** PALETTE **



** MMOIRE VIDO **

1 map = 32 * 24 * 2 = 1536 octets
1 tile en 256 couleurs = 8 * 8 = 64 octets
1 Screen Base Block = 2 Koctets

Donnes de tiles alignes sur un Char Base Block (16 Ko).
Maps alignes sur un Screen Base Block (2 Ko).

OVRAM (Object VRAM): 32Ko : 0x06010000 

VRAM  Address  VRAM
  0x600F800 Screen Base Block 31
  0x600F000 Screen Base Block 30
  0x600E800 Screen Base Block 29
  0x600E000 Screen Base Block 28
  0x600D800 Screen Base Block 27
  0x600D000 Screen Base Block 26
  0x600C800 Screen Base Block 25
  0x600C000 Screen Base Block 24
Char Base Block 3 0x600C000
  0x600B800 Screen Base Block 23
  0x600B000 Screen Base Block 22
  0x600A800 Screen Base Block 21
  0x600A000 Screen Base Block 20
  0x6009800 Screen Base Block 19
  0x6009000 Screen Base Block 18
  0x6008800 Screen Base Block 17
  0x6008000 Screen Base Block 16
Char Base Block 2 0x6008000
  0x6007800 Screen Base Block 15
  0x6007000 Screen Base Block 14
  0x6006800 Screen Base Block 13
  0x6006000 Screen Base Block 12
  0x6005800 Screen Base Block 11
  0x6005000 Screen Base Block 10
  0x6004800 Screen Base Block 9
  0x6004000 Screen Base Block 8
Char Base Block 1 0x6004000
  0x6003800 Screen Base Block 7
  0x6003000 Screen Base Block 6
  0x6002800 Screen Base Block 5
  0x6002000 Screen Base Block 4
  0x6001800 Screen Base Block 3
  0x6001000 Screen Base Block 2
  0x6000800 Screen Base Block 1
  0x6000000 Screen Base Block 0
Char Base Block 0 0x6000000

=> Donnes de tiles : Char Base Block 0.
                         --------------------------------------------------

SUB_BG0_CR: 
 Priorit: *
 Fond de l'cran d'info durant le jeu.
 256 couleurs.
 Tiles: CHAR_BASE_BLOCK_SUB (1).
 Map: SCREEN_BASE_BLOCK_SUB (0)

SUB_BG1_CR:
 Priorit: 
 
 
 Tiles: 
 Map: 



** TIMERS ***


** SONS **

Notes:
Autre couleur de fond possible: 69fe74 mais avec un biseau de 8 et non de 5.
