+The conventional way to write a @file{scripttempl} script is to first
+set a few shell variables, and then write out a linker script using
+@code{cat} with a here document. The linker script will use variable
+substitutions, based on the above variables and those set in the
+@file{emulparams} script, to control its behaviour.
+
+When there are parts of the @file{scripttempl} script which should only
+be run when doing a final relocation, they should be enclosed within a
+variable substitution based on @code{RELOCATING}. For example, on many
+targets special symbols such as @code{_end} should be defined when doing
+a final link. Naturally, those symbols should not be defined when doing
+a relocatable link using @code{-r}. The @file{scripttempl} script
+could use a construct like this to define those symbols:
+@smallexample
+ $@{RELOCATING+ _end = .;@}
+@end smallexample
+This will do the symbol assignment only if the @code{RELOCATING}
+variable is defined.
+
+The basic job of the linker script is to put the sections in the correct
+order, and at the correct memory addresses. For some targets, the
+linker script may have to do some other operations.
+
+For example, on most MIPS platforms, the linker is responsible for
+defining the special symbol @code{_gp}, used to initialize the
+@code{$gp} register. It must be set to the start of the small data
+section plus @code{0x8000}. Naturally, it should only be defined when
+doing a final relocation. This will typically be done like this:
+@smallexample
+ $@{RELOCATING+ _gp = ALIGN(16) + 0x8000;@}
+@end smallexample
+This line would appear just before the sections which compose the small
+data section (@samp{.sdata}, @samp{.sbss}). All those sections would be
+contiguous in memory.
+
+Many COFF systems build constructor tables in the linker script. The
+compiler will arrange to output the address of each global constructor
+in a @samp{.ctor} section, and the address of each global destructor in
+a @samp{.dtor} section (this is done by defining
+@code{ASM_OUTPUT_CONSTRUCTOR} and @code{ASM_OUTPUT_DESTRUCTOR} in the
+@code{gcc} configuration files). The @code{gcc} runtime support
+routines expect the constructor table to be named @code{__CTOR_LIST__}.
+They expect it to be a list of words, with the first word being the
+count of the number of entries. There should be a trailing zero word.
+(Actually, the count may be -1 if the trailing word is present, and the
+trailing word may be omitted if the count is correct, but, as the
+@code{gcc} behaviour has changed slightly over the years, it is safest
+to provide both). Here is a typical way that might be handled in a
+@file{scripttempl} file.
+@smallexample
+ $@{CONSTRUCTING+ __CTOR_LIST__ = .;@}
+ $@{CONSTRUCTING+ LONG((__CTOR_END__ - __CTOR_LIST__) / 4 - 2)@}
+ $@{CONSTRUCTING+ *(.ctors)@}
+ $@{CONSTRUCTING+ LONG(0)@}
+ $@{CONSTRUCTING+ __CTOR_END__ = .;@}
+ $@{CONSTRUCTING+ __DTOR_LIST__ = .;@}
+ $@{CONSTRUCTING+ LONG((__DTOR_END__ - __DTOR_LIST__) / 4 - 2)@}
+ $@{CONSTRUCTING+ *(.dtors)@}
+ $@{CONSTRUCTING+ LONG(0)@}
+ $@{CONSTRUCTING+ __DTOR_END__ = .;@}
+@end smallexample
+The use of @code{CONSTRUCTING} ensures that these linker script commands
+will only appear when the linker is supposed to be building the
+constructor and destructor tables. This example is written for a target
+which uses 4 byte pointers.
+
+Embedded systems often need to set a stack address. This is normally
+best done by using the @code{PROVIDE} construct with a default stack
+address. This permits the user to easily override the stack address
+using the @code{--defsym} option. Here is an example:
+@smallexample
+ $@{RELOCATING+ PROVIDE (__stack = 0x80000000);@}
+@end smallexample
+The value of the symbol @code{__stack} would then be used in the startup
+code to initialize the stack pointer.
+
+@node linker emulations
+@section @file{emultempl} scripts
+
+Each linker target uses an @file{emultempl} script to generate the
+emulation code. The name of the @file{emultempl} script is set by the
+@code{TEMPLATE_NAME} variable in the @file{emulparams} script. If the
+@code{TEMPLATE_NAME} variable is not set, the default is
+@samp{generic}. If the value of @code{TEMPLATE_NAME} is @var{template},
+@file{genscripts.sh} will use @file{emultempl/@var{template}.em}.
