.MEMORYMAP             ; Tell WLA that the SNES has ROM at locations 0000-$FFFF in every bank
SLOTSIZE $8000        ; and that this area is $10000 bytes in size.
DEFAULTSLOT 0          ; There is only a single slot in SNES, other consoles
SLOT 0 $8000           ;	may have more slots per bank.
.ENDME



.ROMBANKSIZE $8000    ; Every ROM bank is 64 KBytes in size, also necessary.
.ROMBANKS 32           ; 24Mbits -- Tells WLA that you want to use 32 ROM banks.

.SNESHEADER
.ENDSNES

.SMC			;output a rom with $200 byte header
.Background "smw.smc" ;rom without header


.bank 19 slot 0
.org $0
.Section "Level Attribute Table" overwrite
.db "STAR"
.dw $fffe
.dw $0001

SmwHdmaTablePointerTable:
	.dw SmwHdmaEffectTable0
	.db :SmwHdmaEffectTable0

	.dw SmwHdmaEffectTable1
	.db :SmwHdmaEffectTable1
	
	.dw SmwHdmaEffectTable2
	.db :SmwHdmaEffectTable2

	.dw SmwHdmaEffectTable3
	.db :SmwHdmaEffectTable3
	
	.dw SmwHdmaEffectTable4
	.db :SmwHdmaEffectTable4
	
	.dw SmwHdmaEffectTable5
	.db :SmwHdmaEffectTable5
	
	.dw SmwHdmaEffectTable6
	.db :SmwHdmaEffectTable6
	
	.dw SmwHdmaEffectTable7
	.db :SmwHdmaEffectTable7
	
	.dw SmwHdmaEffectTable8
	.db :SmwHdmaEffectTable8
	
	.dw SmwHdmaEffectTable9
	.db :SmwHdmaEffectTable9
	
	.dw SmwHdmaEffectTablea
	.db :SmwHdmaEffectTablea

	.dw SmwHdmaEffectTableb
	.db :SmwHdmaEffectTableb

	.dw SmwHdmaEffectTablec
	.db :SmwHdmaEffectTablec

	.dw SmwHdmaEffectTabled
	.db :SmwHdmaEffectTabled

	.dw SmwHdmaEffectTablee
	.db :SmwHdmaEffectTablee

	.dw SmwHdmaEffectTablef
	.db :SmwHdmaEffectTablef

	.dw SmwHdmaEffectTable10
	.db :SmwHdmaEffectTable10

	.dw SmwHdmaEffectTable11
	.db :SmwHdmaEffectTable11
	
	.dw SmwHdmaEffectTable12
	.db :SmwHdmaEffectTable12

	.dw SmwHdmaEffectTable13
	.db :SmwHdmaEffectTable13
	
	.dw SmwHdmaEffectTable14
	.db :SmwHdmaEffectTable14
	
	.dw SmwHdmaEffectTable15
	.db :SmwHdmaEffectTable15
	
	.dw SmwHdmaEffectTable16
	.db :SmwHdmaEffectTable16
	
	.dw SmwHdmaEffectTable17
	.db :SmwHdmaEffectTable17
	
	.dw SmwHdmaEffectTable18
	.db :SmwHdmaEffectTable18
	
	.dw SmwHdmaEffectTable19
	.db :SmwHdmaEffectTable19
	
	.dw SmwHdmaEffectTable1a
	.db :SmwHdmaEffectTable1a

	.dw SmwHdmaEffectTable1b
	.db :SmwHdmaEffectTable1b

	.dw SmwHdmaEffectTable1c
	.db :SmwHdmaEffectTable1c

	.dw SmwHdmaEffectTable1d
	.db :SmwHdmaEffectTable1d

	.dw SmwHdmaEffectTable1e
	.db :SmwHdmaEffectTable1e

	.dw SmwHdmaEffectTable1f
	.db :SmwHdmaEffectTable1f

	.dw SmwHdmaEffectTable20
	.db :SmwHdmaEffectTable20

	.dw SmwHdmaEffectTable21
	.db :SmwHdmaEffectTable21
	
	.dw SmwHdmaEffectTable22
	.db :SmwHdmaEffectTable22

	.dw SmwHdmaEffectTable23
	.db :SmwHdmaEffectTable23
	
	.dw SmwHdmaEffectTable24
	.db :SmwHdmaEffectTable24
	
	.dw SmwHdmaEffectTable25
	.db :SmwHdmaEffectTable25
	
	.dw SmwHdmaEffectTable26
	.db :SmwHdmaEffectTable26
	
	.dw SmwHdmaEffectTable27
	.db :SmwHdmaEffectTable27
	
	.dw SmwHdmaEffectTable28
	.db :SmwHdmaEffectTable28
	
	.dw SmwHdmaEffectTable29
	.db :SmwHdmaEffectTable29
	
	.dw SmwHdmaEffectTable2a
	.db :SmwHdmaEffectTable2a

	.dw SmwHdmaEffectTable2b
	.db :SmwHdmaEffectTable2b

	.dw SmwHdmaEffectTable2c
	.db :SmwHdmaEffectTable2c

	.dw SmwHdmaEffectTable2d
	.db :SmwHdmaEffectTable2d

	.dw SmwHdmaEffectTable2e
	.db :SmwHdmaEffectTable2e

	.dw SmwHdmaEffectTable2f
	.db :SmwHdmaEffectTable2f



.db "Level Attribute Table:"

