gbdk-2020 | GameBoy Development Kit |
| download: https://git.y1.nz/archives/gbdk.tar.gz | |
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gbdk-lib/libc/targets/mos6502/nes/platform_cfg.s
1 ;;;
2 ;;; Platform/mapper specific configuration settings.
3 ;;;
4
5 ;
6 ; Tilemap layout (nametable mirroring) setting.
7 ;
8 ; Available settings:
9 ;
10 ; S: Single-screen layout/mirroring.
11 ; H: Horizontal layout (vertical mirroring)
12 ; V: Vertical layout (horizontal mirroring)
13 ; F: Four-screen layout no mirroring)
14 ;
15 ; Only *one* of these should be enabled.
16 ; The same define should also be passed to LCC for compile-time settings in the C include files.
17 ;
18
19 NES_TILEMAP_S = 1
20 ;NES_TILEMAP_H = 1
21 ;NES_TILEMAP_V = 1
22 ;NES_TILEMAP_F = 1
23
24 ;
25 ; GB window emulation via second nametable
26 ;
27 ; This setting allocates shadow memory for a second nametable and adds code to the
28 ; internal tile/attribute set functions to allow use with the GB window functions.
29 ; It also adds code and RAM storage to the transfer buffer routines and
30 ; deferred-LCD-isr routines to support switching between window layer and bkg layer.
31 ;
32
33 ;NES_WINDOW_LAYER = 1
34
35 ;
36 ; LOMEM setting
37 ;
38 ; This places the 64 bytes of attribute shadow (assuming single-screen layout) in the stack area
39 ; saving 64 bytes of RAM memory for user variables, at the expense of a reduced stack for function calls.
40 ;
41 ; This setting is *only* valid when NES_TILEMAP_S = 1 and NES_WINDOW_LAYER is not enabled.
42 ; (using it with other tilemap layouts will corrupt the stack)
43 ;
44
45 NES_LOMEM = 1
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