mirror of
https://gitlab.com/octospacc/MultiSpaccSDK
synced 2025-01-31 11:34:47 +01:00
Add web build, unify screen update and frame wait function, update CI
This commit is contained in:
parent
ee19b03b1b
commit
2026d954ee
@ -1,20 +1,31 @@
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image: debian:latest
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before_script: |
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apt update
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apt install \
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make gcc cc65 python3 python3-pil \
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sudo apt update
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sudo apt install -y \
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make gcc mingw-w64 wine wine32 cc65 emscripten curl python3 python3-pil \
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libsdl1.2-dev libsdl-image1.2-dev libsdl-ttf2.0-dev libsdl-mixer1.2-dev \
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libsdl2-dev libsdl2-image-dev libsdl2-ttf-dev libsdl2-mixer-dev
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libsdl2-dev libsdl2-image-dev libsdl2-ttf-dev libsdl2-mixer-dev \
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;
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curl https://apt.devkitpro.org/install-devkitpro-pacman | sudo bash
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sudo dkp-pacman -Sy nds-dev
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Tests:
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stage: Tests
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script: |
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cd ./LibMultiSpacc/Examples
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for Example in */
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do
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cd ${Example}
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for Build in "Target=LinuxPC MultiSpacc_Target=SDL12" "Target=LinuxPC MultiSpacc_Target=SDL20" "Target=NES"
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do
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for Build in \
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"Target=LinuxPC MultiSpacc_Target=SDL12"
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"Target=LinuxPC MultiSpacc_Target=SDL20"
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"Target=WindowsPC MultiSpacc_Target=SDL12"
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"Target=WindowsPC MultiSpacc_Target=SDL20"
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"Target=Windows9x"
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"Target=NDS"
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"Target=NES"
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; do
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make clean
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make -j$(nproc --all) ${Build}
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done
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@ -5,51 +5,72 @@ SpaccSources = $(wildcard ../../LibMultiSpacc/*.c)
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SpaccHeaders = $(wildcard ../../LibMultiSpacc/*.h)
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CFlags = -Os -Werror -Wpedantic -Wdeclaration-after-statement
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# Default build is always for the host system
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# TODO: handle other unixes
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ifeq ($(shell uname --operating-system), Msys)
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Host = Windows
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else
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Host = Linux
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endif
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# When no user-specified target, build for the host system
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ifndef Target
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ifeq ($(shell uname --operating-system), Msys)
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ifeq ($(Host), Windows)
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Target = WindowsPC
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else
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else ifeq ($(Host), Linux)
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Target = LinuxPC
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endif
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endif
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ifdef Target
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ifeq ($(Target), LinuxPC)
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ExeSuffix = .run
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Defines += -DTarget_LinuxPC
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MultiSpacc_Target = SDL20
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else ifeq ($(Target), WindowsPC)
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ExeSuffix = .exe
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Defines += -DTarget_WindowsPC
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MultiSpacc_Target = SDL20
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else ifeq ($(Target), Windows9x)
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ExeSuffix = .exe
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Defines += -DTarget_Windows9x
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MultiSpacc_Target = SDL12
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LdFlags += -lmingw32 -static-libgcc
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ToolsSyspath=/c/Files/Sdk/mingw32/bin
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ToolsPrefix=$(ToolsSyspath)/
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export PATH=$$PATH:$(ToolsSyspath)
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else ifeq ($(Target), NDS)
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Defines += -DTarget_NDS
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MultiSpacc_Target = NDS
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else ifeq ($(Target), NES)
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Defines += -DTarget_NES
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MultiSpacc_Target = NES
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# TODO: handle building for Windows targets from Linux hosts
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ifeq ($(Target), LinuxPC)
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ExeSuffix = .run
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Defines += -DTarget_LinuxPC
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MultiSpacc_Target = SDL20
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else ifeq ($(Target), WindowsPC)
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ExeSuffix = .exe
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Defines += -DTarget_WindowsPC
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MultiSpacc_Target = SDL20
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ifneq ($(Host), Windows)
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ToolsSuffix = -mingw-w64
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endif
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else ifeq ($(Target), Windows9x)
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ExeSuffix = .exe
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Defines += -DTarget_Windows9x
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MultiSpacc_Target = SDL12
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LdFlags += -lmingw32 -static-libgcc
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ifeq ($(Host), Windows)
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ToolsSyspath = /c/Files/Sdk/mingw32/bin
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export PATH=$$PATH:$(ToolsSyspath)
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else
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ToolsSyspath = /opt/Sdk/mingw32/bin
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ToolsWrapper = wine
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endif
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ToolsPrefix = $(ToolsSyspath)/
