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https://github.com/Xeeynamo/sotn-decomp.git
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9861f51336
This took me a lot of manual work. But I think I confirmed a pattern that will help me to automate all of this for all the next stage overlays that will be imported in the repo. I noticed some stages with only one room having more than two layers or more than two tile definitions, it might be either debugging or unused content? I did not have time to explore any of that. I modified the `tiledef` splat extension to greatly minimise the set-up and noise.
34 lines
423 B
Plaintext
34 lines
423 B
Plaintext
main.exe
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DRA.BIN
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BIN/ARC_F.BIN
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BIN/RIC.BIN
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ST/
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ctx.c
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ctx.c.m2c
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*.map
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*auto.*.txt
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generated.symbols.*.txt
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__pycache__
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asm/
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assets/
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build/
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expected/
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disks/
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.vscode/settings.json
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tools/go
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!tools/sotn-debugmodule/sotn-debugmodule.ld
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tools/saturn_toolchain/GCCSH
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config/saturn/game_syms.txt
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config/saturn/stage_02_syms.txt
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config/saturn/t_bat_syms.txt
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config/saturn/zero_syms.txt
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sotn_calltree.txt
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function_calls
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gmon.out
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