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;*
;* Gameboy Hardware definitions
;*
;* Based on Jones' hardware.inc
;* And based on Carsten Sorensen's ideas.
;*
;* Rev 1.1 - 15-Jul-97 : Added define check
;* Rev 1.2 - 18-Jul-97 : Added revision check macro
;* Rev 1.3 - 19-Jul-97 : Modified for RGBASM V1.05
;* Rev 1.4 - 27-Jul-97 : Modified for new subroutine prefixes
;* Rev 1.5 - 15-Aug-97 : Added _HRAM, PAD, CART defines
;*                     :  and Nintendo Logo
;* Rev 1.6 - 30-Nov-97 : Added rDIV, rTIMA, rTMA, & rTAC
;* Rev 1.7 - 31-Jan-98 : Added _SCRN0, _SCRN1
;* Rev 1.8 - 15-Feb-98 : Added rSB, rSC
;* Rev 1.9 - 16-Feb-98 : Converted I/O registers to $FFXX format
;* Rev 2.0 -           : Added GBC registers
;* Rev 2.1 -           : Added MBC5 & cart RAM enable/disable defines
;* Rev 2.2 -           : Fixed NR42,NR43, & NR44 equates
;* Rev 2.3 -           : Fixed incorrect _HRAM equate
;* Rev 2.4 - 27-Apr-13 : Added some cart defines (AntonioND)
;* Rev 2.5 - 03-May-15 : Fixed format (AntonioND)
;* Rev 2.6 - 09-Apr-16 : Added GBC OAM and cart defines (AntonioND)
;* Rev 2.7 - 19-Jan-19 : Added rPCMXX (ISSOtm)
;* Rev 2.8 - 03-Feb-19 : Added audio registers flags (Álvaro Cuesta)
;* Rev 2.9 - 28-Feb-20 : Added utility rP1 constants
;* Rev 3.0 - 27-Aug-20 : Register ordering, byte-based sizes, OAM additions, general cleanup (Blitter Object)

; If all of these are already defined, don't do it again.

    IF !DEF(HARDWARE_INC)
HARDWARE_INC SET 1

rev_Check_hardware_inc : MACRO
;NOTE: REVISION NUMBER CHANGES MUST BE ADDED
;TO SECOND PARAMETER IN FOLLOWING LINE.
    IF  \1 > 3.0 ;PUT REVISION NUMBER HERE
        WARN    "Version \1 or later of 'hardware.inc' is required."
    ENDC
ENDM

_VRAM        EQU $8000 ; $8000->$9FFF
_VRAM8000    EQU _VRAM
_VRAM8800    EQU _VRAM+$800
_VRAM9000    EQU _VRAM+$1000
_SCRN0       EQU $9800 ; $9800->$9BFF
_SCRN1       EQU $9C00 ; $9C00->$9FFF
_SRAM        EQU $A000 ; $A000->$BFFF
_RAM         EQU $C000 ; $C000->$CFFF / $C000->$DFFF
_RAMBANK     EQU $D000 ; $D000->$DFFF
_OAMRAM      EQU $FE00 ; $FE00->$FE9F
_IO          EQU $FF00 ; $FF00->$FF7F,$FFFF
_AUD3WAVERAM EQU $FF30 ; $FF30->$FF3F
_HRAM        EQU $FF80 ; $FF80->$FFFE

; *** MBC5 Equates ***

rRAMG        EQU $0000 ; $0000->$1fff
rROMB0       EQU $2000 ; $2000->$2fff
rROMB1       EQU $3000 ; $3000->$3fff - If more than 256 ROM banks are present.
rRAMB        EQU $4000 ; $4000->$5fff - Bit 3 enables rumble (if present)


;***************************************************************************
;*
;* Custom registers
;*
;***************************************************************************

; --
; -- P1 ($FF00)
; -- Register for reading joy pad info. (R/W)
; --
rP1 EQU $FF00

