This also allows much more freedom in rearranging the layout of variables in RAM rather than dealing with several hundred references to an absolute address However, simplest would be to create a RAM section and use labels to mark data/storage defines so that you don't have to deal with keeping track of the variable's actual address. Similar is true of variables, although you could just address memory directly if that's your thing. As a general rule (unless you know what address it will occupy after assembly), you will place a label before a routine so that the assembler will mark the location of that routine and use it in place of other occurrences of the label name throughout the program (such as in jumps to that routine), and generally, you will want that name to be at least vaguely descriptive of that routine's functionality. Label and variable names - As you are developing a program, you are most likely going to name your functions and your variables so that they can easily be kept track of.I do not have access to any of this source code, and may never, but I have actually seen extremely small and insubstantial pieces that were accidentally assembled as plain text into a prototype of Sonic the Hedgehog 2, which provide me with a few of the following general assumptions, all of which I would already have felt secure in making anyway: One major difference between my work with Sonic for MegaCD and the work originally performed by Sega in creating Sonic CD from the Sonic the Hedgehog base is that Sega actually had their original source codes.
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