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<!-- This is an automatically generated file. Do not edit.
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<head>
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<title>RGBLINK(1)</title>
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@@ -24,81 +26,114 @@
<section class="Sh">
<h1 class="Sh" id="NAME"><a class="permalink" href="#NAME">NAME</a></h1>
<code class="Nm">rgblink</code> &#x2014;
<div class="Nd">Game Boy linker</div>
<span class="Nd">Game Boy linker</span>
</section>
<section class="Sh">
<h1 class="Sh" id="SYNOPSIS"><a class="permalink" href="#SYNOPSIS">SYNOPSIS</a></h1>
<table class="Nm">
<tr>
<td><code class="Nm">rgblink</code></td>
<td>[<code class="Fl">-dtVw</code>] [<code class="Fl">-m</code>
<var class="Ar">mapfile</var>] [<code class="Fl">-n</code>
<var class="Ar">symfile</var>] [<code class="Fl">-O</code>
<var class="Ar">overlayfile</var>] [<code class="Fl">-o</code>
<var class="Ar">outfile</var>] [<code class="Fl">-p</code>
<var class="Ar">pad_value</var>] [<code class="Fl">-s</code>
<var class="Ar">symbol</var>] [<code class="Fl">-l</code>
<var class="Ar">linkerscript</var>] <var class="Ar">file ...</var></td>
<td>[<code class="Fl"><a href="#d">-d</a><a href="#t">t</a><a href="#V">V</a><a href="#v">v</a><a href="#w">w</a></code>] [<code class="Fl"><a href="#l">-l</a></code>
<var class="Ar">linker_script</var>] [<code class="Fl"><a href="#m">-m</a></code>
<var class="Ar">map_file</var>] [<code class="Fl"><a href="#n">-n</a></code>
<var class="Ar">sym_file</var>] [<code class="Fl"><a href="#O">-O</a></code>
<var class="Ar">overlay_file</var>] [<code class="Fl"><a href="#o">-o</a></code>
<var class="Ar">out_file</var>] [<code class="Fl"><a href="#p">-p</a></code>
<var class="Ar">pad_value</var>] [<code class="Fl"><a href="#s">-s</a></code>
<var class="Ar">symbol</var>] <var class="Ar">file ...</var></td>
</tr>
</table>
</section>
<section class="Sh">
<h1 class="Sh" id="DESCRIPTION"><a class="permalink" href="#DESCRIPTION">DESCRIPTION</a></h1>
The <code class="Nm">rgblink</code> program links objects created by
<a class="Xr">rgbasm(1)</a> into a single Game Boy ROM file.
<p class="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 <code class="Fl">-t</code>
option to override this.</p>
<p class="Pp">Similarly, WRAM0 sections are placed in the first 4KiB of WRAM
bank 0 and WRAMX sections are placed in any bank except bank 0. If your ROM
doesn't use banked WRAM you can use option <code class="Fl">-w</code> option
to override this.</p>
<p class="Pp">Also, if your ROM is designed for DMG, you can make sure that you
don't use any prohibited section by using the option
<code class="Fl">-d</code>, which implies <code class="Fl">-w</code> but
also prohibits the use of VRAM bank 1.</p>
<p class="Pp">The arguments are as follows:</p>
The <code class="Nm">rgblink</code> program links RGB object files, typically
created by <a class="Xr" href="rgbasm.1.html">rgbasm(1)</a>, into a single Game Boy ROM file. The
format is documented in <a class="Xr" href="rgbds.5.html">rgbds(5)</a>.
