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34 lines
2.2 KiB
Markdown
34 lines
2.2 KiB
Markdown
# splat Release Notes
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## 0.5
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* n64splat name changed to splat
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* Some refactoring was done to support other platforms besides n64 in the future
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* New `platform` option, which defaults to `n64`
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* This will cause breaking changes in custom segments, so please refer to one of the changes in one of the n64 base segments for details
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* Support for custom artifact paths
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* New `undefined_syms_auto_path` option
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* New `undefined_funcs_auto_path` option
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* New `cache_path` option
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* (All path-like options' names now end with `_path`)
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## 0.6: The Symbol Update
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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.
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**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`
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* `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.
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* `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.
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* `size:` specifies the size of the symbol, which splat will use to generate offsets during disassembly. Uses the same format as `rom:`
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**function example**: `FuncNameHere = 0x80023423; // type:func rom:0x10023`
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**data example**: `gSomeDataVar = 0x80024233; // type:data size:0x100`
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As always, feel free to reach out to me with any questions, suggestions, or feedback.
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## 0.6.1: `assets_dir` option
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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.
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Want to interdisperse split assets with your sourcecode? `assets_dir: src`!
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Want to have all assets live in a single directory? `assets_dir: assets`!
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