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ultrasm64-2/sm64.ld

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OUTPUT_ARCH (mips)
/* include/segments.h defines SEG_POOL_START, SEG_POOL_END, SEG_BUFFERS,
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* SEG_GODDARD, SEG_ENGINE, SEG_FRAMEBUFFERS */
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#include "segments.h"
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#include "config.h"
#include "ld.h"
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SECTIONS
{
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__romPos = 0;
BEGIN_SEG(boot, 0x04000000)
{
BUILD_DIR/asm/rom_header.o(.text);
BUILD_DIR/asm/boot.o(.text);
BUILD_DIR/asm/ipl3_font.o(.text);
}
END_SEG(boot)
. = 0x80000400;
BEGIN_NOLOAD(zbuffer) {
BUILD_DIR/src/buffers/zbuffer.o(.bss*);
}
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. = SEG_BUFFERS;
BEGIN_NOLOAD(buffers)
{
BUILD_DIR/src/buffers/buffers.o(.bss*);
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#ifdef VERSION_SH
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AUDIO_DIR/port.o(.bss*);
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#endif
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AUDIO_DIR/globals_start.o(.bss*);
AUDIO_DIR/synthesis.o(.bss*);
AUDIO_DIR/heap.o(.bss*);
AUDIO_DIR/load.o(.bss*);
AUDIO_DIR/data.o(.bss*);
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AUDIO_DIR*.o(.bss*);
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BUILD_DIR/src/buffers/gfx_output_buffer.o(.bss*);
}
END_NOLOAD(buffers)
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/* lib/src/__osDevMgrMain.c and lib/src/osCreateViManager.c contain infinite
* loops compiled without -g, which cause the return statements and the .o
* files themselves to be aligned to 32-byte boundaries. But the linker
* Nintendo used did not respect .o file alignment, and aligned the files
* only to 16 bytes, in some cases misaligning them. We force the same to
* happen using the SUBALIGN directive. This is harmless; the alignment is
* just an optimization. */
BEGIN_SEG(main, )
SUBALIGN(16)
{
BUILD_DIR/asm/entry.o(.text);
BUILD_DIR/asm/decompress.o(.text);
BUILD_DIR/src/game*.o(.text);
AUDIO_DIR*.o(.text);
ULTRA_BUILD_DIR/libgultra_rom.a:*.o(.text);
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BUILD_DIR/src/audio/external.o(.text);
BUILD_DIR/lib/rsp.o(.text);
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BUILD_DIR/asm/entry.o(.data*);
BUILD_DIR/asm/decompress.o(.data*);
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BUILD_DIR/src/game*.o(.data*);
AUDIO_DIR*.o(.data*);
ULTRA_BUILD_DIR/libgultra_rom.a:*.o(.data*);
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BUILD_DIR/src/audio/external.o(.data*);
BUILD_DIR/lib/rsp.o(.data*);
BUILD_DIR/asm/entry.o(.rodata*);
BUILD_DIR/asm/decompress.o(.rodata*);
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BUILD_DIR/src/game*.o(.rodata*);
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AUDIO_DIR*.o(.rodata*);
ULTRA_BUILD_DIR/libgultra_rom.a:*.o(.rodata*);
BUILD_DIR/src/audio/external.o(.rodata*);
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BUILD_DIR/lib/rsp.o(.rodata*);
}
END_SEG(main)
BEGIN_NOLOAD(main)
