mirror of
https://github.com/Xeeynamo/sotn-decomp.git
synced 2024-11-23 13:09:44 +00:00
ff50d01dee
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.
114 lines
3.5 KiB
YAML
114 lines
3.5 KiB
YAML
options:
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platform: psx
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basename: bomar
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base_path: ..
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build_path: build/us
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target_path: disks/us/BOSS/MAR/MAR.BIN
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asm_path: asm/us/boss/mar
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asset_path: assets/boss/mar
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src_path: src/boss/mar
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ld_script_path: build/us/bomar.ld
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compiler: GCC
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symbol_addrs_path:
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- config/symbols.us.txt
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- config/symbols.us.bomar.txt
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undefined_funcs_auto_path: config/undefined_funcs_auto.us.bomar.txt
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undefined_syms_auto_path: config/undefined_syms_auto.us.bomar.txt
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find_file_boundaries: true
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use_legacy_include_asm: false
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migrate_rodata_to_functions: true
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asm_jtbl_label_macro: jlabel
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extensions_path: tools/splat_ext
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symbol_name_format: us_$VRAM
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disassemble_all: True
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section_order:
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- .data
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- .rodata
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- .text
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- .sbss
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- .bss
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ld_bss_is_noload: false
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disasm_unknown: true
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include_macro_inc: False
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sha1: 4cd6c07959db859f5bc19390a283f34df4bf1619
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segments:
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- name: bomar
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type: code
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start: 0
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vram: 0x80180000
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align: 4
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subalign: 4
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subsegments:
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- [0x0, .data, header]
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- [0x8C, .data, header] # palette definitions
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- [0xCC, .data, header] # layers
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- [0xF4, .data, header] # graphics banks
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- [0x168, .data, e_laydef] # layout entries header
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- [0x310, .data, e_init]
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- [0x4E8, .data, st_debug]
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- [0x568, .data, e_breakable]
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- [0x5D4, data]
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- [0x680, .data, cutscene]
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- [0x688, data]
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- [0x744, .data, d_prize_drops]
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- [0x764, .data, st_update]
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- [0x790, .data, collision]
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- [0xB50, .data, e_red_door]
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- [0xB68, .data, st_common]
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- [0xD68, .data, e_collect]
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- [0x1058, .data, e_misc]
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- [0x1174, .data, e_particles]
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- [0x11F4, .data, e_room_fg]
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- [0x1280, data, clock_room]
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- [0x12EC, .data, rooms]
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- [0x1308, .data, e_life_up]
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- [0x135C, .data, e_layout] # layout entries data
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- [0x1424, .data, cutscene_data]
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- [0x15DC, data]
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- [0x15F0, raw, cutscene_alucard]
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- [0x2370, raw, cutscene_maria]
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- [0x30F0, cmp, D_801830F0]
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- [0x4220, cmp, D_80184220]
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- [0x4EE0, pal, D_80184EE0]
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- [0x4FE0, pal, D_80184FE0] # unused
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- [0x50E0, pal, D_801850E0]
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- [0x51E0, pal, D_801851E0] # unused
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- [0x52E0, pal, D_801852E0]
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- [0x5300, .data, tile_data] # tile data
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- [0x5700, .data, tile_data] # tile definitions
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- [0x9710, .data, sprites]
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- [0xA9D4, .rodata, cutscene] # actor names
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- [0xA9EC, .rodata, cutscene]
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- [0xAA70, .rodata, CA94]
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- [0xAAB0, .rodata, e_red_door]
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- [0xAAC8, .rodata, e_collect]
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- [0xAB50, .rodata, e_misc]
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- [0xAB9C, .rodata, e_stage_name]
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- [0xABD0, .rodata, clock_room]
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- [0xABE8, .rodata, prim_helpers]
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- [0xABF0, .rodata, e_life_up]
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- [0xAC0C, c, st_debug]
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- [0xAE90, c, e_breakable]
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- [0xAFC4, c, cutscene]
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- [0xCA94, c]
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- [0xCF70, c, st_update]
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- [0xD3A4, c, collision]
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- [0xEB60, c, create_entity]
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- [0xF6D8, c, e_red_door]
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- [0x10388, c, st_common]
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- [0x11838, c, e_collect]
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- [0x12DA4, c, blit_char]
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- [0x13054, c, e_misc]
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- [0x16538, c, e_stage_name]
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- [0x1738C, c, e_particles]
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- [0x17BD0, c, e_room_fg]
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- [0x17CBC, c, popup]
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- [0x17FEC, c, clock_room]
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- [0x1911C, c, prim_helpers]
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- [0x1994C, c, e_life_up]
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- [0x1A200, .bss, unk]
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- [0x1A260, .bss, create_entity]
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- [0x1A270, .bss, bss]
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- [0x1AF30, .bss, e_collect]
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- [0x1AF70]
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