shithub: rgbds

ref: c3c31138ddbd8680d4e67957e387f2816798a71b
dir: /src/link/rgblink.1/

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.Dd February 26, 2015
.Dt RGBLINK 1
.Os RGBDS Manual
.Sh NAME
.Nm rgblink
.Nd Game Boy linker
.Sh SYNOPSIS
.Nm rgblink
.Op Fl t
.Op Fl m Ar mapfile
.Op Fl n Ar symfile
.Op Fl o Ar outfile
.Op Fl p Ar pad_value
.Op Fl s Ar symbol
.Ar
.Sh DESCRIPTION
The
.Nm
program links objects created by
.Xr rgbasm 1
into a single Game Boy ROM file.
.Pp
By default, ROM0 sections created by the assembler are placed in the 16KiB
bank 0, and ROMX sections are placed in any bank except bank 0.
If your ROM will only be 32KiB, you can use the
.Fl t
option to override this.
.Pp
The arguments are as follows:
.Bl -tag -width Ds
.It Fl m Ar mapfile
Write a mapfile to the given filename.
.It Fl n Ar symfile
Write a symbol file to the given filename.
.It Fl o Ar outfile
Write ROM image to the given filename.
.It Fl p Ar pad_value
When padding an image, pad with this value.
The default is 0x00.
.It Fl s Ar symbol
???
.It Fl t
Write a tiny
.Pq 32KiB
ROM file.
This forces all ROMX sections to be of type ROM0, and increases the ROM0
section size from 16KiB to 32KiB.
.El
.Sh EXAMPLES
All you need for a basic ROM is an object file, which can be made into a ROM
image like so:
.Pp
.D1 $ rgblink -o bar.gb foo.o
.Pp
The resulting bar.gb will not have correct checksums
.Pq unless you put them in the assembly source .
You should use
.Xr rgbfix 1
to fix these so that the program will actually run in a Game Boy:
.Pp
.D1 $ rgbfix -v bar.gb
.Sh SEE ALSO
.Xr rgbasm 1 ,
.Xr rgbfix 1 ,
.Xr rgbds 7
.Sh HISTORY
.Nm
was originally written by Carsten S\(/orensen as part of the ASMotor package,
and was later packaged in RGBDS by Justin Lloyd.