{
BUILD_DIR/src/game*.o(.bss*);
BUILD_DIR/src/audio/external.o(.bss*);
AUDIO_DIR*.o(.bss*);
ULTRA_BUILD_DIR/libgultra_rom.a:*.o(.bss*);
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. = ALIGN(0x8);
}
END_NOLOAD(main)
#ifdef VERSION_CN
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// Hack for CN to make these asm files to match, since we aren't using
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// the original assembler and so can't get lui/ori from la pseudo
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// asm/entry.s
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CREATE_LO_HI_PAIR(_mainSegmentNoloadStart, ADDR (.main.noload))
CREATE_LO_HI_PAIR(gIdleThreadStack, gIdleThreadStack)
CREATE_LO_HI_PAIR(main_func, main_func)
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// asm/boot.s
SP_DMEM_CN_UNK0 = 0x0400049C;
SP_DMEM_CN_UNK1 = 0x0400074C;
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#endif
CREATE_LO_HI_PAIR(_mainSegmentNoloadSize, SIZEOF (.main.noload))
BEGIN_SEG(engine, ADDR_OR_ALIGN(SEG_ENGINE))
{
BUILD_DIR/src/engine*.o(.text);
BUILD_DIR/src/engine*.o(.data*);
BUILD_DIR/src/engine*.o(.rodata*);
}
END_SEG(engine)
BEGIN_NOLOAD(engine)
{
BUILD_DIR/src/engine*.o(.bss*);
}
END_NOLOAD(engine)
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. = ADDR_OR_ALIGN(SEG_FRAMEBUFFERS);
BEGIN_NOLOAD(framebuffers)
{
BUILD_DIR/src/buffers/framebuffers.o(.bss*);
}
END_NOLOAD(framebuffers)
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BEGIN_SEG(entry, 0x10000000)
{
BUILD_DIR/levels/entry.o(.data);
}
END_SEG(entry)
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/* load MIO0 and level data */
MIO0_SEG(segment2, 0x02000000)
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#ifdef VERSION_EU
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MIO0_EU_SEG(translation_en, 0x19000000)
MIO0_EU_SEG(translation_fr, 0x19000000)
MIO0_EU_SEG(translation_de, 0x19000000)
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#endif
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/* mario actor group */
STANDARD_OBJECTS(group0, 0x04000000, 0x17000000)
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/* load the other actor groups */
STANDARD_OBJECTS(group1, 0x05000000, 0x0C000000)
STANDARD_OBJECTS(group2, 0x05000000, 0x0C000000)
STANDARD_OBJECTS(group3, 0x05000000, 0x0C000000)
STANDARD_OBJECTS(group4, 0x05000000, 0x0C000000)
STANDARD_OBJECTS(group5, 0x05000000, 0x0C000000)
STANDARD_OBJECTS(group6, 0x05000000, 0x0C000000)
STANDARD_OBJECTS(group7, 0x05000000, 0x0C000000)
STANDARD_OBJECTS(group8, 0x05000000, 0x0C000000)
STANDARD_OBJECTS(group9, 0x05000000, 0x0C000000)
STANDARD_OBJECTS(group10, 0x05000000, 0x0C000000)
STANDARD_OBJECTS(group11, 0x05000000, 0x0C000000)
STANDARD_OBJECTS(group12, 0x06000000, 0x0D000000)
STANDARD_OBJECTS(group13, 0x06000000, 0x0D000000)
STANDARD_OBJECTS(group14, 0x06000000, 0x0D000000)
STANDARD_OBJECTS(group15, 0x06000000, 0x0D000000)
STANDARD_OBJECTS(group16, 0x06000000, 0x0D000000)
STANDARD_OBJECTS(group17, 0x06000000, 0x0D000000)
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/* load the common actor groups */
STANDARD_OBJECTS(common0, 0x08000000, 0x0F000000)
STANDARD_OBJECTS(common1, 0x03000000, 0x16000000)