+
+Most targets use the generic @file{emultempl} script,
+@file{emultempl/generic.em}. A different @file{emultempl} script is
+only needed if the linker must support unusual actions, such as linking
+against shared libraries.
+
+The @file{emultempl} script is normally written as a simple invocation
+of @code{cat} with a here document. The document will use a few
+variable substitutions. Typically each function names uses a
+substitution involving @code{EMULATION_NAME}, for ease of debugging when
+the linker supports multiple emulations.
+
+Every function and variable in the emitted file should be static. The
+only globally visible object must be named
+@code{ld_@var{EMULATION_NAME}_emulation}, where @var{EMULATION_NAME} is
+the name of the emulation set in @file{configure.tgt} (this is also the
+name of the @file{emulparams} file without the @file{.sh} extension).
+The @file{genscripts.sh} script will set the shell variable
+@code{EMULATION_NAME} before invoking the @file{emultempl} script.
+
+The @code{ld_@var{EMULATION_NAME}_emulation} variable must be a
+@code{struct ld_emulation_xfer_struct}, as defined in @file{ldemul.h}.
+It defines a set of function pointers which are invoked by the linker,
+as well as strings for the emulation name (normally set from the shell
+variable @code{EMULATION_NAME} and the default BFD target name (normally
+set from the shell variable @code{OUTPUT_FORMAT} which is normally set
+by the @file{emulparams} file).
+
+The @file{genscripts.sh} script will set the shell variable
+@code{COMPILE_IN} when it invokes the @file{emultempl} script for the
+default emulation. In this case, the @file{emultempl} script should
+include the linker scripts directly, and return them from the
+@code{get_scripts} entry point. When the emulation is not the default,
+the @code{get_scripts} entry point should just return a file name. See
+@file{emultempl/generic.em} for an example of how this is done.
+
+At some point, the linker emulation entry points should be documented.
+
+@node Emulation Walkthrough
+@chapter A Walkthrough of a Typical Emulation
+
+This chapter is to help people who are new to the way emulations
+interact with the linker, or who are suddenly thrust into the position
+of having to work with existing emulations. It will discuss the files
+you need to be aware of. It will tell you when the given "hooks" in
+the emulation will be called. It will, hopefully, give you enough
+information about when and how things happen that you'll be able to
+get by. As always, the source is the definitive reference to this.
+
+The starting point for the linker is in @file{ldmain.c} where
+@code{main} is defined. The bulk of the code that's emulation
+specific will initially be in @code{emultempl/@var{emulation}.em} but
+will end up in @code{e@var{emulation}.c} when the build is done.
+Most of the work to select and interface with emulations is in
+@code{ldemul.h} and @code{ldemul.c}. Specifically, @code{ldemul.h}
+defines the @code{ld_emulation_xfer_struct} structure your emulation
+exports.
+
+Your emulation file exports a symbol
+@code{ld_@var{EMULATION_NAME}_emulation}. If your emulation is
+selected (it usually is, since usually there's only one),
+@code{ldemul.c} sets the variable @var{ld_emulation} to point to it.
+@code{ldemul.c} also defines a number of API functions that interface
+to your emulation, like @code{ldemul_after_parse} which simply calls
+your @code{ld_@var{EMULATION}_emulation.after_parse} function. For
+the rest of this section, the functions will be mentioned, but you
+should assume the indirect reference to your emulation also.
+
+We will also skip or gloss over parts of the link process that don't
+relate to emulations, like setting up internationalization.
+
+After initialization, @code{main} selects an emulation by pre-scanning
+the command line arguments. It calls @code{ldemul_choose_target} to
+choose a target. If you set @code{choose_target} to
+@code{ldemul_default_target}, it picks your @code{target_name} by
+default.
+
+@code{main} calls @code{ldemul_before_parse}, then @code{parse_args}.
+@code{parse_args} calls @code{ldemul_parse_args} for each arg, which
+must update the @code{getopt} globals if it recognizes the argument.
+If the emulation doesn't recognize it, then parse_args checks to see
+if it recognizes it.
+
+Now that the emulation has had access to all its command-line options,
+@code{main} calls @code{ldemul_set_symbols}. This can be used for any
+initialization that may be affected by options. It is also supposed
+to set up any variables needed by the emulation script.
