sotn-decomp/config/splat.us.bomar.yaml
Luciano Ciccariello ff50d01dee
Asset handler for graphics (#1862)
Another chunky PR that automates the extraction of stage graphics and
generate the necessary header data. This greatly simplifies and
standardise the whole data import process for graphics. By observing the
gaps between graphics data I also found some unused graphics. These are
marked in the YAML.
2024-11-01 18:15:33 +00:00

114 lines
3.5 KiB
YAML

options:
platform: psx
basename: bomar
base_path: ..
build_path: build/us
target_path: disks/us/BOSS/MAR/MAR.BIN
asm_path: asm/us/boss/mar
asset_path: assets/boss/mar
src_path: src/boss/mar
ld_script_path: build/us/bomar.ld
compiler: GCC
symbol_addrs_path:
- config/symbols.us.txt
- config/symbols.us.bomar.txt
undefined_funcs_auto_path: config/undefined_funcs_auto.us.bomar.txt
undefined_syms_auto_path: config/undefined_syms_auto.us.bomar.txt
find_file_boundaries: true
use_legacy_include_asm: false
migrate_rodata_to_functions: true
asm_jtbl_label_macro: jlabel
extensions_path: tools/splat_ext
symbol_name_format: us_$VRAM
disassemble_all: True
section_order:
- .data
- .rodata
- .text
- .sbss
- .bss
ld_bss_is_noload: false
disasm_unknown: true
include_macro_inc: False
sha1: 4cd6c07959db859f5bc19390a283f34df4bf1619
segments:
- name: bomar
type: code
start: 0
vram: 0x80180000
align: 4
subalign: 4
subsegments:
- [0x0, .data, header]
- [0x8C, .data, header] # palette definitions
- [0xCC, .data, header] # layers
- [0xF4, .data, header] # graphics banks
- [0x168, .data, e_laydef] # layout entries header
- [0x310, .data, e_init]
- [0x4E8, .data, st_debug]
- [0x568, .data, e_breakable]
- [0x5D4, data]
- [0x680, .data, cutscene]
- [0x688, data]
- [0x744, .data, d_prize_drops]
- [0x764, .data, st_update]
- [0x790, .data, collision]
- [0xB50, .data, e_red_door]
- [0xB68, .data, st_common]
- [0xD68, .data, e_collect]
- [0x1058, .data, e_misc]
- [0x1174, .data, e_particles]
- [0x11F4, .data, e_room_fg]
- [0x1280, data, clock_room]
- [0x12EC, .data, rooms]
- [0x1308, .data, e_life_up]
- [0x135C, .data, e_layout] # layout entries data
- [0x1424, .data, cutscene_data]
- [0x15DC, data]
- [0x15F0, raw, cutscene_alucard]
- [0x2370, raw, cutscene_maria]
- [0x30F0, cmp, D_801830F0]
- [0x4220, cmp, D_80184220]
- [0x4EE0, pal, D_80184EE0]
- [0x4FE0, pal, D_80184FE0] # unused
- [0x50E0, pal, D_801850E0]
- [0x51E0, pal, D_801851E0] # unused
- [0x52E0, pal, D_801852E0]
- [0x5300, .data, tile_data] # tile data
- [0x5700, .data, tile_data] # tile definitions
- [0x9710, .data, sprites]
- [0xA9D4, .rodata, cutscene] # actor names
- [0xA9EC, .rodata, cutscene]
- [0xAA70, .rodata, CA94]
- [0xAAB0, .rodata, e_red_door]
- [0xAAC8, .rodata, e_collect]
- [0xAB50, .rodata, e_misc]
- [0xAB9C, .rodata, e_stage_name]
- [0xABD0, .rodata, clock_room]
- [0xABE8, .rodata, prim_helpers]
- [0xABF0, .rodata, e_life_up]
- [0xAC0C, c, st_debug]
- [0xAE90, c, e_breakable]
- [0xAFC4, c, cutscene]
- [0xCA94, c]
- [0xCF70, c, st_update]
- [0xD3A4, c, collision]
- [0xEB60, c, create_entity]
- [0xF6D8, c, e_red_door]
- [0x10388, c, st_common]
- [0x11838, c, e_collect]
- [0x12DA4, c, blit_char]
- [0x13054, c, e_misc]
- [0x16538, c, e_stage_name]
- [0x1738C, c, e_particles]
- [0x17BD0, c, e_room_fg]
- [0x17CBC, c, popup]
- [0x17FEC, c, clock_room]
- [0x1911C, c, prim_helpers]
- [0x1994C, c, e_life_up]
- [0x1A200, .bss, unk]
- [0x1A260, .bss, create_entity]
- [0x1A270, .bss, bss]
- [0x1AF30, .bss, e_collect]
- [0x1AF70]