jak-project/decompiler/config/jak2_ntsc_v1.jsonc
ManDude c245f37feb
[decomp] joint and related (#1003)
* update jak 2 config and hack to make game text dumpable

* update stuff

* update src

* do `cspace<-parented-transformq-joint!`

* progress.... kind of...

* more drawable stuff

* clagng

* bones begin

* more bones

* even more bones

* everything builds

* touches

* errors

* ?

* fix `quicksandlurker`

* updates

* update refs

* more fixes

* update refs
2021-12-26 11:43:16 -05:00

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{
"game_version": 2,
"text_version": 20,
// 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": false,
// unpack game text to assets folder
"process_game_text": true,
// 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": 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/jak2/type_casts.jsonc",
"anonymous_function_types_file": "decompiler/config/jak2/anonymous_function_types.jsonc",
"var_names_file": "decompiler/config/jak2/var_names.jsonc",
"label_types_file": "decompiler/config/jak2/label_types.jsonc",
"stack_structures_file": "decompiler/config/jak2/stack_structures.jsonc",
"hacks_file": "decompiler/config/jak2/hacks.jsonc",
"inputs_file": "decompiler/config/jak2/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":[
]
}