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98 lines
3.0 KiB
TOML
98 lines
3.0 KiB
TOML
# Config file for an example Banjo-Kazooie: Recompiled mod.
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# Fields that end up in the mod's manifest.
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[manifest]
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# Unique ID of this mod. Pick something long enough that it'll never be the same as any other mod.
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# The name displayed in the mod management menu is separate from this, but this should still be human readable
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# as it will show up in missing dependency errors.
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id = "bk_recomp_mod_template"
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# Version of this mod.
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version = "1.0.0"
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# The name that will show up for this mod in the mod menu. This should be human readable.
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display_name = "Always Tumble Jump"
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# The description that will show up when this mod is displayed in the mod menu. This should be human readable.
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description = """
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This is an example mod for Banjo-Kazooie: Recompiled that can be used as a template for creating mods. \
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When this mod is enabled, you will always tumble immediately after jumping.
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For more details, see https://github.com/BanjoRecomp/BKRecompModTemplate."""
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# A short description that will show up in this mod's entry in the mod list. This should be human readable and kept short
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# to prevent it from being cut off due to the limited space.
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short_description = "Always tumble immediately after jumping."
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# Authors of this mod.
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authors = [ "Your name here" ]
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# ID of the target recomp game.
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game_id = "bk"
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# Minimum version of the target recomp (e.g. Banjo-Kazooie: Recompiled) that this mod can run on.
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minimum_recomp_version = "0.0.1"
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# Dependency mods. Each entry is the mod's ID and then an optional minimum version of the dependency mod.
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dependencies = [
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# Example dependency:
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# "modname:1.0.0"
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]
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# Optional dependency mods. This has the same format as `dependencies`, but the game will still start if dependencies in this
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# list aren't present. You can query the presence of a given dependency by using `recomp_is_dependency_met` in recomputils.h.
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# Calling a function imported from an optional dependency that isn't present will trigger an error.
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optional_dependencies = [
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]
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# Native libraries (e.g. DLLs) and the functions they export.
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native_libraries = [
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# Example native library:
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# { name = "my_native_library", funcs = ["my_native_library_function"] }
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]
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# Inputs to the mod tool.
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[inputs]
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# Input elf file to generate a mod from.
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elf_path = "build/mod.elf"
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# Output mod filename.
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mod_filename = "bk_recomp_mod_template"
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# Reference symbol files.
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func_reference_syms_file = "BanjoRecompSyms/bk.us.rev0.syms.toml"
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data_reference_syms_files = [ "BanjoRecompSyms/bk.us.rev0.datasyms.toml" ]
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# Additional files to include in the mod.
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additional_files = [ ]
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[[manifest.config_options]]
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id = "enum_option"
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name = "Enum Option"
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description = "Test enum config option"
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type = "Enum"
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options = [ "First", "Second" ]
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default = "First"
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[[manifest.config_options]]
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id = "number_option"
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name = "Number Option"
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description = "Test number config option."
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type = "Number"
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min = 0
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max = 10
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step = 0.1
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precision = 1
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percent = false
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default = 1
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[[manifest.config_options]]
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id = "string_option"
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name = "String Option"
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description = "Test string config option."
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type = "String"
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default = "Lorem Ipsum"
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