# Bytecode from the authoring tools in tools/ and
# assets/docs/buidling_to_voxel/ -- generated on whatever machine ran them.
__pycache__/
*.py[cod]

# agent worktrees and local scratch
.claude/

# ------- Pokemon Stadium data
#
# NONE OF THIS SHIPS, and none of it is in the repository. The battle models
# are Pokemon Stadium's own data: what the mod carries is the READER for them
# (lib/StadiumRom, StadiumFragment, StadiumFx, StadiumBuild) and the player
# supplies the cartridge, exactly as this engine already asks them to supply
# the Game Boy ROM it is a recompilation of.
#
# So the ROM itself, everything model_extract/pipeline extracts out of it, and
# the packs tools/stadium_pack.py builds from those are all ignored. What IS
# tracked is the pipeline, the notes, and the two READMEs that say where to
# put a ROM.
#
# At runtime the packs are built on the player's own machine, on first run,
# into the save directory -- never into the mod folder (see StadiumInstall).

# the cartridge, wherever it is dropped, and the checksum note that comes
# with one. The Zone.Identifier pattern has no colon in it on purpose: it is
# an NTFS alternate data stream, and the separator reaches git as U+F03A
# rather than as ':' -- so matching on the suffix alone is what actually works
*.z64
*.n64
*.v64
*Zone.Identifier
model_extract/baseroms/**/checksum.md5

# everything the pipeline extracts from it
model_extract/glb/
model_extract/js/
model_extract/textures/
model_extract/manifest.json
model_extract/moves.json
model_extract/viewer.html

# and the packed models built from those -- the local oracle the Lua
# extractor is diffed against (tests/stadium_extract_test.lua), rebuilt with
# tools/stadium_pack.py whenever it is wanted
assets/stadium/
