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MEMORY
{
# NES 2.0 header.
INES: start=$0000, size=$0010, fill=yes, fillval=$00;
# System WRAM
#
# NOTE: DLGTEMP and DRAWTEMP are stored in the same place because
# the first half DRAWTEMP is not being used while DLGTEMP is being used.
#
# the second half is, though, because it contains the loaded attribute data
# of the current level which we will need to restore
ZEROPAGE: start=$0000, size=$0100, type=rw, file="";
OAMBUF: start=$0200, size=$0100, type=rw, file="";
ENTITIES: start=$0300, size=$0100, type=rw, file="";
PLTRACES: start=$0400, size=$0080, type=rw, file="";
DLGRAM: start=$0480, size=$0080, type=rw, file="";
MORERAM: start=$0500, size=$005C, type=rw, file="";
DRAWTEMP: start=$055C, size=$01A4, type=rw, file="";
LASTRAM: start=$0700, size=$0025, type=rw, file="";
FMSRAM: start=$0725, size=$00DB, type=rw, file="";
AREASPC: start=$6000, size=$0800, type=rw, file="";
DLGTEMP: start=$6800, size=$0400, type=rw, file="";
AREAPAL: start=$6C00, size=$0200, type=rw, file="";
SAVEFILE: start=$6E00, size=$0200, type=rw, file="";
AREAXTRA: start=$7000, size=$0F00, type=rw, file="";
BGFXRAM: start=$7F00, size=$0100, type=rw, file="";
# Advanced Trace
ADVTRACE: start=$6800, size=$0240, type=rw, file="";
# NOTE: It's actually possible to have 64 PRG banks and 32 CHR banks.
# Currently we only use 16 banks of PRG space because it's enough.
# Once we start work on Farewell it may no longer be enough.
##### PRG ROM #####
# Main Level Data
#
# Each chapter gets 8 KB of level data space.
PRG_LVL0A: start=$C000, size=$2000, fill=yes, fillval=$00, bank=$00;
PRG_LVL1A: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$01;
PRG_LVL1B: start=$C000, size=$2000, fill=yes, fillval=$00, bank=$02;
PRG_LVL1C: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$03;
PRG_LVL1D: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$04;
PRG_LVL2A: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$05;
PRG_LVL2B: start=$C000, size=$2000, fill=yes, fillval=$00, bank=$06;
PRG_LVL2C: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$07;
PRG_LVL2D: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$08;
PRG_LVL2E: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$09;
PRG_LVL2F: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$0A;
PRG_LVL3A: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$0B;
PRG_LVL3B: start=$C000, size=$2000, fill=yes, fillval=$00, bank=$0C;
# Unallocated Banks
PRG_UNA04: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$0D;
PRG_UNA05: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$0E;
PRG_UNA06: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$0F;
PRG_UNA07: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$10;
PRG_UNA08: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$11;
PRG_UNA09: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$12;
PRG_UNA10: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$13;
PRG_UNA11: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$14;
PRG_UNA12: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$15;
PRG_UNA13: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$16;
PRG_UNA14: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$17;
PRG_UNA15: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$18;
PRG_UNA16: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$19;
PRG_UNA17: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$1A;
PRG_UNA18: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$1B;
PRG_UNA19: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$1C;
PRG_UNA20: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$1D;
PRG_UNA21: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$1E;
PRG_UNA22: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$1F;
PRG_UNA23: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$20;
PRG_UNA24: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$21;
PRG_UNA25: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$22;
PRG_UNA26: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$23;
PRG_UNA27: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$24;
PRG_UNA28: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$25;
PRG_UNA29: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$26;
PRG_UNA30: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$27;
PRG_UNA31: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$28;
PRG_UNA32: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$29;
PRG_UNA33: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$2A;
PRG_UNA34: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$2B;
PRG_UNA35: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$2C;
PRG_UNA36: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$2D;
PRG_UNA37: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$2E;
PRG_UNA38: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$2F;
PRG_UNA39: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$30;
PRG_UNA40: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$31;
PRG_UNA41: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$32;
PRG_UNA42: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$33;
PRG_UNA43: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$34;
PRG_UNA44: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$35;
PRG_UNA45: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$36;
PRG_UNA46: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$37;