+
+@code{main} now calls @code{ldemul_get_script} to get the emulation
+script to use (based on arguments, no doubt, @pxref{Emulations}) and
+runs it. While parsing, @code{ldgram.y} may call @code{ldemul_hll} or
+@code{ldemul_syslib} to handle the @code{HLL} or @code{SYSLIB}
+commands. It may call @code{ldemul_unrecognized_file} if you asked
+the linker to link a file it doesn't recognize. It will call
+@code{ldemul_recognized_file} for each file it does recognize, in case
+the emulation wants to handle some files specially. All the while,
+it's loading the files (possibly calling
+@code{ldemul_open_dynamic_archive}) and symbols and stuff. After it's
+done reading the script, @code{main} calls @code{ldemul_after_parse}.
+Use the after-parse hook to set up anything that depends on stuff the
+script might have set up, like the entry point.
+
+@code{main} next calls @code{lang_process} in @code{ldlang.c}. This
+appears to be the main core of the linking itself, as far as emulation
+hooks are concerned(*). It first opens the output file's BFD, calling
+@code{ldemul_set_output_arch}, and calls
+@code{ldemul_create_output_section_statements} in case you need to use
+other means to find or create object files (i.e. shared libraries
+found on a path, or fake stub objects). Despite the name, nobody
+creates output sections here.
+
+(*) In most cases, the BFD library does the bulk of the actual
+linking, handling symbol tables, symbol resolution, relocations, and
+building the final output file. See the BFD reference for all the
+details. Your emulation is usually concerned more with managing
+things at the file and section level, like "put this here, add this
+section", etc.
+
+Next, the objects to be linked are opened and BFDs created for them,
+and @code{ldemul_after_open} is called. At this point, you have all
+the objects and symbols loaded, but none of the data has been placed
+yet.
+
+Next comes the Big Linking Thingy (except for the parts BFD does).
+All input sections are mapped to output sections according to the
+script. If a section doesn't get mapped by default,
+@code{ldemul_place_orphan} will get called to figure out where it goes.
+Next it figures out the offsets for each section, calling
+@code{ldemul_before_allocation} before and
+@code{ldemul_after_allocation} after deciding where each input section
+ends up in the output sections.
+
+The last part of @code{lang_process} is to figure out all the symbols'
+values. After assigning final values to the symbols,
+@code{ldemul_finish} is called, and after that, any undefined symbols
+are turned into fatal errors.
+
+OK, back to @code{main}, which calls @code{ldwrite} in
+@file{ldwrite.c}. @code{ldwrite} calls BFD's final_link, which does
+all the relocation fixups and writes the output bfd to disk, and we're
+done.
+
+In summary,
+
+@itemize @bullet
+
+@item @code{main()} in @file{ldmain.c}
+@item @file{emultempl/@var{EMULATION}.em} has your code
+@item @code{ldemul_choose_target} (defaults to your @code{target_name})
+@item @code{ldemul_before_parse}
+@item Parse argv, calls @code{ldemul_parse_args} for each
+@item @code{ldemul_set_symbols}
+@item @code{ldemul_get_script}
+@item parse script
+
+@itemize @bullet
+@item may call @code{ldemul_hll} or @code{ldemul_syslib}
+@item may call @code{ldemul_open_dynamic_archive}
+@end itemize
+
+@item @code{ldemul_after_parse}
+@item @code{lang_process()} in @file{ldlang.c}
+
+@itemize @bullet
+@item create @code{output_bfd}
+@item @code{ldemul_set_output_arch}
+@item @code{ldemul_create_output_section_statements}
+@item read objects, create input bfds - all symbols exist, but have no values
+@item may call @code{ldemul_unrecognized_file}
+@item will call @code{ldemul_recognized_file}
+@item @code{ldemul_after_open}
+@item map input sections to output sections
+@item may call @code{ldemul_place_orphan} for remaining sections
+@item @code{ldemul_before_allocation}
+@item gives input sections offsets into output sections, places output sections
+@item @code{ldemul_after_allocation} - section addresses valid
+@item assigns values to symbols
+@item @code{ldemul_finish} - symbol values valid
+@end itemize
+
+@item output bfd is written to disk
+
+@end itemize
+
+@node Architecture Specific
+@chapter Some Architecture Specific Notes
+
+This is the place for notes on the behavior of @code{ld} on
+specific platforms. Currently, only Intel x86 is documented (and
+of that, only the auto-import behavior for DLLs).