;------------------------------- ; [Input] Section ; ; DvdRoot="" ; The name of the directory containing files to be emulated. ; A table for the FST file is generated by retrieving files under the ; directory specified here. ; LDRFileName="" ; The name of the Application Loader file. ; BI2FileName="" ; ; [Input] DvdRoot="${DvdRoot}" LDRFileName="$(CAFE_COMPAT_MAKEDLF_PATH)\apploader.img" BI2FileName="$(CAFE_COMPAT_MAKEDLF_PATH)\bi2.bin" RVLSysFileName="$(CAFE_COMPAT_MAKEDLF_PATH)\rvl.bin" ;------------------------------- ; [Output] Section ; ; LayoutFileName="" ; The name of a disk layout file. ; SystemFileName="" ; The name of a system binary file. ; FsInfoFileName="" ; The name of a FST information file. ; * This is a text file for checking the FST layout. The optical disk emulator ; does not reference this file. ; [Output] Mode=RVL ;LayoutFileName="Sample.dlf" ;SystemFileName="Sample.dsf" ;FsInfoFileName="Sample.dif" ;------------------------------- ; [DiskID] Section ; ; GameName= ; The video game title in the 4Byte ASCII code supplied by Nintendo. ; Company= ; The company name in the 2Byte ASCII code supplied by Nintendo. ; DiskNumber= ; Disk number information for multiple disks. The number starts from 0. ; If there is only a single disk, the disk number will be 0. ; GameVersion= ; The version number of the video game. ; DiskInfo="" ; The character string of the video game title (Kanji characters are ; available.). ; TotalDisk= ; Total number of disks. ; [DiskID] GameName="RABA" Company="ZZ" DiskNumber=0 GameVersion=0 DiskInfo="Sample Game Name" TotalDisk=1 ;------------------------------- ; [BB2] Section ; ; FSTMaxLength= ; The size of the area reserved for FST. ; FSTAddress=
; The address where FST should be put.(Start address is specified by FSTAddress.) ; FSTEndAddress=
; The address where FST should be put.(End address is specified by FSTEndAddress.) ; FSTuserTop= ; The start of LBA in the user area.(If omitted, this is set the start of LBA in the usable free area.) ; FSTuserEnd= ; The end of LBA in the user area. ; [BB2] ;FSTMaxLength=0x080000 FSTMaxLength=0 FSTEndAddress=0x80400000 ;FSTuserTop=0x00100000 FSTuserEnd=0x400000000 ;------------------------------- ; [BI2] Section ; ; DEBUGFLAG= ; Set this to 0 when not using the any debugger on NDEV, set to 3 when using the CodeWarrior debugger on NDEV. ; Arguments=""{[,""]} ; [BI2] ;------------------------------- ; [LbaAlign] Section ; ; ="", ; ; Aligns the file with the boundary on the ; optical disk. ; This is used for the files which need the boundary for the starting ; position like ADPCM data. (ADPCM needs to be aligned with a 32KByte ; boundary according to the specification.) ; The evaluation priority is decided depending on the value. ; (A bigger numerical value takes higher priority.) ; [LbaAlign] 1="*.adp",0x8000 1="*.wav",0x8000 1="*.pcm",0x8000 1="*.dat",0x8000 1="*.hvqm",0x8000 ;------------------------------- ; [Layout] Section ; ; ="", ; ; The file is laid out on the optical disk according to the ; value. ; If the value is negative, the files are laid out from the inside of the disk, and if it is positive, they are laid out from the outside of the disk. ; This is used to lay out files on the outer area to shorten the access ; time. ; The evaluation priority is decided depending on the value. ; (A bigger numerical value takes higher priority.) ; [Layout] 0="*",-1 ;------------------------------- ; [PathList] Section ; [PathList] CONTENT_DIR="content", "$(CAFE_CONTENT_DIR)" CODE_DIR="code", "$(CAFE_CODE_DIR)" META_DIR="meta", "$(CAFE_META_DIR)"