dtk-template/config/GAMEID/config.example.yml

101 lines
3.8 KiB
YAML

# 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.
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) 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