P1F_5 EQU %00100000 ; P15 out port, set to 0 to get buttons
P1F_4 EQU %00010000 ; P14 out port, set to 0 to get dpad
P1F_3 EQU %00001000 ; P13 in port
P1F_2 EQU %00000100 ; P12 in port
P1F_1 EQU %00000010 ; P11 in port
P1F_0 EQU %00000001 ; P10 in port

P1F_GET_DPAD EQU P1F_5
P1F_GET_BTN  EQU P1F_4
P1F_GET_NONE EQU P1F_4 | P1F_5


; --
; -- SB ($FF01)
; -- Serial Transfer Data (R/W)
; --
rSB EQU $FF01


; --
; -- SC ($FF02)
; -- Serial I/O Control (R/W)
; --
rSC EQU $FF02


; --
; -- DIV ($FF04)
; -- Divider register (R/W)
; --
rDIV EQU $FF04


; --
; -- TIMA ($FF05)
; -- Timer counter (R/W)
; --
rTIMA EQU $FF05


; --
; -- TMA ($FF06)
; -- Timer modulo (R/W)
; --
rTMA EQU $FF06


; --
; -- TAC ($FF07)
; -- Timer control (R/W)
; --
rTAC EQU $FF07

TACF_START  EQU %00000100
TACF_STOP   EQU %00000000
TACF_4KHZ   EQU %00000000
TACF_16KHZ  EQU %00000011
TACF_65KHZ  EQU %00000010
TACF_262KHZ EQU %00000001


; --
; -- IF ($FF0F)
; -- Interrupt Flag (R/W)
; --
rIF EQU $FF0F


; --
; -- AUD1SWEEP/NR10 ($FF10)
; -- Sweep register (R/W)
; --
; -- Bit 6-4 - Sweep Time
; -- Bit 3   - Sweep Increase/Decrease
; --           0: Addition    (frequency increases???)
; --           1: Subtraction (frequency increases???)
; -- Bit 2-0 - Number of sweep shift (# 0-7)
; -- Sweep Time: (n*7.8ms)
; --
rNR10 EQU $FF10
rAUD1SWEEP EQU rNR10

AUD1SWEEP_UP   EQU %00000000
AUD1SWEEP_DOWN EQU %00001000


; --
; -- AUD1LEN/NR11 ($FF11)
; -- Sound length/Wave pattern duty (R/W)
; --
; -- Bit 7-6 - Wave Pattern Duty (00:12.5% 01:25% 10:50% 11:75%)
; -- Bit 5-0 - Sound length data (# 0-63)
; --
rNR11 EQU $FF11
rAUD1LEN EQU rNR11


; --
; -- AUD1ENV/NR12 ($FF12)
; -- Envelope (R/W)
; --
; -- Bit 7-4 - Initial value of envelope
; -- Bit 3   - Envelope UP/DOWN
; --           0: Decrease
; --           1: Range of increase
; -- Bit 2-0 - Number of envelope sweep (# 0-7)
; --
rNR12 EQU $FF12
rAUD1ENV EQU rNR12


; --
; -- AUD1LOW/NR13 ($FF13)
; -- Frequency low byte (W)
; --
rNR13 EQU $FF13
rAUD1LOW EQU rNR13


; --
; -- AUD1HIGH/NR14 ($FF14)
; -- Frequency high byte (W)
; --
; -- Bit 7   - Initial (when set, sound restarts)
; -- Bit 6   - Counter/consecutive selection
; -- Bit 2-0 - Frequency's higher 3 bits
; --
rNR14 EQU $FF14
rAUD1HIGH EQU rNR14


; --
; -- AUD2LEN/NR21 ($FF16)
; -- Sound Length; Wave Pattern Duty (R/W)
; --
; -- see AUD1LEN for info
; --
rNR21 EQU $FF16
rAUD2LEN EQU rNR21


