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