Ref files¶
If you want to configure or augment an HTML disassembly, you will need one or more ref files. A ref file can be used to (for example):
add a ‘Bugs’ page on which bugs are documented
add a ‘Trivia’ page on which interesting facts are documented
add a ‘Pokes’ page on which useful POKEs are listed
add a ‘Changelog’ page
add a ‘Glossary’ page
add a ‘Graphic glitches’ page
add any other kind of custom page
change the title of the disassembly
define the layout of the disassembly index page
define the link text and titles for the various pages in the disassembly
define the location of the files and directories in the disassembly
define the colours used when creating images
A ref file must be formatted into sections separated by section names inside square brackets, like this:
[SectionName]
The contents of each section that may be found in a ref file are described below.
[AudioWriter]¶
The AudioWriter
section contains configuration parameters that control
audio file creation by the #AUDIO macro. The parameters are in the
format:
name=value
Recognised parameters are:
ClockSpeed
- Z80 clock speed in cycles per second (default: 3500000)ContentionBegin
- when memory contention begins, in T-states from the start of a frame (default: 14334)ContentionEnd
- when memory contention ends, in T-states from the start of a frame (default: 57248)ContentionFactor
- percentage slowdown when memory contention is in effect (default: 51)FrameDuration
- length of a frame in T-states (default: 69888)InterruptDelay
- delay in T-states caused by an interrupt routine (default: 942)SampleRate
- sample rate in Hz (default: 44100)
Version |
Changes |
---|---|
8.8 |
Removed the |
8.7 |
New |
[Colours]¶
The Colours
section contains colour definitions that will be used when
creating images. Each line has the form:
name=R,G,B
or:
name=#RGB
where:
name
is the colour nameR,G,B
is a decimal RGB triplet#RGB
is a hexadecimal RGB triplet (in the usual 6-digit form, or in the short 3-digit form)
Recognised colour names and their default RGB values are:
TRANSPARENT
: 0,254,0 (#00fe00)BLACK
: 0,0,0 (#000000)BLUE
: 0,0,197 (#0000c5)RED
: 197,0,0 (#c50000)MAGENTA
: 197,0,197 (#c500c5)GREEN
: 0,198,0 (#00c600)CYAN
: 0,198,197 (#00c6c5)YELLOW
: 197,198,0 (#c5c600)WHITE
: 205,198,205 (#cdc6cd)BRIGHT_BLUE
: 0,0,255 (#0000ff)BRIGHT_RED
: 255,0,0 (#ff0000)BRIGHT_MAGENTA
: 255,0,255 (#ff00ff)BRIGHT_GREEN
: 0,255,0 (#00ff00)BRIGHT_CYAN
: 0,255,255 (#00ffff)BRIGHT_YELLOW
: 255,255,0 (#ffff00)BRIGHT_WHITE
: 255,255,255 (#ffffff)
Version |
Changes |
---|---|
3.4 |
Added support for hexadecimal RGB triplets |
2.0.5 |
New |
[Config]¶
The Config
section contains configuration parameters in the format:
name=value
Recognised parameters are:
Expand
- arbitrary text (intended to consist of one or more SMPL macros) that is expanded before any skool macros are expanded elsewhere in the ref file or in skool file annotations; this is similar to the @expand directive, but can be used to expand macros that are required only in HTML modeGameDir
- the root directory of the game’s HTML disassembly; if not specified, the base name of the skool file given on the skool2html.py command line will be usedHtmlWriterClass
- the name of the Python class to use for writing the HTML disassembly of the game (default:skoolkit.skoolhtml.HtmlWriter
); if the class is in a module that is not in the module search path (e.g. a standalone module that is not part of an installed package), the module’s location may be specified thus:/path/to/moduledir:module.classname
InitModule
- the name of a Python module to import before the HTML writer class is imported; the module’s location may be specified in the same way as forHtmlWriterClass
(see above)RefFiles
- a semicolon-separated list of extra ref files to use (after any that are automatically read by virtue of having the same filename prefix as the skool file, and before any others named on the skool2html.py command line)
The Expand
parameter can be used along with the #INCLUDE macro to
place all the text to be expanded in its own section. This is particularly
useful when that text cannot easily be placed on a single line. For example:
[Config]
Expand=#INCLUDE(Expand)
[Expand]
; Multiple lines of text to be expanded here
...
