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MEMORY {
#RAM Addresses:
# Zero page
ZP: start = $00, size = $100, type = rw, define = yes;
#note, the c compiler + neslib + famitone2 use about 60 zp addresses, I think
#note OAM: start = $0200, size = $0100, define = yes;
#note, sprites stored here in the RAM
RAM: start = $0300, size = $0400, define = yes;
#note VRAM_BUFFER: start = $700, size = 128, define = yes;
#INES Header:
HEADER: start = $0, size = $10, file = %O ,fill = yes;
#ROM Addresses:
PRG: start = $8000, size = $8000, file = %O ,fill = yes, define = yes;
# MUSPRG: start = $F000, size = $1000, file = %O ,fill = yes, define = yes;
#1 Bank of 8K CHR ROM
CHR1: start = $0000, size = $2000, file = %O, fill = yes;
CHR2: start = $0000, size = $2000, file = %O, fill = yes;
CHR3: start = $0000, size = $2000, file = %O, fill = yes;
CHR4: start = $0000, size = $2000, file = %O, fill = yes;
}
SEGMENTS {
HEADER: load = HEADER, type = ro;
LOWCODE: load = PRG, type = ro, optional = yes;
INIT: load = PRG, type = ro, define = yes, optional = yes;
CODE: load = PRG, type = ro, define = yes;
RODATA: load = PRG, type = ro, define = yes;
DATA: load = PRG, run = RAM, type = rw, define = yes;
BSS: load = RAM, type = bss, define = yes;
HEAP: load = RAM, type = bss, optional = yes;
ZEROPAGE: load = ZP, type = zp;
ONCE: load = PRG, type = ro, define = yes, optional = yes;
CHARS1: load = CHR1, type = rw;
CHARS2: load = CHR2, type = rw;
CHARS3: load = CHR3, type = rw;
CHARS4: load = CHR4, type = rw;
# MUSICPRG: load = PRG, start = $F000, type = ro;
VECTORS: load = PRG, start = $fffa, type = ro;
}
#removed CONDES features
SYMBOLS {
__STACKSIZE__: type = weak, value = $0100; # 1 page stack
__STACK_START__: type = weak, value = $0700;
# ALREADY DECLARED IN THE MAIN SOURCE (segment "HEADER")
# NES_MAPPER: type = weak, value = 0; # mapper number, 0 = NROM
# NES_PRG_BANKS: type = weak, value = 2; # number of 16K PRG banks, change to 2 for NROM256
# NES_CHR_BANKS: type = weak, value = 1; # number of 8K CHR banks
# NES_MIRRORING: type = weak, value = 1; # 0 horizontal, 1 vertical, 8 four screen
}