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/* use segmented addressing for behaviors */
BEGIN_SEG(behavior, 0x13000000)
{
BUILD_DIR/data/behavior_data.o(.data);
}
END_SEG(behavior)
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/* 0x8016F000 21D7D0-255EC0 [386F0] */
BEGIN_SEG(goddard, SEG_GODDARD)
{
BUILD_DIR/src/menu*.o(.text);
BUILD_DIR/libgoddard.a:*.o(.text);
/* data, rodata, per file */
BUILD_DIR/src/menu*.o(.data*);
BUILD_DIR/src/menu*.o(.rodata*);
/* goddard subsystem data */
BUILD_DIR/libgoddard.a:gd_main.o(.data*);
BUILD_DIR/libgoddard.a:draw_objects.o(.data*);
BUILD_DIR/libgoddard.a:objects.o(.data*);
BUILD_DIR/libgoddard.a:particles.o(.data*);
BUILD_DIR/libgoddard.a:dynlist_proc.o(.data*);
BUILD_DIR/libgoddard.a:debug_utils.o(.data*);
BUILD_DIR/libgoddard.a:joints.o(.data*);
BUILD_DIR/libgoddard.a:shape_helper.o(.data*);
BUILD_DIR/libgoddard.a:renderer.o(.data*);
/* goddard subsystem rodata */
BUILD_DIR/libgoddard.a:gd_main.o(.rodata*);
BUILD_DIR/libgoddard.a:gd_memory.o(.rodata*);
BUILD_DIR/libgoddard.a:draw_objects.o(.rodata*);
BUILD_DIR/libgoddard.a:objects.o(.rodata*);
BUILD_DIR/libgoddard.a:skin_movement.o(.rodata*);
BUILD_DIR/libgoddard.a:particles.o(.rodata*);
BUILD_DIR/libgoddard.a:dynlist_proc.o(.rodata*);
BUILD_DIR/libgoddard.a:old_menu.o(.rodata*);
BUILD_DIR/libgoddard.a:debug_utils.o(.rodata*);
BUILD_DIR/libgoddard.a:joints.o(.rodata*);
BUILD_DIR/libgoddard.a:skin.o(.rodata*);
BUILD_DIR/libgoddard.a:gd_math.o(.rodata*);
BUILD_DIR/libgoddard.a:shape_helper.o(.rodata*);
BUILD_DIR/libgoddard.a:renderer.o(.rodata*);
}
END_SEG(goddard)
BEGIN_NOLOAD(goddard)
{
BUILD_DIR/src/menu*.o(.bss*);
BUILD_DIR/libgoddard.a:gd_main.o(.bss*);
BUILD_DIR/libgoddard.a:gd_memory.o(.bss*);
BUILD_DIR/libgoddard.a:sfx.o(.bss*);
BUILD_DIR/libgoddard.a:draw_objects.o(.bss*);
BUILD_DIR/libgoddard.a:objects.o(.bss*);
BUILD_DIR/libgoddard.a:skin_movement.o(.bss*);
BUILD_DIR/libgoddard.a:particles.o(.bss*);
BUILD_DIR/libgoddard.a:dynlist_proc.o(.bss*);
BUILD_DIR/libgoddard.a:old_menu.o(.bss*);
BUILD_DIR/libgoddard.a:debug_utils.o(.bss*);
BUILD_DIR/libgoddard.a:joints.o(.bss*);
BUILD_DIR/libgoddard.a:skin.o(.bss*);
BUILD_DIR/libgoddard.a:shape_helper.o(.bss*);
BUILD_DIR/libgoddard.a:renderer.o(.bss*);
BUILD_DIR/libgoddard.a:*.o(.bss*);
}
END_NOLOAD(goddard)
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/* 0x268020 0x268020-0 [0] */
BEGIN_SEG(intro, 0x14000000)
{
BUILD_DIR/levels/intro/script.o(.data);
BUILD_DIR/levels/intro/geo.o(.data);
}
END_SEG(intro)
BEGIN_SEG(intro_segment_7, 0x07000000)
{
BUILD_DIR/levels/intro/leveldata.mio0.o(.data);
. = ALIGN(0x10);
}
END_SEG(intro_segment_7)
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MIO0_SEG(debug_level_select, 0x07000000)
MIO0_SEG(title_screen_bg, 0x0A000000)
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/* 271B20-2A42A0 [32780] */
BEGIN_SEG(gd_dynlists, 0x04000000)
{
BUILD_DIR/libgoddard.a:dynlist_test_cube.o(.data);
BUILD_DIR/libgoddard.a:dynlist_unused.o(.data);
BUILD_DIR/libgoddard.a:dynlist_mario_face.o(.data);
BUILD_DIR/libgoddard.a:dynlists_mario_eyes.o(.data);
BUILD_DIR/libgoddard.a:dynlists_mario_eyebrows_mustache.o(.data);
BUILD_DIR/libgoddard.a:dynlist_mario_master.o(.data);
