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nes.cfg
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nes.cfg
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SYMBOLS {
__STACK_SIZE__: type = weak, value = $0100; # 1 page stack
__STACK_START__: type = weak, value = $700;
NES_PRG_BANKS: type = weak, value = 1; # number of 16K PRG banks, change to 2 for NROM256
NES_CHR_BANKS: type = weak, value = 1; # number of 8K CHR banks
}
MEMORY {
# Zero Page
ZP: file = "", start = $0020, size = $00E0, type = rw, define = yes;
# RAM copy of sprite data
OAM1: start = $0200, size = $0100, define = yes;
# regular ram
RAM: start = $0300, size = $0400, define = yes;
#INES Header:
HEADER: start = $0, size = $10, file = %O ,fill = yes;
PRG: start = $8000, size = $3ffa, file = %O, fill = yes, define = yes;
# Hardware Vectors at End of 2nd 8K ROM
VECTORS: start = $FFFA, size = $0006, file = %O, fill = yes;
# 1 8k CHR Bank
CHR: start = $0000, size = $2000, file = %O, fill = yes;
}
SEGMENTS {
HEADER: load = HEADER, type = ro;
STARTUP: load = PRG, type = ro, define = yes;
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;
VECTORS: load = VECTORS, type = rw;
CHARS: load = CHR, type = rw;
BSS: load = RAM, type = bss, define = yes;
HEAP: load = RAM, type = bss, optional = yes;
ZEROPAGE: load = ZP, type = zp;
OAM: load = OAM1, type = bss, define = yes;
ONCE: load = PRG, type = ro, define = yes;
}
FEATURES {
CONDES: segment = INIT,
type = constructor,
label = __CONSTRUCTOR_TABLE__,
count = __CONSTRUCTOR_COUNT__;
CONDES: segment = RODATA,
type = destructor,
label = __DESTRUCTOR_TABLE__,
count = __DESTRUCTOR_COUNT__;
CONDES: type = interruptor,
segment = RODATA,
label = __INTERRUPTOR_TABLE__,
count = __INTERRUPTOR_COUNT__;
}