* Map ; sectors World_sectorFlags equ $7000 World_sectorEffect equ $7040 World_sectorParameter equ $7080 World_sectorWall equ $70c0 World_ceilingZ equ $7100 World_floorZ equ $7140 World_ceilingPicture equ $7180 World_floorPicture equ $71c0 ; walls World_wallFlags equ $7200 World_wallX_lo equ $7300 World_wallX_hi equ $7400 World_wallY_lo equ $7500 World_wallY_hi equ $7600 World_wallNext equ $7700 World_wallReverse equ $7800 World_wallSector equ $7900 World_wallPicture equ $7a00 ; sprites World_spriteFlags equ $7b00 World_spriteX_lo equ $7b40 World_spriteX_hi equ $7b80 World_spriteY_lo equ $7bc0 World_spriteY_hi equ $7c00 World_spriteZ equ $7c40 World_spriteSector equ $7c80 World_spritePicture equ $7cc0 World_spriteWidth equ $7d00 World_spriteHeight equ $7d40 ; total World_sectors equ $7d80 World_walls equ $7d81 World_sprites equ $7d82 World_beginX equ $7d83 World_beginY equ $7d85 World_beginZ equ $7d87 World_beginAngle equ $7d88 World_beginSector equ $7d89 World_colors equ $7d8a * Tiles ; sky Picture_skyColumn_lo equ $7da0 Picture_skyColumn_hi equ $7e00 ; sprites Picture_column_lo equ $7e80 Picture_column_hi equ $7ea0 Picture_width equ $7ec0 Picture_height equ $7ee0 ; graphics ift numen Picture_columns equ $e000 els Picture_columns equ $9800 eif * Track World_beginHorizon equ $6e00 World_track equ $6e01 end