1;-------------------------------
2; [Input] Section
3;
4;   DvdRoot="<Root Directory>"
5;       The name of the directory containing files to be emulated.
6;       A table for the FST file is generated by retrieving files under the
7;       directory specified here.
8;   LDRFileName="<LDR File Name>"
9;       The name of the Application Loader file.
10;   BI2FileName="<BI2 File Name>"
11;
12;
13[Input]
14DvdRoot="${DvdRoot}"
15LDRFileName="$(CAFE_COMPAT_MAKEDLF_PATH)\apploader.img"
16BI2FileName="$(CAFE_COMPAT_MAKEDLF_PATH)\bi2.bin"
17RVLSysFileName="$(CAFE_COMPAT_MAKEDLF_PATH)\rvl.bin"
18
19;-------------------------------
20; [Output] Section
21;
22;   LayoutFileName="<output Dlf-File>"
23;       The name of a disk layout file.
24;   SystemFileName="<output Dsf-File>"
25;       The name of a system binary file.
26;   FsInfoFileName="<output Dif-File>"
27;       The name of a FST information file.
28;       * This is a text file for checking the FST layout. The optical disk emulator
29;         does not reference this file.
30;
31[Output]
32Mode=RVL
33;LayoutFileName="Sample.dlf"
34;SystemFileName="Sample.dsf"
35;FsInfoFileName="Sample.dif"
36
37;-------------------------------
38; [DiskID] Section
39;
40;   GameName=<Game Name>
41;       The video game title in the 4Byte ASCII code supplied by Nintendo.
42;   Company=<Company Name>
43;       The company name in the 2Byte ASCII code supplied by Nintendo.
44;   DiskNumber=<Disk Number>
45;       Disk number information for multiple disks.  The number starts from 0.
46;       If there is only a single disk, the disk number will be 0.
47;   GameVersion=<Game Version>
48;       The version number of the video game.
49;   DiskInfo="<Long Game Name>"
50;       The character string of the video game title (Kanji characters are
51;       available.).
52;   TotalDisk=<Total Number of Disks>
53;       Total number of disks.
54;
55[DiskID]
56GameName="RABA"
57Company="ZZ"
58DiskNumber=0
59GameVersion=0
60DiskInfo="Sample Game Name"
61TotalDisk=1
62
63;-------------------------------
64; [BB2] Section
65;
66;   FSTMaxLength=<size>
67;       The size of the area reserved for FST.
68;   FSTAddress=<address>
69;       The address where FST should be put.(Start address is specified by FSTAddress.)
70;   FSTEndAddress=<address>
71;       The address where FST should be put.(End address is specified by FSTEndAddress.)
72;   FSTuserTop=<lba>
73;       The start of LBA in the user area.(If omitted, this is set the start of LBA in the usable free area.)
74;   FSTuserEnd=<lba>
75;       The end of LBA in the user area.
76;
77[BB2]
78;FSTMaxLength=0x080000
79FSTMaxLength=0
80FSTEndAddress=0x80400000
81;FSTuserTop=0x00100000
82FSTuserEnd=0x400000000
83
84;-------------------------------
85; [BI2] Section
86;
87;   DEBUGFLAG=<flag>
88;       Set this to 0 when not using the any debugger on NDEV, set to 3  when using the CodeWarrior debugger on NDEV.
89;   Arguments="<arg>"{[,"<arg>"]}
90;
91[BI2]
92
93;-------------------------------
94; [LbaAlign] Section
95;
96;   <Priority>="<File Name>",<LBA Align>
97;
98;       Aligns the <File Name> file with the <LBA Align> boundary on the
99;       optical disk.
100;       This is used for the files which need the boundary for the starting
101;       position like ADPCM data.  (ADPCM needs to be aligned with a 32KByte
102;       boundary according to the specification.)
103;       The evaluation priority is decided depending on the <Priority> value.
104;       (A bigger numerical value takes higher priority.)
105;
106[LbaAlign]
1071="*.adp",0x8000
1081="*.wav",0x8000
1091="*.pcm",0x8000
1101="*.dat",0x8000
1111="*.hvqm",0x8000
112
113;-------------------------------
114; [Layout] Section
115;
116;   <Priority>="<File Name>",<laypout val>
117;
118;       The <File Name> file is laid out on the optical disk according to the
119;       <layout val> value.
120;       If the <layout val> 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.
121;       This is used to lay out files on the outer area to shorten the access
122;       time.
123;       The evaluation priority is decided depending on the <Priority> value.
124;       (A bigger numerical value takes higher priority.)
125;
126[Layout]
1270="*",-1
128
129
130;-------------------------------
131; [PathList] Section
132;
133[PathList]
134CONTENT_DIR="content", "$(CAFE_CONTENT_DIR)"
135CODE_DIR="code", "$(CAFE_CODE_DIR)"
136META_DIR="meta", "$(CAFE_META_DIR)"
137
138