Code segmentation guide: Difference between revisions

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== Where to go from here? ==
 
These pages are aimed at providing users who are new to embedded systems programming to work around this limitation. It is expected that you have '''a strong understanding of C'''. TheyThe code for the example ROMs provided in these pages should hopefullyall providebe youavailable with[https://github.com/n64brew/N64-Codesplit-Tutorial usefulin techniquesthis andrepository]. The sample code tois aidwritten infor your[[libultra]], homebrewusing development,the makefile and itspec isfile recommendedformat thatexpected theyfrom the library. The knowledge can be readeasily intransferred theto providedother SDKs or build systems. order:
 
Before you do anything, have a brief look over the code of the [https://github.com/n64brew/N64-Codesplit-Tutorial/tree/main/original original sample], as this is our "bad" starting ROM which we will improve upon. As soon as you've done that, look through the following pages (preferably in order):
 
* [[Splitting Assets from Code]]
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* [[Data Compression]]
 
OnceAfter you have read through those three pages (and more importantly, '''understood them'''), it is also recommended you look into techniques to split your code. It is preferable that you write your game to support at least one of these methods '''before''' you start adding too much to it, as it might become more challenging to modify such an intricate part of your engine after the fact:
 
* [[Overlays]]