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.

[Bug:*:*]

Each Bug:*:* section defines an entry on the ‘Bugs’ page. The section names and contents take the form:

[Bug:anchor:title]
First paragraph.

Second paragraph.

...

where:

  • anchor is the name of the HTML anchor for the entry
  • title is the title of the entry

To ensure that an entry can be linked to by the #BUG macro, the anchor name must be limited to the characters ‘$’, ‘#’, 0-9, A-Z and a-z.

Paragraphs must be separated by blank lines, and may contain HTML markup and skool macros.

[Changelog:*]

Each Changelog:* section defines an entry on the ‘Changelog’ page. The section names and contents take the form:

[Changelog:title]
Intro text.

First top-level item.
  First subitem.
  Second subitem.
    First subsubitem.

Second top-level item.
...

where title is the title of the entry, and the intro text and top-level items are separated by blank lines. Lower-level items are created by using indentation, as shown.

If the intro text is a single hyphen (-), it will not be included in the final HTML rendering.

The intro text and changelog items may contain HTML markup and skool macros.

Version Changes
2.2.5 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 name
  • R,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:

  • GameDir - the root directory of the game’s HTML disassembly; if not specified, the base name of the skool or ref file given on the skool2html.py command line will be used
  • HtmlWriterClass - 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
  • SkoolFile - the name of the main skool file to use if not given on the skool2html.py command line; if not specified, the skool file with the same base name as the ref file will be used

For information on how to create your own Python class for writing an HTML disassembly, see the documentation on extending SkoolKit.

Version Changes
3.3.1 Added support to the HtmlWriterClass parameter for specifying a module outside the module search path
2.2.3 Added the HtmlWriterClass parameter
2.0 New

[Fact:*:*]

Each Fact:*:* section defines an entry on the ‘Trivia’ page. The section names and contents take the form:

[Fact:anchor:title]
First paragraph.

Second paragraph.

...

where:

  • anchor is the name of the HTML anchor for the entry
  • title is the title of the entry

To ensure that an entry can be linked to by the #FACT macro, the anchor name must be limited to the characters ‘$’, ‘#’, 0-9, A-Z and a-z.

Paragraphs must be separated by blank lines, and may contain HTML markup and skool macros.

[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:

  • Copyright - 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.’; the string $VERSION is replaced by the version number of SkoolKit)
  • Font - the base name of the font file to use (default: None); multiple font files can be declared by separating their names with semicolons
  • Game - 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 used
  • GameStatusBufferIncludes - a comma-separated list of addresses of entries to include on the ‘Game status buffer’ page in addition to those that are marked with a g (see the skool file format reference)
  • InputRegisterTableHeader - 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 semicolons
  • LinkInternalOperands - 1 to hyperlink instruction operands that refer to an address in the same entry as the instruction, or 0 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); add LD to the list to enable the address operands of LD instructions to be hyperlinked as well
  • Logo - 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 used
  • LogoImage - 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 image
  • OutputRegisterTableHeader - 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
  • TitlePrefix - the prefix to use before the game name or logo in the header of the main index page (default: ‘The complete’)
  • TitleSuffix - the suffix to use after the game name or logo in the header of the main index page (default: ‘RAM disassembly’)
Version Changes
4.1 Added the LinkInternalOperands parameter
4.0 Set default values for the InputRegisterTableHeader and OutputRegisterTableHeader parameters; added the Copyright, Created and Release parameters (which used to live in the [Info] section in SkoolKit 3)
3.7 Added the JavaScript parameter
3.5 Added the Font, LogoImage and StyleSheet parameters (all of which used to live in the [Paths] section, LogoImage by the name Logo)
3.4 Added the LinkOperands parameter
3.1.2 Added the InputRegisterTableHeader and OutputRegisterTableHeader parameters
2.0.5 Added the Logo parameter
2.0.3 Added the GameStatusBufferIncludes parameter

[Glossary:*]

Each Glossary:* section defines an entry on the ‘Glossary’ page. The section names and contents take the form:

[Glossary:term]
First paragraph.

Second paragraph.

...

where term is the term being defined in the entry.

Paragraphs must be separated by blank lines, and may contain HTML markup and skool macros.

Version Changes
3.1.3 Added support for multiple paragraphs

[GraphicGlitch:*:*]

Each GraphicGlitch:*:* section defines an entry on the ‘Graphic glitches’ page. The section names and contents take the form:

[GraphicGlitch:anchor:title]
First paragraph.

Second paragraph.

