GBA Affine Backgrounds: Fixed-Point Matrices and Scanline Reference Accumulators
Implement Game Boy Advance affine backgrounds correctly: 8.8 transform steps, signed reference points, per-scanline accumulators, pivots, and wrap behavior.
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Implement Game Boy Advance affine backgrounds correctly: 8.8 transform steps, signed reference points, per-scanline accumulators, pivots, and wrap behavior.
Decode GBA WAITCNT timing for Game Pak regions, distinguish sequential from nonsequential bus cycles, and test the prefetch pipeline safely.
Decode GBA affine OBJ state across OAM attributes and interleaved PA/PB/PC/PD slots, then map pixels with signed 8.8 coefficients.
Trace GBA timer reload registers, prescalers, count-up cascades, overflow IRQs, and audio links with an event-driven, testable clock model.
Build accurate GBA window and color-effect logic: decode WININ/WINOUT masks, region priority, exclusive bounds, alpha weights, and emulator tests.