Saturn high/low memory example
------------------------------

Introduction.
This example shows how to load and execute code in the low and high 
memory areas ($200000 and $6000000 respectively) of the Saturn.  
Unfortunately, due to constraints on distribution of code only the make 
file and linker command file are included, but the example was produced 
by renaming the main() function in the Sega-supplied sample SMPSPR7 to 
sprmain() and creating a new module MAIN.C which is loaded at the low 
address, and whose main() function simply calls sprmain().

Description.
The linker script prefixes the sections taken from the low.obj file with
'low', allowing you to deploy them in a separate group from the code in
the other .obj and the library files.
This lets you locate the code to be executed at the low address ($200000)
in the 'low' group.

Beware!
The low memory on the Saturn is much slower than high memory, so avoid 
putting any time-critical code or variables in this area.  Also any 
uninitialised data defined in a module to be located low will be placed 
in a section called "low.bss", which is not explicitly cleared by the 
code at __SN_ENTRY_POINT, so if this section is created the programmer 
should not assume that this uninitialised data contains zeros.

