forked from AloUltraExt/sm64ex-alo
-
Notifications
You must be signed in to change notification settings - Fork 2
/
sm64.ld
458 lines (404 loc) · 13.7 KB
/
sm64.ld
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
OUTPUT_ARCH (mips)
#define LINKER /* Removes externs from preprocessed script */
#include "segments.h"
#undef LINKER
#define BEGIN_SEG(name, addr) \
_##name##SegmentStart = ADDR(.name); \
_##name##SegmentRomStart = __romPos; \
.name (addr) : AT(__romPos)
#define END_SEG(name) \
_##name##SegmentEnd = ADDR(.name) + SIZEOF(.name); \
_##name##SegmentRomEnd = __romPos + SIZEOF(.name); \
__romPos += SIZEOF(.name);
#define BEGIN_NOLOAD(name) \
_##name##SegmentBssStart = ADDR(.name.noload); \
.name.noload (NOLOAD) :
#define END_NOLOAD(name) \
_##name##SegmentBssEnd = ADDR(.name.noload) + SIZEOF(.name.noload); \
_##name##SegmentBssSize = SIZEOF(.name.noload);
#define MIO0_SEG(name, segAddr) \
BEGIN_SEG(name##_mio0, segAddr) \
{ \
BUILD_DIR/bin/name.mio0.o(.data); \
. = ALIGN(0x10); \
} \
END_SEG(name##_mio0)
#define MIO0_EU_SEG(name, segAddr) \
BEGIN_SEG(name##_mio0, segAddr) \
{ \
BUILD_DIR/bin/eu/name.mio0.o(.data); \
. = ALIGN(0x10); \
} \
END_SEG(name##_mio0)
#define STANDARD_LEVEL(name) \
BEGIN_SEG(name##_segment_7, 0x07000000) \
{ \
BUILD_DIR/levels/name/leveldata.mio0.o(.data); \
. = ALIGN(0x10); \
} \
END_SEG(name##_segment_7) \
BEGIN_SEG(name, 0x1A000000) \
{ \
BUILD_DIR/levels/name/script.o(.data); \
BUILD_DIR/levels/name/geo.o(.data); \
} \
END_SEG(name)
#ifdef RM2C
#define CUSTOM_LEVEL(name) \
BEGIN_SEG(name##_segment_E, 0x0E000000) \
{ \
BUILD_DIR/levels/name/custom.leveldata.o(.data); \
} \
END_SEG(name##_segment_E) \
BEGIN_SEG(name##_segment_1B, 0x1B000000) \
{ \
BUILD_DIR/levels/name/custom.geo.o(.data); \
BUILD_DIR/levels/name/custom.script.o(.data); \
. = ALIGN(0x10); \
} \
END_SEG(name##_segment_1B)
#endif
#define STANDARD_OBJECTS(name, segAddr, geoAddr) \
BEGIN_SEG(name##_mio0, segAddr) \
{ \
BUILD_DIR/actors/name.mio0.o(.data); \
. = ALIGN(0x10); \
} \
END_SEG(name##_mio0) \
BEGIN_SEG(name##_geo, geoAddr) \
{ \
BUILD_DIR/actors/name##_geo.o(.data); \
} \
END_SEG(name##_geo)
SECTIONS
{
__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*);
}
END_NOLOAD(zbuffer)
. = _zbufferSegmentBssEnd;
BEGIN_NOLOAD(buffers)
{
BUILD_DIR/src/buffers/buffers.o(.bss*);
. = ALIGN(0x10);
BUILD_DIR/src/buffers/gfx_output_buffer.o(.bss*);
}
END_NOLOAD(buffers)
. = _buffersSegmentBssEnd;
// The way audio bss is cleared in vanilla is weird.
// Originally they used "start and end markers" defined on specific audio files and
// they get cleaned using a weird for loop that could break if you move audio bss order.
// Now we move audio bss into it's own segment to clean those properly using bzero.
BEGIN_NOLOAD(audio)
{
BUILD_DIR/src/audio*.o(.bss*);
. = ALIGN(0x10);
}
END_NOLOAD(audio)
. = _audioSegmentBssEnd;
BEGIN_SEG(main, .)
{
BUILD_DIR/asm/entry.o(.text);
BUILD_DIR/src/boot*.o(.text);
BUILD_DIR/src/audio*.o(.text);
BUILD_DIR/libultra.a:*.o(.text);
BUILD_DIR/libgcc.a:*.o(.text);
BUILD_DIR/lib/rsp.o(.text);
/* data */
BUILD_DIR/src/boot*.o(.data*);
BUILD_DIR/src/audio*.o(.data*);
BUILD_DIR/libultra.a:*.o(.data*);
BUILD_DIR/libgcc.a:*.o(.data*);
BUILD_DIR/lib/rsp.o(.data*);
/* rodata */
BUILD_DIR/src/boot*.o(.rodata*);
BUILD_DIR/src/audio*.o(.rodata*);
BUILD_DIR/libultra.a:*.o(.rodata*);
BUILD_DIR/libgcc.a:*.o(.rodata*);
BUILD_DIR/lib/rsp.o(.rodata*);
}
END_SEG(main)
#ifndef PRELIMINARY
ASSERT((_mainSegmentRomEnd <= 0x101000), "Error: Please shrink your main segment to under 1MB.")
#endif
BEGIN_NOLOAD(main)
{
BUILD_DIR/src/boot*.o(.*bss*);
BUILD_DIR/src/game*.o(.*bss*);
BUILD_DIR/libultra.a:*.o(.*bss*);
BUILD_DIR/lib/rsp.o(.*bss*);
. = ALIGN(0x10);
}
END_NOLOAD(main)
. = _mainSegmentBssEnd;
BEGIN_SEG(engine, .)
