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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 | |
| } | |