WonderWitch/Memory map: Difference between revisions

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The following documents the official WonderWitch memory map. Note that you are not required to follow these rules to the letter; however, some amount of the beginning of memory is expected to be left to FreyaBIOS, FreyaOS, etc.


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Revision as of 19:20, 19 October 2024

The following documents the official WonderWitch memory map. Note that you are not required to follow these rules to the letter; however, some amount of the beginning of memory is expected to be left to FreyaBIOS, FreyaOS, etc.

WonderWitch memory map
Address ASCII, 1 screen ASCII, 2 screens Shift-JIS, 1 screen Shift-JIS, 2 screens
0x0000 Interrupt vectors
0x0100 ?
0x0E00 Sprite table
0x1000 Screen 1
0x1600 Sprite table
0x1800 Screen 1 Screen 2
0x2000 Tile data (512 tiles)
0x2600 Sprite table
0x2800 Screen 2
0x2E00 Sprite table
0x3000 Screen 1
0x3800 Tile data (128 tiles)
0x4000 Color tile data; only restored with ResumeIL.
0xC000 Unused; never restored on program suspend/resume.
0xFE00 Color palette data; only restored with ResumeIL.

In all modes, the stack is placed immediately before the sprite table.