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else ifeq ($(Target), Web)
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Defines += -DTarget_Web
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MultiSpacc_Target = Web
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else ifeq ($(Target), NDS)
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Defines += -DTarget_NDS
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MultiSpacc_Target = NDS
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else ifeq ($(Target), NES)
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Defines += -DTarget_NES
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MultiSpacc_Target = NES
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endif
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ifeq ($(MultiSpacc_Target), SDL12)
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Defines += -DMultiSpacc_Target_SDL12 -DMultiSpacc_Target_SDLCom
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Defines += -DMultiSpacc_Target_SDL12 -DMultiSpacc_Target_SDLCom -DMultiSpacc_Target_SDLStandard
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CFlags += $(shell sdl-config --cflags)
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LdFlags += $(shell sdl-config --libs) -lSDLmain -lSDL -lSDL_image -lSDL_mixer -lSDL_ttf
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BuildProcess = __Normal__
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else ifeq ($(MultiSpacc_Target), SDL20)
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Defines += -DMultiSpacc_Target_SDL20 -DMultiSpacc_Target_SDLCom
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Defines += -DMultiSpacc_Target_SDL20 -DMultiSpacc_Target_SDLCom -DMultiSpacc_Target_SDLStandard
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CFlags += $(shell sdl2-config --cflags)
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LdFlags += $(shell sdl2-config --libs) -lSDL2main -lSDL2 -lSDL2_image -lSDL2_mixer -lSDL2_ttf
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BuildProcess = __Normal__
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else ifeq ($(MultiSpacc_Target), Web)
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Defines += -DMultiSpacc_Target_Web -DMultiSpacc_Target_SDL20 -DMultiSpacc_Target_SDLCom
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BuildProcess = __Web__
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else ifeq ($(MultiSpacc_Target), NDS)
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Defines += -DMultiSpacc_Target_NDS
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BuildProcess = __NDS__
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@ -58,16 +79,24 @@ else ifeq ($(MultiSpacc_Target), NES)
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BuildProcess = __NES__
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endif
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CC = $(ToolsPrefix)gcc $(CFlags) $(Defines)
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BuildSources = $(AppSources) $(SpaccSources)
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BuildObjects = $(BuildSources:.c=.o)
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ifeq ($(BuildProcess), __Normal__)
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CC = $(ToolsWrapper) $(ToolsPrefix)gcc$(ToolsSuffix) $(CFlags) $(Defines)
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endif
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All all: $(BuildProcess)
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# TODO: use virtual build dirs even for normals to allow linking against different libraries without recleaning
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__Normal__: $(BuildObjects)
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$(CC) $^ $(LdFlags) -o $(AppName)$(ExeSuffix)
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__Web__:
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emcc $(BuildSources) -sWASM=1 -sUSE_SDL=2 -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS='["png"]' -sUSE_SDL_TTF=2 -sUSE_SDL_MIXER=2 --preload-file Emscripten -o Emscripten.js
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cp ../Emscripten.html ./$(AppName.html)
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# TODO: bundle JS, WASM, and assets package in HTML file
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# TODO: Fix include substitutions properly in non-standard build processes
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__NDS__:
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13
LibMultiSpacc/Examples/Emscripten.html
Normal file
13
LibMultiSpacc/Examples/Emscripten.html
Normal file
@ -0,0 +1,13 @@
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8"/>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
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<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
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</head>
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<body>
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<canvas id="canvas" oncontextmenu="event.preventDefault()"></canvas>
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<script> var Module = { canvas: (function(){ return document.getElementById('canvas') })() } </script>
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<script src="Emscripten.js"></script>
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</body>
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</html>
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@ -2,6 +2,17 @@
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#define AppName "Hello World"
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typedef struct MainArgs {
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int spriteX;
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int spriteY;
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int accelX;
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int accelY;
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MultiSpacc_SurfaceConfig *WindowConfig;
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MultiSpacc_Window *Window;
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MultiSpacc_Surface *Screen;
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MultiSpacc_Surface *TilesImg;
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} MainArgs;
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/*{pal:"nes",layout:"nes"}*/
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const char PALETTE[32] = {
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0x03, // screen
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@ -15,67 +26,72 @@ const char PALETTE[32] = {
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0x0d,0x27,0x2a, // sprite 3
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};
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Uint32 nextTick;
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bool MainLoop( void *args )
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{
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MainArgs *margs = (MainArgs*)args;
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MultiSpacc_Sprite( 0, margs->spriteX, margs->spriteY, 1, margs->TilesImg, margs->Screen );
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//scroll(spriteX,0);
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margs->spriteX += margs->accelX;
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margs->spriteY += margs->accelY;
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if( margs->spriteX >= margs->WindowConfig->Width )
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{
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margs->spriteX = 0;
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}
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if( margs->spriteY == 0 || margs->spriteY == ( margs->WindowConfig->Height - 8 ) )
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{
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margs->accelY *= -1;
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}
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// check keys
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// if ESC pressed exit
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// ...