For information on using the HtmlWriterClass
parameter and creating your
own Python class for writing an HTML disassembly, see the documentation on
extending SkoolKit.
The InitModule
parameter can be used to modify the built-in HtmlWriter
class before it is imported by skool2html.py. This is an alternative to
creating your own HtmlWriter
class that is suitable when the required
modification is small.
Note that the Config
section must appear in a ref file that is read
automatically by skool2html.py by virtue of having the same filename
root as the skool file given on the command line (i.e. game*.ref if the skool
file is game.skool).
Version |
Changes |
---|---|
8.6 |
Added the |
8.5 |
Added the |
5.0 |
Added the |
3.3.1 |
Added support to the |
2.2.3 |
Added the |
2.0 |
New |
[EntryGroups]¶
The EntryGroups
section defines groups of entries (routines and data
blocks) whose disassembly pages can then be given custom titles and headers via
the [Titles] and [PageHeaders] sections. Each line in this section
has the form:
name=ADDR1[,ADDR2...]
where:
name
is the entry group nameADDR1
,ADDR2
etc. are address specifications that identify the entries in the group
An address specification can be either a single address (e.g. 30000
), or an
address range (e.g. 30000-30010
).
For example:
SpriteVariables=32768,32770-32772
This defines an entry group named ‘SpriteVariables’ that consists of the entries at 32768 and any others between addresses 32770 and 32772 inclusive. The titles and headers of the disassembly pages for these entries can then be specified like this:
[Titles]
Asm-SpriteVariables=Sprite variable at {entry[address]}
[PageHeaders]
Asm-SpriteVariables=Sprite variables
Entry group names may also be used in the Includes
parameter of a
[MemoryMap:*] section. For example:
[MemoryMap:SpriteVariables]
Includes=SpriteVariables
This defines a memory map page named ‘SpriteVariables’ consisting of only the entries that belong to the group of the same name.
Version |
Changes |
---|---|
8.5 |
Added support for identifying entries by address ranges |
8.4 |
New |
[Game]¶
The Game
section contains configuration parameters that control certain
aspects of the HTML output. The parameters are in the format:
name=value
Recognised parameters are:
Address
- the format of the address fields on disassembly pages and memory map pages, and of the default link text for the #R macro when the target address has no label (default: ‘’); this format string recognises the replacement fieldaddress
; if the format string is blank, the address is formatted exactly as it appears in the skool file (without any$
prefix)AddressAnchor
- the format of the anchors attached to instructions on disassembly pages and entries on memory map pages (default:{address}
)AsmSinglePage
-1
to write the disassembly on a single page, or0
to write a separate page for each routine and data block (default:0
)AudioFormats
- a comma separated list of audio file formats that the #AUDIO macro looks for before creating a WAV file (default:flac,mp3,ogg
)Bytes
- the format specification for thebytes
attribute of instruction objects in the asm and asm_single_page templates (default: ‘’); if not blank, assembled instruction byte values are displayed on disassembly pagesCopyright
- the copyright message that appears in the footer of every page (default: ‘’)Created
- the message indicating the software used to create the disassembly that appears in the footer of every page (default: ‘Created using SkoolKit #VERSION.’)DisassemblyTableNumCols
- the number of columns in the disassembly table on disassembly pages (default: 5); this value is used by the asm and asm_single_page templatesFont
- the base name of the font file to use (default: None); multiple font files can be declared by separating their names with semicolonsGame
- the name of the game, which appears in the title of every page, and also in the header of every page (if no logo is defined); if not specified, the base name of the skool file is usedInputRegisterTableHeader
- the text displayed in the header of input register tables on routine disassembly pages (default: ‘Input’)JavaScript
- the base name of the JavaScript file to include in every page (default: None); multiple JavaScript files can be declared by separating their names with semicolonsLength
- the format of thelength
attribute of entry objects in HTML templates, which is used in the Length column on memory map pages (default:{size}
); this format string recognises the replacement fieldsize
, equal to the size of the entry in bytesLinkInternalOperands
-1
to hyperlink instruction operands that refer to an address in the same entry as the instruction, or0
to leave them unlinked (default:0
)LinkOperands
- a comma-separated list of instruction types whose operands will be hyperlinked when possible (default:CALL,DEFW,DJNZ,JP,JR
); addLD
to the list to enable the address operands of LD instructions to be hyperlinked as wellLogo
- the text/HTML that will serve as the game logo in the header of every page (typically a skool macro that creates a suitable image); if not specified,LogoImage
is usedLogoImage
- the path to the game logo image, which appears in the header of every page; if the specified file does not exist, the name of the game is used in place of an imageOutputRegisterTableHeader
- the text displayed in the header of output register tables on routine disassembly pages (default: ‘Output’)Release
- the message indicating the release name and version number of the disassembly that appears in the footer of every page (default: ‘’)StyleSheet
- the base name of the CSS file to use (default: skoolkit.css); multiple CSS files can be declared by separating their names with semicolons
Every parameter in this section may contain skool macros.
