Code
snd_footstep: include ../sfx/footstep.sfx
snd_bat: include ../sfx/bat.sfx
snd_jump: include ../sfx/jump.sfx
snd_dart: include ../sfx/dart.sfx
snd_select: include ../sfx/select.sfx
snd_object: include ../sfx/object.sfx
snd_cockweapon: include ../sfx/cock.sfx
snd_cockfast: include ../sfx/cockfast.sfx
snd_insertammo: include ../sfx/ammo.sfx
Wie bindet man sowas ein in cc65?
Code
SYMBOLS {
SIDDATSIZE: value = 38, weak = yes;
}
MEMORY {
ZP: start = $0002, size = $001A, type = rw, define = yes;
LOWRAM: start = $07FF, size = $1000-$07ff, define = yes, fill = yes;
SIDRAM: start = $1000, size = $1780-$1000, define = yes, fill = yes;
RAM: start = $1780, size= $cf00-$1780, define = yes;
}
SEGMENTS {
STARTUP: load = LOWRAM, type = ro;
LOWCODE: load = LOWRAM, type = ro, optional = yes;
INIT: load = LOWRAM, type = ro, define = yes, optional = yes;
SIDSEGM: load = SIDRAM, type = ro, define = yes;
OVL1CODE: load = LOWRAM, type = ro;
CODE: load = RAM, type = ro;
RODATA: load = LOWRAM, type = ro;
DATA: load = LOWRAM, type = rw;
ZPSAVE: load = LOWRAM, type = bss;
BSS: load = RAM, type = bss, define = yes;
HEAP: load = LOWRAM, type = bss, optional = yes; # must sit just below stack
ZEROPAGE: load = ZP, type = zp;
}
FEATURES {
CONDES: segment = INIT,
type = constructor,
label = __CONSTRUCTOR_TABLE__,
count = __CONSTRUCTOR_COUNT__;
CONDES: segment = RODATA,
type = destructor,
label = __DESTRUCTOR_TABLE__,
count = __DESTRUCTOR_COUNT__;
CONDES: segment = RODATA,
type = interruptor,
label = __INTERRUPTOR_TABLE__,
count = __INTERRUPTOR_COUNT__;
}
SYMBOLS {
__STACKSIZE__: value = $0800, weak = yes; # 2k stack
}
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Wie binde ich die Musik schon gleich in SIDRAM ein?