;***************************************************************
; Header Equates, change the values to suit your game
;***************************************************************
;Cartridge type:
;  0 - ROM ONLY
;  1 - ROM+MBC1
;  2 - ROM+MBC1+RAM
;  3 - ROM+MBC1+RAM+BATTERY
;  5 - ROM+MBC2
;  6 - ROM+MBC2+BATTERY
;  8 - ROM+RAM
;  9 - ROM+RAM+BATTERY
;  B - ROM+MM01
;  C - ROM+MM01+SRAM
;  D - ROM+MM01+SRAM+BATTERY
;  F - ROM+MBC3+TIMER+BATTERY
; 10 - ROM+MBC3+TIMER+RAM+BATTERY
; 11 - ROM+MBC3
; 12 - ROM+MBC3+RAM
; 13 - ROM+MBC3+RAM+BATTERY
; 19 - ROM+MBC5
; 1A - ROM+MBC5+RAM
; 1B - ROM+MBC5+RAM+BATTERY
; 1C - ROM+MBC5+RUMBLE
; 1D - ROM+MBC5+RUMBLE+SRAM
; 1E - ROM+MBC5+RUMBLE+SRAM+BATTERY
; 1F - Pocket Camera
; FD - Bandai TAMA5
; FE - Hudson HuC-3
; FF - Hudson HuC-1
CARTTYPE  EQU 0

;Rom Size:
;   0 - 256 Kbit        =  32 Kbyte     =   2 banks
;   1 - 512 Kbit        =  64 Kbyte     =   4 banks
;   2 -   1 Mbit        = 128 Kbyte     =   8 banks
;   3 -   2 Mbit        = 256 Kbyte     =  16 banks
;   4 -   4 Mbit        = 512 Kbyte     =  32 banks
;   5 -   8 Mbit        =   1 Mbyte     =  64 banks
;   6 -  16 Mbit        =   2 Mbyte     = 128 banks
; $52 -   9 Mbit        = 1.1 Mbyte     =  72 banks
; $53 -  10 Mbit        = 1.2 Mbyte     =  80 banks
; $54 -  12 Mbit        = 1.5 Mbyte     =  96 banks
ROMSIZE   EQU 0

;Ram Size:
; 0 - None
; 1 -  16 Kbit          =   2 Kbyte     =  1 bank
; 2 -  64 Kbit          =   8 Kbyte     =  1 bank
; 3 - 256 Kbit          =  32 Kbyte     =  4 banks
; 4 -   1 Mbit          = 128 Kbyte     = 16 banks
RAMSIZE   EQU 0

;*** Vertical blank IRQ ***
SECTION "VBLANK IRQ",home[$0040]
 reti

;*** LCDC status IRQ ***
SECTION "LCDC IRQ",home[$0048]
 reti

;*** Timer overflow IRQ ***
SECTION "TIMER IRQ",home[$0050]
 reti

;*** Serial transfer completion IRQ ***
SECTION "SERIAL IRQ",home[$0058]
 reti

;*** High-to-Low of P10-P13 IRQ ***
SECTION "HILO IRQ",home[$0060]
 reti

;******************************************************************
; Standard Header Information Template
;******************************************************************

SECTION "Header",home[$0100]
  ; Jumper
  nop
  jp Start ; go to Start of program:
  ; "Nintendo" Character Data
  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
  ; Game Title
  db "               "
  ;  "123456789012345" <- Title must be exactly that long, in caps
  ; Colour Compatibility Code ($80 : yes, $00 : no)
  db $80
  ; Maker Code
  db 0,0
  ; Game Unit Code (00=Gameboy, 03=Super Gameboy functions)
  db 0
  ; Cartridge type:
  db CARTTYPE
  ; Rom Size:
  db ROMSIZE
  ; External Ram Size:
  db RAMSIZE
  ; Destination code (0 - Japanese, 1 - Non-Japanese
  db 1
  ; Old Licensee code (33 - Check Maker Code)
  db $33
  ; Mask ROM Version
  db 0
  ; Complement check
  db $0
  ; Checksum
  db 0,0

;******************************************************************
;          This is the start of the program
;******************************************************************

SECTION "Main", home[$0150]

Start:
; Do some initialisation stuff here, setup data, etc.

loop:
; This is the main game loop, put your code here.

        jp loop
;******************************************************************
; Main Memory area
;       Use this area to store variables etc
;
;****************************************************************** 
SECTION "Main Mem", BSS[$C000]