BUILD_DIR/libgoddard.a:anim_mario_mustache_right.o(.data);
BUILD_DIR/libgoddard.a:anim_mario_mustache_left.o(.data);
BUILD_DIR/libgoddard.a:anim_mario_lips_1.o(.data);
BUILD_DIR/libgoddard.a:anim_mario_lips_2.o(.data);
BUILD_DIR/libgoddard.a:anim_mario_eyebrows_1.o(.data);
BUILD_DIR/libgoddard.a:anim_group_1.o(.data);
BUILD_DIR/libgoddard.a:anim_group_2.o(.data);
BUILD_DIR/libgoddard.a:dynlist_test_cube.o(.rodata*);
BUILD_DIR/libgoddard.a:dynlist_unused.o(.rodata*);
BUILD_DIR/libgoddard.a:*.o(.data);
BUILD_DIR/libgoddard.a:*.o(.rodata);
}
END_SEG(gd_dynlists)
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gMainLevels = __romPos;
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BEGIN_SEG(menu, 0x14000000)
{
BUILD_DIR/levels/menu/script.o(.data);
BUILD_DIR/levels/menu/geo.o(.data);
}
END_SEG(menu)
BEGIN_SEG(menu_segment_7, 0x07000000)
{
BUILD_DIR/levels/menu/leveldata.mio0.o(.data);
. = ALIGN(0x10);
}
END_SEG(menu_segment_7)
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BEGIN_SEG(scripts, 0x15000000)
{
BUILD_DIR/levels/scripts.o(.data);
}
END_SEG(scripts)
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MIO0_SEG(water_skybox, 0x0A000000)
MIO0_SEG(ccm_skybox, 0x0A000000)
MIO0_SEG(clouds_skybox, 0x0A000000)
MIO0_SEG(bitfs_skybox, 0x0A000000)
MIO0_SEG(wdw_skybox, 0x0A000000)
MIO0_SEG(cloud_floor_skybox, 0x0A000000)
MIO0_SEG(ssl_skybox, 0x0A000000)
MIO0_SEG(bbh_skybox, 0x0A000000)
MIO0_SEG(bidw_skybox, 0x0A000000)
MIO0_SEG(bits_skybox, 0x0A000000)
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// Texture bins
MIO0_SEG(fire, 0x09000000)
MIO0_SEG(spooky, 0x09000000)
MIO0_SEG(generic, 0x09000000)
MIO0_SEG(water, 0x09000000)
MIO0_SEG(sky, 0x09000000)
MIO0_SEG(snow, 0x09000000)
MIO0_SEG(cave, 0x09000000)
MIO0_SEG(machine, 0x09000000)
MIO0_SEG(mountain, 0x09000000)
MIO0_SEG(grass, 0x09000000)
MIO0_SEG(outside, 0x09000000)
MIO0_SEG(inside, 0x09000000)
MIO0_SEG(effect, 0x0B000000)
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#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8)
#define DEFINE_LEVEL(_0, _1, _2, folder, _4, _5, _6, _7, _8, _9, _10) STANDARD_LEVEL(folder)
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#include "levels/level_defines.h"
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#undef STUB_LEVEL
#undef DEFINE_LEVEL
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/* 4E9FA0-? [?] */
BEGIN_SEG(assets, __romPos)
{
BUILD_DIR/assets/mario_anim_data.o(.data);
BUILD_DIR/assets/mario_anim_data.o(.rodata);
BUILD_DIR/assets/demo_data.o(.data);
BUILD_DIR/sound/sound_data.o(.data);
}
END_SEG(assets)
/* Discard everything not specifically mentioned above. */
/DISCARD/ :
{
*(*);
}
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ASSERT((_goddardSegmentNoloadEnd <= SEG_POOL_END), "Error: menu segment extended past pool end")
ASSERT((_mainSegmentNoloadEnd <= _engineSegmentStart), "Error: main segment extended into engine.")
ASSERT((_engineSegmentNoloadEnd <= _framebuffersSegmentNoloadStart), "Error: engine segment extended into framebuffers.")
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ASSERT((_framebuffersSegmentNoloadEnd <= SEG_RAM_END), "Error: framebuffers segment extended past RDRAM end")
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}