jak-project/decompiler/config/jak1_ntsc_black_label.jsonc
2020-10-08 09:16:34 -06:00

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{
"game_version" : 1,
// the order here matters. KERNEL and GAME should go first
"dgo_names"
: [ "CGO/KERNEL.CGO", "CGO/GAME.CGO" ],
/*, "CGO/ENGINE.CGO"
, "CGO/ART.CGO", "DGO/BEA.DGO", "DGO/CIT.DGO", "CGO/COMMON.CGO", "DGO/DAR.DGO",
"DGO/DEM.DGO", "DGO/FIN.DGO", "DGO/INT.DGO", "DGO/JUB.DGO", "DGO/JUN.DGO",
"CGO/JUNGLE.CGO", "CGO/L1.CGO", "DGO/FIC.DGO", "DGO/LAV.DGO", "DGO/MAI.DGO",
"CGO/MAINCAVE.CGO", "DGO/MIS.DGO", "DGO/OGR.DGO", "CGO/RACERP.CGO", "DGO/ROB.DGO",
"DGO/ROL.DGO", "DGO/SNO.DGO", "DGO/SUB.DGO", "DGO/SUN.DGO", "CGO/SUNKEN.CGO",
"DGO/SWA.DGO", "DGO/TIT.DGO", "DGO/TRA.DGO", "DGO/VI1.DGO", "DGO/VI2.DGO", "DGO/VI3.DGO",
"CGO/VILLAGEP.CGO", "CGO/WATER-AN.CGO"
],*/
"write_disassembly" : true,
"write_hex_near_instructions"
: false,
// if false, skips disassembling object files without functions, as these are usually large
// and not interesting yet.
"disassemble_objects_without_functions" : false,
// to write out data of each object file
"write_hexdump"
: false,
// to write out hexdump on the v3 only, to avoid the huge level data files
"write_hexdump_on_v3_only"
: true,
// to write out "scripts", which are currently just all the linked lists found
"write_scripts" : true,
// Experimental Stuff
"find_basic_blocks" : true,
"asm_functions_by_name"
: [
// gcommon
"min", "max", "(method 2 vec4s)", "quad-copy!", "(method 3 vec4s)", "breakpoint-range-set!",
// pskernel
"resend-exception", "kernel-set-interrupt-vector", "kernel-set-exception-vector",
"return-from-exception", "kernel-read", "kernel-read-function", "kernel-write",
"kernel-write-function", "kernel-copy-to-kernel-ram",
// this one needs more investigation. nothing looks weird about it but it fails...
"camera-change-to",
// two back to back arithmetic shifts...
"texture-relocate",
// this one fails due to false compaction where an else case has only a not expression in
// it.
"master-is-hopeful-better?",
// fails for unknown reason
"target-falling-anim-trans", "change-brother",
// merged right typecase... can probably handle this
"cspace-inspect-tree",
// these are all valid, but use short circuiting branches in strange ways. There's probably
// a few compiler uses that we're not
"(method 21 actor-link-info)", "(method 20 actor-link-info)",
"(method 28 collide-shape-prim-mesh)", "(method 35 collide-shape)",
"debug-menu-item-var-render", "(method 14 level)", "add-blue-motion",
"anim-tester-add-newobj", "(method 27 orb-cache-top)",
// real asm
"cspace<-parented-transformq-joint!", "blerc-a-fragment", "render-boundary-tri",
"render-boundary-quad", "(method 19 collide-shape-prim-sphere)",
"vector-segment-distance-point!", "exp", "(method 11 collide-mesh-cache)",
"(method 13 collide-edge-work)", "ambient-inspect",
"(method 11 cpu-thread)", "atan0", "sincos!", "sincos-rad!", "disasm-dma-list",
"vblank-handler", "vif1-handler", "vif1-handler-debug", "entity-actor-count",
"decompress-frame-data-pair-to-accumulator", "decompress-frame-data-to-accumulator",
"normalize-frame-quaternions", "clear-frame-accumulator", "generic-copy-vtx-dclr-dtex",
"generic-no-light-dproc-only", "generic-no-light-proc", "mercneric-bittable-asm",
"generic-tie-decompress", "matrix-axis-sin-cos!", "matrix-axis-sin-cos-vu!",
"generic-prepare-dma-single", "(method 13 collide-shape-prim-sphere)",
"(method 14 collide-shape-prim-sphere)", "(method 12 collide-shape-prim-sphere)",
"adgif-shader<-texture-with-update!", "generic-interp-dproc", "sprite-draw-distorters",
"draw-bones", "(method 9 collide-mesh-cache)", "(method 18 collide-shape-prim-sphere)",
"birth-pickup-at-point",
"collide-do-primitives", "draw-bones-check-longest-edge-asm", "sp-launch-particles-var",
"(method 15 collide-shape-prim-mesh)", "(method 15 collide-shape-prim-sphere)",
"(method 45 collide-shape)", "cam-layout-save-cam-trans", "kernel-copy-function",
"dma-sync-hang", "generic-no-light-dproc", "dma-sync-fast", "bsp-camera-asm",
"generic-none-dma-wait", "unpack-comp-rle", "level-remap-texture",
"(method 10 collide-edge-hold-list)"
]
}