; --
; -- AUD2ENV/NR22 ($FF17)
; -- Envelope (R/W)
; --
; -- see AUD1ENV for info
; --
rNR22 EQU $FF17
rAUD2ENV EQU rNR22


; --
; -- AUD2LOW/NR23 ($FF18)
; -- Frequency low byte (W)
; --
rNR23 EQU $FF18
rAUD2LOW EQU rNR23


; --
; -- AUD2HIGH/NR24 ($FF19)
; -- Frequency high byte (W)
; --
; -- see AUD1HIGH for info
; --
rNR24 EQU $FF19
rAUD2HIGH EQU rNR24


; --
; -- AUD3ENA/NR30 ($FF1A)
; -- Sound on/off (R/W)
; --
; -- Bit 7   - Sound ON/OFF (1=ON,0=OFF)
; --
rNR30 EQU $FF1A
rAUD3ENA EQU rNR30


; --
; -- AUD3LEN/NR31 ($FF1B)
; -- Sound length (R/W)
; --
; -- Bit 7-0 - Sound length
; --
rNR31 EQU $FF1B
rAUD3LEN EQU rNR31


; --
; -- AUD3LEVEL/NR32 ($FF1C)
; -- Select output level
; --
; -- Bit 6-5 - Select output level
; --           00: 0/1 (mute)
; --           01: 1/1
; --           10: 1/2
; --           11: 1/4
; --
rNR32 EQU $FF1C
rAUD3LEVEL EQU rNR32


; --
; -- AUD3LOW/NR33 ($FF1D)
; -- Frequency low byte (W)
; --
; -- see AUD1LOW for info
; --
rNR33 EQU $FF1D
rAUD3LOW EQU rNR33


; --
; -- AUD3HIGH/NR34 ($FF1E)
; -- Frequency high byte (W)
; --
; -- see AUD1HIGH for info
; --
rNR34 EQU $FF1E
rAUD3HIGH EQU rNR34


; --
; -- AUD4LEN/NR41 ($FF20)
; -- Sound length (R/W)
; --
; -- Bit 5-0 - Sound length data (# 0-63)
; --
rNR41 EQU $FF20
rAUD4LEN EQU rNR41


; --
; -- AUD4ENV/NR42 ($FF21)
; -- Envelope (R/W)
; --
; -- see AUD1ENV for info
; --
rNR42 EQU $FF21
rAUD4ENV EQU rNR42


; --
; -- AUD4POLY/NR43 ($FF22)
; -- Polynomial counter (R/W)
; --
; -- Bit 7-4 - Selection of the shift clock frequency of the (scf)
; --           polynomial counter (0000-1101)
; --           freq=drf*1/2^scf (not sure)
; -- Bit 3 -   Selection of the polynomial counter's step
; --           0: 15 steps
; --           1: 7 steps
; -- Bit 2-0 - Selection of the dividing ratio of frequencies (drf)
; --           000: f/4   001: f/8   010: f/16  011: f/24
; --           100: f/32  101: f/40  110: f/48  111: f/56  (f=4.194304 Mhz)
; --
rNR43 EQU $FF22
rAUD4POLY EQU rNR43


; --
; -- AUD4GO/NR44 ($FF23)
; --
; -- Bit 7 -   Inital
; -- Bit 6 -   Counter/consecutive selection
; --
rNR44 EQU $FF23
rAUD4GO EQU rNR44


; --
; -- AUDVOL/NR50 ($FF24)
; -- Channel control / ON-OFF / Volume (R/W)
; --
; -- Bit 7   - Vin->SO2 ON/OFF (Vin??)
; -- Bit 6-4 - SO2 output level (volume) (# 0-7)
; -- Bit 3   - Vin->SO1 ON/OFF (Vin??)
; -- Bit 2-0 - SO1 output level (volume) (# 0-7)
; --
rNR50 EQU $FF24
rAUDVOL EQU rNR50

