# VSCode file settings
.vscode/settings.json
.vscode/c_cpp_properties.json
.vscode/launch.json

# Input elf and rom files
*.elf
*.z64
*.n64
*.v64

# Output C files
RecompiledFuncs/
RecompiledPatches/
# RSP microcode recompiled from the ROM (n_aspMain.us.rev0.toml)
rsp/

# patches/ build output (patches.elf is covered by the *.elf rule below)
patches/*.o
patches/*.d
patches/*.bin
patches/*.map

# Linux build output
build/
build-cmake/
*.o

# Windows build output
*.exe
*.dll
*.lib
*.pdb

# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
out/
.vs/
vcpkg_installed/

# Runtime files
imgui.ini
rt64.log

node_modules/

# Recompiler binaries built from the vendored submodule; never commit these.
/N64Recomp
/RSPRecomp

.DS_Store
gamecontrollerdb.txt

# Ghidra project files and any local exports containing copyrighted disassembly text
*.gpr
*.rep/
ghidra_exports/

# splat working output (regenerated from the ROM, not source of truth once curated)
/asm/
/.splache/

# Never commit raw excerpts of the ROM itself, however they're captured
assets/unk_*.bin
*.7z

# Release packaging (tools/package-windows.ps1)
build-release/
dist/
build-release-linux/

# Python bytecode
__pycache__/

# Extra build folders (e.g. build-android from a command-line Android build)
build-*/

# Diagnostics: the interpolation log (SNP_INTERP_LOG=1) and its Android switch file
snp_interp.log
snp-interp-log
