map_collision_rom:
        dc.b 0,0,7,7

hud_tile:
        dc.w $6268,$6269,$6268,$6269

MAP_DATA1 macro

        dc.w $4200+\2+(\1*$400),$4200+\2+2+(\1*$400)
        move.w  \2,Sprite+0+(8*\1)

endm

        move.w  MarioArmy+0+6*\2,d0
        move.w  #$050B+2*\2,d1

        cmp.w   #15,MarioAnim
        if_mi
                addi.w  #$0800,d2
        endi

        if_eq

                andi.w  #$01,d5
                cmp.w   #$1,d5
                if_ne
                        move.w  #$200,d0
                endi
        endi

        Draw_Sprite 0,Selecty,#$0501,SelectTile,Selectx

        move.w  #$0030,d6

        cmp.w #0,SelectChoix

    ;Mario3 Menu
    Draw_Sprite 4,#$80+28,#$0505,d4,#$80+8*9

        move.w  #1,d1

        lea EnemyArmyDgt,a0
        lea EnemyArmy,a1
        move.w  #9,d0
        move.w  d4,d2
        subi.w  #$80,d2
        lsr.w   #4,d2

        move.w d3,d7
        subi.w  #$C0,d7
        asr.w   #4,d7
        asl.w   #4,d7

        move.l  a1,a2
        move.w  #0,(a2)+
        move.w  #$0,(a0)  ;remove de l'écran

        move.l  a1,a2
        move.w  Selectx,(a2)+
        move.w  #$1,(a3) ;est a l'écran
        add.w   #$6,a3

        org     $000000
        dc.l    $0,Main
        dc.l    INT,INT,INT,INT,INT,INT,INT
        dc.b    ' 00000000-00'                     ; Product code, version nu
mber. 12 bytes long
        dc.w    $FDDB                              ; Checksum. 2 bytes long
        dc.b    'J               '                 ; I/O support. 16 bytes
        dc.l    $00000000,$00020000
        do
                move.l  (a2)+,VDP_DATA
        while_dbra d0

if_ne   macro
        bne     L1\@!
endm

_A      = 12

    VDP_Port_VRAMW #$A000+(2*\2)+($40*\3)

    lea     \1,a2
    move.w #3,d7

VDP_DATA        equ     $C00000
VDP_CTRL        equ     $C00004