	ORG	$0000
BGBM0	DS	160,0		; PF1[7..0]
GMASK0	DS	20,0
				; player sprite data TBD

	ORG	$0100
BGBM1	DS	160,0		; PF2[0..7]
GMASK1	DS	20,0
				; player sprite data TBD

	ORG	$0200
BGBM2	DS	160,0		; PF0[4..7]PF2[0..3]
GMASK2	DS	20,0
				; player sprite data TBD

	ORG	$0300
BGBM3	DS	160,0		; PF1[0..7]
GMASK3	DS	20,0
				; player sprite data TBD

	ORG	$0400
FGINF	HEX	ffff0001ffffffff	; foreground info RAM
	HEX	ffff0000ffffffff	; w/ pointers to FG bitmaps
	HEX	ffff1001ffffffff
	HEX	ffff1000ffffffff
	HEX	ffff2001ffffffff
	HEX	ffff2000ffffffff
	HEX	ffff3001ffffffff
	HEX	ffff3000ffffffff
	HEX	ffff4001ffffffff
	HEX	ffff4000ffffffff
	HEX	ffff5001ffffffff
	HEX	ffff5000ffffffff
	HEX	ffff6001ffffffff
	HEX	ffff6000ffffffff
	HEX	ffff7001ffffffff
	HEX	ffff7000ffffffff
	HEX	ffff8001ffffffff
	HEX	ffff8000ffffffff
	HEX	ffff9001ffffffff
	HEX	ffff9000ffffffff
	HEX	ffffa001ffffffff
ZPINIT	.byte	0		; CURSPR
	.byte	0,1,2,3,4	; SPRIDX
	.byte	0,0,0,0,0	; SPRPRI
	.byte	$52,$d2,$d2,$d2,$d2	; SPRCOLU
	.byte	8,124,64,96,120	; XPOS
	.byte	0,0,0,0,0	; XFPOS
	.byte	0,0,40,48,56	; YPOS
	.byte	0,0,0,0,0	; YFPOS
	.byte	0,0,0,0,0	; ACTION
	.byte	0,0,0,0,0	; GOODJOY
	.byte	0		; PAUSE

	ORG	$2000
	DC.W	$1800		; start address
	DC	%00001111	; BANK 1 + BANK 3 + WRITE
	DC	5, $55, 1	; page count, checksum, level #
	DC.W	$0001		; progress counter
	DS	8		; padding
	DC	$12,$16,$1A,$1E,$1C	; page number table
	DS	19,$03		; unused pages
	DS	8		; padding
	DS	24,$55		; page checksums
	DS	184		; padding

*** EOF ***

background grid types:

BLANK	DIRT	ROPE	LADDER	GOLD	ROCK
black	brown	black	black	black	brown
black	white	white	white	black	black
black	brown	black	black	black	brown
black	brown	black	black	black	brown
black	white	black	white	white	black
black	brown	black	black	brown	brown
black	brown	black	black	brown	brown
black	white	black	white	white	black
black	black	black	black	black	black

black = 0 bit, non-black = 1 bit
stored as top down PF lookup tables (skip last all black line)
20 rows (bytes 0 - 159)
gold stored in PF table as blank with mask stored after PF table (bytes 160-179)

XPOS & YPOS are pixel positions (0,0 being top right) of the player (index=0) and 4 enemies. 
Initial position should be on grid (XPOS mod 4 = 0 & YPOS mod 8 = 0).  
XFPOS & YFPOS should always be initialized to 0.

ACTION should be one of:
STOP_UD	EQU	%00000000	on ladder
STOP_L	EQU	%00000010	on blank
HANG_L	EQU	%00000011	on rope
STOP_R	EQU	%00000110	on blank
HANG_R	EQU	%00000111	on rope

GOODJOY (for enemies only, player should be 0), should be set to one of the following values:
-1	enemy is chasing player, will move virtual joystick in direction of player
0-7	enemy is hunting player, virtual joystick position 0=up, 1=up&right etc. 
	(yes, this means the enemies can be set to initially run away from the player)

