mirror of
https://github.com/open-goal/jak-project.git
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154 lines
5.5 KiB
Plaintext
154 lines
5.5 KiB
Plaintext
{
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"game_version": 3,
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"text_version": 30,
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"game_name": "jak3",
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"expected_elf_name": "SCUS_973.30",
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// if you want to filter to only some object names.
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// it will make the decompiler much faster.
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"allowed_objects": [],
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"banned_objects": [],
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////////////////////////////
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// CODE ANALYSIS OPTIONS
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////////////////////////////
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// set to true to generate plain .asm files with MIPS disassembly, with no fancy decompilation.
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// this is fast and should succeed 100% of the time.
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"disassemble_code": false,
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// Run the decompiler
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"decompile_code": true,
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"find_functions": true,
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////////////////////////////
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// DATA ANALYSIS OPTIONS
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////////////////////////////
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// set to true to generate plain .asm files for data files.
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// this will display most data as hex, but will add labels/references/type pointers/strings
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// this generates a huge amount of output if you run it on the entire game.
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"disassemble_data": false,
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// unpack textures to assets folder
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"process_tpages": true,
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// write goal imports for tpages and textures
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"write_tpage_imports": false,
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// unpack game text to assets folder
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"process_game_text": true,
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// unpack game count to assets folder
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"process_game_count": false,
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// write goal imports for art groups
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"process_art_groups": false,
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// write out a json file containing the art info mapping, run this with all objects allowed
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"dump_art_group_info": false,
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// write out a json file containing the joint node mapping, run this with all objects allowed
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"dump_joint_geo_info": false,
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// write out a json file containing tpage and texture mappings, run with all objects allowed
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"dump_tex_info": false,
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// set to false to skip adding .STR files to the decompiler database
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"read_spools": true,
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// write out spool subtitle text, implies read_spools
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"process_subtitle_text": false,
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// write out spool subtitle images, implies read_spools
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"process_subtitle_images": false,
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///////////////////////////
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// WEIRD OPTIONS
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///////////////////////////
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// these options are used rarely and should usually be left at false
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// generate the symbol_map.json file.
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// this is a guess at where each symbol is first defined/used.
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"generate_symbol_definition_map": false,
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// generate the all-types file
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"generate_all_types": false,
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// debug option for instruction decoder
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"write_hex_near_instructions": false,
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// to write out "scripts", which are currently just all the linked lists found. mostly a jak 2/3 thing
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"write_scripts": true,
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// hex dump of code/data files.
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"hexdump_code": false,
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"hexdump_data": false,
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// dump raw obj files
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"dump_objs": true,
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// print control flow graph
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"print_cfgs": false,
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// set to true for PAL versions. this will forcefully skip files that have some data missing at the end.
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"is_pal": false,
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"old_all_types_file": "decompiler/config/jak2/all-types.gc",
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////////////////////////////
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// CONFIG FILES
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////////////////////////////
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"type_casts_file": "decompiler/config/jak3/ntsc_v1/type_casts.jsonc",
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"anonymous_function_types_file": "decompiler/config/jak3/ntsc_v1/anonymous_function_types.jsonc",
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"var_names_file": "decompiler/config/jak3/ntsc_v1/var_names.jsonc",
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"label_types_file": "decompiler/config/jak3/ntsc_v1/label_types.jsonc",
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"stack_structures_file": "decompiler/config/jak3/ntsc_v1/stack_structures.jsonc",
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"hacks_file": "decompiler/config/jak3/ntsc_v1/hacks.jsonc",
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"inputs_file": "decompiler/config/jak3/ntsc_v1/inputs.jsonc",
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"art_info_file": "decompiler/config/jak3/ntsc_v1/art_info.jsonc",
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"import_deps_file": "decompiler/config/jak3/ntsc_v1/import_deps.jsonc",
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"all_types_file": "decompiler/config/jak3/all-types.gc",
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"art_group_dump_file": "decompiler/config/jak3/ntsc_v1/art-group-info.min.json",
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"joint_node_dump_file": "decompiler/config/jak3/ntsc_v1/joint-node-info.min.json",
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"tex_dump_file": "decompiler/config/jak3/ntsc_v1/tex-info.min.json",
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"process_stack_size_file": "decompiler/config/jak3/ntsc_v1/process_stack_size_overrides.jsonc",
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// optional: a predetermined object file name map from a file.
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// this will make decompilation naming consistent even if you only run on some objects.
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// "obj_file_name_map_file": "goal_src/jak3/build/all_objs.json",
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////////////////////////////
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// LEVEL EXTRACTION
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////////////////////////////
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// turn this on to extract level background graphics data as .fr3 files in out/<game>/fr3
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"levels_extract": false,
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// turn this on if you want extracted levels to be saved out as .glb files in glb_out/<game>
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"rip_levels": false,
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// should we also extract collision meshes to the .fr3 files?
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// these can be displayed in-game with the OpenGOAL collision renderer
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"extract_collision": true,
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// turn this on if you want extracted level collision to be saved as .obj files in debug_out/<game>
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"rip_collision": false,
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// save game textures as .png files to decompiler_out/<game>/textures
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"save_texture_pngs": false,
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////////////////////////////
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// PATCHING OPTIONS
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////////////////////////////
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// these are options related to xdelta3 patches on specific objects
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// this allows us to get a more consistent input
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// set to true to write new patch files
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"write_patches": false,
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// set to true to apply patch files
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"apply_patches": true,
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// what to patch an object to and what the patch file is
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"object_patches": {
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},
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"version_overrides": {
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"ntsc_v1": {},
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"pal": {
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"game_name": "jak3_pal",
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"expected_elf_name": "SCES_524.60",
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"is_pal": true,
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"object_patches": {}
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}
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}
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}
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