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makerom (IRIX 6.x)
makerom (IRIX 5.3)
Syntax
makerom [-D name[=def]] [-I dir] [-U name]
[-d] [-m] [-o]
[-b bootstrap filename] [-h header filename]
[-s romsize] [-f filldata]
[-p pif2 bootstrap filename] [-r romfile]
specfile
Explanation
It creates a ROM cartridge image and associated ELF object files. That is, it creates a ROM image suitable for downloading into the
Game Pak ROM by the gload tool. It takes as input the specification file (specfile) that describes the organization of object and raw data files
into segments. Then makerom invokes a link editor to resolve all undefined references, perform relocations, and create ELF object files for the Nintendo 64 debugger, gvd.
The makerom tool intentionally loads the first 8K bytes with the default bootstrap, pif bootstrap, and header files, unless you override these built-in defaults with command line options.
Command Line Options
- -Dname[=def] Is passed to cpp(1) for use during its invocation.
- -Idirectory Is passed to cpp(1) for use during its invocation.
- Uname Is passed to cpp(1) for use during its invocation.
- -d Gives a verbose account of all the actions that makerom
takes, leaving temporary files created that are ordinarily
deleted.
- -m Prints a link editor map to standard output for diagnostic
purposes.
- -o Disables checking of overlapping sections. By default,
segments with direct-mapped CPU addresses are checked to
ensure that the underlying physical memory mappings do not
conflict.
- -b <bootstrap filename> Overrides the default filename (/usr/lib/PR/Boot). This
file must be in COFF format, and is loaded as 1K bytes into the ramrom memory.
- -h <header filename>
Overrides the default ROM header filename (/usr/lib/PR/romheader). This file is in ASCII format, and each character is converted to hex and loaded in
sequence, starting at the beginning of ramrom memory. Currently only 32 bytes are used.
- -s <romsize (Mbits)> Creates a ROM image with the specified size. This option is
required for making the real Game Pak.
- -f <filldata (0x0 - 0xff)>
Sets the fill pattern for "holes" within a ROM image. The
argument filldata is a one-byte hexadecimal constant. Use this option when you create a ROM image using the -s option. It is required for making the real Game Pak.
- -p <pif bootstrap file> Overrides the pif bootstrap filename (/usr/lib/PR/pif2Boot). This file must be in COFF format. It is loaded as 4K bytes into the ramrom memory.
- -r Provides an alternate ROM image file; the default is 'rom'.
- -B 0 An option that concerns only games supported by 64DD. Using this option creates a startup game. For information on startup games, please see Section 15.1, "Restarting," in the N64 Disk Drive Programming Manual.
The makerom tool searches in three places for the bootstrap, pif bootstrap, and ROM header files in this order:
- $(ROOT)/<filename>
- $(WORKAREA)/<filename>
- /<filename>
The ROOT and WORKAREA shell environment variables are used internally at Nintendo. The makerom tool's use of these variables allow our internal developers to use sw modules created within their personal development source directories, even if the same modules are installed on the development system upon
which they are running their new code. If these variables are not set,
you must supply the full pathname for these files, should you wish to
override the defaults built into makerom.
The spec file is preprocessed with the C language preprocessor (cpp) so
that header files may be used for consistency with source and #defines
may be used for clarity.
