{ "game_version": 1, // if you want to filter to only some object names. // it will make the decompiler much faster. "allowed_objects": [], "banned_objects": [], //////////////////////////// // 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, // Run the decompiler "decompile_code": false, //////////////////////////// // DATA ANALYSIS OPTIONS //////////////////////////// // 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, // unpack textures to assets folder "process_tpages": true, // unpack game text to assets folder "process_game_text": true, // unpack game count to assets folder "process_game_count": true, /////////////////////////// // 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, // generate the symbol_map.json file. // this is a guess at where each symbol is first defined/used. "generate_symbol_definition_map": false, // debug option for instruction decoder "write_hex_near_instructions": false, // experimental tool to extract linked lists used for region scripting in Jak 2 and Jak 3. "write_scripts": false, // hex dump of code/data files. "hexdump_code": false, "hexdump_data": false, // dump raw obj files "dump_objs": true, // print control flow graph "print_cfgs": false, // set to true for PAL versions. this will forcefully skip files that have some data missing at the end. "is_pal": false, //////////////////////////// // 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", // 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 //////////////////////////// "levels_to_extract":[ "BEA.DGO", "CIT.DGO", "DAR.DGO", "DEM.DGO", "FIN.DGO", "INT.DGO", "JUB.DGO", "JUN.DGO", "FIC.DGO", "LAV.DGO", "MAI.DGO", "MIS.DGO", "OGR.DGO", "ROB.DGO", "ROL.DGO", "SNO.DGO", "SUB.DGO", "SUN.DGO", "SWA.DGO", "TIT.DGO", "TRA.DGO", "VI1.DGO", "VI2.DGO", "VI3.DGO" ] }