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unigames.cfg
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unigames.cfg
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FEATURES {
STARTADDRESS: default = $0801;
}
SYMBOLS {
__LOADADDR__: type = import;
}
MEMORY {
ZP: file = "", start = $0002, size = $001A, define = yes;
LOADADDR: file = %O, start = %S - 2, size = $0002;
#RAM: file = %O, start = %S, size = $D000 - %S;
RAM: file = %O, start = %S, size = $FFF0 - %S;
}
SEGMENTS {
LOADADDR: load = LOADADDR, type = ro;
EXEHDR: load = RAM, type = ro, optional = yes;
CODE: load = RAM, type = rw, optional = yes;
RODATA: load = RAM, type = ro, optional = yes;
DATA: load = RAM, type = rw, optional = yes;
BSS: load = RAM, type = bss, optional = yes;
ZEROPAGE: load = ZP, type = zp, optional = yes;
# HiScores have their fixed address so that they can be loaded/saved from disk
SCORES: load = RAM, type = rw, start = $e80, optional = no, define = yes;
# To be used by all SIDs. SIDs must be compressed in the .prg
# and must be uncrunched to this address.
# 5k ($1000-$2400) should be more than enough for regular SIDs
SIDMUSIC: load = RAM, type = rw, start = $1000, optional = no, define = yes;
# 3k to be used by the sprites
SPRITES: load = RAM, type = rw, start = $2400, optional = no, define = yes;
# 13k to be used by "scenes". Here goes all uncompressed data. Use wisely.
# Use $3000 - $3fff for sprites and other VIC related stuff in order
# to keep using bank 0.
UNCOMPRESSED_DATA: load = RAM, type = rw, start = $3000, optional = no, define = yes;
# code won't be compressed. just put everything here. about 19k reserved for this
HI_CODE: load = RAM, type = rw, start = $6400, optional = no, define = yes;
# 20k to store all compressed data
COMPRESSED_DATA: load = RAM, type = rw, start = $c000, optional = no, define = yes;
}