AUDVOL_VIN_LEFT  EQU %10000000 ; SO2
AUDVOL_VIN_RIGHT EQU %00001000 ; SO1


; --
; -- AUDTERM/NR51 ($FF25)
; -- Selection of Sound output terminal (R/W)
; --
; -- Bit 7   - Output sound 4 to SO2 terminal
; -- Bit 6   - Output sound 3 to SO2 terminal
; -- Bit 5   - Output sound 2 to SO2 terminal
; -- Bit 4   - Output sound 1 to SO2 terminal
; -- Bit 3   - Output sound 4 to SO1 terminal
; -- Bit 2   - Output sound 3 to SO1 terminal
; -- Bit 1   - Output sound 2 to SO1 terminal
; -- Bit 0   - Output sound 0 to SO1 terminal
; --
rNR51 EQU $FF25
rAUDTERM EQU rNR51

; SO2
AUDTERM_4_LEFT  EQU %10000000
AUDTERM_3_LEFT  EQU %01000000
AUDTERM_2_LEFT  EQU %00100000
AUDTERM_1_LEFT  EQU %00010000
; SO1
AUDTERM_4_RIGHT EQU %00001000
AUDTERM_3_RIGHT EQU %00000100
AUDTERM_2_RIGHT EQU %00000010
AUDTERM_1_RIGHT EQU %00000001


; --
; -- AUDENA/NR52 ($FF26)
; -- Sound on/off (R/W)
; --
; -- Bit 7   - All sound on/off (sets all audio regs to 0!)
; -- Bit 3   - Sound 4 ON flag (read only)
; -- Bit 2   - Sound 3 ON flag (read only)
; -- Bit 1   - Sound 2 ON flag (read only)
; -- Bit 0   - Sound 1 ON flag (read only)
; --
rNR52 EQU $FF26
rAUDENA EQU rNR52

AUDENA_ON    EQU %10000000
AUDENA_OFF   EQU %00000000  ; sets all audio regs to 0!


; --
; -- LCDC ($FF40)
; -- LCD Control (R/W)
; --
rLCDC EQU $FF40

LCDCF_OFF     EQU %00000000 ; LCD Control Operation
LCDCF_ON      EQU %10000000 ; LCD Control Operation
LCDCF_WIN9800 EQU %00000000 ; Window Tile Map Display Select
LCDCF_WIN9C00 EQU %01000000 ; Window Tile Map Display Select
LCDCF_WINOFF  EQU %00000000 ; Window Display
LCDCF_WINON   EQU %00100000 ; Window Display
LCDCF_BG8800  EQU %00000000 ; BG & Window Tile Data Select
LCDCF_BG8000  EQU %00010000 ; BG & Window Tile Data Select
LCDCF_BG9800  EQU %00000000 ; BG Tile Map Display Select
LCDCF_BG9C00  EQU %00001000 ; BG Tile Map Display Select
LCDCF_OBJ8    EQU %00000000 ; OBJ Construction
LCDCF_OBJ16   EQU %00000100 ; OBJ Construction
LCDCF_OBJOFF  EQU %00000000 ; OBJ Display
LCDCF_OBJON   EQU %00000010 ; OBJ Display
LCDCF_BGOFF   EQU %00000000 ; BG Display
LCDCF_BGON    EQU %00000001 ; BG Display
; "Window Character Data Select" follows BG


; --
; -- STAT ($FF41)
; -- LCDC Status   (R/W)
; --
rSTAT EQU $FF41

STATF_LYC     EQU  %01000000 ; LYC=LY Coincidence (Selectable)
STATF_MODE10  EQU  %00100000 ; Mode 10
STATF_MODE01  EQU  %00010000 ; Mode 01 (V-Blank)
STATF_MODE00  EQU  %00001000 ; Mode 00 (H-Blank)
STATF_LYCF    EQU  %00000100 ; Coincidence Flag
STATF_HBL     EQU  %00000000 ; H-Blank
STATF_VBL     EQU  %00000001 ; V-Blank
STATF_OAM     EQU  %00000010 ; OAM-RAM is used by system
STATF_LCD     EQU  %00000011 ; Both OAM and VRAM used by system
STATF_BUSY    EQU  %00000010 ; When set, VRAM access is unsafe