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if( !MultiSpacc_WaitUpdateDisplay( margs->Window, &nextTick ) )
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{
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MultiSpacc_PrintDebug("[E] Error Updating Screen.\n");
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return false;
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};
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return true;
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}
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int main( int argc, char *argv[] )
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{
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int spriteX = 0;
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int spriteY = 0;
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int accelX = +1;
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int accelY = +2;
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MainArgs margs = {0};
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MultiSpacc_SurfaceConfig WindowConfig = {0};
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MultiSpacc_Window *Window;
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MultiSpacc_Surface *Screen;
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MultiSpacc_Surface *TilesImg;
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margs.WindowConfig = &WindowConfig;
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margs.accelX = +1;
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margs.accelY = +2;
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WindowConfig.Width = 320;
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WindowConfig.Height = 240;
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WindowConfig.Bits = 16;
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memcpy( WindowConfig.Palette, PALETTE, 32 );
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//WindowConfig.Frequency = 50;
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Window = MultiSpacc_SetWindow( &WindowConfig /*, &PALETTE*/ );
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Screen = MultiSpacc_GetWindowSurface( Window );
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if( Screen == NULL )
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margs.Window = MultiSpacc_SetWindow( &WindowConfig );
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margs.Screen = MultiSpacc_GetWindowSurface( margs.Window );
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if( margs.Screen == NULL )
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{
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MultiSpacc_PrintDebug("[E] Error Initializing Video System.\n");
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return -1;
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};
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MultiSpacc_SetAppTitle( Window, AppName );
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MultiSpacc_SetAppTitle( margs.Window, AppName );
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MultiSpacc_PrintDebug("[I] Ready!\n");
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// Bitmap font borrowed from: <https://github.com/nesdoug/01_Hello/blob/master/Alpha.chr>
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// Copyright (c) 2018 Doug Fraker www.nesdoug.com (MIT)
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TilesImg = MultiSpacc_LoadImage( "CHARS.png", Screen, NULL );
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MultiSpacc_PrintText( "Hello, World!", Screen, &WindowConfig, 2, 2, TilesImg );
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MultiSpacc_PrintDebug("[I] Ready!\n");
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margs.TilesImg = MultiSpacc_LoadImage( "CHARS.png", margs.Screen, NULL );
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MultiSpacc_PrintText( "Hello, World!", margs.Screen, &WindowConfig, 2, 2, margs.TilesImg );
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while(true)
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{
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MultiSpacc_Sprite( 0, spriteX, spriteY, 1, TilesImg, Screen );
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//scroll(spriteX,0);
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spriteX += accelX;
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spriteY += accelY;
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if( spriteX >= WindowConfig.Width )
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{
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spriteX = 0;
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}
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if( spriteY == 0 || spriteY == (WindowConfig.Height - 8) )
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{
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accelY *= -1;
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}
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if( MultiSpacc_UpdateWindowSurface(Window) != 0 )
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{
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MultiSpacc_PrintDebug("[E] Error Updating Screen.\n");
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return -1;
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};
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// TODO: Implement cross-platform vblank-wait
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MultiSpacc_Sleep(16);
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}
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return 0;
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return MultiSpacc_SetMainLoop( MainLoop, &margs );
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}
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@ -1,30 +1,88 @@
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#include "./MultiSpacc.h"
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#ifdef MultiSpacc_Target_SDL12
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int MultiSpacc_SetColorKey( MultiSpacc_Surface *Surface, bool Flag, Uint32 Key ) {
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if( Flag )
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return SDL_SetColorKey( Surface, SDL_SRCCOLORKEY, Key );
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else
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return SDL_SetColorKey( Surface, 0, Key );
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}
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#endif
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#ifdef MultiSpacc_Target_SDL20
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int MultiSpacc_SetColorKey( MultiSpacc_Surface *Surface, bool Flag, Uint32 Key ) {
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if ( Flag ) {
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return SDL_SetColorKey( Surface, SDL_TRUE, Key );
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} else {
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return SDL_SetColorKey( Surface, SDL_FALSE, Key );
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bool MultiSpacc_SetMainLoop( bool function( void *args ), void *args )
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{
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#ifdef MultiSpacc_Target_Web
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emscripten_set_main_loop_arg( function, args, -1, true );
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#else
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while(true){
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if( !function(args) ){
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return false;
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}
