jak-project/decompiler/config/jak3_ntsc.jsonc
Hat Kid da5aef8d60
decomp: finish target-[util|darkjak|swim|gun] | water | water-anim | crates | dark-eco-pool, fix skelgroup detection, add failed store/load warnings and clean up jak 3 config (#1958)
Almost done:
- `target-handler` (`(none)` event handler casts and CFG error)
- `target2` (`(none)` event handler casts)
- `powerups` (`cloud-track` does some weird stuff with `handle`s)
- `gun-states` (CFG error)

Some progress in:
- `water-flow`

Additionally:

- Clean up the two year old Jak 3 config file and add a config skeleton
(disassembling seems to not have worked, but I was able to dump obj
files and the `all_scripts` file)
- Fix automatic skelgroup detection and `defskelgroup` macro for Jak 2
(closes #1950)
- When a function decompiles without any major errors, a warning is
generated with the op id for each unresolved load and store that will
likely fail to compile (closes #1933)
2022-10-14 19:35:57 -04:00

121 lines
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{
"game_version": 3,
"text_version": 20,
"game_name": "jak3",
"expected_elf_name": "SCUS_973.30",
// 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": true,
// Run the decompiler
"decompile_code": false,
"find_functions": 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": false,
// unpack game count to assets folder
"process_game_count": false,
// 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,
// generate the all-types file
"generate_all_types": false,
// debug option for instruction decoder
"write_hex_near_instructions": false,
// to write out "scripts", which are currently just all the linked lists found. mostly a jak 2/3 thing
"write_scripts": true,
// 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,
"old_all_types_file": "decompiler/config/jak2/all-types.gc",
////////////////////////////
// CONFIG FILES
////////////////////////////
"type_casts_file": "decompiler/config/jak3/type_casts.jsonc",
"anonymous_function_types_file": "decompiler/config/jak3/anonymous_function_types.jsonc",
"var_names_file": "decompiler/config/jak3/var_names.jsonc",
"label_types_file": "decompiler/config/jak3/label_types.jsonc",
"stack_structures_file": "decompiler/config/jak3/stack_structures.jsonc",
"hacks_file": "decompiler/config/jak3/hacks.jsonc",
"inputs_file": "decompiler/config/jak3/inputs.jsonc",
"art_info_file": "decompiler/config/jak3/art_info.jsonc",
"import_deps_file": "decompiler/config/jak3/import_deps.jsonc",
"all_types_file": "decompiler/config/jak3/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/jak3/build/all_objs.json",
////////////////////////////
// LEVEL EXTRACTION
////////////////////////////
// turn this on to extract level background graphics data
"levels_extract": false,
// 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": false,
////////////////////////////
// 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": {
}
}