# Build output
build/
build_*/
out/

# Generated recompiled code (large, machine-generated)
generated/

# Analysis output — derived from the game binary, regenerate it yourself
analysis/

# Game files — never commit copyrighted data
input/
data/keys
data/ldr_curves
data/vsh_curves
*.elf
*.ELF
*.bin
*.BIN
*.self
*.SELF
*.sprx
*.pkg
*.PKG
*.rap
*.edat
*.EDAT
*.zip
*.rar
*.7z
*.iso
*.ISO

# Save data
savedata/

# Python
__pycache__/
*.pyc
*.pyo
.venv/
venv/

# IDE
.vs/
.vscode/
*.suo
*.user
.idea/
.claude/

# OS
.DS_Store
Thumbs.db
desktop.ini

# CMake
CMakeCache.txt
CMakeFiles/
cmake_install.cmake
compile_commands.json

# SPU job dumps and held-back images (captured from the game binary)
analysis/spu/

# Run output and side-by-side builds kept for comparison
scratch/
generated.*/
build.*/

# Per-machine notes and the guest hard disk the port writes at run time
AGENTS.local.md
gamedata/
# Compiled shaders the D3D12 backend keeps between runs (RSX_SHADER_CACHE);
# derived from the title's own programs
shadercache/

# More game files. The disc layout brings kinds the PSN package did not, and
# extensions are listed in both cases because git matches case exactly on
# Linux and macOS. scripts/check_no_game_files.py enforces the same list, and
# more, on content -- an ignore rule alone does not stop `git add -f`.
*.vol
*.VOL
*.dat
*.DAT
*.pam
*.PAM
*.esp
*.ESP
*.sfo
*.SFO
*.sfb
*.SFB
*.sdat
*.SDAT
*.rif
*.RIF
*.RAP
*.prx
*.SPRX
*.gpb
*.rt2
*.p3t
*.at3
*.AT3
*.img
*.pkg
ICON0.PNG
PIC[0-9].PNG
PS3_GAME/
USRDIR/
PDIPFS/
klics.txt
keys
ldr_curves
vsh_curves

# Reverse-engineering databases hold decompiled game code
*.gpr
*.rep/
*.gzf
*.i64
*.idb
# Third-party binaries fetched by scripts (SDL2.dll: scripts/get_sdl2.ps1)
third_party/

# Player settings, written beside the game on first run
gt5p_settings.toml

# Stall dumps written by a game started by hand (gt5p_present.cpp)
logs/
