All SDL versions should have the mapper staticly linked.
If you have somthing to dectect ram leaks. note that it may be called before blarggs buffer is freed

Preprocceser
BIG_ENDIAN		// If your compiling for a big endian platform use this.
binaryApuReflector	// To save the APU quickstate in binary rather then text
no__Int			// If your compiler doesnt support __int8
staticMapper		// Should do this unless you plan to compile the mappers seperatly & dynamicly link them
fromFilePath		// if the includes are relitive to the file instead of the base file
notExternC		// If your compiler compiles the mappers as c++ instead of c
sound48000		// compiles with 48000 instead of 44100 sound samples
PS2dev			// if your compiling with ps2
gcDev			// if your compiling with gc

platform calls needed

int postLoad();
int checkHeadInfo(int val);	//0 is okay
int LoadHeader(u8 *header);	//Fill 16byte header, returns image size, 0 is an error
int SetPrgChrMemory();
void deletePrgChrMemory();
void setRegionMode(int regionNumber);
void RefreshGUI();
void FrameDef();
void StartFrame(ui *pitch, void **surface);
void Render();
void EndFrameNTSC();
void EndFramePAL();
void emuMsg(char *msg);
char loadNestenMap();
void unloadNestenMap();
void playSound();
void BuildKeys();
void GetLocalPath(const char *szFolder, const char *szExt, char *szPath, int strSize);