The AddressAnchor
parameter contains a standard Python format string that
specifies the format of the anchors attached to instructions on disassembly
pages and entries on memory map pages. The default format string is
{address}
, which produces decimal addresses (e.g. #65280
). To produce
4-digit, lower case hexadecimal addresses instead (e.g. #ff00
), change
AddressAnchor
to {address:04x}
. Or to produce 4-digit, upper case
hexadecimal addresses if the --hex
option is used with
skool2html.py, and decimal addresses otherwise:
{address#IF({mode[base]}==16)(:04X)}
.
Version |
Changes |
---|---|
8.7 |
Added the |
8.4 |
Added the |
8.0 |
Added the |
7.2 |
Added the |
6.0 |
Every parameter (not just |
4.3 |
Added the |
4.1 |
Added the |
4.0 |
Set default values for the |
3.7 |
Added the |
3.5 |
Added the |
3.4 |
Added the |
3.1.2 |
Added the |
2.0.5 |
Added the |
[ImageWriter]¶
The ImageWriter
section contains configuration parameters that control
SkoolKit’s image creation library. The parameters are in the format:
name=value
Recognised parameters are:
PNGAlpha
- the default alpha value (0-255) to use for the transparent colour in a PNG image, where 0 means fully transparent, and 255 means fully opaque (default:255
)PNGCompressionLevel
- the compression level (0-9) to use for PNG image data, where 0 means no compression, 1 is the lowest compression level, and 9 is the highest (default:9
)PNGEnableAnimation
-1
to create animated PNGs (in APNG format) for images that contain flashing cells, or0
to create plain (unanimated) PNG files for such images (default:1
)
Version |
Changes |
---|---|
3.0.1 |
Added the |
3.0 |
New |
[Index]¶
The Index
section contains a list of link group IDs in the order in which
the link groups will appear on the disassembly index page. The link groups
themselves - with the exception of OtherCode
- are defined in
[Index:*:*] sections. OtherCode
is a special built-in link group that
contains links to the index pages of secondary disassemblies defined by
[OtherCode:*] sections.
To see the default Index
section, run the following command:
$ skool2html.py -r Index$
Version |
Changes |
---|---|
2.0.5 |
New |
[Index:*:*]¶
Each Index:*:*
section defines a link group (a group of links on the
disassembly home page). The section names and contents take the form:
[Index:groupID:text]
Page1ID
Page2ID
...
