0
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A
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F
; Writing Palette to VRAM
; (This is done automatically with the default palette)
; Writing Tiles to VRAM
The background tilemap starts at #5620, each byte being the index of the tile to draw.
For example, to place the first tile in the top left corner:
MOVA #1
EXPA.8 #5620
Sprites are 32 bits each, start at #5820.
in hex: TTYY XXXF
The first byte is the tile to draw, the second byte is Y, the third byte + the first half of the fourth byte is X, and the last nybble is flags
*X and Y are normalized instead of coordinates, 0 and the max value are the edges of the screen.
For example, to place a sprite using the first tile in the center of the screen:
MOVA #0180
EXPA #5820
MOVA #8000
EXPA #5822
Tiles start at 1, as 0 means no tile.