# Game Engine, Core, etc.
PRG_PHYS: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$38;
PRG_ENTS: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$39;
PRG_PAUS: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$3A;
PRG_XTRA: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$3B;
PRG_DIAL: start=$A000, size=$2000, fill=yes, fillval=$00, bank=$3C;
PRG_TTLE: start=$C000, size=$2000, fill=yes, fillval=$00, bank=$3D;
PRG_GAME: start=$8000, size=$2000, fill=yes, fillval=$00, bank=$3E;
PRG_MAIN: start=$E000, size=$1FFA, fill=yes, fillval=$00, bank=$3F;
PRG_VECS: start=$FFFA, size=$0006, fill=yes, fillval=$00, bank=$3F;
##### CHR ROM #####
## Sprites ##
## Global Sprite Banks ##
CHR_SPMAD: start=$0000, size=$0800, fill=yes, fillval=$FF, bank=$00; # Madeline sprites (2 banks)
CHR_DPLDI: start=$1000, size=$0400, fill=yes, fillval=$FF, bank=$02; # Player death particles bank
CHR_SPGEN: start=$0800, size=$0400, fill=yes, fillval=$FF, bank=$03; # Generic sprites
CHR_SPANI: start=$0000, size=$1000, fill=yes, fillval=$FF, bank=$04; # Animated sprites (4 banks)
## Level Specific Sprite Banks ##
CHR_SLVL0: start=$0000, size=$0400, fill=yes, fillval=$FF, bank=$08; # Level 0 sprite bank (Granny+Bird)
CHR_SLV0B: start=$0C00, size=$0400, fill=yes, fillval=$FF, bank=$09; # Level 0 sprite bank (Bird tutorial)
CHR_SLVL1: start=$0000, size=$0400, fill=yes, fillval=$FF, bank=$0A; # Level 1 sprite bank (zip mover)
CHR_SLV1B: start=$0000, size=$0400, fill=yes, fillval=$FF, bank=$0B; # Level 1 sprite bank (tall zip mover)
CHR_SLV1C: start=$0000, size=$0400, fill=yes, fillval=$FF, bank=$0C; # Level 2 sprite bank (payphone)
CHR_SLVL2: start=$0000, size=$0400, fill=yes, fillval=$FF, bank=$0D; # Level 2 sprite bank (campfire, falling blocks)
CHR_SLV2B: start=$0000, size=$0400, fill=yes, fillval=$FF, bank=$0E; # Level 2 sprite bank (extra Badeline actions)
CHR_PAPH3: start=$1000, size=$0400, fill=yes, fillval=$FF, bank=$0F; # Level 2 Payphone animation (8)
CHR_PAPH1: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$10; # Level 2 Payphone animation (0,1,2,3)
CHR_PAPH2: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$14; # Level 2 Payphone animation (4,5,6,7)
CHR_SLV2L: start=$1000, size=$0800, fill=yes, fillval=$FF, bank=$18; # Level 2 Mirror Badeline
CHR_SLV2N: start=$1000, size=$0400, fill=yes, fillval=$FF, bank=$1A; # Level 2 Generic bank clone with different stars
CHR_PAPH4: start=$0000, size=$0400, fill=yes, fillval=$FF, bank=$1B; # Level 2 Payphone animation (9)
## Level Tilesets ##
CHR_BGTTL: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$1C; # Title screen
CHR_BGOWD: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$20; # Overworld screen
CHR_BG000: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$24; # Level 0
CHR_BG001: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$28; # Level 1
CHR_BG002: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$2C; # Level 2 (main)
CHR_BG003: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$30; # Level 2 (additional prop tiles [lvl2, lvl2b])
CHR_BG004: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$34; # Level 2 (dream block in different states)
