Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
include
segments.h
Go to the documentation of this file.
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#ifndef _SEGMENTS_H
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#define _SEGMENTS_H
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/*
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* Memory addresses for segments. Ideally, this header file would not be
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* needed, and the addresses would be defined in sm64.ld and linker-inserted
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* into C code. However, there are some cases where that would not match, where
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* addresses are loaded using lui/ori rather than lui/addiu.
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* To avoid duplication, this file is included from sm64.ld. We make sure not
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* to cast the addresses to pointers in this file, since that would be invalid
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* linker script syntax.
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*/
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#ifndef USE_EXT_RAM
/* Default: Runs out of memory quickly when importing custom assets. */
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#define SEG_POOL_START 0x8005C000
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#define SEG_POOL_END SEG_BUFFERS
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#define SEG_GODDARD 0x8016F000
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#define SEG_BUFFERS 0x801C1000
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#ifdef VERSION_EU
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#define SEG_MAIN 0x80241800 // TODO: Investigate why it's different?
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#else
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#define SEG_MAIN 0x80246000
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#endif
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#define SEG_ENGINE 0x80378800
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#define SEG_FRAMEBUFFERS 0x8038F800
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#else
/* Use Expansion Pak space for pool. */
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/*
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* Workaround for running out of pool space due to
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* importing large custom content.
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*/
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#define SEG_BUFFERS 0x8005C000 // 0x0085000 in size
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#define SEG_MAIN 0x800E1000 // 0x1328000 in size
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#define SEG_ENGINE 0x80213800 // 0x0017000 in size
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#define SEG_FRAMEBUFFERS 0x8022A800 // 0x0070800 in size
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#define SEG_POOL_START 0x8029B000 // 0x0165000 in size
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#define SEG_POOL_END 0x80800000
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#define SEG_POOL_END_4MB 0x80400000 // For the error message screen enhancement.
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#define SEG_GODDARD SEG_POOL_START + 0x113000
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#endif
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#endif // _SEGMENTS_H
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