# Module `pyboy.api.constants`

Memory constants used internally to calculate tile and tile map addresses.

Expand source code

    #
    # License: See LICENSE.md file
    # GitHub: https://github.com/Baekalfen/PyBoy
    #
    """
    Memory constants used internally to calculate tile and tile map addresses.
    """

    VRAM_OFFSET = 0x8000
    """
    Start address of VRAM
    """
    LCDC_OFFSET = 0xFF40
    """
    LCDC Register
    """
    OAM_OFFSET = 0xFE00
    """
    Start address of Object-Attribute-Memory (OAM)
    """
    LOW_TILEMAP = 0x1800 + VRAM_OFFSET
    """
    Start address of lower tilemap
    """
    HIGH_TILEMAP = 0x1C00 + VRAM_OFFSET
    """
    Start address of high tilemap
    """
    LOW_TILEDATA = VRAM_OFFSET
    """
    Start address of lower tile data
    """
    LOW_TILEDATA_NTILES = 0x100
    """
    Number of tiles in lower tile data
    """
    HIGH_TILEDATA = 0x800 + VRAM_OFFSET
    """
    Start address of high tile data
    """
    TILES = 384
    """
    Number of tiles supported on Game Boy DMG (non-color)
    """
    TILES_CGB = 768
    """
    Number of tiles supported on Game Boy Color
    """
    SPRITES = 40
    """
    Number of sprites supported
    """
    ROWS = 144
    """
    Rows (horizontal lines) on the screen
    """
    COLS = 160
    """
    Columns (vertical lines) on the screen
    """

## Global variables

`var VRAM_OFFSET`

  Start address of VRAM

`var LCDC_OFFSET`

  LCDC Register

`var OAM_OFFSET`

  Start address of Object-Attribute-Memory (OAM)

`var LOW_TILEMAP`

  Start address of lower tilemap

`var HIGH_TILEMAP`

  Start address of high tilemap

`var LOW_TILEDATA`

  Start address of lower tile data

`var LOW_TILEDATA_NTILES`

  Number of tiles in lower tile data

`var HIGH_TILEDATA`

  Start address of high tile data

`var TILES`

  Number of tiles supported on Game Boy DMG (non-color)

`var TILES_CGB`

  Number of tiles supported on Game Boy Color

`var SPRITES`

  Number of sprites supported

`var ROWS`

  Rows (horizontal lines) on the screen

`var COLS`

  Columns (vertical lines) on the screen