# ============================================================
#  NO GAME DATA IN THIS REPOSITORY. EVER.
#  Wave Race 64 is Nintendo's. This project ships tooling and
#  original code only; the user supplies their own ROM.
# ============================================================
*.z64
*.n64
*.v64
*.rom
baserom*
*.elf
*.o
*.a
*.bin
*.sym
*.map

# Recompiler output (regenerated from the user's ROM)
/RecompiledFuncs/
/RecompiledPatches/
dump.toml
data_dump.toml

# splat / disassembly output
/asm/
/bin/
/expected/
/context/

# Build. Any build*/ directory: the runtime stack is configured into
# build-rt/ with a different compiler than the phase 00 tree in build/.
/build*/
/out/
CMakeCache.txt
CMakeFiles/
CMakeUserPresets.json
*.ninja
.ninja_deps
.ninja_log
compile_commands.json

# Tooling
__pycache__/
*.pyc
.venv/
venv/

# Editors / OS
.vs/
.vscode/*
!.vscode/extensions.json
.idea/
*.user
Thumbs.db
desktop.ini

# Read-only upstream checkouts used as reference (never built, never shipped)
/reference/

# Release staging (tools/package_release.ps1)
/dist/

# Derived from the reference decomp's splat config at build time (tools/make_asm_only_yaml.py);
# that repository publishes no license, so the derivative is not committed.
/recomp/wr64.us.rev1.asm.yaml

# Window captures from tools/capture_window.ps1.
/shots/

# Runtime output when the game is started from the repository root, anchored so
# that examples/mods/ is not caught by it.
/mods/
/mod_config/
/saves/
/*.log

# Claude Code worktrees and macOS Finder metadata.
/.claude/
.DS_Store

# Output of tools/jal_scan.py, regenerated on demand.
/recomp/jal_targets.txt