; --
; -- SCY ($FF42)
; -- Scroll Y (R/W)
; --
rSCY EQU $FF42


; --
; -- SCX ($FF43)
; -- Scroll X (R/W)
; --
rSCX EQU $FF43


; --
; -- LY ($FF44)
; -- LCDC Y-Coordinate (R)
; --
; -- Values range from 0->153. 144->153 is the VBlank period.
; --
rLY EQU $FF44


; --
; -- LYC ($FF45)
; -- LY Compare (R/W)
; --
; -- When LY==LYC, STATF_LYCF will be set in STAT
; --
rLYC EQU $FF45


; --
; -- DMA ($FF46)
; -- DMA Transfer and Start Address (W)
; --
rDMA EQU $FF46


; --
; -- BGP ($FF47)
; -- BG Palette Data (W)
; --
; -- Bit 7-6 - Intensity for %11
; -- Bit 5-4 - Intensity for %10
; -- Bit 3-2 - Intensity for %01
; -- Bit 1-0 - Intensity for %00
; --
rBGP EQU $FF47


; --
; -- OBP0 ($FF48)
; -- Object Palette 0 Data (W)
; --
; -- See BGP for info
; --
rOBP0 EQU $FF48


; --
; -- OBP1 ($FF49)
; -- Object Palette 1 Data (W)
; --
; -- See BGP for info
; --
rOBP1 EQU $FF49


; --
; -- WY ($FF4A)
; -- Window Y Position (R/W)
; --
; -- 0 <= WY <= 143
; -- When WY = 0, the window is displayed from the top edge of the LCD screen.
; --
rWY EQU $FF4A


; --
; -- WX ($FF4B)
; -- Window X Position (R/W)
; --
; -- 7 <= WX <= 166
; -- When WX = 7, the window is displayed from the left edge of the LCD screen.
; -- Values of 0-6 and 166 are unreliable due to hardware bugs.
; --
rWX EQU $FF4B


; --
; -- SPEED ($FF4D)
; -- Select CPU Speed (R/W)
; --
rKEY1 EQU $FF4D
rSPD  EQU rKEY1

KEY1F_DBLSPEED EQU %10000000 ; 0=Normal Speed, 1=Double Speed (R)
KEY1F_PREPARE  EQU %00000001 ; 0=No, 1=Prepare (R/W)


; --
; -- VBK ($FF4F)
; -- Select Video RAM Bank (R/W)
; --
; -- Bit 0 - Bank Specification (0: Specify Bank 0; 1: Specify Bank 1)
; --
rVBK EQU $FF4F


; --
; -- HDMA1 ($FF51)
; -- High byte for Horizontal Blanking/General Purpose DMA source address (W)
; -- CGB Mode Only
; --
rHDMA1 EQU $FF51


; --
; -- HDMA2 ($FF52)
; -- Low byte for Horizontal Blanking/General Purpose DMA source address (W)
; -- CGB Mode Only
; --
rHDMA2 EQU $FF52


; --
; -- HDMA3 ($FF53)
; -- High byte for Horizontal Blanking/General Purpose DMA destination address (W)
; -- CGB Mode Only
; --
rHDMA3 EQU $FF53


; --
; -- HDMA4 ($FF54)
; -- Low byte for Horizontal Blanking/General Purpose DMA destination address (W)
; -- CGB Mode Only
; --
rHDMA4 EQU $FF54


; --
; -- HDMA5 ($FF55)
; -- Transfer length (in tiles minus 1)/mode/start for Horizontal Blanking, General Purpose DMA (R/W)
; -- CGB Mode Only
; --
rHDMA5 EQU $FF55

