2.6 Notes and further reading
Games usually account for it but so as to be able to deal with it should the need arise the “bezel” between the top and bottom DS screens is taken to be 90 pixels.
Worth studying a bit for although it can slow things down to use anything other than the shortest method to output sending it round the capture a time or two can create some interesting effects.
A collection of a few hardware and software coding links
Cowbite GBA video. Cowbite was at one time a document linked alongside GBAtek for GBA hardware discussion.
GBAtek DS video. For the most part it is similar to the GBA but that covers what differences there are.
TONC on GBA video. A nice worked example of how a lot of the GBA video hardware works and it is not that different for the DS.
TONC. A GBA programming tutorial but covers a lot of the concepts underpinning things.
pineight.com VRAM streaming technique. Covers methods by which the limitations in the GBA VRAM size can be overcome.
General graphics programming
gamedev.net has a nice guide to a lot of graphics editing although it gets a bit low level at times.
The Guerrilla CG Project has a series of fairly short videos that cover the basics of 3d. There is also another video covering UV mapping for textures.