<p class="Pp">ROM0 sections are placed in the first 16 KiB of the output ROM,
and ROMX sections are placed in any 16 KiB &#x201C;bank&#x201D; except the
first. If your ROM will only be 32 KiB, you can use the
<code class="Fl">-t</code> option to change this.</p>
<p class="Pp">Similarly, WRAM0 sections are placed in the first 4 KiB of WRAM
(&#x201C;bank 0&#x201D;), and WRAMX sections are placed in any bank of the
last 4 KiB. If your ROM doesn't use banked WRAM, you can use the
<code class="Fl">-w</code> option to change this.</p>
<p class="Pp">Also, if your ROM is designed for a monochrome Game Boy, you can
make sure that you don't use any incompatible section by using the
<code class="Fl">-d</code> option, which implies <code class="Fl">-w</code>
but also prohibits the use of banked VRAM.</p>
<p class="Pp">Note that options can be abbreviated as long as the abbreviation
is unambiguous: <code class="Fl">--verb</code> is
<code class="Fl">--verbose</code>, but
<code class="Fl">--ver</code> is invalid because it
could also be <code class="Fl">--version</code>. The
arguments are as follows:</p>
<dl class="Bl-tag">
<dt><a class="permalink" href="#m"><code class="Fl" id="m">-m</code></a>
<var class="Ar">mapfile</var></dt>
<dd>Write a mapfile to the given filename.</dd>
<dt><a class="permalink" href="#n"><code class="Fl" id="n">-n</code></a>
<var class="Ar">symfile</var></dt>
<dd>Write a symbol file to the given filename.</dd>
<dt><a class="permalink" href="#O"><code class="Fl" id="O">-O</code></a>
<var class="Ar">overlayfile</var></dt>
<dd>The ROM image to overlay sections over. When an overlay ROM is provided,
all sections must be fixed. This may be used to patch an existing
binary.</dd>
<dt><a class="permalink" href="#o"><code class="Fl" id="o">-o</code></a>
<var class="Ar">outfile</var></dt>
<dd>Write ROM image to the given filename.</dd>
<dt><a class="permalink" href="#p"><code class="Fl" id="p">-p</code></a>
<var class="Ar">pad_value</var></dt>
<dd>When padding an image, pad with this value. The default is 0x00.</dd>
<dt><a class="permalink" href="#s"><code class="Fl" id="s">-s</code></a>
<var class="Ar">symbol</var></dt>
<dd>???</dd>
<dt><a class="permalink" href="#w"><code class="Fl" id="w">-w</code></a></dt>
<dd>Expand the WRAM0 section size from 4KiB to the full 8KiB assigned to WRAM
and prohibit the use of WRAMX sections.</dd>
<dt><a class="permalink" href="#d"><code class="Fl" id="d">-d</code></a></dt>
<dt><a class="permalink" href="#d"><code class="Fl" id="d">-d</code></a>,
<code class="Fl">--dmg</code></dt>
<dd>Enable DMG mode. Prohibit the use of sections that doesn't exist on a DMG,
such as WRAMX and VRAM bank 1. This option automatically enables
<code class="Fl">-w</code>.</dd>
<dt><a class="permalink" href="#t"><code class="Fl" id="t">-t</code></a></dt>
<dd>Expand the ROM0 section size from 16KiB to the full 32KiB assigned to ROM
and prohibit the use of ROMX sections. Useful for ROMs that fit in 32
KiB.</dd>
<dt><a class="permalink" href="#l"><code class="Fl" id="l">-l</code></a>
<var class="Ar">linkerscript</var></dt>
<dd>Specify a linkerscript file that tells the linker how sections must be
placed in the ROM. This file has priority over the attributes assigned in
the source code, but they have to be consistent. See
<a class="Xr">rgblink(5)</a> for more information about its format.</dd>
<dt><a class="permalink" href="#V"><code class="Fl" id="V">-V</code></a></dt>
<var class="Ar">linker_script,</var>
<code class="Fl">--linkerscript</code>
<var class="Ar">linker_script</var></dt>
<dd>Specify a linker script file that tells the linker how sections must be
placed in the ROM. The attributes assigned in the linker script must be
consistent with any assigned in the code. See <a class="Xr" href="rgblink.5.html">rgblink(5)</a>
for more information about the linker script format.</dd>
<dt><a class="permalink" href="#m"><code class="Fl" id="m">-m</code></a>
<var class="Ar">map_file</var>,
<code class="Fl">--map</code>
<var class="Ar">map_file</var></dt>
<dd>Write a map file to the given filename, listing how sections and symbols
were assigned.</dd>
<dt><a class="permalink" href="#n"><code class="Fl" id="n">-n</code></a>
<var class="Ar">sym_file</var>,
<code class="Fl">--sym</code>
<var class="Ar">sym_file</var></dt>
<dd>Write a symbol file to the given filename, listing the address of all
