Kernel + Module code swapping on the Dreamcast

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I recall reading somewhere in the documentation (US or JP) that the DC supported code swapping to keep ram usage down. An example of this method if the FF games like FF7 which had a core "kernel" and seperate "modules" for each state (field, battle, menu, etc). This way only the relevant code (minus some overhead) has to be resident in the ram.

Did anyone run into documentation about this or a way to setup gcc to segment code like this?
 
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KallistiOS has an API for this. Check out KallistiOS/include/kos/library.h, and there's a Makefile for the modules in KallistiOS/loadable. DreamShell uses it if you want a real-world example.
 
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KLF in DreamShell
DLL in WINCE
 
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Katana uses code overlays

Thank you, that's the word I was trying to remember. The JP Shinobi docs have a whole section on it.
 
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