where:
groupID
is the link group ID (as may be declared in the [Index] section)text
is the text of the link group headerPage1ID
,Page2ID
etc. are the IDs of the pages that will appear in the link group
To see the default link groups and their contents, run the following command:
$ skool2html.py -r Index:
Version |
Changes |
---|---|
2.0.5 |
New |
[Links]¶
The Links
section defines the link text for the various pages in the HTML
disassembly (as displayed on the disassembly index page). Each line has the
form:
PageID=text
where:
PageID
is the ID of the pagetext
is the link text
Recognised page IDs are:
AsmSinglePage
- the disassembly page (when writing a single-page disassembly)Bugs
- the ‘Bugs’ pageChangelog
- the ‘Changelog’ pageDataMap
- the ‘Data’ memory map pageFacts
- the ‘Trivia’ pageGameStatusBuffer
- the ‘Game status buffer’ pageGlossary
- the ‘Glossary’ pageGraphicGlitches
- the ‘Graphic glitches’ pageMemoryMap
- the ‘Everything’ memory map page (default: ‘Everything’)MessagesMap
- the ‘Messages’ memory map pagePokes
- the ‘Pokes’ pageRoutinesMap
- the ‘Routines’ memory map pageUnusedMap
- the ‘Unused addresses’ memory map page
The default link text for a page is the same as the header defined in the [PageHeaders] section, except where indicated above.
The link text for a page defined by a [MemoryMap:*], [OtherCode:*] or [Page:*] section also defaults to the page header text, but can be overridden in this section.
If the link text starts with some text in square brackets, that text alone is used as the link text, and the remaining text is displayed alongside the hyperlink. For example:
MemoryMap=[Everything] (routines, data, text and unused addresses)
This declares that the link text for the ‘Everything’ memory map page will be ‘Everything’, and ‘(routines, data, text and unused addresses)’ will be displayed alongside it.
Version |
Changes |
---|---|
5.3 |
Added the |
2.5 |
Added the |
2.2.5 |
Added the |
2.0.5 |
New |
[MemoryMap:*]¶
Each MemoryMap:*
section defines the properties of a memory map page. The
section names take the form:
[MemoryMap:PageID]
where PageID
is the unique ID of the memory map page.
Each MemoryMap:*
section contains parameters in the form:
name=value
Recognised parameters and their default values are:
EntryDescriptions
-1
to display entry descriptions, or0
not to (default:0
)EntryTypes
- the types of entries to show in the map (by default, no types are shown); entry types are identified as follows:b
- DEFB blocksc
- routinesg
- game status buffer entriess
- blocks containing bytes that are all the same valuet
- messagesu
- unused addressesw
- DEFW blocks
Includes
- a comma-separated list of entries to include on the memory map page in addition to those specified by theEntryTypes
parameter; each item in the list may be a single address, an address range (e.g.30000-30010
), or the name of an entry group defined in the [EntryGroups] sectionIntro
- the text (which may contain HTML markup) displayed at the top of the memory map page (default: ‘’)LabelColumn
-1
to display the ‘Label’ column if any entries have ASM labels defined, or0
not to (default:0
)LengthColumn
-1
to display the ‘Length’ column, or0
not to (default:0
); see also theLength
parameter in the [Game] sectionPageByteColumns
-1
to display ‘Page’ and ‘Byte’ columns, or0
not to (default:0
)Write
-1
to write the memory map page, or0
not to (default:1
)
Every parameter in this section may contain skool macros.
To see the default memory map pages and their properties, run the following command:
$ skool2html.py -r MemoryMap
A custom memory map page can be defined by creating a MemoryMap:*
section
for it. By default, the page will be written to maps/PageID.html; to change
this, add a line to the [Paths] section. The title, page header and link
text for the custom memory map page can be defined in the [Titles],
[PageHeaders] and [Links] sections.
Every memory map page is built using the HTML template whose name matches the page ID, if one exists; otherwise, the stock Layout template is used.
Version |
Changes |
---|---|
8.5 |
Added support for address ranges in the |
8.4 |
The |
8.1 |
Added the |
6.2 |
Added the |
6.0 |
Every parameter (not just |
4.0 |
Added the |
2.5 |
New |
[OtherCode:*]¶
An OtherCode:*
section defines a secondary disassembly that will appear
under ‘Other code’ on the main disassembly home page. The section name takes
the form:
[OtherCode:CodeID]
where CodeID
is a unique ID for the secondary disassembly; it must be
limited to the characters ‘$’, ‘#’, 0-9, A-Z and a-z. The unique ID may be used
by the #R macro when referring to routines or data blocks in the
secondary disassembly from another disassembly.
An OtherCode:*
section may either be empty or contain a single parameter
named Source
in the form:
Source=fname
where fname
is the path to the skool file from which to generate the
secondary disassembly. If the Source
parameter is not provided, its value
defaults to CodeID.skool.