exported symbols. Several external programs can use this information, for
example to help debugging ROMs.</dd>
<dt><a class="permalink" href="#O"><code class="Fl" id="O">-O</code></a>
<var class="Ar">overlay_file</var>,
<code class="Fl">--overlay</code>
<var class="Ar">overlay_file</var></dt>
<dd>If specified, sections will be overlaid &quot;on top&quot; of the provided
ROM image. In that case, all sections must be fixed. This may be used to
patch an existing binary.</dd>
<dt><a class="permalink" href="#o"><code class="Fl" id="o">-o</code></a>
<var class="Ar">out_file</var>,
<code class="Fl">--output</code>
<var class="Ar">out_file</var></dt>
<dd>Write the ROM image to the given file.</dd>
<dt><a class="permalink" href="#p"><code class="Fl" id="p">-p</code></a>
<var class="Ar">pad_value</var>,
<code class="Fl">--pad</code>
<var class="Ar">pad_value</var></dt>
<dd>When inserting padding between sections, pad with this value. Has no
effect if <code class="Fl">-O</code> is specified. The default is 0.</dd>
<dt><a class="permalink" href="#s"><code class="Fl" id="s">-s</code></a>
<var class="Ar">symbol</var>,
<code class="Fl">--smart</code>
<var class="Ar">symbol</var></dt>
<dd>This option is ignored. It was supposed to perform smart linking but fell
into disrepair, and so has been removed. It will be reimplemented at some
point.</dd>
<dt><a class="permalink" href="#t"><code class="Fl" id="t">-t</code></a>,
<code class="Fl">--tiny</code></dt>
<dd>Expand the ROM0 section size from 16 KiB to the full 32 KiB assigned to
ROM and prohibit the use of ROMX sections. Useful for ROMs that fit in 32
KiB.</dd>
<dt><a class="permalink" href="#V"><code class="Fl" id="V">-V</code></a>,
<code class="Fl">--version</code></dt>
<dd>Print the version of the program and exit.</dd>
<dt><a class="permalink" href="#v"><code class="Fl" id="v">-v</code></a>,
<code class="Fl">--verbose</code></dt>
<dd>Verbose: enable printing more information to standard error.</dd>
<dt><a class="permalink" href="#w"><code class="Fl" id="w">-w</code></a>,
<code class="Fl">--wramx</code></dt>
<dd>Expand the WRAM0 section size from 4 KiB to the full 8 KiB assigned to
WRAM and prohibit the use of WRAMX sections.</dd>
</dl>
</section>
<section class="Sh">
@@ -107,18 +142,28 @@ All you need for a basic ROM is an object file, which can be made into a ROM
image like so:
<p class="Pp"></p>
<div class="Bd Bd-indent">$ rgblink -o bar.gb foo.o</div>
<p class="Pp">The resulting bar.gb will not have correct checksums (unless you
put them in the assembly source). You should use <a class="Xr">rgbfix(1)</a>
to fix these so that the program will actually run in a Game Boy:</p>
<p class="Pp">The resulting <var class="Ar">bar.gb</var> will not have correct
checksums (unless you put them in the assembly source). You should use
<a class="Xr" href="rgbfix.1.html">rgbfix(1)</a> to fix these so that the program will actually
run in a Game Boy:</p>
<p class="Pp"></p>
<div class="Bd Bd-indent">$ rgbfix -v bar.gb</div>
<div class="Bd Bd-indent"><code class="Li">$ rgbfix -v bar.gb</code></div>
<p class="Pp">Here is a more complete example:</p>
<p class="Pp"></p>
<div class="Bd Bd-indent"><code class="Li">$ rgblink -o bin/game.gb -n
bin/game.sym -p 0xFF obj/title.o obj/engine.o</code></div>
</section>
<section class="Sh">
<h1 class="Sh" id="BUGS"><a class="permalink" href="#BUGS">BUGS</a></h1>
Please report bugs on
<a class="Lk" href="https://github.com/rednex/rgbds/issues">GitHub</a>.
</section>
<section class="Sh">
<h1 class="Sh" id="SEE_ALSO"><a class="permalink" href="#SEE_ALSO">SEE
ALSO</a></h1>
<a class="Xr">rgbasm(1)</a>, <a class="Xr">rgblink(5)</a>,
<a class="Xr">rgbfix(1)</a>, <a class="Xr">rgbds(5)</a>,
<a class="Xr">rgbds(7)</a>
<a class="Xr" href="rgbasm.1.html">rgbasm(1)</a>, <a class="Xr" href="rgblink.5.html">rgblink(5)</a>,
<a class="Xr" href="rgbfix.1.html">rgbfix(1)</a>, <a class="Xr" href="rgbds.5.html">rgbds(5)</a>,
<a class="Xr" href="rgbds.7.html">rgbds(7)</a>
</section>
<section class="Sh">
<h1 class="Sh" id="HISTORY"><a class="permalink" href="#HISTORY">HISTORY</a></h1>
@@ -130,8 +175,8 @@ All you need for a basic ROM is an object file, which can be made into a ROM
</div>
<table class="foot">
<tr>
<td class="foot-date">January 26, 2018</td>
<td class="foot-os">RGBDS Manual</td>
<td class="foot-date">November 26, 2019</td>
<td class="foot-os">General</td>
</tr>
</table>
</body>