96 lines
3.0 KiB
Plaintext
96 lines
3.0 KiB
Plaintext
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/* Game linker command file */
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/*-e WARMSET*/ /* entry point of program */
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-e init_prog /* entry point of program */
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-f 0xFFFF /* fill unspecified memory with value */
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-o c:\video\bball\BB.out /* specify output file */
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-m c:\video\bball\BB.map /* map file */
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-s /* kill the symbol table */
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NDSP1.OBJ /* GSP display processor */
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MAIN.OBJ /* initialization and interrupts */
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UTIL.OBJ /* utility subroutines */
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PAL.OBJ /* palette allocator and fader control */
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MPROC.OBJ /* GSP multi-processing system */
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BAKGND.OBJ /* background handlers */
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BGNDTBL.OBJ /* BACKGROUND TABLES */
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BGNDPAL.OBJ /* BACKGROUND PALETTES */
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IMGTBL.OBJ /* IMAGE STUB */
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IMGPAL.OBJ /* IMAGE PALETTES GENERATED BY LOADIMG */
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BB.OBJ /* Basketball game program */
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BB2.OBJ /* Basketball game program */
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BB3.OBJ /* Basketball game program */
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BB4.OBJ /* Basketball game program */
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DRONE.OBJ /* basketball drone code */
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PLYR.OBJ /* basketball player code */
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PLYR2.OBJ /* basketball player code */
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PLYR3.OBJ /* basketball player code */
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PLYRAT.OBJ /* basketball player code */
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PLYRAT2.OBJ /* basketball player code */
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PLYRSEQ.OBJ /* basketball plyr sequence code */
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PLYRRSEQ.OBJ /* basketball plyr sequence code */
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PLYRSEQ2.OBJ /* basketball plyr sequence code */
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PLYRDSEQ.OBJ /* basketball plyr dunk sequence code */
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PLYRDSQ2.OBJ /* basketball plyr dunk sequence code */
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PLYRLSEQ.OBJ /* basketball plyr sequence code */
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PLYRSTND.OBJ /* basketball plyr sequence code */
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SCORE.OBJ /* score stuff */
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SCORE2.OBJ /* score stuff */
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SOUNDS.OBJ /* sound processor */
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PATCH.OBJ /* TV PATCH/BREAKPOINT HOOK */
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TEXT.OBJ /* font tables */
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ATTRACT.OBJ /* attract mode */
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STRING.OBJ /* string printing stuff */
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RECORD.OBJ /* CMOS records etc */
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SPEECH.OBJ /* announcer speech etc... */
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SELECT.OBJ /* name & team selection */
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SELECT2.OBJ /* name & team selection */
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ADJUST.OBJ /* TEST MENUS ADJUSTMENT CODE */
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AUDIT.OBJ /* audits and adjustments handling */
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TEST.OBJ /* test program */
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DIAG.OBJ /* SYSTEM DIAGNOSTICS CODE */
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MENU.OBJ /* test menus */
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HSTD.OBJ /* robo high-score-to-date management */
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MAKEPLR.OBJ /* create player logic */
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MAKEPLR2.OBJ /* create player logic */
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SCREEN.OBJ
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SELECT3.OBJ
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SELECT4.OBJ
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PLYRAT3.OBJ /* basketball player code */
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UNZIP.OBJ
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MEMORY /* set up memory for sdb board */
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{
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SCRATCH : org = 0x01000000, len = 0x3f7300
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SCRATCHTV : org = 0x013f7300, len = 0x8d00
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ROM : org = 0xFF800000, len = 0x7F6F00
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ROMTV : org = 0xFFFF6F00, len = 0x8D00
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TRAP31 : org = 0xFFFFFC00, len = 0x400
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IROM : org = 0x02000000, len = 0x400000
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}
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SECTIONS /* linker sections directive */
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{
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VECTORS: {} > TRAP31
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IMAGES: {} > IROM
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GROUP:
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{
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shit: {}
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SHIT: {}
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} > ROMTV
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GROUP:
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{
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STACK: {}
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PRCBSS: {}
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OBJBSS: {}
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.BSS: {}
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.bss: {}
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} > SCRATCH
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.text: {} > ROM
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.TEXT: {} > ROM
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.data: {} > ROM
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.DATA: {} > ROM
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img_tbl: {} > ROM
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}
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