CHR_BG005: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$38; # Level 2 (dream block in different states)
CHR_BG006: start=$1000, size=$0800, fill=yes, fillval=$FF, bank=$3C; # Level 2 (dream block in different states)
CHR_CASS1: start=$1000, size=$0800, fill=yes, fillval=$FF, bank=$3E; # Cassette Blocks (1)
CHR_BG007: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$40; # Level 3 (4 banks)
# Unallocated Banks
CHR_CH3BG: start=$1000, size=$0800, fill=yes, fillval=$FF, bank=$44; # Unused (2 banks)
CHR_UNA2H: start=$1000, size=$0800, fill=yes, fillval=$FF, bank=$46; # Unused (2 banks)
CHR_UNA03: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$48; # Unused (4 banks)
CHR_UNA04: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$4C; # Unused (4 banks)
CHR_UNA05: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$50; # Unused (4 banks)
CHR_UNA06: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$54; # Unused (4 banks)
CHR_UNA07: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$58; # Unused (4 banks)
CHR_UNA08: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$5C; # Unused (4 banks)
CHR_UNA09: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$60; # Unused (4 banks)
CHR_UNA10: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$64; # Unused (4 banks)
CHR_UNA11: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$68; # Unused (4 banks)
CHR_UNA12: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$6C; # Unused (4 banks)
CHR_UNA13: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$70; # Unused (4 banks)
CHR_UNA14: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$74; # Unused (4 banks)
CHR_UNA15: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$78; # Unused (4 banks)
CHR_UNA16: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$7C; # Unused (4 banks)
CHR_UNA17: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$80; # Unused (4 banks)
CHR_UNA18: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$84; # Unused (4 banks)
CHR_UNA19: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$88; # Unused (4 banks)
CHR_UNA20: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$8C; # Unused (4 banks)
CHR_UNA21: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$90; # Unused (4 banks)
CHR_UNA22: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$94; # Unused (4 banks)
CHR_UNA23: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$98; # Unused (4 banks)
CHR_UNA24: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$9C; # Unused (4 banks)
CHR_UNA25: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$A0; # Unused (4 banks)
CHR_UNA26: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$A4; # Unused (4 banks)
CHR_UNA27: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$A8; # Unused (4 banks)
CHR_UNA28: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$AC; # Unused (4 banks)
CHR_UNA29: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$B0; # Unused (4 banks)
CHR_UNA30: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$B4; # Unused (4 banks)
