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Accessing memory over 0x200000 - Printable Version

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Accessing memory over 0x200000 - Ahchay - 04-21-2026

I'm working on a racing game prototype at the minute and this generates a *lot* of graphic data - it's not very exciting or varied, but think one 160x96 bitmap for every road direction multiplied by a number of frames to make it look like it's moving

Works like a charm, but I'm bashing against compilers 2mib limit

Code:
tulink.exe -la -o ROADRUNNER.abs ngpc.lcf main.rel library.rel vgmplayer.rel spritemanager.rel title.rel player.rel road.rel roadrunner.rel
Toshiba Unified Linker (32) V2.0p
(C)Copyright TOSHIBA CORPORATION 1993-2009  All rights reserved

TULINK-Error-210: "far_const" at "0x200000" won't fit into configured memory
TULINK-Error-201: "far_code" enters unconfigured memory at "0x414F76"
TULINK-Error-201: "far_data" enters unconfigured memory at "0x417FDE"
make: *** [makefile:14: ROADRUNNER.ngp] Error 127

Is there a way I can push all of this boring graphical data into the 0x200000 to 0x3fffff range?

I can see how I could build a file containing the data and then just append it to the compiled .NGP file, and then figure out how to stream it back into the game - but that seems a lot of effort towards an uncertain goal at the moment

Link to a (sort of) playable version here - ahchay.com/NGPC/Play.html?ROMId=ROADRUNNER.ngp

Currently, I'm skipping every other frame in order to fit it into memory - honestly, it's probably good enough, but I'd like to have a crack at it before deciding whether to generate slightly more interesting landscapes