...

where:

  • anchor is the name of the HTML anchor for the entry
  • title is the title of the entry

Paragraphs must be separated by blank lines, and may contain HTML markup and skool macros.

[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:

  • DefaultFormat - the default image format; valid values are png (the default) and gif
  • GIFEnableAnimation - 1 to create animated GIFs for images that contain flashing cells, or 0 to create plain (unanimated) GIFs for such images (default: 1)
  • GIFTransparency - 1 to make the TRANSPARENT colour (see [Colours]) in GIF images transparent, or 0 to make it opaque (default: 0)
  • PNGAlpha - the alpha value to use for the TRANSPARENT colour (see [Colours]) in PNG images; valid values are in the range 0-255, where 0 means fully transparent, and 255 means fully opaque (default: 255)
  • PNGCompressionLevel - the compression level to use for PNG image data; valid values are in the range 0-9, 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, or 0 to create plain (unanimated) PNG files for such images (default: 1)

The image-creating skool macros will create a file in the default image format if the filename is unspecified, or its suffix is omitted, or its suffix is neither .png nor .gif. For example, if DefaultFormat is png, then:

#FONT32768,26

will create an image file named font.png. To create a GIF instead (regardless of the default image format):

#FONT32768,26(font.gif)

For images that contain flashing cells, animated GIFs are recommended over animated PNGs in APNG format, because they are more widely supported in web browsers.

Version Changes
3.0.1 Added the DefaultFormat, GIFEnableAnimation, GIFTransparency, PNGAlpha and PNGEnableAnimation parameters
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 (see below); 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 header
  • Page1ID, 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

[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, or 0 not to (default: 0)
  • EntryTypes - the types of entries to show in the map (by default, every type is shown); entry types are identified as follows:
    • b - DEFB blocks
    • c - routines
    • g - game status buffer entries
    • G - entries whose address appears in the GameStatusBufferIncludes parameter in the [Game] section
    • s - blocks containing bytes that are all the same value
    • t - messages
    • u - unused addresses
    • w - DEFW blocks
  • Intro - the text (HTML) displayed at the top of the memory map page (default: ‘’)
  • LengthColumn - 1 to display the ‘Length’ column, or 0 not to (default: 0)
  • PageByteColumns - 1 to display ‘Page’ and ‘Byte’ columns, or 0 not to (default: 0)
  • Write - 1 to write the memory map page, or 0 not to (default: 1)

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 MemoryMap template is used.

Version Changes
4.0 Added the EntryDescriptions and LengthColumn parameters, and support for the G identifier in the EntryTypes parameter
2.5 New

[OtherCode:*]

Each OtherCode:* section defines a secondary disassembly that will appear under ‘Other code’ on the main disassembly home page. The section names take 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.

Each OtherCode:* section must 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.

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 page
  • CodeID-Asm-* - the IDs of the disassembly pages (* is one of bcgstuw, depending on the entry type)
  • CodeID-CodePath - the ID of the directory in which the disassembly pages are written

By default, the index page is written to CodeID/CodeID.html, and the disassembly pages are written in a directory named CodeID.

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
2.0 New

[Page:*]

A Page:* section may be used to either declare a page that already exists, or define a custom page in the HTML disassembly (in conjunction with a corresponding [PageContent:*] section). 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 required
  • JavaScript - the base name of the JavaScript file to use in addition to any declared by the JavaScript parameter in the [Game] section (default: None); multiple JavaScript files can be declared by separating their names with semicolons
  • PageContent - the HTML source of the body of the page; this defaults to the contents of the corresponding [PageContent:*] section, but may be specified here if the source can be written on a single line

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 can be defined 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 stock Page template is used.

Note that a Page:* section may be empty; if so, it may be omitted from the ref file.

Version Changes
3.5 The JavaScript parameter specifies the JavaScript file(s) to use
2.1 New

[PageContent:*]

A PageContent:* section contains the HTML source of the body of a custom page (optionally defined in a [Page:*] section). The section name takes the form:

[PageContent:PageID]

where PageID is the unique ID of the page.

The HTML source may contain skool macros.

