	;; Level 4 Level Data
	;; 92 bytes

StartLevel4PlatformData:
	;; all sprite positions specify the 8x8 tile they are located
	;; numbers use the upper left tile as $0
	;; all sprite positions indicate their upper left corner of the sprite
Level4PlatformRileyX:
	dc.b	4
Level4PlatformRileyY:
	dc.b	10
Level4PlatformBinX:
	dc.b	34
Level4PlatformBinY:
	dc.b	10
Level4PlatformLetterX:
	;; allows 0-255, though range is 0-319, but should have nice x range
	dc.b	24
Level4PlatformLetterXRange:
	dc.b	$7F
Level4PlatformLetterY:
	dc.b	64
Level4PlatformLetterYRange:
	dc.b	$07
Level4PlatformNextLevel:
	dc.b	0
	;; actually putting a zero byte here to keep old asmx compatible
	dc.b 0
	;; first bit top right corner, next bit is one pixel lower
	;; defines a 42x16 mapping
	;; it defines a usable 4$14 with an extra tile on each side to
	;; indicate the border on any solid blocks on the edge of the
	;; 40x14 tiles
	;; inside the 40x14 mapping, the first bit is the top right corner
	;; the next bit is one pixel lower
	;; this size was chosen for the two player to have the same board
	;; 84 uncompressed bytes for one level
Level4PlatformTiles:	
	dc.w	%0000000000000000
	dc.w	%0111111111111110
	dc.w	%0111111111111110
	dc.w	%0000000000000110
	dc.w	%0000000000000110
	dc.w	%0000000000000110
	dc.w	%0000000000000110
	dc.w	%0000000000000110
	dc.w	%0000000000111110
	dc.w	%0000000000111110
	dc.w	%0000000000111110
	dc.w	%0000000000111110
	dc.w	%0000000000111110
	dc.w	%0000000000111110
	dc.w	%0000000000111110
	dc.w	%0000000000001110
	dc.w	%0000000000001110
	dc.w	%0000000000001110
	dc.w	%0000000000001110
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000110
	dc.w	%0000000000000110
	dc.w	%0000000000000110
	dc.w	%0000000000000110
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000000000000010
	dc.w	%0000011111111110
	dc.w	%0000011111111110
	dc.w	%0000000000000000

EndLevel4PlatformData:

PlatformOffsetRileyX:		equ (Level4PlatformRileyX-StartLevel4PlatformData)
PlatformOffsetRileyY:		equ (Level4PlatformRileyY-StartLevel4PlatformData)
PlatformOffsetBinX:		equ (Level4PlatformBinX-StartLevel4PlatformData)
PlatformOffsetBinY:		equ (Level4PlatformBinY-StartLevel4PlatformData)
PlatformOffsetLetterX:		equ (Level4PlatformLetterX-StartLevel4PlatformData)
PlatformOffsetLetterXRange:	equ (Level4PlatformLetterXRange-StartLevel4PlatformData)
PlatformOffsetLetterY:		equ (Level4PlatformLetterY-StartLevel4PlatformData)
PlatformOffsetLetterYRange:	equ (Level4PlatformLetterYRange-StartLevel4PlatformData)
PlatformOffsetNextLevel:	equ (Level4PlatformNextLevel-StartLevel4PlatformData)
PlatformOffsetTiles:		equ (Level4PlatformTiles-StartLevel4PlatformData)
PlatformOffsetTilesMinus2:	equ (Level4PlatformTiles-StartLevel4PlatformData-2)
PlatformOffsetTilesMinus4:	equ (Level4PlatformTiles-StartLevel4PlatformData-4)
PlatformDataSize:		equ (EndLevel4PlatformData-StartLevel4PlatformData)
	