When a secondary disassembly named CodeID
is defined, the following page
and directory IDs become available for use in the [Paths], [Titles],
[PageHeaders] and [Links] sections:
CodeID-Index
- the ID of the index pageCodeID-Asm-*
- the IDs of the disassembly pages (*
is one ofbcgstuw
, depending on the entry type)CodeID-CodePath
- the ID of the directory in which the disassembly pages are writtenCodeID-AsmSinglePage
- the ID of the disassembly page (when writing a single-page disassembly)
By default, the index page is written to CodeID/CodeID.html, and the disassembly pages are written in a directory named CodeID; if a single-page template is used, the disassembly page is written to CodeID/asm.html.
Note that the index page is a memory map page, and as such can be configured by
creating a [MemoryMap:*] section (MemoryMap:CodeID-Index
) for it.
Version |
Changes |
---|---|
5.0 |
Made the |
2.0 |
New |
[Page:*]¶
A Page:*
section either declares a page that already exists, or defines a
custom page in the HTML disassembly. The section name takes the form:
[Page:PageID]
where PageID
is a unique ID for the page. The unique ID may be used in an
[Index:*:*] section to create a link to the page in the disassembly
index.
A Page:*
section contains parameters in the form:
name=value
Recognised parameters are:
Content
- the path (directory and filename) of a page that already exists; when this parameter is supplied, no others are requiredJavaScript
- the base name of the JavaScript file to use in addition to any declared by theJavaScript
parameter in the [Game] section (default: None); multiple JavaScript files can be declared by separating their names with semicolonsPageContent
- the HTML source of the body of the page; the #INCLUDE macro may be used here to include the contents of a separate ref file sectionSectionPrefix
- the prefix of the names of the ref file sections from which to build the entries on a box pageSectionType
- how to parse and render box page entry sections (whenSectionPrefix
is defined): as single-line list items with indentation (ListItems
), as multi-line list items prefixed by ‘-‘ (BulletPoints
), or as paragraphs (the default)
Every parameter in this section may contain skool macros.
Note that the Content
, SectionPrefix
and PageContent
parameters are
mutually exclusive (and that is their order of precedence); one of them must be
present.
By default, the custom page is written to a file named PageID.html in the root directory of the disassembly; to change this, add a line to the [Paths] section. The title, page header and link text for the custom page default to ‘PageID’, but can be overridden in the [Titles], [PageHeaders] and [Links] sections.
Every custom page is built using the HTML template whose name matches the page ID, if one exists; otherwise, the Layout template is used.
Version |
Changes |
---|---|
6.0 |
Added support for |
5.4 |
Added the |
5.3 |
Added the |
3.5 |
The |
2.1 |
New |
[PageHeaders]¶
The PageHeaders
section defines the header text for every page in the HTML
disassembly. Each line has the form:
PageID=[prefix<>]suffix
where:
PageID
is the ID of the pageprefix
is the page header prefix (displayed to the left of the game logo); if present, this must be separated from the suffix by<>
suffix
is the page header suffix (displayed to the right of the game logo)
Recognised page IDs are:
Asm-b
- disassembly pages for ‘b’ blocks (default: ‘Data’)Asm-c
- disassembly pages for ‘c’ blocks (default: ‘Routines’)Asm-g
- disassembly pages for ‘g’ blocks (default: ‘Game status buffer’)Asm-s
- disassembly pages for ‘s’ blocks (default: ‘Unused’)Asm-t
- disassembly pages for ‘t’ blocks (default: ‘Messages’)Asm-u
- disassembly pages for ‘u’ blocks (default: ‘Unused’)Asm-w
- disassembly pages for ‘w’ blocks (default: ‘Data’)AsmSinglePage
- the disassembly page (when writing a single-page disassembly)Bugs
- the ‘Bugs’ pageChangelog
- the ‘Changelog’ pageDataMap
- the ‘Data’ memory map pageFacts
- the ‘Trivia’ pageGameIndex
- the disassembly index page (default: ‘The complete<>RAM disassembly’)GameStatusBuffer
- the ‘Game status buffer’ pageGlossary
- the ‘Glossary’ pageGraphicGlitches
- the ‘Graphic glitches’ pageMemoryMap
- the ‘Everything’ memory map pageMessagesMap
- the ‘Messages’ memory map pagePokes
- the ‘Pokes’ pageRoutinesMap
- the ‘Routines’ memory map pageUnusedMap
- the ‘Unused addresses’ memory map page
Every parameter in this section may contain skool macros.
