asm/
/assets/
build/
# Alternate configure dirs (e.g. pc_port/build-smaps for the SH_STATIC_MAPS build)
build-*/
rom/
linkers/
.vscode/
.idea/
.vs/
__pycache__/
permuter/
expected/
.venv/
.cache/
.splache
.ninja_log
*.ninja

objdiff.json
null.d
!*/place-the-bin-and-cue-here
ctx.c
compile.log
compile_commands.json
Zone.Identifier

# PC port debug logs
sh_stdout.txt
sh_stderr.txt
sh_perf.txt
sh_gdb.txt
# Keep extracted map data in git: the manually-maintained map0 files can't be
# regenerated, and a fresh clone has no disc image to run the extractor.
pc_port/build_gen/*
!pc_port/build_gen/extracted_data/

# FMV tools
pc_port/tools/mdec_test.exe
pc_port/tools/mdec_test_str.exe
# FMV rips (jpsxdec output) — large, regenerable from the disc, never commit
pc_port/tools/*.avi
# Extractor / runtime debug logs dumped into tools/
pc_port/tools/*.log
maperrs.txt
maprenames.txt

# Launcher (.NET) build artifacts — regenerated by Visual Studio
pc_port/launcher/**/obj/
pc_port/launcher/**/bin/
*.user
.claude/worktrees/

# ANGLE runtime for the D3D11/Vulkan render backends — third-party binaries with
# their own release cadence, deployed by CMake if present. See
# pc_port/docs/Render_Backends.md for where to get a build (and which builds
# actually contain the Vulkan backend).
pc_port/angle/

# Copyrighted disc images and binaries
disc/
build-release/
saves/
*.exe