HDMA5F_MODE_GP  EQU %00000000 ; General Purpose DMA (W)
HDMA5F_MODE_HBL EQU %10000000 ; HBlank DMA (W)

; -- Once DMA has started, use HDMA5F_BUSY to check when the transfer is complete
HDMA5F_BUSY EQU %10000000 ; 0=Busy (DMA still in progress), 1=Transfer complete (R)


; --
; -- RP ($FF56)
; -- Infrared Communications Port (R/W)
; -- CGB Mode Only
; --
rRP EQU $FF56

RPF_ENREAD   EQU %11000000
RPF_DATAIN   EQU %00000010 ; 0=Receiving IR Signal, 1=Normal
RPF_WRITE_HI EQU %00000001
RPF_WRITE_LO EQU %00000000


; --
; -- BCPS ($FF68)
; -- Background Color Palette Specification (R/W)
; --
rBCPS EQU $FF68

BCPSF_AUTOINC EQU %10000000 ; Auto Increment (0=Disabled, 1=Increment after Writing)


; --
; -- BCPD ($FF69)
; -- Background Color Palette Data (R/W)
; --
rBCPD EQU $FF69


; --
; -- OCPS ($FF6A)
; -- Object Color Palette Specification (R/W)
; --
rOCPS EQU $FF6A

OCPSF_AUTOINC EQU %10000000 ; Auto Increment (0=Disabled, 1=Increment after Writing)


; --
; -- OCPD ($FF6B)
; -- Object Color Palette Data (R/W)
; --
rOCPD EQU $FF6B


; --
; -- SMBK/SVBK ($FF70)
; -- Select Main RAM Bank (R/W)
; --
; -- Bit 2-0 - Bank Specification (0,1: Specify Bank 1; 2-7: Specify Banks 2-7)
; --
rSVBK EQU $FF70
rSMBK EQU rSVBK


; --
; -- PCM12 ($FF76)
; -- Sound channel 1&2 PCM amplitude (R)
; --
; -- Bit 7-4 - Copy of sound channel 2's PCM amplitude
; -- Bit 3-0 - Copy of sound channel 1's PCM amplitude
; --
rPCM12 EQU $FF76


; --
; -- PCM34 ($FF77)
; -- Sound channel 3&4 PCM amplitude (R)
; --
; -- Bit 7-4 - Copy of sound channel 4's PCM amplitude
; -- Bit 3-0 - Copy of sound channel 3's PCM amplitude
; --
rPCM34 EQU $FF77


; --
; -- IE ($FFFF)
; -- Interrupt Enable (R/W)
; --
rIE EQU $FFFF

IEF_HILO   EQU %00010000 ; Transition from High to Low of Pin number P10-P13
IEF_SERIAL EQU %00001000 ; Serial I/O transfer end
IEF_TIMER  EQU %00000100 ; Timer Overflow
IEF_LCDC   EQU %00000010 ; LCDC (see STAT)
IEF_VBLANK EQU %00000001 ; V-Blank


;***************************************************************************
;*
;* Flags common to multiple sound channels
;*
;***************************************************************************

; --
; -- Square wave duty cycle
; --
; -- Can be used with AUD1LEN and AUD2LEN
; -- See AUD1LEN for more info
; --
AUDLEN_DUTY_12_5    EQU %00000000 ; 12.5%
AUDLEN_DUTY_25      EQU %01000000 ; 25%
AUDLEN_DUTY_50      EQU %10000000 ; 50%
AUDLEN_DUTY_75      EQU %11000000 ; 75%


; --
; -- Audio envelope flags
; --
; -- Can be used with AUD1ENV, AUD2ENV, AUD4ENV
; -- See AUD1ENV for more info
; --
AUDENV_UP           EQU %00001000
AUDENV_DOWN         EQU %00000000


; --
; -- Audio trigger flags
; --
; -- Can be used with AUD1HIGH, AUD2HIGH, AUD3HIGH
; -- See AUD1HIGH for more info
; --

