized, we can fit twice as many. This lets us have two "pages". At any given moment only one page is active, and you can draw to the other page without the user noticing. You set which page to show with another bit we'll get to in a moment.
  • Mode 5 is full color, but also with pages. This means that we must have a reduced resolution to compensate (video memory is only so big!). The screen is effectively only 160w x 128h in this mode.

CGB Mode

Bit 3 is read only. It's on if you're running in CGB mode. Since we're making GBA games you'd think that it'll never be on at all, but I guess you can change it with BIOS stuff. Still, basically not an important bit.

Page Flipping

Bit 4 lets you pick which page to use. This is only relevent in video modes 4 or 5, and is just ignored otherwise. It's very easy to remember: when the bit is 0 the 0th page is used, and when the bit is 1 the 1st page is used.

The second page always starts at 0x0600_A000.

OAM, VRAM, and Blanking

Bit 5 lets you access OAM during HBlank if enabled. This is cool, but it reduces the maximum sprites per scanline, so it's not default.

Bit 6 lets you adjust if the GBA should treat Object Character VRAM as being 2d (off) or 1d (on).

Bit 7 forces the screen to stay in vblank as long as it's set. This allows the fastest use of the VRAM, Palette, and Object Attribute Memory. Obviously if you leave this on for too long the player will notice a blank screen, but it might be okay to use for a moment or two every once in a while.

Screen Layers

Bits 8 through 11 control if Background layers 0 through 3 should be active.

Bit 12 affects the Object layer.

Note that not all background layers are available in all video modes:

  • Mode 0: all
  • Mode 1: 0/1/2
  • Mode 2: 2/3
  • Mode 3/4/5: 2

Bit 13 and 14 enable the display of Windows 0 and 1, and Bit 15 enables the object display window. We'll get into how windows work later on, they let you do some nifty graphical effects.

In Conclusion...

So what did we do to the display control in hello1?


# #![allow(unused_variables)]
#fn main() {
    (0x04000000 as *mut u16).write_volatile(0x0403);
#}

First let's convert that to binary, and we get 0b100_0000_0011. So, that's setting Mode 3 with background 2 enabled and nothing else special.