; HDMA stuff REP #$20 ; 16 bit A LDA #$3200 ; $43X0 = 00 STA $4330 ; $43x1 = 32 LDA #R ; get pointer to red color table STA $4332 ; store it to low and high byte pointer PHK ; get bank PLY ; STY $4334 ; store to bank pointer byte LDA #$3200 ; $43X0 = 00 STA $4340 ; $43x1 = 32 LDA #G ; get pointer to red color table STA $4342 ; store it to low and high byte pointer STY $4344 ; store to bank pointer byte LDA #$3200 ; $43X0 = 00 STA $4350 ; $43x1 = 32 LDA #B ; get pointer to red color table STA $4352 ; store it to low and high byte pointer STY $4354 ; store to bank pointer byte SEP #$20 ; 8 bit A LDA #$38 ; Enable HDMA on channels 3 4 and 5 TSB $0D9F ; LDA #$3F ; enable color math on everything STA $40 LDA #$00 ; use background color instead of subscreen layers STA $44 LDA #$1F ; Put all layers on the main screen STA $212C LDA #$00 ; No layers on subscreen STA $212D RTS R: db $03,$29 db $06,$2A db $06,$2B db $06,$2C db $06,$2D db $06,$2E db $06,$2F db $09,$30 db $80,$30 db $09,$31 db $06,$32 db $06,$33 db $09,$34 db $06,$35 db $06,$36 db $00 G: db $06,$49 db $0C,$48 db $09,$47 db $0C,$46 db $0C,$45 db $80,$45 db $09,$44 db $09,$43 db $06,$42 db $09,$41 db $06,$40 db $00 B: db $03,$91 db $06,$90 db $06,$8F db $06,$8E db $03,$8D db $06,$8C db $06,$8B db $06,$8A db $06,$89 db $80,$89 db $06,$88 db $03,$87 db $06,$86 db $06,$85 db $03,$84 db $06,$83 db $03,$82 db $06,$81 db $03,$80 db $00