jak-project/decompiler/config/jak2_ntsc_v1.jsonc

124 lines
3.9 KiB
Plaintext

{
"game_version": 2,
"text_version": 20,
"game_name": "jak2",
"expected_elf_name": "SCUS_972.65",
// 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,
"find_functions": 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": true,
// unpack game text to assets folder
"process_game_text": true,
// unpack game count to assets folder
"process_game_count": true,
// write goal imports for art groups
"process_art_groups": false,
///////////////////////////
// WEIRD OPTIONS
///////////////////////////
// these options are used rarely and should usually be left at false
// generate the symbol_map.json file.
// this is a guess at where each symbol is first defined/used.
"generate_symbol_definition_map": false,
// genreate the all-types file
"generate_all_types" : 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,
// jak 1's all-types, used to generate "hints"
"old_all_types_file": "decompiler/config/all-types.gc",
////////////////////////////
// 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",
"art_info_file": "decompiler/config/jak2/art_info.jsonc",
"import_deps_file": "decompiler/config/jak2/import_deps.jsonc",
"all_types_file": "decompiler/config/jak2/all-types.gc",
// 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/jak2/build/all_objs.json",
////////////////////////////
// LEVEL EXTRACTION
////////////////////////////
// turn this on to extract level background graphics data
"levels_extract": true,
// turn this on if you want extracted levels to be saved out as .obj files
"rip_levels": false,
// should we extract collision meshes?
// these can be displayed in game, but makes the .fr3 files slightly larger
"extract_collision": true,
////////////////////////////
// PATCHING OPTIONS
////////////////////////////
// these are options related to xdelta3 patches on specific objects
// this allows us to get a more consistent input
// set to true to write new patch files
"write_patches": false,
// set to true to apply patch files
"apply_patches": true,
// what to patch an object to and what the patch file is
"object_patches": {
}
}