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* Splitted version yamls and implemented wip geo and dlist extraction * Fixed linux compilation * Added PoC WSL 2 detection * Add undefined behaviour * Added gfxdis as submodule * update * Removed gfxdis as a submodule * Code works * Replace ByteSwap with BSWAP * Cleanup vertice factory * readability * readability 2 * Cleanup gfxfactory * last one * Rename name to symbol * More implementation * Implemented first PoC of C file generation * Added output formatting on factories * changes * Moved generated dlists onto their respective folder * Migrated more factories onto the new extractor system * Fully ported all factories and added header generation * Some updates * Added Lights factory * fix * Fixed vtx extraction * Lights work now * delete old startup_logo yaml * Generate all sections in single file * Added support to generate header and code for textures * Added O3 for release builds * Added WIP dlist extraction and moved to use f3dold microcode * Added segment support, autogeneration and fixed C generation * Added symbol names on display list extraction * Removed warnings * Moved back to transform and replace * Removed unnecesary macros * Added extraction order and reversed vtx order * Implemented true backwards sort * [WIP] Implemented runtime gbi, more headers and a few config features * Fix CLI11 on WSL and variety of fixes * Fixes * Update DisplayListFactory.h * Update TextureFactory.cpp * wip lights * fix * Correct callback * Added waypoints * Update ceremony_data.yml * Changes * Update TextureFactory.cpp * Update commandline args * Update comment * Remove printf * Update couple commands * Renamed cubeos to torch * Removed unused stuff and added an example config file --------- Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
15 lines
894 B
YAML
15 lines
894 B
YAML
# This is a sample configuration file to use on Torch.
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# You can find more information about the configuration file on the wiki (WIP)
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N64Hash:
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name: Game # The name of the game; you can use any name you want.
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path: assets/example/ # The path to the ymls folder
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config:
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gbi: F3D # You can use F3D, F3DEX, F3DEX-MK64, F3DB, F3DEX2, F3DEXB,
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sort: OFFSET # This is how the assets are going to be sorted when generating the Header / C files. You can use OFFSET, ROFFSET for a reverse order or even specify a manual order using a list with the types.
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output:
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binary: example.otr # The name of the output binary file
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headers: include # The name of the output headers folder
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code: code # The name of the output code folder
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segments: # A list with all the segmented addresses in order
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- 0x12345678 |