mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 21:27:52 -04:00
bacf9fd130
* [decompiler] pal "support" * inoffensively add some PAL-updated types * fixes! * clarify some things for windows * Update README.md * dummy * config fixes * dummy
82 lines
2.7 KiB
Plaintext
82 lines
2.7 KiB
Plaintext
{
|
|
"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": true,
|
|
|
|
////////////////////////////
|
|
// 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": false,
|
|
// unpack game text to assets folder
|
|
"process_game_text": false,
|
|
// unpack game count to assets folder
|
|
"process_game_count": false,
|
|
|
|
///////////////////////////
|
|
// 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": false,
|
|
// 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": true,
|
|
|
|
////////////////////////////
|
|
// CONFIG FILES
|
|
////////////////////////////
|
|
|
|
"type_casts_file": "decompiler/config/jak1_pal/type_casts.jsonc",
|
|
"anonymous_function_types_file": "decompiler/config/jak1_pal/anonymous_function_types.jsonc",
|
|
"var_names_file": "decompiler/config/jak1_pal/var_names.jsonc",
|
|
"label_types_file": "decompiler/config/jak1_pal/label_types.jsonc",
|
|
"stack_structures_file": "decompiler/config/jak1_pal/stack_structures.jsonc",
|
|
"hacks_file": "decompiler/config/jak1_pal/hacks.jsonc",
|
|
"inputs_file": "decompiler/config/jak1_pal/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": ""
|
|
}
|