forked from Ports/perfect_dark
Distribute remaining .bss into lib
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@@ -19,16 +19,6 @@
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_##name##SegmentEnd = ADDR(.name) + SIZEOF(.name); \
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_##name##SegmentRomEnd = __rompos;
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#define BEGIN_NOLOAD(name) \
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_##name##SegmentStart = ADDR(.name); \
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_##name##SegmentRomStart = __rompos; \
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.name (NOLOAD) : AT(__rompos)
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#define END_NOLOAD(name) \
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__rompos += SIZEOF(.name); \
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_##name##SegmentEnd = ADDR(.name) + SIZEOF(.name); \
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_##name##SegmentRomEnd = __rompos;
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#define MPSTRINGS(lang) \
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BEGIN_SEG(mpstrings##lang) \
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{ \
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@@ -293,23 +283,14 @@ SECTIONS
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* ROM range: N/A
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* RAM range: 0x8008ae20 - 0x800ad1c0
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* -------------------------------------------------------------------------
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* BSS is currently implemented using data instead of BSS, because having
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* all BSS in one file causes the linker to choose the addresses
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* non-linearly. Eventually this file will be spread out into the code files
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* and it can become BSS at that point.
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*
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* For now, place it past the end of the ROM, where it'll be truncated.
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* We can do this because we only memory addresses for this segment, not
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* ROM addresses.
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*/
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BEGIN_NOLOAD(gvars)
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BEGIN_SEG(bss)
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{
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LIBFILES(.bss)
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build/ROMID/gvars/gvars.o (.data);
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GAMEFILES(.bss)
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}
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END_NOLOAD(gvars)
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END_SEG(bss)
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/***************************************************************************
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* inflate
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