{
BUILD_DIR/src/game*.o(.text*);
BUILD_DIR/src/game/behavior_actions.o(.text*);
BUILD_DIR/src/game/obj_behaviors_2.o(.text*);
BUILD_DIR/src/game/obj_behaviors.o(.text*);
BUILD_DIR/src/game/object_helpers.o(.text*);
BUILD_DIR/src/game/rendering_graph_node.o(.text*);
BUILD_DIR/src/engine/math_util.o(.text*);
BUILD_DIR/src/engine/surface_collision.o(.text*);
BUILD_DIR/src/engine/surface_load.o(.text*);
BUILD_DIR/src/engine/graph_node.o(.text*);
BUILD_DIR/src/engine*.o(.text*);
#ifndef GODDARD_MFACE
BUILD_DIR/src/menu*.o(.text);
#endif
BUILD_DIR/src/extras*.o(.text);
/* data */
BUILD_DIR/src/game*.o(.data*);
BUILD_DIR/src/engine*.o(.data*);
#ifndef GODDARD_MFACE
BUILD_DIR/src/menu*.o(.data*);
#endif
BUILD_DIR/src/extras*.o(.data*);
/* rodata */
BUILD_DIR/src/game*.o(.rodata*);
BUILD_DIR/src/engine*.o(.rodata*);
#ifndef GODDARD_MFACE
BUILD_DIR/src/menu*.o(.rodata*);
#endif
BUILD_DIR/src/extras*.o(.rodata*);
. = ALIGN(0x10);
}
END_SEG(engine)
// load_engine_code_segment had to be modified to clear bss section.
// Without it, any code you add in would get garbage data, causing a crash on boot.
BEGIN_NOLOAD(engine)
{
BUILD_DIR/src/game*.o(.*bss*);
BUILD_DIR/src/engine*.o(.bss*);
#ifndef GODDARD_MFACE
BUILD_DIR/src/menu*.o(.bss*);
#endif
BUILD_DIR/src/extras*.o(.bss*);
. = ALIGN(0x40);
}
END_NOLOAD(engine)
. = _engineSegmentBssEnd;
BEGIN_NOLOAD(framebuffers)
{
BUILD_DIR/src/buffers/framebuffers.o(.bss*);
}
END_NOLOAD(framebuffers)
__expansionRamStart = 0x80400000;
#ifndef N64_USE_EXTENDED_RAM
#ifndef PRELIMINARY
ASSERT((. <= __expansionRamStart), "Error: RDRAM expanded into Expansion RAM, despite Expansion RAM not being defined.")
#endif
#endif
BEGIN_SEG(entry, 0x10000000)
{
BUILD_DIR/levels/entry.o(.data);
}
END_SEG(entry)
/* load MIO0 and level data */
MIO0_SEG(segment2, 0x02000000)
#ifdef VERSION_EU
MIO0_EU_SEG(translation_en, 0x19000000)
MIO0_EU_SEG(translation_fr, 0x19000000)
MIO0_EU_SEG(translation_de, 0x19000000)
#endif
/* mario actor group */
STANDARD_OBJECTS(group0, 0x04000000, 0x17000000)
/* 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)
/* load the common actor groups */
STANDARD_OBJECTS(common0, 0x08000000, 0x0F000000)
STANDARD_OBJECTS(common1, 0x03000000, 0x16000000)
/* use segmented addressing for behaviors */
BEGIN_SEG(behavior, 0x13000000)
{
BUILD_DIR/data/behavior_data.o(.data);
}
END_SEG(behavior)
#ifdef GODDARD_MFACE
/* 0x8016F000 21D7D0-255EC0 [386F0] */
BEGIN_SEG(goddard, (SEG_RAM_END - GODDARD_SIZE))
{
BUILD_DIR/src/menu*.o(.text);
BUILD_DIR/src/menu*.o(.data*);
BUILD_DIR/src/menu*.o(.rodata*);
BUILD_DIR/libgoddard.a:*.o(.text);
/* 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:*.o(.bss*);
}
END_NOLOAD(goddard)
#endif
#ifndef PRELIMINARY
ASSERT((. <= (SEG_POOL_START + POOL_SIZE)), "Error: extended past pool end.")
#endif
#ifdef PRELIMINARY
GODDARD_SIZE = SIZEOF(.goddard) + SIZEOF(.goddard.noload);
#endif
__mainPoolStart = .;
__mainPoolSize = SEG_RAM_END - .;
/* 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)
MIO0_SEG(debug_level_select, 0x07000000)
MIO0_SEG(title_screen_bg, 0x0A000000)
#ifdef GODDARD_MFACE
/* 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)
#endif
gMainLevels = __romPos;
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)
BEGIN_SEG(scripts, 0x15000000)
{
BUILD_DIR/levels/scripts.o(.data);
}
END_SEG(scripts)
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)
// Custom Skyboxes from RM2C. In base repo dummy file exists
#ifdef RM2C
#include "textures/skyboxes/Skybox_Rules.ld"
#endif
// 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)
#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)
#include "levels/level_defines.h"
#undef STUB_LEVEL
#undef DEFINE_LEVEL
#ifdef RM2C
//So RM2C can partially output custom levels instead of forcing all levels to have custom content
#define DEFINE_LEVEL(folder,_0) CUSTOM_LEVEL(folder)
#include "levels/custom_level_defines.h"
#undef DEFINE_LEVEL
#endif
/* 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/ :
{
*(*);
}
}