AUDHIGH_RESTART     EQU %10000000
AUDHIGH_LENGTH_ON   EQU %01000000
AUDHIGH_LENGTH_OFF  EQU %00000000


;***************************************************************************
;*
;* CPU values on bootup (a=type, b=qualifier)
;*
;***************************************************************************

BOOTUP_A_DMG    EQU $01 ; Dot Matrix Game
BOOTUP_A_CGB    EQU $11 ; Color GameBoy
BOOTUP_A_MGB    EQU $FF ; Mini GameBoy (Pocket GameBoy)

; if a=BOOTUP_A_CGB, bit 0 in b can be checked to determine if real CGB or
; other system running in GBC mode
BOOTUP_B_CGB    EQU %00000000
BOOTUP_B_AGB    EQU %00000001   ; GBA, GBA SP, Game Boy Player, or New GBA SP


;***************************************************************************
;*
;* Cart related
;*
;***************************************************************************

; $0143 Color GameBoy compatibility code
CART_COMPATIBLE_DMG     EQU $00
CART_COMPATIBLE_DMG_GBC EQU $80
CART_COMPATIBLE_GBC     EQU $C0

; $0146 GameBoy/Super GameBoy indicator
CART_INDICATOR_GB       EQU $00
CART_INDICATOR_SGB      EQU $03

; $0147 Cartridge type
CART_ROM                     EQU $00
CART_ROM_MBC1                EQU $01
CART_ROM_MBC1_RAM            EQU $02
CART_ROM_MBC1_RAM_BAT        EQU $03
CART_ROM_MBC2                EQU $05
CART_ROM_MBC2_BAT            EQU $06
CART_ROM_RAM                 EQU $08
CART_ROM_RAM_BAT             EQU $09
CART_ROM_MMM01               EQU $0B
CART_ROM_MMM01_RAM           EQU $0C
CART_ROM_MMM01_RAM_BAT       EQU $0D
CART_ROM_MBC3_BAT_RTC        EQU $0F
CART_ROM_MBC3_RAM_BAT_RTC    EQU $10
CART_ROM_MBC3                EQU $11
CART_ROM_MBC3_RAM            EQU $12
CART_ROM_MBC3_RAM_BAT        EQU $13
CART_ROM_MBC5                EQU $19
CART_ROM_MBC5_BAT            EQU $1A
CART_ROM_MBC5_RAM_BAT        EQU $1B
CART_ROM_MBC5_RUMBLE         EQU $1C
CART_ROM_MBC5_RAM_RUMBLE     EQU $1D
CART_ROM_MBC5_RAM_BAT_RUMBLE EQU $1E
CART_ROM_MBC7_RAM_BAT_GYRO   EQU $22
CART_ROM_POCKET_CAMERA       EQU $FC
CART_ROM_BANDAI_TAMA5        EQU $FD
CART_ROM_HUDSON_HUC3         EQU $FE
CART_ROM_HUDSON_HUC1         EQU $FF

; $0148 ROM size
; these are kilobytes
CART_ROM_32KB   EQU $00 ; 2 banks
CART_ROM_64KB   EQU $01 ; 4 banks
CART_ROM_128KB  EQU $02 ; 8 banks
CART_ROM_256KB  EQU $03 ; 16 banks
CART_ROM_512KB  EQU $04 ; 32 banks
CART_ROM_1024KB EQU $05 ; 64 banks
CART_ROM_2048KB EQU $06 ; 128 banks
CART_ROM_4096KB EQU $07 ; 256 banks
CART_ROM_8192KB EQU $08 ; 512 banks
CART_ROM_1152KB EQU $52 ; 72 banks
CART_ROM_1280KB EQU $53 ; 80 banks
CART_ROM_1536KB EQU $54 ; 96 banks

