sotn-decomp/config/splat.us.stno3.yaml
Luciano Ciccariello 9861f51336
Extract stage map into individual files (#1316)
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.
2024-06-13 20:01:10 +01:00

155 lines
5.1 KiB
YAML

options:
platform: psx
basename: stno3
base_path: ..
build_path: build/us
target_path: disks/us/ST/NO3/NO3.BIN
asm_path: asm/us/st/no3
asset_path: assets/st/no3
src_path: src/st/no3
ld_script_path: build/us/stno3.ld
compiler: GCC
symbol_addrs_path:
- config/symbols.us.txt
- config/symbols.us.stno3.txt
undefined_funcs_auto_path: config/undefined_funcs_auto.us.stno3.txt
undefined_syms_auto_path: config/undefined_syms_auto.us.stno3.txt
find_file_boundaries: yes
use_legacy_include_asm: no
migrate_rodata_to_functions: no
asm_jtbl_label_macro: jlabel
extensions_path: tools/splat_ext
section_order:
- ".data"
- ".rodata"
- ".text"
- ".bss"
- ".sbss"
segments:
- name: stno3
type: code
start: 0x00000000
vram: 0x80180000
align: 4
subalign: 4
subsegments:
- [0x0, data]
- [0x1C4, layers, rooms]
- [0x5A4, data]
- [0x920, data]
- [0xAAC, data]
- [0xDC0, data]
- [0xDD0, data]
- [0xE50, data]
- [0xE70, data]
- [0xE80, data]
- [0xE90, data]
- [0xEA0, data]
- [0x11F0, data]
- [0x1B40, data]
- [0x1CEC, .data, collision]
- [0x20AC, .data, e_red_door]
- [0x20C4, data]
- [0x25B4, .data, entity_relic_orb]
- [0x2618, data]
- [0x3180, data]
- [0x39A0, data]
- [0x3AC0, data]
- [0x3AF0, data]
- [0x3B30, data]
- [0x3CC4, roomdef, g_Rooms]
- [0x3DC8, data]
- [0x4CE0, data]
- [0x18838, tilelayout, D_80198838]
- [0x19438, tilelayout, D_80199438]
- [0x19638, tilelayout, D_80199638]
- [0x19A38, tilelayout, D_80199A38]
- [0x19E38, tilelayout, D_80199E38]
- [0x1AC38, tilelayout, D_8019AC38]
- [0x1AE38, tilelayout, D_8019AE38]
- [0x1B038, tilelayout, D_8019B038]
- [0x1B238, tilelayout, D_8019B238]
- [0x1B638, tilelayout, D_8019B638]
- [0x1BA38, tilelayout, D_8019BA38]
- [0x1C238, tilelayout, D_8019C238]
- [0x1CA38, tilelayout, D_8019CA38]
- [0x1CC38, tilelayout, D_8019CC38]
- [0x1CE38, tilelayout, D_8019CE38]
- [0x1DA38, tilelayout, D_8019DA38]
- [0x1E638, tilelayout, D_8019E638]
- [0x1E838, tilelayout, D_8019E838]
- [0x1EA38, tilelayout, D_8019EA38]
- [0x1F638, tilelayout, D_8019F638]
- [0x1F838, tilelayout, D_8019F838]
- [0x1FA38, tilelayout, D_8019FA38]
- [0x1FC38, tilelayout, D_8019FC38]
- [0x20038, tilelayout, D_801A0038]
- [0x20238, tilelayout, D_801A0238]
- [0x20838, tilelayout, D_801A0838]
- [0x20E38, tilelayout, D_801A0E38]
- [0x21038, tilelayout, D_801A1038]
- [0x21238, tilelayout, D_801A1238]
- [0x21438, tilelayout, D_801A1438]
- [0x21638, tilelayout, D_801A1638]
- [0x22238, tilelayout, D_801A2238]
- [0x22E38, tilelayout, D_801A2E38]
- [0x23038, tilelayout, D_801A3038]
- [0x23238, tilelayout, D_801A3238]
- [0x23438, tilelayout, D_801A3438]
- [0x23638, tilelayout, D_801A3638]
- [0x25A38, tilelayout, D_801A5A38]
- [0x25C38, tilelayout, D_801A5C38]
- [0x25E38, tilelayout, D_801A5E38]
- [0x26038, tilelayout, D_801A6038]
- [0x26238, tilelayout, D_801A6238]
- [0x26438, tilelayout, D_801A6438]
- [0x26638, tiledef, t_801A6A38, D_801A6A38]
- [0x26A48, tiledef, t_801AAA48, D_801AAA48]
- [0x2AA58, tiledef, t_801AEA58, D_801AEA58]
- [0x2EA68, data]
- [0x373E0, data]
- [0x373E8, .rodata, 377D4] # EntityCastleDoor
- [0x37400, .rodata, 377D4] # EntityStairwayPiece
- [0x37414, .rodata, 3C4EC]
- [0x3742C, .rodata, 3E134] #EntityFlyingOwlAndLeaves
- [0x37440, rodata]
- [0x37458, .rodata, deathcutscene] # EntityDeathCutscene
- [0x374DC, .rodata, 3FF00] # EntityRoomTransition2
- [0x374F4, .rodata, 3FF00] # EntityDeathStolenItems
- [0x37514, .rodata, 3FF00] # EntityDeath
- [0x37564, .rodata, 3FF00] # EntityWargExplosionPuffOpaque
- [0x37578, .rodata, e_red_door] # EntityRedDoor
- [0x37590, rodata]
- [0x375E0, .rodata, 46684] # EntityPrizeDrop
- [0x37600, .rodata, 46684] # EntityEquipItemDrop
- [0x37618, .rodata, entity_relic_orb]
- [0x37650, .rodata, entity_message_box]
- [0x37664, .rodata, 48A84] # EntityStageNamePopup
- [0x37698, rodata]
- [0x376E8, rodata]
- [0x377A4, .rodata, 56264] # EntityBat
- [0x377B8, .rodata, 564B0] # EntityZombie
- [0x377CC, .rodata, prim_helpers]
- [0x377D4, c]
- [0x3C4EC, c]
- [0x3E134, c]
- [0x3E544, c, deathcutscene]
- [0x3FF00, c]
- [0x4184C, c, random]
- [0x4187C, c, update]
- [0x41B78, c, update_stage_entities]
- [0x41C80, c, collision]
- [0x4343C, c, create_entity]
- [0x43FB4, c, e_red_door]
- [0x44C64, c]
- [0x46684, c]
- [0x47930, c, entity_relic_orb]
- [0x48400, c, entity_heart_drop]
- [0x48528, c, entity_message_box]
- [0x48A84, c]
- [0x56264, c]
- [0x564B0, c]
- [0x56880, c, prim_helpers]
- [0x570B0, sbss]
- [0x57E18]