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layout.link
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;
; layout.link
; RST jump vectors
ROM0
ORG $0000
"rst0"
ORG $0008
"rst8"
ORG $0010
"rst10"
ORG $0018
"rst18"
ORG $0020
"rst20"
ORG $0028
"rst28"
ORG $0030
"rst30"
ORG $0038
"rst38"
; Interrupt handler jump vectors
ROM0
ORG $0040
"interrupt40"
ORG $0048
"interrupt48"
ORG $0050
"interrupt50"
ORG $0058
"interrupt58"
ORG $0060
"interrupt60"
; Application
ROM0
; I need to do something about the base address of sections that aren't
; defined here so they can float after $0150
ORG $0150
"Init"
"Interrupt Handlers"
"GameBoy Metadata Subroutines"
"Memory Subroutines"
"LCD Subroutines"
"OAM DMA Subroutine Prototype"
"OAM Shadow Driver"
"Tilemap Subroutines"
"Palette Subroutines"
"Tileset Subroutines"
"Attrmap Subroutines"
"GBG Loader Subroutines"
"Game State Methods"
ROMX $1
FLOATING
"assets/backgrounds/stratagem_hero"
WRAM0
; The OAM shadow must be aligned on a $XX00 boundary as DMA transfers can
; only originate from addresses aligned to this boundary.
ORG $C100
"OAM Shadow"
FLOATING
"GameBoy Metadata"
"Game State"
ORG $DF00
"Stack"
HRAM
FLOATING
"OAM DMA Subroutine"