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The Game Boy Advance and [[Nintendo DS]] 2D graphics hardware have scaling and rotation for traditional tiled backgrounds in its modes 1 and 2 and scaling and rotation for bitmaps in modes 3 through 5 (used less often on the GBA because of technical limitations). On each machine supporting this effect, it is possible to change the scaling and rotation values during the horizontal blanking period of each scanline to draw a flat plane in a perspective projection. More complex effects such as fuzz are possible by using other equations for the position, scaling, and rotation of each line. The "character mode" supports up to 4 [[tile map]] background layers per frame, with each tile being 8x8 pixels in size and having 16 or 256 colors. The "character mode" also supports up to 128 hardware [[Sprite (computer graphics)|sprites]] per frame, with any sprite size from 8x8 to 64x64 pixels and with 16 or 256 colors per sprite.
 
The Game Boy Advance and [[Nintendo DS]] 2D graphics hardware have scaling and rotation for traditional tiled backgrounds in its modes 1 and 2 and scaling and rotation for bitmaps in modes 3 through 5 (used less often on the GBA because of technical limitations). On each machine supporting this effect, it is possible to change the scaling and rotation values during the horizontal blanking period of each scanline to draw a flat plane in a perspective projection. More complex effects such as fuzz are possible by using other equations for the position, scaling, and rotation of each line. The "character mode" supports up to 4 [[tile map]] background layers per frame, with each tile being 8x8 pixels in size and having 16 or 256 colors. The "character mode" also supports up to 128 hardware [[Sprite (computer graphics)|sprites]] per frame, with any sprite size from 8x8 to 64x64 pixels and with 16 or 256 colors per sprite.
  
= Hardware Modification =
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= Hardware Modificaton =
  
 
== Case ==
 
== Case ==

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