verbose: on



# UBERASM TOOL: LIST FILE
# This is a list of all the code files you're using, and when to run them.



# LEVEL CODE
# Code files in this list will be run in specific levels.

# EXAMPLE:
# To run the code from the file "mycode.asm" in level 105,
# put "mycode.asm" in the "level" folder
# and add an entry to this list saying "105 mycode.asm"
# (without the quotes, and without # in front).

# - You can use the same code file in multiple levels!
# - If you want to use multiple code files in the same level,
#   check https://www.smwcentral.net/?p=faq&page=1515827-uberasm .
# - To run the same code in every level, apply it to game mode 14 (see below).

level:
        105 example.asm





# OVERWORLD CODE
# Code files in this list will be run on specific overworld maps.

# Each map has a number:
# 0: Main Map
# 1: Yoshi's Island
# 2: Vanilla Dome
# 3: Forest of Illusion
# 4: Valley of Bowser
# 5: Special World
# 6: Star Road

# EXAMPLE:
# To run the code from the file "mycode.asm" on the Vanilla Dome map,
# put "mycode.asm" in the "overworld" folder
# and add an entry to this list saying "2 mycode.asm"
# (without the quotes, and without # in front).

overworld:
        1 example.asm





# GAME MODE CODE
# Code files in this list will be run during specific game modes.

# Some common game modes are:
# 01: "Nintendo Presents" screen
# 07: Title Screen
# 08: Title Screen (File select)
# 0E: Overworld
# 14: Level
# You can also define your own (from 2A to FF).

# EXAMPLE:
# To run the code from the file "mycode.asm" in game mode 14 (i.e. in all levels),
# put "mycode.asm" in the "gamemode" folder
# and add an entry to this list saying "14 mycode.asm"
# (without the quotes, and without # in front).

gamemode:
        0E example.asm





# OTHER OPTIONS

# Global code - this will be run all the time.
global:         other/global_code.asm

# Status bar code - this will be run when the status bar is drawn to the screen.
statusbar:      other/status_code.asm

# A file containing macros.
macrolib:       other/macro_library.asm

# Sprite-related RAM (see README). You probably don't need to change this.
sprite:         $7FAC80   # 38 (SNES) or 68 (SA-1) bytes of free RAM.
sprite-sa1:     $41AC80   # Optional for SA-1 ROMs.

# The name of your ROM file - this will be used if you don't specify a ROM name
# when running UberASM Tool.
rom:            SMW.smc