ref: e3a31d7e593ced6606055c720c4269cb7cb5e2d0
dir: /src/link/rgblink.1/
.Dd $Mdocdate$ .Dt RGBLINK 1 .Os RGBDS Manual .Sh NAME .Nm rgblink .Nd Game Boy linker .Sh SYNOPSIS .Nm rgblink .Op Fl t .Op Fl l Ar library .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 rgbds 7 , .Xr rgbasm 1 , .Xr rgbfix 1 , .Xr gbz80 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.