CHR_UNA31: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$B8; # Unused (4 banks)
CHR_UNA32: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$BC; # Unused (4 banks)
## Complete Screens ##
CHR_LV1CA: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$C0; # Level 1 Complete A
CHR_LV1CB: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$C4; # Level 1 Complete B
CHR_LV2CA: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$C8; # Level 2 Complete A
CHR_LV2CB: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$CC; # Level 2 Complete B
CHR_SL1CO: start=$1000, size=$0800, fill=yes, fillval=$FF, bank=$D0; # Level 1 Complete Sprites
CHR_SL2CO: start=$1000, size=$0800, fill=yes, fillval=$FF, bank=$D2; # Level 2 Complete Sprites
## User Interface ##
CHR_SPOWD: start=$0000, size=$1000, fill=yes, fillval=$FF, bank=$D4; # Overworld sprites
CHR_PAUSE: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$D8; # Pause graphics
CHR_PCARD: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$DC; # Postcard text bank
CHR_OPTNS: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$E0; # Options text bank
## Dialog Pattern Tables ##
CHR_DMAIN: start=$1000, size=$0800, fill=yes, fillval=$FF, bank=$E4; # Dialog text font (used for Prologue and Memorial)
CHR_CASS2: start=$1000, size=$0800, fill=yes, fillval=$FF, bank=$E6; # Cassette Blocks (2)
CHR_DCNTR: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$E8; # Binary counting pattern for text rendering
CHR_DMOME: start=$0000, size=$1000, fill=yes, fillval=$FF, bank=$EC; # Mom/Ex dialog portraits (No, not Momeline)
CHR_DBADE: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$F0; # Badeline dialog portraits
CHR_DMADE: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$F4; # Madeline dialog portraits
CHR_DTHEO: start=$1000, size=$0C00, fill=yes, fillval=$FF, bank=$F8; # Theo dialog portraits (unused for now)
CHR_SPHRT: start=$1C00, size=$0400, fill=yes, fillval=$FF, bank=$FB; # Crystal Heart Sprite
CHR_DGRAN: start=$1000, size=$1000, fill=yes, fillval=$FF, bank=$FC; # Granny dialog portraits
}
SEGMENTS
{
INES: load = INES, type = ro;
ZEROPAGE: load = ZEROPAGE, type = zp;
OAMBUF: load = OAMBUF, type = bss, align = $100;
ENTITIES: load = ENTITIES, type = bss, align = $100;
PLTRACES: load = PLTRACES, type = bss;
DLGRAM: load = DLGRAM, type = bss;
MORERAM: load = MORERAM, type = bss;
DRAWTEMP: load = DRAWTEMP, type = bss;
FMSRAM: load = FMSRAM, type = bss;
LASTRAM: load = LASTRAM, type = bss;
AREASPC: load = AREASPC, type = bss;
DLGTEMP: load = DLGTEMP, type = bss, align = $100;
AREAPAL: load = AREAPAL, type = bss, align = $100;
SAVEFILE: load = SAVEFILE, type = bss, align = $100;
AREAXTRA: load = AREAXTRA, type = bss, align = $100;
ADVTRACE: load = ADVTRACE, type = bss, align = $100;
BGFXRAM: load = BGFXRAM, type = bss, align = $100;
PRG_LVL0A: load = PRG_LVL0A, type = ro, align=$100;
PRG_LVL1A: load = PRG_LVL1A, type = ro, align=$100;
PRG_LVL1B: load = PRG_LVL1B, type = ro, align=$100;
PRG_LVL1C: load = PRG_LVL1C, type = ro, align=$100;
PRG_LVL1D: load = PRG_LVL1D, type = ro, align=$100;
PRG_LVL2A: load = PRG_LVL2A, type = ro, align=$100;