; $0149 SRAM size
; these are kilobytes
CART_SRAM_NONE  EQU 0
CART_SRAM_2KB   EQU 1 ; 1 incomplete bank
CART_SRAM_8KB   EQU 2 ; 1 bank
CART_SRAM_32KB  EQU 3 ; 4 banks
CART_SRAM_128KB EQU 4 ; 16 banks

CART_SRAM_ENABLE  EQU $0A
CART_SRAM_DISABLE EQU $00

; $014A Destination code
CART_DEST_JAPANESE     EQU $00
CART_DEST_NON_JAPANESE EQU $01


;***************************************************************************
;*
;* Keypad related
;*
;***************************************************************************

PADF_DOWN   EQU $80
PADF_UP     EQU $40
PADF_LEFT   EQU $20
PADF_RIGHT  EQU $10
PADF_START  EQU $08
PADF_SELECT EQU $04
PADF_B      EQU $02
PADF_A      EQU $01

PADB_DOWN   EQU $7
PADB_UP     EQU $6
PADB_LEFT   EQU $5
PADB_RIGHT  EQU $4
PADB_START  EQU $3
PADB_SELECT EQU $2
PADB_B      EQU $1
PADB_A      EQU $0


;***************************************************************************
;*
;* Screen related
;*
;***************************************************************************

SCRN_X    EQU 160 ; Width of screen in pixels
SCRN_Y    EQU 144 ; Height of screen in pixels
SCRN_X_B  EQU 20  ; Width of screen in bytes
SCRN_Y_B  EQU 18  ; Height of screen in bytes

SCRN_VX   EQU 256 ; Virtual width of screen in pixels
SCRN_VY   EQU 256 ; Virtual height of screen in pixels
SCRN_VX_B EQU 32  ; Virtual width of screen in bytes
SCRN_VY_B EQU 32  ; Virtual height of screen in bytes


;***************************************************************************
;*
;* OAM related
;*
;***************************************************************************

; OAM attributes
; each entry in OAM RAM is 4 bytes (sizeof_OAM_ATTRS)
RSRESET
OAMA_Y              RB  1   ; y pos
OAMA_X              RB  1   ; x pos
OAMA_TILEID         RB  1   ; tile id
OAMA_FLAGS          RB  1   ; flags (see below)
sizeof_OAM_ATTRS    RB  0

OAM_COUNT           EQU 40  ; number of OAM entries in OAM RAM

; flags
OAMF_PRI        EQU %10000000 ; Priority
OAMF_YFLIP      EQU %01000000 ; Y flip
OAMF_XFLIP      EQU %00100000 ; X flip
OAMF_PAL0       EQU %00000000 ; Palette number; 0,1 (DMG)
OAMF_PAL1       EQU %00010000 ; Palette number; 0,1 (DMG)
OAMF_BANK0      EQU %00000000 ; Bank number; 0,1 (GBC)
OAMF_BANK1      EQU %00001000 ; Bank number; 0,1 (GBC)

OAMF_PALMASK    EQU %00000111 ; Palette (GBC)

OAMB_PRI        EQU 7 ; Priority
OAMB_YFLIP      EQU 6 ; Y flip
OAMB_XFLIP      EQU 5 ; X flip
OAMB_PAL1       EQU 4 ; Palette number; 0,1 (DMG)
OAMB_BANK1      EQU 3 ; Bank number; 0,1 (GBC)


;*
;* Nintendo scrolling logo
;* (Code won't work on a real GameBoy)
;* (if next lines are altered.)
NINTENDO_LOGO : MACRO
    DB  $CE,$ED,$66,$66,$CC,$0D,$00,$0B,$03,$73,$00,$83,$00,$0C,$00,$0D
    DB  $00,$08,$11,$1F,$88,$89,$00,$0E,$DC,$CC,$6E,$E6,$DD,$DD,$D9,$99
    DB  $BB,$BB,$67,$63,$6E,$0E,$EC,$CC,$DD,$DC,$99,$9F,$BB,$B9,$33,$3E
ENDM

    ENDC ;HARDWARE_INC