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}
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#endif
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return true;
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}
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bool MultiSpacc_UpdateDisplay( MultiSpacc_Window *window )
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{
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#if defined(MultiSpacc_Target_SDL12)
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return !SDL_Flip(window);
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#elif defined(MultiSpacc_Target_SDL20)
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return !SDL_UpdateWindowSurface(window);
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#endif
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return true;
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}
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bool MultiSpacc_WaitFrame( Uint32 *nextTick )
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{
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#if defined(MultiSpacc_Target_SDLStandard)
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// TODO: check if this actually works with any framerate or it caps the game speed
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Uint32 now;
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now = SDL_GetTicks();
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if ( *nextTick <= now ) {
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MultiSpacc_Sleep(0);
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} else {
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MultiSpacc_Sleep( *nextTick - now );
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}
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*nextTick += 1000/60; // TODO: specified framerate and variable framerate
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*nextTick = SDL_GetTicks() + 1000/60; // this last part should execute at the start of a loop maybe ???
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#elif defined(MultiSpacc_Target_NES)
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ppu_wait_frame();
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#endif
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return true;
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}
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bool MultiSpacc_WaitUpdateDisplay( MultiSpacc_Window *window, Uint32 *nextTick )
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{
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if( !MultiSpacc_UpdateDisplay(window) || !MultiSpacc_WaitFrame(nextTick) ){
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return false;
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}
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#endif
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return true;
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}
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int MultiSpacc_SetColorKey( MultiSpacc_Surface *Surface, bool Flag, Uint32 Key )
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{
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#ifdef MultiSpacc_Target_SDLCom
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Uint32 useKey;
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if(Flag)
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{
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#if defined(MultiSpacc_Target_SDL12)
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useKey = SDL_SRCCOLORKEY;
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#elif defined(MultiSpacc_Target_SDL20)
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useKey = SDL_TRUE;
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#endif
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}
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else
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{
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#if defined(MultiSpacc_Target_SDL12)
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useKey = 0;
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#elif defined(MultiSpacc_Target_SDL20)
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useKey = SDL_FALSE;
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#endif
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}
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return SDL_SetColorKey( Surface, useKey, Key );
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#endif
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}
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#ifdef MultiSpacc_Target_SDLCom
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int MultiSpacc_PollEvent( MultiSpacc_Event *Event )
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{
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SDL_Event FromEvent;
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int Result = SDL_PollEvent( &FromEvent );
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*Event = (MultiSpacc_Event) {
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*Event = (MultiSpacc_Event){
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.Type = FromEvent.type,
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.Key = FromEvent.key.keysym.sym,
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};
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@ -44,6 +44,10 @@
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#define MultiSpacc_Rect SDL_Rect
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#endif
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#ifdef MultiSpacc_Target_Web
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#include <emscripten.h>
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#endif
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#ifdef MultiSpacc_Target_NDS
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#include <nds.h>
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#define Uint32 int32
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@ -81,6 +85,10 @@ MultiSpacc_Surface *MultiSpacc_GetWindowSurface( MultiSpacc_Window *Window );
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void MultiSpacc_SetAppTitle( MultiSpacc_Window *Window, const char Title[] );
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void MultiSpacc_SetAppIcon( MultiSpacc_Window *Window, MultiSpacc_Surface *Icon );
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bool MultiSpacc_SetMainLoop( bool function( void *args ), void *args );
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bool MultiSpacc_WaitUpdateDisplay( MultiSpacc_Window *window, Uint32 *nextTick );
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MultiSpacc_Surface *MultiSpacc_LoadImage( char FilePath[], MultiSpacc_Surface *Screen, Uint32 *ColorKey );
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int MultiSpacc_SetColorKey( MultiSpacc_Surface *Surface, bool Flag, Uint32 Key );
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|
@ -6,13 +6,13 @@ The idea is simple: to build an universal abstraction layer on top of other exis
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The list of supported (or planned) backend libraries follows:
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- SDL 1.2 (WIP)
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- SDL 2.0/3.0 (WIP/?)[^1]
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- Current PC platforms, modern mobile platforms and game consoles, the Web, ... via SDL 2.0 (WIP) (and 3.0?[^1])
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- Old PC and embedded platforms, ... via SDL 1.2 (WIP)
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- MS-DOS (?)
