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="$(REVOLUTION_EXT_ROOT)\build\demos\nwc24demo\dvddata"
15LDRFileName="$(REVOLUTION_SDK_ROOT)\RVL\boot\apploader.img"
16BI2FileName="$(REVOLUTION_SDK_ROOT)\x86\bin\bi2.bin"
17RVLSysFileName="$(REVOLUTION_SDK_ROOT)\x86\bin\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]
32;LayoutFileName="Sample.dlf"
33;SystemFileName="Sample.dsf"
34;FsInfoFileName="Sample.dif"
35
36;-------------------------------
37; [DiskID] Section
38;
39;   GameName=<Game Name>
40;       The video game title in the 4Byte ASCII code supplied by Nintendo.
41;   Company=<Company Name>
42;       The company name in the 2Byte ASCII code supplied by Nintendo.
43;   DiskNumber=<Disk Number>
44;       Disk number information for multiple disks.  The number starts from 0.
45;       If there is only a single disk, the disk number will be 0.
46;   GameVersion=<Game Version>
47;       The version number of the video game.
48;   DiskInfo="<Long Game Name>"
49;       The character string of the video game title (Kanji characters are
50;       available.).
51;   TotalDisk=<Total Number of Disks>
52;       Total number of disks.
53;
54[DiskID]
55GameName="RABA"
56Company="ZZ"
57DiskNumber=0
58GameVersion=0
59DiskInfo="Sample Game Name"
60TotalDisk=1
61
62;-------------------------------
63; [BB2] Section
64;
65;   FSTMaxLength=<size>
66;       The size of the area reserved for FST.
67;   FSTAddress=<address>
68;       The address where FST should be put.(Start address is specified by FSTAddress.)
69;   FSTEndAddress=<address>
70;       The address where FST should be put.(End address is specified by FSTEndAddress.)
71;   FSTuserTop=<lba>
72;       The start of LBA in the user area.(If omitted, this is set the start of LBA in the usable free area.)
73;   FSTuserEnd=<lba>
74;       The end of LBA in the user area.
75;
76[BB2]
77;FSTMaxLength=0x080000
78FSTMaxLength=0
79FSTEndAddress=0x80400000
80;FSTuserTop=0x00100000
81FSTuserEnd=0x100000000
82
83;-------------------------------
84; [BI2] Section
85;
86;   DEBUGFLAG=<flag>
87;       Set this to 0 when not using the any debugger on NDEV, set to 3  when using the CodeWarrior debugger on NDEV.
88;   Arguments="<arg>"{[,"<arg>"]}
89;
90[BI2]
91
92;-------------------------------
93; [LbaAlign] Section
94;
95;   <Priority>="<File Name>",<LBA Align>
96;
97;       Aligns the <File Name> file with the <LBA Align> boundary on the
98;       optical disk.
99;       This is used for the files which need the boundary for the starting
100;       position like ADPCM data.  (ADPCM needs to be aligned with a 32KByte
101;       boundary according to the specification.)
102;       The evaluation priority is decided depending on the <Priority> value.
103;       (A bigger numerical value takes higher priority.)
104;
105[LbaAlign]
1061="*.adp",0x8000
1071="*.wav",0x8000
1081="*.pcm",0x8000
1091="*.dat",0x8000
1101="*.hvqm",0x8000
111
112;-------------------------------
113; [Layout] Section
114;
115;   <Priority>="<File Name>",<laypout val>
116;
117;       The <File Name> file is laid out on the optical disk according to the
118;       <layout val> value.
119;       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.
120;       This is used to lay out files on the outer area to shorten the access
121;       time.
122;       The evaluation priority is decided depending on the <Priority> value.
123;       (A bigger numerical value takes higher priority.)
124;
125[Layout]
1260="*",1
127
128