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SECTION "Header", ROM0[$100]
    db $CF, $01, $B0, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $CE, $ED, $66, $66, $CC, $0D, $00, $0B, $03, $73, $00, $83, $00, $0C, $00, $0D, $00, $08, $11, $1F, $88, $89, $00, $0E, $DC, $CC, $6E, $E6, $DD, $DD, $D9, $99, $BB, $BB, $67, $63, $6E, $0E, $EC, $CC, $DD, $DC, $99, $9F, $BB, $B9, $33, $3E

SECTION "Tetris", ROM0[$150]
Start:
    ; Game initialization code here

GameLoop:
    ; Main game loop code here

    jp GameLoop

; Additional game code and subroutines go here

SECTION "Interrupts", ROM0[$104]
    rst $08 ; Standard NMI routine

SECTION "Logo", ROM0[$104]
    ; Game Boy logo data here

SECTION "Cartridge", ROMX[$100]
    db "TETRIS", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
    dw $0134 ; Nintendo logo checksum
    db $00, $00 ; Header checksum

SECTION "Global Variables", WRAM0[$C000]
    ; Game variables go here

SECTION "Stack", WRAM0[$FF80]
    ; Stack area
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