PRG_LVL2B: load = PRG_LVL2B, type = ro, align=$100;
PRG_LVL2C: load = PRG_LVL2C, type = ro, align=$100;
PRG_LVL2D: load = PRG_LVL2D, type = ro, align=$100;
PRG_LVL2E: load = PRG_LVL2E, type = ro, align=$100;
PRG_LVL2F: load = PRG_LVL2F, type = ro, align=$100;
PRG_LVL3A: load = PRG_LVL3A, type = ro, align=$100;
PRG_LVL3B: load = PRG_LVL3B, type = ro, align=$100;
PRG_PHYS: load = PRG_PHYS, type = ro, align=$100;
PRG_ENTS: load = PRG_ENTS, type = ro, align=$100;
PRG_PAUS: load = PRG_PAUS, type = ro, align=$100;
PRG_XTRA: load = PRG_XTRA, type = ro, align=$100;
PRG_DIAL: load = PRG_DIAL, type = ro, align=$100;
PRG_TTLE: load = PRG_TTLE, type = ro, align=$100;
PRG_GAME: load = PRG_GAME, type = ro, align=$100;
PRG_MAIN: load = PRG_MAIN, type = ro, align=$100;
PRG_VECS: load = PRG_VECS, type = ro;
# Unallocated
PRG_UNA04: load = PRG_UNA04, type = ro, align=$100;
PRG_UNA05: load = PRG_UNA05, type = ro, align=$100;
PRG_UNA06: load = PRG_UNA06, type = ro, align=$100;
PRG_UNA07: load = PRG_UNA07, type = ro, align=$100;
PRG_UNA08: load = PRG_UNA08, type = ro, align=$100;
PRG_UNA09: load = PRG_UNA09, type = ro, align=$100;
PRG_UNA10: load = PRG_UNA10, type = ro, align=$100;
PRG_UNA11: load = PRG_UNA11, type = ro, align=$100;
PRG_UNA12: load = PRG_UNA12, type = ro, align=$100;
PRG_UNA13: load = PRG_UNA13, type = ro, align=$100;
PRG_UNA14: load = PRG_UNA14, type = ro, align=$100;
PRG_UNA15: load = PRG_UNA15, type = ro, align=$100;
PRG_UNA16: load = PRG_UNA16, type = ro, align=$100;
PRG_UNA17: load = PRG_UNA17, type = ro, align=$100;
PRG_UNA18: load = PRG_UNA18, type = ro, align=$100;
PRG_UNA19: load = PRG_UNA19, type = ro, align=$100;
PRG_UNA20: load = PRG_UNA20, type = ro, align=$100;
PRG_UNA21: load = PRG_UNA21, type = ro, align=$100;
PRG_UNA22: load = PRG_UNA22, type = ro, align=$100;
PRG_UNA23: load = PRG_UNA23, type = ro, align=$100;
PRG_UNA24: load = PRG_UNA24, type = ro, align=$100;
PRG_UNA25: load = PRG_UNA25, type = ro, align=$100;
PRG_UNA26: load = PRG_UNA26, type = ro, align=$100;
PRG_UNA27: load = PRG_UNA27, type = ro, align=$100;
PRG_UNA28: load = PRG_UNA28, type = ro, align=$100;
PRG_UNA29: load = PRG_UNA29, type = ro, align=$100;
PRG_UNA30: load = PRG_UNA30, type = ro, align=$100;
PRG_UNA31: load = PRG_UNA31, type = ro, align=$100;
PRG_UNA32: load = PRG_UNA32, type = ro, align=$100;
PRG_UNA33: load = PRG_UNA33, type = ro, align=$100;
PRG_UNA34: load = PRG_UNA34, type = ro, align=$100;
PRG_UNA35: load = PRG_UNA35, type = ro, align=$100;
PRG_UNA36: load = PRG_UNA36, type = ro, align=$100;
PRG_UNA37: load = PRG_UNA37, type = ro, align=$100;
PRG_UNA38: load = PRG_UNA38, type = ro, align=$100;
PRG_UNA39: load = PRG_UNA39, type = ro, align=$100;
PRG_UNA40: load = PRG_UNA40, type = ro, align=$100;
PRG_UNA41: load = PRG_UNA41, type = ro, align=$100;
PRG_UNA42: load = PRG_UNA42, type = ro, align=$100;
PRG_UNA43: load = PRG_UNA43, type = ro, align=$100;
PRG_UNA44: load = PRG_UNA44, type = ro, align=$100;
PRG_UNA45: load = PRG_UNA45, type = ro, align=$100;
PRG_UNA46: load = PRG_UNA46, type = ro, align=$100;
CHR_SPMAD: load = CHR_SPMAD, type = ro;
CHR_DPLDI: load = CHR_DPLDI, type = ro;