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- NDS (WIP)
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- GBA (Planned)
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- NES (WIP)
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SDL is used as the main cross-platform library (covering many old systems with v1.2, and all modern PC, embedded, and virtualized systems with v2.0).
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Specific platform that require special code are handled separately via other base abstraction layers.
|
||||
SDL is used as the main cross-platform library everywhere possible as stated above, for convenience. Specific platform that require special code are handled separately via other base abstraction layers.
|
||||
|
||||
[^1]: I just discovered that SDL 3.0 exists, I'm so tired, why would they make a new major, now I have to support 3 versions... or just drop 2.0 and only support 1.2 + 3.0.
|
||||
|
@ -8,34 +8,28 @@ MEMORY {
|
||||
ZP: start = $00, size = $100, type = rw, define = yes;
|
||||
|
||||
# INES Cartridge Header
|
||||
|
||||
HEADER: start = $0, size = $10, file = %O ,fill = yes;
|
||||
HEADER: start = $0, size = $10, file = %O, fill = yes;
|
||||
|
||||
# 2 16K ROM Banks
|
||||
# - startup
|
||||
# - code
|
||||
# - rodata
|
||||
# - data (load)
|
||||
|
||||
PRG: start = $8000, size = $7f00, file = %O ,fill = yes, define = yes;
|
||||
PRG: start = $8000, size = $7f00, file = %O, fill = yes, define = yes;
|
||||
|
||||
# DPCM Samples at end of the ROM
|
||||
|
||||
DMC: start = $ff00, size = $fa, file = %O, fill = yes;
|
||||
|
||||
# Hardware Vectors at end of the ROM
|
||||
|
||||
VECTORS: start = $fffa, size = $6, file = %O, fill = yes;
|
||||
|
||||
# 1 8K CHR Bank
|
||||
|
||||
CHR: start = $0000, size = $2000, file = %O, fill = yes;
|
||||
|
||||
# standard 2K SRAM (-zeropage)
|
||||
# $0100 famitone, palette, cpu stack
|
||||
# $0200 oam buffer
|
||||
# $0300..$800 ca65 stack
|
||||
|
||||
RAM: start = $0300, size = $0500, define = yes;
|
||||
|
||||
# Use this definition instead if you going to use extra 8K RAM
|
||||
@ -43,20 +37,20 @@ MEMORY {
|
||||
}
|
||||
|
||||
SEGMENTS {
|
||||
HEADER: load = HEADER, type = ro;
|
||||
STARTUP: load = PRG, type = ro, define = yes;
|
||||
LOWCODE: load = PRG, type = ro, optional = yes;
|
||||
ONCE: 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;
|
||||
SAMPLES: load = DMC, 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;
|
||||
HEADER: load = HEADER, type = ro;
|
||||
STARTUP: load = PRG, type = ro, define = yes;
|
||||
LOWCODE: load = PRG, type = ro, optional = yes;
|
||||
ONCE: 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;
|
||||
SAMPLES: load = DMC, 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;
|
||||
}
|
||||
|
||||
FEATURES {
|
||||
|
Loading…
x
Reference in New Issue
Block a user