<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>csdn_gamedev的专栏 - 4游戏机平台开发</title><link>http://blog.csdn.net/csdn_gamedev/category/101383.aspx</link><description /><dc:language>zh-CN</dc:language><lastUpdateTime>Wed, 03 May 2006 21:21:40 GMT</lastUpdateTime><ttl>60</ttl><item><dc:creator>csdn_gamedev</dc:creator><title>GBA教程 -- 地图显示</title><link>http://blog.csdn.net/csdn_gamedev/archive/2005/03/22/326336.aspx</link><pubDate>Tue, 22 Mar 2005 10:48:00 GMT</pubDate><guid>http://blog.csdn.net/csdn_gamedev/archive/2005/03/22/326336.aspx</guid><wfw:comment>http://blog.csdn.net/csdn_gamedev/comments/326336.aspx</wfw:comment><comments>http://blog.csdn.net/csdn_gamedev/archive/2005/03/22/326336.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/csdn_gamedev/comments/commentRss/326336.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=326336</trackback:ping><description>这一节我们主要来看看MODE0下的图块地图背景的显示。&lt;img src ="http://blog.csdn.net/csdn_gamedev/aggbug/326336.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>csdn_gamedev</dc:creator><title>GBA教程 -- 精灵显示 </title><link>http://blog.csdn.net/csdn_gamedev/archive/2005/03/22/326323.aspx</link><pubDate>Tue, 22 Mar 2005 10:44:00 GMT</pubDate><guid>http://blog.csdn.net/csdn_gamedev/archive/2005/03/22/326323.aspx</guid><wfw:comment>http://blog.csdn.net/csdn_gamedev/comments/326323.aspx</wfw:comment><comments>http://blog.csdn.net/csdn_gamedev/archive/2005/03/22/326323.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/csdn_gamedev/comments/commentRss/326323.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=326323</trackback:ping><description>GBA使用0x06010000 到 0x06017ffe 的32K空间来存放精灵图块，然后从0x07000000开始的1024bytes的空间用来控制精灵的属性，也就是OAM（Object Attribute Memory），最多支持128个精灵，每个精灵占8bytes的OAM。&lt;img src ="http://blog.csdn.net/csdn_gamedev/aggbug/326323.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>csdn_gamedev</dc:creator><title>Playstation 3的编程环境比Playstation 2显著改善</title><link>http://blog.csdn.net/csdn_gamedev/archive/2005/03/13/318582.aspx</link><pubDate>Sun, 13 Mar 2005 14:12:00 GMT</pubDate><guid>http://blog.csdn.net/csdn_gamedev/archive/2005/03/13/318582.aspx</guid><wfw:comment>http://blog.csdn.net/csdn_gamedev/comments/318582.aspx</wfw:comment><comments>http://blog.csdn.net/csdn_gamedev/archive/2005/03/13/318582.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/csdn_gamedev/comments/commentRss/318582.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=318582</trackback:ping><description>Playstation 3的编程环境比Playstation 2显著改善&lt;img src ="http://blog.csdn.net/csdn_gamedev/aggbug/318582.aspx" width = "1" height = "1" /&gt;</description></item></channel></rss>