Internally, there's a new Symbol class which stores information about a symbol and is stored in a couple places during disassembly. Many things should be improved, such as reconciling symbols within overlays, things being named functions vs data symbols, and more.
**Breaking change**: The format to symbol_addrs.txt has been updated. After specifying the name and address of a symbol (`symbol = addr;`), optional properties of symbols can be set via inline comment, space delimited, in any order. The properties are of the format `name:value`
*`type:` supports `func` mostly right now but will support `label` and `data` later on. Internally, `jtbl` is used as well, for jump tables. Splat uses type information during disassembly to disambiguate symbols with the same addresses.
*`rom:` is for the hex rom address of the symbol, beginning with `0x`. If available, this information is extremely valuable for use in disambiguating symbols.
*`size:` specifies the size of the symbol, which splat will use to generate offsets during disassembly. Uses the same format as `rom:`
As always, feel free to reach out to me with any questions, suggestions, or feedback.
## 0.6.1: `assets_dir` option
This release adds a new `assets_dir` option in `splat.yaml`s that allows you to override the default `img`, `bin`, and other directories that segments output to.
Want to interdisperse split assets with your sourcecode? `assets_dir: src`!
Want to have all assets live in a single directory? `assets_dir: assets`!