Following is the grammar of the specification file:
<specFile> :<segmentList> <waveList>
<segmentList> :<segment>
|<segmentList> <segment>
<segment> :beginseg <segStmtList> endseg
<segStmtList> :<segStatement>
|<segStmtList> <segStatement>
<segStatement> :name <segmentName>
|address <constant>
|after <segmentName>
|after max[<segmentName>,<segmentName>]
|after min[<segmentName>,<segmentName>]
|include <filename>
|maxsize <constant>
|align <constant>
|flags <flagList>
|number <constant>
|entry <symbol>
|stack <stackValue>
<flagList> :<flag>
|<flagList> <flag>
<flag> :BOOT
|OBJECT
|RAW
<stackValue> :<constant>
|<symbol>
|<symbol> + <constant>
<waveList> :<wave>
|<waveList> <wave>
<wave> :beginwave <waveStmtList> endwave
<waveStmtList> :<waveStatement>
|<waveStmtList> <waveStatement>
<waveStatement> :name <waveName>
|include <segmentName>
The `name' statement when used in the segment definition provides makerom
with a string that it associates with the segment. It uses this for two
reasons:
- To associate the segment with "waves" described below
- To create some predefined symbols that may be referenced by code segments
These symbols should be declared as an external array to
avoid their interpretation as gp-relative data. The symbols, and their
meaning are:
- _`name'SegmentStart is the beginning virtual or segment address of
the segment
- _`name'SegmentEnd is the ending virtual or segment address of
the segment plus one
- _`name'SegmentTextStart if any program text (instructions) are
present, this is the starting address of the text
- _`name'SegmentTextEnd if any program text (instructions) are
present, this is the ending address of the text
plus one
- _`name'SegmentDataStart if any program initialized data is present, this is
the starting address of this section
- _`name'SegmentDataEndif any program initialized data is present, this is
the ending address of this section plus one
- _`name'SegmentBssStart if any program uninitialized data is present, this is
the starting address of this section
- _`name'SegmentDataEnd if any program uninitialized data is present, this is
the ending address of this section plus one
- _`name'SegmentRomStart is the beginning ROM address of the segment
- _`name'SegmentRomEnd is the ending ROM address of the segment plus one
The `flags' statement provides some specific information about the
segment. Segments flagged as OBJECT are composed of nonshared ELF
relocatables; otherwise, they are of type RAW and consist of
uninterpreted data. The segment flagged as the BOOT segment is of
special significance. It must be the first segment in the specification
file, and it is linked at a fixed address. The `entry' statement gives
the symbol that will be jumped to immediately after the rom image is
loaded by gload. The `stack' segment specifies the beginning stack
address of the boot code. It may either be a constant virtual address,
or optionally, a program segment symbol name plus an offset. The later
form is often useful since stacks grow backwards (towards smaller
addresses) as procedures are invoked.
The `address', `number', and `after' statements are ways of indicating
the beginning virtual address of an OBJECT segment. The `address'
statements are primarily intended for segments that will be executed by
the CPU, whereas segments numbered by the `number' segment are primarily
intended to be accessed by the RSP. The `after' keyword can place a
segment directly after the address range of another segment; this can be
useful for preventing holes in the address space while easily
accommodating changes in segment sizes.
Each of one or more `include' statements of a segment definition
specifies files that comprise the segment. If the segment has been
flagged with OBJECT, the specified file should be a nonshared ELF
relocatable; a RAW file can be of any type.
The `maxsize' statement can be used to enforce a size restriction (in
bytes) that the total segment size must not exceed.
The `align' statement can be used to align a segment to a given number of
bytes. By default, segments are aligned to 16 byte (128 bit) boundaries.
After the segments have been defined, a definition for one or more
"waves" is expected. Each wave definition results in a different ELF
object file being created. Multiple waves may be used as desired to keep
distinct address spaces, perhaps for dramatically different scenes and
resulting memory layouts.
The `name' statement of a wave definition will be used as the file name
of the resulting ELF object file that corresponds to the wave. The
`include' statement of a wave definition specifies which of the
previously defined segments are to be included in a wave. The inclusion
of the a segment into a wave makes its symbols available to all other
segments of the wave.
Example
The following spec file describes an application with two segments: a
boot program segment and a static data segment. A single ELF object file
named rotate is created.
beginseg
name "program"
flags BOOT OBJECT
entry mainproc
stack mainThreadStack + 0x1000
include "rotate.o"
endseg
beginseg
name "static"
flags OBJECT
number 1
include "square.o"
endseg
beginwave
name "rotate"
include "program"
include "static"
endwave
See Also
gload
gvd
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Nintendo® Confidential
Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.
Copyright © 1998
Nintendo of America Inc. All rights reserved Nintendo and N64 are registered trademarks of Nintendo
Last updated March 1998
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