# Path to the main.dol file. object: orig/GAMEID/sys/main.dol # (optional) SHA-1 hash of the main.dol file for verification. hash: 0123456789abcdef0123456789abcdef01234567 # (optional) Name override. Defaults to "main". name: main # (optional) Path to the symbols.txt file. # This file will be created if it does not exist. # See docs/symbols.md for more information. symbols: config/GAMEID/symbols.txt # (optional) Path to the splits.txt file. # This file will be created if it does not exist. # See docs/splits.md for more information. splits: config/GAMEID/splits.txt # (optional) Path to the DOL's .map file. # This should only used for initial analysis, and generating the symbols and splits files. # Once those files are generated, remove this to avoid conflicts. map: orig/GAMEID/files/main.MAP # (optional) Start address of common BSS symbols, if any. # Useful along with `map`, but not required otherwise, since common BSS # is marked in the splits file. common_start: 0x80001234 # (optional) Version used to generate `.comment` sections in the split objects. # If not specified, no `.comment` sections will be generated. # See docs/comment_section.md for more information. # Known versions: # 8 - CodeWarrior for GameCube 1.0+ # 10 - CodeWarrior for GameCube 1.3.2+ # 11 - CodeWarrior for GameCube 2.7+ # 14 - CodeWarrior for GameCube 3.0a3+ mw_comment_version: 8 # (optional) Path to `selfile.sel` for Wii games with RSO files. selfile: orig/GAMEID/files/selfile.sel # (optional) SHA-1 hash of the `selfile.sel` file for verification. selfile_hash: 0123456789abcdef0123456789abcdef01234567 # (optional) When enabled, function boundary analysis will be skipped. # Only valid _after_ initial analysis has been performed and # the symbols and splits files have been generated. quick_analysis: false # (optional) When enabled, the analyzer will attempt to detect sizes # and data types of objects based on code usage and alignment. detect_objects: true # (optional) When enabled, the analyzer will attempt to detect strings, # wide strings, and string tables. detect_strings: true # (optional) Whether to write disassembly to the split output directory. # While not used in the build process, the disassembly is useful # for reading and usage with other tools, like decomp.me. write_asm: true # (optional) If symbols are _fully_ known (e.g. from a complete map file), # this can be set to true to skip most analysis steps, and ensure new # symbols are not created by the analyzer. # If you're not sure, leave this false. symbols_known: false # (optional) Whether to create `gap_` symbols to prevent the linker from # adjusting the alignment / address of symbols. # When alignments are fully known (e.g. from a complete map file), # this can be set to false. fill_gaps: true # (optional) By default, emitted objects will "export" all symbols (force active). # This is useful to prevent the linker from removing any symbols. # Individual symbols can be excluded using `noexport` in the symbols file. export_all: true # (optional) Custom template for `ldscript.lcf`. Avoid unless necessary. # See https://github.com/encounter/decomp-toolkit/blob/main/assets/ldscript.lcf ldscript_template: config/GAMEID/module/ldscript.tpl # (optional) Configuration for modules. modules: - # Path to the module. object: orig/GAMEID/files/module.rel # (optional) SHA-1 hash of the module for verification. hash: 0123456789abcdef0123456789abcdef01234567 # (optional) Name of the module. Defaults to the module's filename. name: module # (optional) Path to the module's symbols.txt file. # This file will be created if it does not exist. # See docs/symbols.md for more information. symbols: config/GAMEID/module/symbols.txt # (optional) Path to the module's splits.txt file. # This file will be created if it does not exist. # See docs/splits.md for more information. splits: config/GAMEID/module/splits.txt # (optional) Path to the module's .map file. # See `map` above for more information. map: orig/GAMEID/files/module.MAP # (optional) Mark symbols as "force active" / "exported". force_active: [] # (optional) Custom template for `ldscript.lcf`, if needed. # See https://github.com/encounter/decomp-toolkit/blob/main/assets/ldscript_partial.lcf ldscript_template: config/GAMEID/module/ldscript.tpl # (optional) By default, every REL is linked with every other REL. # Some games link RELs individually, so the module IDs are not unique. # To support this, `links` overrides which other modules are included in this module's analysis. # The DOL is always included, and does not need to be specified. links: [module2] # This module will be linked with the DOL and "module2". # (optional) Configuration for asset extraction. # For modules, this goes in the module's configuration above. extract: - # The symbol name to extract. symbol: SomeSymbol # (optional) The path to extract raw binary data to. # Path is relative to `build/GAMEID/bin`. binary: Lib/SomeSymbol.bin # (optional) The path to extract a C array representation to. # In a C/C++ file, the symbol can be included with `#include "Lib/SomeSymbol.inc"`. # Path is relative to `build/GAMEID/include`. header: Lib/SomeSymbol.inc