# 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/