#if 0 /* #if0'd because it's #included, and those don't get parsed properly by snescom */ ; This file is part of the snescom-asm demo - a demo of how to build a SNES program. ; See http://bisqwit.iki.fi/source/snescom.html for details. #endif /* These must be defined as constants, because they're used * in calculation that is sent to PPU as parameters */ #define BG1_BMAP_ADDR $7E2000 #define BG2_BMAP_ADDR $7E2000 #define BG3_BMAP_ADDR $7E1000 #define BG4_BMAP_ADDR $7E1000 #define BG1_TILE_ADDR $7E4000 #define BG2_TILE_ADDR $7E5000 #define BG3_TILE_ADDR $7E6000 #define BG4_TILE_ADDR $7E7000 /* RAM memory map: 7E0000 - 7E03FF = STACK 7E0400 - 7E04FF = ZEROPAGE 7E0500 - 7E06FF = palette 7E0700 - 7E???? = 2-bit bitmaps 7E2000 - 7E2FFF = 4-bit bitmaps 7E4000 - 7E4FFF = bg1 tilemaps 7E5000 - 7E5FFF = bg1 tilemaps 7E6000 - 7E6FFF = bg1 tilemaps 7E7000 - 7E7FFF = bg1 tilemaps VRAM memory map: 0700 - ???? = 2-bit bitmaps 2000 - 27FF = 4-bit bitmaps 4000 - 47FF = bg1 tilemaps 5000 - 57FF = bg2 tilemaps 6000 - 67FF = bg3 tilemaps 7000 - 77FF = bg4 tilemaps */