jak-project/decompiler/config/jak1_ntsc_black_label.jsonc
water111 083202929c
[graphics] tfrag3 renderer (#978)
* 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
2021-12-04 12:33:18 -05:00

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{
"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"
]
}