CHR_SPGEN: load = CHR_SPGEN, type = ro;
CHR_SPANI: load = CHR_SPANI, type = ro;
CHR_SLVL0: load = CHR_SLVL0, type = ro;
CHR_SLV0B: load = CHR_SLV0B, type = ro;
CHR_SLVL1: load = CHR_SLVL1, type = ro;
CHR_SLV1B: load = CHR_SLV1B, type = ro;
CHR_SLV1C: load = CHR_SLV1C, type = ro;
CHR_SLVL2: load = CHR_SLVL2, type = ro;
CHR_SLV2B: load = CHR_SLV2B, type = ro;
CHR_PAPH3: load = CHR_PAPH3, type = ro;
CHR_PAPH1: load = CHR_PAPH1, type = ro;
CHR_PAPH2: load = CHR_PAPH2, type = ro;
CHR_SLV2L: load = CHR_SLV2L, type = ro;
CHR_SLV2N: load = CHR_SLV2N, type = ro;
CHR_PAPH4: load = CHR_PAPH4, type = ro;
CHR_BGTTL: load = CHR_BGTTL, type = ro;
CHR_BGOWD: load = CHR_BGOWD, type = ro;
CHR_BG000: load = CHR_BG000, type = ro;
CHR_BG001: load = CHR_BG001, type = ro;
CHR_BG002: load = CHR_BG002, type = ro;
CHR_BG003: load = CHR_BG003, type = ro;
CHR_BG004: load = CHR_BG004, type = ro;
CHR_BG005: load = CHR_BG005, type = ro;
CHR_BG006: load = CHR_BG006, type = ro;
CHR_BG007: load = CHR_BG007, type = ro;
CHR_CH3BG: load = CHR_CH3BG, type = ro;
CHR_LV1CA: load = CHR_LV1CA, type = ro;
CHR_LV1CB: load = CHR_LV1CB, type = ro;
CHR_LV2CA: load = CHR_LV2CA, type = ro;
CHR_LV2CB: load = CHR_LV2CB, type = ro;
CHR_SL1CO: load = CHR_SL1CO, type = ro;
CHR_SL2CO: load = CHR_SL2CO, type = ro;
CHR_SPOWD: load = CHR_SPOWD, type = ro;
CHR_PAUSE: load = CHR_PAUSE, type = ro;
CHR_PCARD: load = CHR_PCARD, type = ro;
CHR_OPTNS: load = CHR_OPTNS, type = ro;
CHR_CASS1: load = CHR_CASS1, type = ro;
CHR_CASS2: load = CHR_CASS2, type = ro;
CHR_SPHRT: load = CHR_SPHRT, type = ro;
CHR_DMAIN: load = CHR_DMAIN, type = ro;
CHR_DCNTR: load = CHR_DCNTR, type = ro;
CHR_DMOME: load = CHR_DMOME, type = ro;
CHR_DBADE: load = CHR_DBADE, type = ro;
CHR_DMADE: load = CHR_DMADE, type = ro;
CHR_DTHEO: load = CHR_DTHEO, type = ro;
CHR_DGRAN: load = CHR_DGRAN, type = ro;
# Unallocated
CHR_UNA2H: load = CHR_UNA2H, type = ro;
CHR_UNA03: load = CHR_UNA03, type = ro;
CHR_UNA04: load = CHR_UNA04, type = ro;
CHR_UNA05: load = CHR_UNA05, type = ro;
CHR_UNA06: load = CHR_UNA06, type = ro;
CHR_UNA07: load = CHR_UNA07, type = ro;
CHR_UNA08: load = CHR_UNA08, type = ro;
CHR_UNA09: load = CHR_UNA09, type = ro;
CHR_UNA10: load = CHR_UNA10, type = ro;
CHR_UNA11: load = CHR_UNA11, type = ro;
CHR_UNA12: load = CHR_UNA12, type = ro;
CHR_UNA13: load = CHR_UNA13, type = ro;
CHR_UNA14: load = CHR_UNA14, type = ro;
CHR_UNA15: load = CHR_UNA15, type = ro;
CHR_UNA16: load = CHR_UNA16, type = ro;
CHR_UNA17: load = CHR_UNA17, type = ro;
CHR_UNA18: load = CHR_UNA18, type = ro;
CHR_UNA19: load = CHR_UNA19, type = ro;
CHR_UNA20: load = CHR_UNA20, type = ro;
CHR_UNA21: load = CHR_UNA21, type = ro;
CHR_UNA22: load = CHR_UNA22, type = ro;
CHR_UNA23: load = CHR_UNA23, type = ro;
CHR_UNA24: load = CHR_UNA24, type = ro;
CHR_UNA25: load = CHR_UNA25, type = ro;
CHR_UNA26: load = CHR_UNA26, type = ro;
CHR_UNA27: load = CHR_UNA27, type = ro;
CHR_UNA28: load = CHR_UNA28, type = ro;
CHR_UNA29: load = CHR_UNA29, type = ro;
CHR_UNA30: load = CHR_UNA30, type = ro;
CHR_UNA31: load = CHR_UNA31, type = ro;
CHR_UNA32: load = CHR_UNA32, type = ro;
}