The default header text for a page is the same as the title defined in the [Titles] section, except where indicated above.
The Asm-*
parameters are formatted with an entry
dictionary identical
to the one that is available in the asm template.
The header text for a page defined by a [MemoryMap:*], [OtherCode:*] or [Page:*] section defaults to the page’s title, but can be overridden in this section.
The header text of each disassembly page for the entries belonging to a group defined in the [EntryGroups] section also defaults to the page’s title, but can be overridden in this section.
Version |
Changes |
---|---|
8.0 |
Added support for specifying a prefix and suffix; an |
6.0 |
The default header for |
5.3 |
Added the |
4.0 |
New |
[Paths]¶
The Paths
section defines the locations of the files and directories in the
HTML disassembly. Each line has the form:
ID=path
where:
ID
is the ID of the file or directorypath
is the path of the file or directory relative to the root directory of the disassembly
Recognised file IDs and their default paths are:
AsmSinglePage
- the disassembly page (when writing a single-page disassembly; default:asm.html
)Bugs
- the ‘Bugs’ page (default:reference/bugs.html
)Changelog
- the ‘Changelog’ page (default:reference/changelog.html
)CodeFiles
- the format of the disassembly page filenames (default:{address}.html
)DataMap
- the ‘Data’ memory map page (default:maps/data.html
)Facts
- the ‘Trivia’ page (default:reference/facts.html
)GameIndex
- the home page (default:index.html
)GameStatusBuffer
- the ‘Game status buffer’ page (default:buffers/gbuffer.html
)Glossary
- the ‘Glossary’ page (default:reference/glossary.html
)GraphicGlitches
- the ‘Graphic glitches’ page (default:graphics/glitches.html
)MemoryMap
- the ‘Everything’ memory map page (default:maps/all.html
)MessagesMap
- the ‘Messages’ memory map page (default:maps/messages.html
)Pokes
- the ‘Pokes’ page (default:reference/pokes.html
)RoutinesMap
- the ‘Routines’ memory map page (default:maps/routines.html
)UDGFilename
- the format of the default filename for images created by the #UDG macro (default:udg{addr}_{attr}x{scale}
); this is a standard Python format string that recognises the macro parametersaddr
,attr
andscale
UnusedMap
- the ‘Unused addresses’ memory map page (default:maps/unused.html
)
Recognised directory IDs and their default paths are:
AudioPath
- the directory in which audio files are assumed to be by the #AUDIO macro (default:audio
)CodePath
- the directory in which the disassembly pages are written (default:asm
)FontImagePath
- the directory in which font images (created by the #FONT macro) are placed (default:{ImagePath}/font
)FontPath
- the directory in which font files specified by theFont
parameter in the [Game] section are placed (default:.
)ImagePath
- the base directory in which images are placed (default:images
)JavaScriptPath
- the directory in which JavaScript files specified by theJavaScript
parameter in the [Game] section and [Page:*] sections are placed (default:.
)ScreenshotImagePath
- the directory in which screenshot images (created by the #SCR macro) are placed (default:{ImagePath}/scr
)StyleSheetPath
- the directory in which CSS files specified by theStyleSheet
parameter in the [Game] section are placed (default:.
)UDGImagePath
- the directory in which UDG images (created by the #UDG or #UDGARRAY macro) are placed (default:{ImagePath}/udgs
)
Every parameter in this section may contain skool macros.
The CodeFiles
parameter contains a standard Python format string that
specifies the format of a disassembly page filename based on the address of the
routine or data block. The default format string is {address}.html
, which
produces decimal addresses (e.g. 65280.html
). To produce 4-digit, upper
case hexadecimal addresses instead (e.g. FF00.html
), change CodeFiles
to {address:04X}.html
. Or to produce 4-digit, upper case hexadecimal
addresses if the --hex
option is used with skool2html.py, and
decimal addresses otherwise: {address#IF({mode[base]}==16)(:04X)}.html
.
