nba-hangtime/SRC/BB.CMD

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2021-04-06 14:43:14 -07:00
/* Game linker command file */
/*-e WARMSET*/ /* entry point of program */
-e init_prog /* entry point of program */
-f 0xFFFF /* fill unspecified memory with value */
-o c:\video\bball\BB.out /* specify output file */
-m c:\video\bball\BB.map /* map file */
-s /* kill the symbol table */
NDSP1.OBJ /* GSP display processor */
MAIN.OBJ /* initialization and interrupts */
UTIL.OBJ /* utility subroutines */
PAL.OBJ /* palette allocator and fader control */
MPROC.OBJ /* GSP multi-processing system */
BAKGND.OBJ /* background handlers */
BGNDTBL.OBJ /* BACKGROUND TABLES */
BGNDPAL.OBJ /* BACKGROUND PALETTES */
IMGTBL.OBJ /* IMAGE STUB */
IMGPAL.OBJ /* IMAGE PALETTES GENERATED BY LOADIMG */
BB.OBJ /* Basketball game program */
BB2.OBJ /* Basketball game program */
BB3.OBJ /* Basketball game program */
BB4.OBJ /* Basketball game program */
DRONE.OBJ /* basketball drone code */
PLYR.OBJ /* basketball player code */
PLYR2.OBJ /* basketball player code */
PLYR3.OBJ /* basketball player code */
PLYRAT.OBJ /* basketball player code */
PLYRAT2.OBJ /* basketball player code */
PLYRSEQ.OBJ /* basketball plyr sequence code */
PLYRRSEQ.OBJ /* basketball plyr sequence code */
PLYRSEQ2.OBJ /* basketball plyr sequence code */
PLYRDSEQ.OBJ /* basketball plyr dunk sequence code */
PLYRDSQ2.OBJ /* basketball plyr dunk sequence code */
PLYRLSEQ.OBJ /* basketball plyr sequence code */
PLYRSTND.OBJ /* basketball plyr sequence code */
SCORE.OBJ /* score stuff */
SCORE2.OBJ /* score stuff */
SOUNDS.OBJ /* sound processor */
PATCH.OBJ /* TV PATCH/BREAKPOINT HOOK */
TEXT.OBJ /* font tables */
ATTRACT.OBJ /* attract mode */
STRING.OBJ /* string printing stuff */
RECORD.OBJ /* CMOS records etc */
SPEECH.OBJ /* announcer speech etc... */
SELECT.OBJ /* name & team selection */
SELECT2.OBJ /* name & team selection */
ADJUST.OBJ /* TEST MENUS ADJUSTMENT CODE */
AUDIT.OBJ /* audits and adjustments handling */
TEST.OBJ /* test program */
DIAG.OBJ /* SYSTEM DIAGNOSTICS CODE */
MENU.OBJ /* test menus */
HSTD.OBJ /* robo high-score-to-date management */
MAKEPLR.OBJ /* create player logic */
MAKEPLR2.OBJ /* create player logic */
SCREEN.OBJ
SELECT3.OBJ
SELECT4.OBJ
PLYRAT3.OBJ /* basketball player code */
UNZIP.OBJ
MEMORY /* set up memory for sdb board */
{
SCRATCH : org = 0x01000000, len = 0x3f7300
SCRATCHTV : org = 0x013f7300, len = 0x8d00
ROM : org = 0xFF800000, len = 0x7F6F00
ROMTV : org = 0xFFFF6F00, len = 0x8D00
TRAP31 : org = 0xFFFFFC00, len = 0x400
IROM : org = 0x02000000, len = 0x400000
}
SECTIONS /* linker sections directive */
{
VECTORS: {} > TRAP31
IMAGES: {} > IROM
GROUP:
{
shit: {}
SHIT: {}
} > ROMTV
GROUP:
{
STACK: {}
PRCBSS: {}
OBJBSS: {}
.BSS: {}
.bss: {}
} > SCRATCH
.text: {} > ROM
.TEXT: {} > ROM
.data: {} > ROM
.DATA: {} > ROM
img_tbl: {} > ROM
}