SmwHdmaLevelAttributeTable:
	.INCLUDE "levelattributes.txt"

.db "Level Attribute Table End"




;*****************************************************************
;smw effect tables(for bg waves, cgadsub layers etc)
;*****************************************************************

;initial wavey-bg table:
SmwHdmaEffectTable0:
	.db $02				;initial offset onscreen where hdma stuff starts
	.INCBIN ".\\data\\smwhdmainittable.tbl"

;update table for wavey bg water:
SmwHdmaEffectTable1:
	.INCLUDE ".\\data\\smwhdmawaterupdatetable.tbl"

;update table for wavey hot air:
SmwHdmaEffectTable2:
	.INCLUDE ".\\data\\smwhdmalavaupdatetable.tbl"

;update table for 3d-ground with moving clouds:
SmwHdmaEffectTable3:
	.INCLUDE ".\\data\\smwhdmamultilayer1updatetable.tbl"

;update table for 2 horizontal 3d-bars:
SmwHdmaEffectTable4:
	.INCLUDE ".\\data\\smwhdmamultilayer1updatetable2.tbl"
	
SmwHdmaEffectTable5:
	.INCLUDE ".\\data\\smwhdmabigwavesupdatetable.tbl"

SmwHdmaEffectTable6:
	.INCLUDE ".\\data\\smwhdmalinearwavesupdatetable.tbl"

SmwHdmaEffectTable7:
	.INCLUDE ".\\data\\smwsmallwavesupdatetable.tbl"
SmwHdmaEffectTable8:
	
SmwHdmaEffectTable9:

SmwHdmaEffectTablea:

SmwHdmaEffectTableb:

SmwHdmaEffectTablec:

SmwHdmaEffectTabled:

SmwHdmaEffectTablee:

SmwHdmaEffectTablef:


SmwHdmaEffectTable10:
	.INCLUDE ".\\data\\smwlayer3translucentcgadsub.tbl"
SmwHdmaEffectTable11:
	.INCLUDE ".\\data\\smwblueskycgadsub.tbl"
SmwHdmaEffectTable12:
	.INCLUDE ".\\data\\smwwatercgadsub.tbl"
SmwHdmaEffectTable13:
	.INCLUDE ".\\data\\smwlavacgadsub.tbl"	
SmwHdmaEffectTable14:
	.INCLUDE ".\\data\\smwoverworldcgadsub.tbl"
SmwHdmaEffectTable15:
	.INCLUDE ".\\data\\smwfogcgadsub.tbl"
SmwHdmaEffectTable16:
	.INCLUDE ".\\data\\smw25percentscanlinescgadsub.tbl"
SmwHdmaEffectTable17:
	.INCLUDE ".\\data\\smwbluefadeoutcgadsub.tbl"
SmwHdmaEffectTable18:
	.INCLUDE ".\\data\\smwbg3backgroundcgadsub.tbl"
SmwHdmaEffectTable19:
	.INCLUDE ".\\data\\smwblueadditioncgadsub.tbl"
SmwHdmaEffectTable1a:
	.INCLUDE ".\\data\\smwyellowadditioncgadsub.tbl"
SmwHdmaEffectTable1b:
	.INCLUDE ".\\data\\smwsunsetcgadsub.tbl"
SmwHdmaEffectTable1c:
	.INCLUDE ".\\data\\smwbackgroundcolor1.tbl"
SmwHdmaEffectTable1d:
	.INCLUDE ".\\data\\smwbackgroundcolor2.tbl"
SmwHdmaEffectTable1e:
	.INCLUDE ".\\data\\smwbackgroundcolor3.tbl"
SmwHdmaEffectTable1f:
SmwHdmaEffectTable20:
SmwHdmaEffectTable21:
SmwHdmaEffectTable22:
SmwHdmaEffectTable23:
SmwHdmaEffectTable24:
SmwHdmaEffectTable25:
SmwHdmaEffectTable26:
SmwHdmaEffectTable27:
SmwHdmaEffectTable28:
SmwHdmaEffectTable29:
SmwHdmaEffectTable2a:
SmwHdmaEffectTable2b:
SmwHdmaEffectTable2c:
SmwHdmaEffectTable2d:
SmwHdmaEffectTable2e:
SmwHdmaEffectTable2f:



.ends







