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{
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"game_version": 1,
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"text_version": 11,
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"game_name": "jak1_pal",
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"expected_elf_name": "SCES_503.61",
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// if you want to filter to only some object names.
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// it will make the decompiler much faster.
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"allowed_objects": [],
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"banned_objects": [],
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////////////////////////////
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// CODE ANALYSIS OPTIONS
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////////////////////////////
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// set to true to generate plain .asm files with MIPS disassembly, with no fancy decompilation.
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// this is fast and should succeed 100% of the time.
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"disassemble_code": false,
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// Run the decompiler
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"decompile_code": false,
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// run the first pass of the decompiler
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"find_functions": true,
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////////////////////////////
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// DATA ANALYSIS OPTIONS
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////////////////////////////
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// set to true to generate plain .asm files for data files.
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// this will display most data as hex, but will add labels/references/type pointers/strings
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// this generates a huge amount of output if you run it on the entire game.
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"disassemble_data": false,
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// unpack textures to assets folder
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"process_tpages": true,
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// unpack game text to assets folder
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"process_game_text": true,
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// unpack game count to assets folder
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"process_game_count": true,
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// write goal imports for art groups
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"process_art_groups": true,
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///////////////////////////
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// WEIRD OPTIONS
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///////////////////////////
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// these options are used rarely and should usually be left at false
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// generate the symbol_map.json file.
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// this is a guess at where each symbol is first defined/used.
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"generate_symbol_definition_map": false,
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// genreate the all-types file
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"generate_all_types" : false,
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// debug option for instruction decoder
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"write_hex_near_instructions": false,
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// experimental tool to extract linked lists used for region scripting in Jak 2 and Jak 3.
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"write_scripts": false,
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// hex dump of code/data files.
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"hexdump_code": false,
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"hexdump_data": false,
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// dump raw obj files
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"dump_objs": true,
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// print control flow graph
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"print_cfgs": false,
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// set to true for PAL versions. this will forcefully skip files that have some data missing at the end.
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"is_pal": true,
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////////////////////////////
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// CONFIG FILES
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////////////////////////////
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"type_casts_file": "decompiler/config/jak1_pal/type_casts.jsonc",
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"anonymous_function_types_file": "decompiler/config/jak1_ntsc_black_label/anonymous_function_types.jsonc",
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"var_names_file": "decompiler/config/jak1_ntsc_black_label/var_names.jsonc",
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"label_types_file": "decompiler/config/jak1_pal/label_types.jsonc",
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"stack_structures_file": "decompiler/config/jak1_ntsc_black_label/stack_structures.jsonc",
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"hacks_file": "decompiler/config/jak1_pal/hacks.jsonc",
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"inputs_file": "decompiler/config/jak1_ntsc_black_label/inputs.jsonc",
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"art_info_file": "decompiler/config/jak1_ntsc_black_label/art_info.jsonc",
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"import_deps_file": "decompiler/config/jak1_ntsc_black_label/import_deps.jsonc",
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"all_types_file": "decompiler/config/all-types.gc",
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// optional: a predetermined object file name map from a file.
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// this will make decompilation naming consistent even if you only run on some objects.
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"obj_file_name_map_file": "goal_src/build/all_objs_jak1_pal.json",
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////////////////////////////
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// LEVEL EXTRACTION
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////////////////////////////
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// turn this on to extract level background graphics data
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"levels_extract": true,
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// turn this on if you want extracted levels to be saved out as .obj files
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"levels_convert_to_obj": false,
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// should we extract collision meshes?
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// these can be displayed in game, but makes the .fr3 files slightly larger
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"extract_collision": true,
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////////////////////////////
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// PATCHING OPTIONS
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////////////////////////////
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// these are options related to xdelta3 patches on specific objects
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// this allows us to get a more consistent input
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// set to true to write new patch files
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"write_patches": false,
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// set to true to apply patch files
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"apply_patches": true,
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// what to patch an object to and the patch file is
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"object_patches": {
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}
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}
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