Version Changes
2.1 New

[PageHeaders]

The PageHeaders section defines the header text for every page in the HTML disassembly. Each line has the form:

PageID=header

where:

  • PageID is the ID of the page
  • header is the header text

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: ‘Data’)
  • Asm-u - disassembly pages for ‘u’ blocks (default: ‘Unused’)
  • Asm-w - disassembly pages for ‘w’ blocks (default: ‘Data’)
  • Bugs - the ‘Bugs’ page
  • Changelog - the ‘Changelog’ page
  • DataMap - the ‘Data’ memory map page
  • Facts - the ‘Trivia’ page
  • GameStatusBuffer - the ‘Game status buffer’ page
  • Glossary - the ‘Glossary’ page
  • GraphicGlitches - the ‘Graphic glitches’ page
  • MemoryMap - the ‘Everything’ memory map page
  • MessagesMap - the ‘Messages’ memory map page
  • Pokes - the ‘Pokes’ page
  • RoutinesMap - the ‘Routines’ memory map page
  • UnusedMap - the ‘Unused addresses’ memory map page

The default header text for a page is the same as the title defined in the [Titles] section, except where indicated above.

The header text for a page defined by a [MemoryMap:*], [OtherCode:*], [Page:*] or [PageContent:*] section also defaults to the title, but can be overridden in this section.

Note that the header of the disassembly index page (GameIndex) is not defined in this section; it is composed from the values of the TitlePrefix and TitleSuffix parameters in the [Game] section.

Version Changes
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 directory
  • path is the path of the file or directory relative to the root directory of the disassembly

Recognised file IDs and their default paths are:

  • Bugs - the ‘Bugs’ page (default: reference/bugs.html)
  • Changelog - the ‘Changelog’ page (default: reference/changelog.html)
  • DataMap - the ‘Data’ memory map page (default: maps/data.html)
  • Facts - the ‘Trivia’ page (default: reference/facts.html)
  • GameIndex - the disassembly 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)
  • UnusedMap - the ‘Unused addresses’ memory map page (default: maps/unused.html)

Recognised directory IDs and their default paths are:

  • CodePath - the directory in which the disassembly files will be written (default: asm)
  • FontImagePath - the directory in which font images (created by the #FONT macro) will be placed (default: images/font)
  • FontPath - the directory in which to store font files specified by the Font parameter in the [Game] section (default: .)
  • JavaScriptPath - the directory in which to store JavaScript files specified by the JavaScript parameter in the [Game] section and [Page:*] sections (default: .)
  • ScreenshotImagePath - the directory in which screenshot images (created by the #SCR macro) will be placed (default: images/scr)
  • StyleSheetPath - the directory in which to store CSS files specified by the StyleSheet parameter in the [Game] section (default: .)
  • UDGImagePath - the directory in which UDG images (created by the #UDG or #UDGARRAY macro) will be placed (default: images/udgs)
Version Changes
3.1.1 Added the FontPath directory ID
2.5 Added the UnusedMap file ID
2.2.5 Added the Changelog file ID
2.1.1 Added the CodePath directory ID
2.0.5 Added the FontImagePath directory ID
2.0 New

[Poke:*:*]

Each Poke:*:* section defines an entry on the ‘Pokes’ page. The section names and contents take the form:

[Poke:anchor:title]
First paragraph.

Second paragraph.

...

where:

  • anchor is the name of the HTML anchor for the entry
  • title is the title of the entry

To ensure that an entry can be linked to by the #POKE macro, the anchor name must be limited to the characters ‘$’, ‘#’, 0-9, A-Z and a-z.

Paragraphs must be separated by blank lines, and may contain HTML markup and skool macros.

[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 copy
  • destDir 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.

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
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 page
  • title is the page title

Recognised page IDs and their default titles are:

  • Asm-b - disassembly pages for ‘b’ blocks (default: ‘Data at’)
  • Asm-c - disassembly pages for ‘c’ blocks (default: ‘Routine at’)
  • Asm-g - disassembly pages for ‘g’ blocks (default: ‘Game status buffer entry at’)
  • Asm-s - disassembly pages for ‘s’ blocks (default: ‘Unused RAM at’)
  • Asm-t - disassembly pages for ‘t’ blocks (default: ‘Data at’)
  • Asm-u - disassembly pages for ‘u’ blocks (default: ‘Unused RAM at’)
  • Asm-w - disassembly pages for ‘w’ blocks (default: ‘Data at’)
  • 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’)

The title of a page defined by a [MemoryMap:*], [OtherCode:*], [Page:*] or [PageContent:*] section defaults to the page ID, but can be overridden in this section.

Version Changes
4.0 Added the Asm-* page IDs
2.5 Added the UnusedMap page ID
2.2.5 Added the Changelog page ID
2.0.5 New

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:

[PageContent:Custom]
<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:

[PageContent:Custom]
<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.