# Build files
/build/
/ps2/build/*
/port/build/*
!/ps2/build/.gitkeep
!/port/build/.gitkeep

# Reference assembly, split from the disc by splat and never committed: one
# tree per release, ps2/asm/ntsc and ps2/asm/pal.
/ps2/asm/

# A checkout of the private repository; see scripts/host/overlay_private.sh.
/.private/

# Generated by the objdiff target from the address index and provenance
objdiff.json

# The objdiff progress report, regenerated by CI on every push
progress/

/re/*
!/re/MWCC.md

# Doxygen output
doxygen/

# Python cache
**/__pycache__

# IDA files
*.id0
*.id1
*.id2
*.nam
*.til

# Mips2C context
ctx.c

# AI
CLAUDE.md
AGENTS.md
.claude
.codex/

# IDA databases (derived from binaries already in-tree)
*.i64
*.idb

# Kazarov's state: configuration locks and run descriptors.
/.kazarov/

# The PC port's extracted game data and its saves; see docs/PC_PORT_PLAN.md.
/data/
/save/
/soundtrack/

# The game's message files exported as JSON (darkcloud --export-text, docs/LOCALIZATION.md): the
# disc's own text, never committed.
/lang-export/

# Flatpak builds (docs/FLATPAK.md)
/.flatpak-builder/
/build-dir/
/repo/
/chronicle.flatpak

# MacOS
.DS_Store

# The PS4 port's build products (packages, ELFs with symbols). The two system modules the package bundles
# are kept in ps4/redist-sony/signed so the package can be built from this repository.
/ps4/out/
*.pkg
*.iso
/ps4/dist/
*.sprx
!/ps4/redist-sony/signed/*.sprx
*.elf
*.oelf
