Super Mario 64s source code (from a leak on 4chan so be careful)
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1.5 KiB

#ifndef _SEGMENTS_H
#define _SEGMENTS_H
/*
* Memory addresses for segments. Ideally, this header file would not be
* needed, and the addresses would be defined in sm64.ld and linker-inserted
* into C code. However, there are some cases where that would not match, where
* addresses are loaded using lui/ori rather than lui/addiu.
* To avoid duplication, this file is included from sm64.ld. We make sure not
* to cast the addresses to pointers in this file, since that would be invalid
* linker script syntax.
*/
#ifndef USE_EXT_RAM /* Default: Runs out of memory quickly when import custom assets. */
#define SEG_POOL_START 0x8005C000
#define SEG_POOL_END SEG_STACK
#define SEG_GODDARD 0x8016F000
#define SEG_STACK 0x801C1000
#define SEG_MAIN 0x80246000
#define SEG_ENGINE 0x80378800
#define SEG_FRAMEBUFFERS 0x8038F800
#else /* Use Expansion Pak space for pool. */
/*
* Workaround for running out of pool space due to
* importing large custom content.
*/
#define SEG_STACK 0x8005C000 // 0x0085000 in size
#define SEG_MAIN 0x800E1000 // 0x1328000 in size
#define SEG_ENGINE 0x80213800 // 0x0017000 in size
#define SEG_FRAMEBUFFERS 0x8022A800 // 0x0070800 in size
#define SEG_POOL_START 0x8029B000 // 0x0165000 in size
#define SEG_POOL_END 0x80800000
#define SEG_POOL_END_4MB 0x80400000 // For the error message screen enhancement.
#define SEG_GODDARD SEG_POOL_START + 0x113000
#endif
#endif // _SEGMENTS_H