Version |
Changes |
---|---|
8.7 |
Added the |
6.3 |
Added the |
6.0 |
Paths may contain skool macros; added the
|
5.3 |
Added the |
4.3 |
Added the |
3.1.1 |
Added the |
2.5 |
Added the |
2.2.5 |
Added the |
2.1.1 |
Added the |
2.0.5 |
Added the |
2.0 |
New |
[Resources]¶
The Resources
section lists files that will be copied into the disassembly
build directory when skool2html.py is run. Each line has the form:
fname=destDir
where:
fname
is the name of the file to copydestDir
is the destination directory, relative to the root directory of the disassembly; the directory will be created if it doesn’t already exist
The files to be copied must be present in skool2html.py’s search path in order for it to find them. To see the search path, run:
$ skool2html.py -s
fname
may contain the special wildcard characters *
, ?
and []
,
which are expanded as follows:
*
- matches any number of characters**
- matches any files and zero or more directories and subdirectories?
- matches any single character[seq]
- matches any character inseq
;seq
may be a simple sequence of characters (e.g.abcde
) or a range (e.g.a-e
)[!seq]
- matches any character not inseq
If your disassembly requires pre-built images or other resources that SkoolKit does not build, listing them in this section ensures that they will be copied into place whenever the disassembly is built.
Version |
Changes |
---|---|
8.0 |
Added support for the |
6.3 |
Added support for pathname pattern expansion using wildcard characters |
3.6 |
New |
[Template:*]¶
Each Template:*
section defines a template used to build an HTML page (or
part of one).
To see the contents of the default templates, run the following command:
$ skool2html.py -r Template:
For more information, see HTML templates.
Version |
Changes |
---|---|
4.0 |
New |
[Titles]¶
The Titles
section defines the title (i.e. text used to compose the
<title>
element) for every page in the HTML disassembly. Each line has the
form:
PageID=title
where:
PageID
is the ID of the pagetitle
is the page title
Recognised page IDs and their default titles are:
Asm-b
- disassembly pages for ‘b’ blocks (default: ‘Data at {entry[address]}’)Asm-c
- disassembly pages for ‘c’ blocks (default: ‘Routine at {entry[address]}’)Asm-g
- disassembly pages for ‘g’ blocks (default: ‘Game status buffer entry at {entry[address]}’)Asm-s
- disassembly pages for ‘s’ blocks (default: ‘Unused RAM at {entry[address]}’)Asm-t
- disassembly pages for ‘t’ blocks (default: ‘Text at {entry[address]}’)Asm-u
- disassembly pages for ‘u’ blocks (default: ‘Unused RAM at {entry[address]}’)Asm-w
- disassembly pages for ‘w’ blocks (default: ‘Data at {entry[address]}’)AsmSinglePage
- the disassembly page (when writing a single-page disassembly; default: ‘Disassembly’)Bugs
- the ‘Bugs’ page (default: ‘Bugs’)Changelog
- the ‘Changelog’ page (default: ‘Changelog’)DataMap
- the ‘Data’ memory map page (default: ‘Data’)Facts
- the ‘Trivia’ page (default: ‘Trivia’)GameIndex
- the disassembly index page (default: ‘Index’)GameStatusBuffer
- the ‘Game status buffer’ page (default: ‘Game status buffer’)Glossary
- the ‘Glossary’ page (default: ‘Glossary’)GraphicGlitches
- the ‘Graphic glitches’ page (default: ‘Graphic glitches’)MemoryMap
- the ‘Everything’ memory map page (default: ‘Memory map’)MessagesMap
- the ‘Messages’ memory map page (default: ‘Messages’)Pokes
- the ‘Pokes’ page (default: ‘Pokes’)RoutinesMap
- the ‘Routines’ memory map page (default: ‘Routines’)UnusedMap
- the ‘Unused addresses’ memory map page (default: ‘Unused addresses’)
Every parameter in this section may contain skool macros.
