mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 21:27:52 -04:00
083202929c
* begin work * work * working objs * exporting * it works * before some time of day fixes * add time of day interp and also fix zbuffer * some small blending fixes * improve randomess * clean up extraction and missing blend mode * culling, time of day, more level fixes * more cleanup * cleanup memory usage * windows fix
113 lines
3.3 KiB
Plaintext
113 lines
3.3 KiB
Plaintext
{
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"game_version": 1,
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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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////////////////////////////
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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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///////////////////////////
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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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// output a file type_defs.gc which is used for the types part of all-types.gc
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"regenerate_all_types": 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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// 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": false,
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////////////////////////////
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// CONFIG FILES
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////////////////////////////
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"type_casts_file": "decompiler/config/jak1_ntsc_black_label/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_ntsc_black_label/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_ntsc_black_label/hacks.jsonc",
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"inputs_file": "decompiler/config/jak1_ntsc_black_label/inputs.jsonc",
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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.json",
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////////////////////////////
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// LEVEL EXTRACTION
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////////////////////////////
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"levels_to_extract":[
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"BEA.DGO",
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"CIT.DGO",
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"DAR.DGO",
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"DEM.DGO",
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"FIN.DGO",
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"INT.DGO",
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"JUB.DGO",
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"JUN.DGO",
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"FIC.DGO",
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"LAV.DGO",
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"MAI.DGO",
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"MIS.DGO",
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"OGR.DGO",
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"ROB.DGO",
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"ROL.DGO",
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"SNO.DGO",
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"SUB.DGO",
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"SUN.DGO",
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"SWA.DGO",
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"TIT.DGO",
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"TRA.DGO",
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"VI1.DGO",
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"VI2.DGO",
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"VI3.DGO"
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]
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}
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