o swicth to new rom layout
This commit is contained in:
parent
8b606ce329
commit
43ee4e0f7e
@ -117,7 +117,7 @@
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<key>firstVisibleColumn</key>
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<integer>0</integer>
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<key>firstVisibleLine</key>
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<integer>119</integer>
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<integer>13</integer>
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</dict>
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<key>zsnes/src/chips/dsp4emu.c</key>
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<dict>
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@ -254,50 +254,6 @@
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<key>subItems</key>
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<dict/>
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</dict>
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<key>zsnes</key>
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<dict>
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<key>isExpanded</key>
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<true/>
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<key>subItems</key>
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<dict>
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<key>docs</key>
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<dict>
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<key>isExpanded</key>
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<true/>
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<key>subItems</key>
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<dict/>
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</dict>
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<key>src</key>
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<dict>
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<key>isExpanded</key>
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<true/>
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<key>subItems</key>
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<dict>
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<key>cpu</key>
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<dict>
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<key>isExpanded</key>
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<true/>
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<key>subItems</key>
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<dict/>
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</dict>
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<key>mmlib</key>
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<dict>
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<key>isExpanded</key>
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<true/>
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<key>subItems</key>
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<dict/>
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</dict>
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<key>tools</key>
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<dict>
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<key>isExpanded</key>
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<true/>
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<key>subItems</key>
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<dict/>
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</dict>
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</dict>
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</dict>
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</dict>
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</dict>
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</dict>
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</dict>
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</dict>
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@ -11,11 +11,12 @@ GFXDATA = optixx_logo.bmp
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all: $(OFILES) Makefile
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$(LD) $(LDFLAGS) linkfile ascii.rom
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ucon64 -chk -swc ascii.rom
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run:
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/Applications/ZSNES.app/Contents/MacOS/ZSNES ascii.rom
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ucon64 -chk -swc ascii.rom
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zsnes:
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/Applications/ZSNES.app/Contents/MacOS/ZSNES ascii.swc
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bsnes:
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open /Applications/BSNES.app ascii.swc
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main.o: colorlist sine gfx main.asm
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$(CC) $(CFLAGS) main.asm main.o
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61
snes/ascii/header.inc
Normal file
61
snes/ascii/header.inc
Normal file
@ -0,0 +1,61 @@
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;------------------------------ Header File ---------------------------------
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; This is basically a combo of MarctheMER's and Neviksti's header files
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; Perhaps reading their's will also help your understanding of the header,
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; but I believe this will be the simplest method of defining your header,
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; as Marc's doesn't provide a full explanation, and Neviksti's can be
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; a bit more difficult for beginners (using the WLA directives is easier).
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;----------------------------------------------------------------------------
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;==LoRom== ; We'll get to HiRom some other time.
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.MEMORYMAP ; Begin describing the system architecture.
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SLOTSIZE $8000 ; The slot is $8000 bytes in size. More details on slots later.
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DEFAULTSLOT 0 ; There's only 1 slot in SNES, there are more in other consoles.
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SLOT 0 $8000 ; Define's Slot 0's starting address.
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.ENDME ; End MemoryMap definition
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.ROMBANKSIZE $8000 ; Every ROM bank is 32 KBytes in size
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.ROMBANKS 8 ; 2 Mbits - Tell WLA we want to use 8 ROM Banks
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.SNESHEADER
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ID "SNES" ; 1-4 letter string, just leave it as "SNES"
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NAME "SNES Tile Demo " ; Program Title - can't be over 21 bytes,
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; "123456789012345678901" ; use spaces for unused bytes of the name.
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SLOWROM
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LOROM
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CARTRIDGETYPE $00 ; $00 = ROM only, see WLA documentation for others
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ROMSIZE $08 ; $0 = 0.5 Mbits, see WLA doc for more..
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SRAMSIZE $00 ; No SRAM see WLA doc for more..
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COUNTRY $02 ; $01 = U.S. $00 = Japan, that's all I know
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LICENSEECODE $00 ; Just use $00
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VERSION $00 ; $00 = 1.00, $01 = 1.01, etc.
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.ENDSNES
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.SNESNATIVEVECTOR ; Define Native Mode interrupt vector table
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COP EmptyHandler
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BRK EmptyHandler
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ABORT EmptyHandler
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NMI EmptyHandler
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IRQ EmptyHandler
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.ENDNATIVEVECTOR
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.SNESEMUVECTOR ; Define Emulation Mode interrupt vector table
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COP EmptyHandler
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ABORT EmptyHandler
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NMI EmptyHandler
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RESET init
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IRQBRK EmptyHandler
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.ENDEMUVECTOR
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.BANK 0 SLOT 0 ; Defines the ROM bank and the slot it is inserted in memory.
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.ORG 0 ; .ORG 0 is really $8000, because the slot starts at $8000
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.SECTION "EmptyVectors" SEMIFREE
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EmptyHandler:
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rti
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.ENDS
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.EMPTYFILL $00
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@ -1,31 +1,10 @@
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.EMPTYFILL 0
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.LOROM
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;============================================================================
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; Includes
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;============================================================================
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.MEMORYMAP
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SLOTSIZE $8000
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DEFAULTSLOT 0
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SLOT 0 $0000 ; ram , direct page
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SLOT 1 $2000 ; PPU1, APU
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SLOT 2 $3000 ; SFX, DSP
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SLOT 3 $4000 ; Controller
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SLOT 4 $4200 ; PPU2, DMA
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SLOT 5 $6000 ; RESERVED
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SLOT 6 $8000 ; code segment
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.ENDME
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;== Include MemoryMap, Vector Table, and HeaderInfo ==
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.INCLUDE "header.inc"
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.ROMBANKMAP
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BANKSTOTAL $8
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BANKSIZE $8000
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BANKS $8
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.ENDRO
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.NAME "optixx"
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.BANK $00 SLOT 6
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;.ORG $0000
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;.ORGA $8000
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