The Asm-*
parameters are formatted with an entry
dictionary identical
to the one that is available in the asm template.
The title of a page defined by a [MemoryMap:*], [OtherCode:*] or [Page:*] section defaults to the page ID, but can be overridden in this section.
The title of each disassembly page for the entries belonging to a group defined in the [EntryGroups] section defaults to the title for that page’s entry type, but can be overridden in this section.
Version |
Changes |
---|---|
8.0 |
An |
6.0 |
The default title for |
5.3 |
Added the |
4.0 |
Added the |
2.5 |
Added the |
2.2.5 |
Added the |
2.0.5 |
New |
Box pages¶
A ‘box page’ is an HTML page that contains entries (blocks of arbitrary text)
distinguished by alternating background colours, and a table of contents (links
to each entry). It is defined by a [Page:*] section that contains a
SectionPrefix
parameter, which determines the prefix of the ref file
sections from which the entries are built.
SkoolKit defines some box pages by default. Their names and the ref file sections that can be used to define their entries are as follows:
Bugs
-[Bug:title]
or[Bug:anchor:title]
Changelog
-[Changelog:title]
or[Changelog:anchor:title]
Facts
-[Fact:title]
or[Fact:anchor:title]
Glossary
-[Glossary:title]
or[Glossary:anchor:title]
GraphicGlitches
-[GraphicGlitch:title]
or[GraphicGlitch:anchor:title]
Pokes
-[Poke:title]
or[Poke:anchor:title]
To see the contents of the default [Page:*] sections, run the following command:
$ skool2html.py -r Page:
If anchor
is omitted from an entry section name, it defaults to the title
converted to lower case with parentheses and whitespace characters replaced by
underscores.
By default, a box page entry section is parsed as a sequence of paragraphs separated by blank lines. For example:
[Bug:anchor:title]
First paragraph.
Second paragraph.
...
However, if the SectionType
parameter in the [Page:*] section is set to
ListItems
, each entry section is parsed as a sequence of single-line list
items with indentation. For example:
[Changelog:title]
Intro text.
First top-level item.
First subitem.
Second subitem.
First subsubitem.
Second top-level item.
...
The intro text and the first top-level item must be separated by a blank line.
Lower-level items are created by using indentation, as shown. Blank lines
between items are optional and are ignored. If the intro text is a single
hyphen (-
), it is not included in the final HTML rendering.
If your list items are long, you might prefer to set the SectionType
parameter to BulletPoints
; in that case, each entry section is parsed as a
sequence of multi-line list items prefixed by ‘-‘. For example:
[Changes:title]
Intro text.
- First top-level item,
split over two lines.
- First subitem, also
split over two lines.
- Second subitem, on one line this time.
- First subsubitem,
this time split
over three lines.
- Second top-level item.
...
An entry section’s anchor
, title
and contents may contain HTML markup
and skool macros.
Changed in version 6.0: Added support for parsing an entry section as a sequence of multi-line list
items prefixed by ‘-‘ (SectionType=BulletPoints
). The anchor
and
title
of an entry section name may contain skool macros.
Changed in version 5.4: The anchor
part of an entry section name is optional.
Appending content¶
Content may be appended to an existing ref file section defined elsewhere by adding a ‘+’ suffix to the section name. For example, to add a line to the [Game] section:
[Game+]
AddressAnchor={address:04x}
New in version 7.0.
Ref file comments¶
A comment may be added to a ref file by starting a line with a semicolon. For example:
; This is a comment
If a non-comment line in a ref file section needs to start with a semicolon, it can be escaped by doubling it:
[Glossary:term]
<code>
;; This is not a ref file comment
</code>
The content of this section will be rendered thus:
<code>
; This is not a ref file comment
</code>
Square brackets¶
If a ref file section needs to contain a line that looks like a section header
(i.e. like [SectionName]
), then to prevent that line from being parsed as a
section header it can be escaped by doubling the opening square bracket:
[Glossary:term]
<code>
[[This is not a section header]
</code>
The content of this section will be rendered thus:
<code>
[This is not a section header]
</code>
In fact, any line that starts with two opening square brackets will be rendered with the first one removed.
New in version 4.0.