most info can be found on the pages about the gba, the memory registers have stayed the same apparently.
for instance the size:
ATTR1_SIZE_8 --actually this is the tile size
ATTR1_SIZE_16 available 64 sprites, when rotscale (ATTR0_ROTSCALE_DOUBLE) is double, 32 when not double
ATTR1_SIZE_32 16 sprites in rotscale is double, or 32,
ATTR1_SIZE_64 4 sprites only, rotscale is double, or 8
then there is the color palette: (watch the number behind ATTR)
ATTR0_COLOR_256 one palette for all colors
ATTR0_COLOR_16 different palettes for sprites possible
it is possible to link a sprites (or more) to a rotation, before that you have to enable this:
ATTR0_ROTSCALE
ATTR0_ROTSCALE_DOUBLE the difference between these two is that ATTR0_ROTSCALE rotates the sprite inside the square it uses when not rotated. Double allows for full rotation. But the consequence is that the sprite is also shifted a sprite half to the right under corner. So coordinates must be revised when changing from ATTR0_ROTSCALE to ATTR0_ROTSCALE_DOUBLE. The ATTR0_ROTSCALE_DOUBLE seems to be the most logical choice, but you have less sprites. For instance for letters which will not be rotated, don't use ATTR0_ROTSCALE_DOUBLE.
ATTR0_MOSAIC you can "pixelize" the tiles: an example (background and sprite)
http://www.coranac.com/tonc/text/gfx.htm#sec-mos
but the setting of the ATTR is not enough you have to give the size of the "big pixels"
you have one possibility, one register for MOSAIC effects:
REG_MOSAIC =
0x0400 004Ch
now you have to be aware of the peculiarities of registers:
http://dev-scene.com/NDS/Tutorials_Day_3#What_is_a_register
the PA lib comes with a method to set the X and Y values of the mosaic attribute
http://www.aaronrogers.com/nintendods/PA_Lib/Day10_Mosaic/
as usual in KODERS you can find the source of these functions
http://www.koders.com/c/fidC065D03E3601EFB57A73B083E0C080699B1F4741.aspx
from all this comes the following to get the MOSAIC on sprites
int h_size = 4;int v_size = 3;
#define REG_MOSAIC_MAIN (*(volatile unsigned int *) 0x0400004C)
#define REG_MOSAIC_SUB (*(volatile unsigned int *) 0x0400104C)
REG_MOSAIC_MAIN &= (255 <<>
useful links are coming from the gba:
http://www.webbesen.dk/gba/sprites.asp
http://home.no/neogeo/HOVEDSIDE_INDEX/GBA_HOVEDSIDE_INDEX_ENGELSK/GBA%20HTML%20LEKSJONER%201-5/GBA_Lek4_english.htm