jak-project/decompiler/config/jak1_ntsc_black_label.jsonc

94 lines
3.2 KiB
Plaintext
Raw Normal View History

2020-08-22 23:30:17 -04:00
{
"game_version": 1,
"text_version": 10,
"game_name": "jak1",
"expected_elf_name": "SCUS_971.24",
2021-05-11 19:19:23 -04:00
// if you want to filter to only some object names.
// it will make the decompiler much faster.
"allowed_objects": [],
"banned_objects": [],
2021-05-11 19:19:23 -04:00
////////////////////////////
// CODE ANALYSIS OPTIONS
////////////////////////////
// set to true to generate plain .asm files with MIPS disassembly, with no fancy decompilation.
// this is fast and should succeed 100% of the time.
"disassemble_code": false,
2021-05-11 19:19:23 -04:00
// Run the decompiler
2021-12-04 13:14:40 -05:00
"decompile_code": true,
2021-05-11 19:19:23 -04:00
////////////////////////////
// DATA ANALYSIS OPTIONS
////////////////////////////
2021-05-11 19:19:23 -04:00
// set to true to generate plain .asm files for data files.
// this will display most data as hex, but will add labels/references/type pointers/strings
// this generates a huge amount of output if you run it on the entire game.
"disassemble_data": false,
2021-05-11 19:19:23 -04:00
// unpack textures to assets folder
"process_tpages": true,
2021-05-11 19:19:23 -04:00
// unpack game text to assets folder
"process_game_text": true,
2021-05-11 19:19:23 -04:00
// unpack game count to assets folder
"process_game_count": true,
2021-05-11 19:19:23 -04:00
///////////////////////////
// WEIRD OPTIONS
///////////////////////////
// these options are used rarely and should usually be left at false
// output a file type_defs.gc which is used for the types part of all-types.gc
"regenerate_all_types": false,
2021-05-11 19:19:23 -04:00
// generate the symbol_map.json file.
// this is a guess at where each symbol is first defined/used.
"generate_symbol_definition_map": false,
2021-05-11 19:19:23 -04:00
// debug option for instruction decoder
"write_hex_near_instructions": false,
2021-05-11 19:19:23 -04:00
// experimental tool to extract linked lists used for region scripting in Jak 2 and Jak 3.
"write_scripts": false,
2021-05-11 19:19:23 -04:00
// hex dump of code/data files.
"hexdump_code": false,
"hexdump_data": false,
2021-05-11 19:19:23 -04:00
// dump raw obj files
"dump_objs": true,
// print control flow graph
"print_cfgs": false,
2021-05-11 19:19:23 -04:00
// set to true for PAL versions. this will forcefully skip files that have some data missing at the end.
"is_pal": false,
2021-05-11 19:19:23 -04:00
////////////////////////////
// CONFIG FILES
////////////////////////////
"type_casts_file": "decompiler/config/jak1_ntsc_black_label/type_casts.jsonc",
"anonymous_function_types_file": "decompiler/config/jak1_ntsc_black_label/anonymous_function_types.jsonc",
"var_names_file": "decompiler/config/jak1_ntsc_black_label/var_names.jsonc",
"label_types_file": "decompiler/config/jak1_ntsc_black_label/label_types.jsonc",
"stack_structures_file": "decompiler/config/jak1_ntsc_black_label/stack_structures.jsonc",
"hacks_file": "decompiler/config/jak1_ntsc_black_label/hacks.jsonc",
"inputs_file": "decompiler/config/jak1_ntsc_black_label/inputs.jsonc",
2021-05-11 19:19:23 -04:00
// optional: a predetermined object file name map from a file.
// this will make decompilation naming consistent even if you only run on some objects.
"obj_file_name_map_file": "goal_src/build/all_objs.json",
////////////////////////////
// LEVEL EXTRACTION
////////////////////////////
// turn this on to extract level background graphics data
"levels_extract": true,
// turn this on if you want extracted levels to be saved out as .obj files
"levels_convert_to_obj": false
}