; Game Boy hardware addresses ; Memory .define VRAM $8000 ; video memory .define TILES $8000 ; tile images .define BGMAP0 $9800 ; first 32x32 tilemap .define BGMAP1 $9C00 ; second 32x32 tilemap .define WRAM $C000 ; internal memory .define OAM $FE00 ; sprite memory .define HRAM $FF80 ; fast memory for LDH .define P1 $FF00 ; Game link I/O .define SB $FF01 .define SC $FF02 ; Interrupts .define DIV $FF04 .define TIMA $FF05 .define TMA $FF06 .define TAC $FF07 .define IF $FF0F .define IE $FFFF ; LCD registers .define LCDC $FF40 ; control .define STAT $FF41 ; status .define SCY $FF42 ; scroll Y .define SCX $FF43 ; scroll X .define LY $FF44 ; current Y being rendered .define BGP $FF47 .define KEY1 $FF4D ; for changing CPU speed .define VBK $FF4F ; Sound registers .define NR10 $FF10 .define NR11 $FF11 .define NR12 $FF12 .define NR13 $FF13 .define NR14 $FF14 .define NR21 $FF16 .define NR22 $FF17 .define NR23 $FF18 .define NR24 $FF19 .define NR30 $FF1A .define NR31 $FF1B .define NR32 $FF1C .define NR33 $FF1D .define NR34 $FF1E .define NR41 $FF20 .define NR42 $FF21 .define NR43 $FF22 .define NR44 $FF23 .define NR50 $FF24 .define NR51 $FF25 .define NR52 $FF26 .define WAVE $FF30