mirror of
https://github.com/open-goal/jak-project
synced 2026-08-15 04:51:00 -04:00
81b6d5fe08
Also made a first-pass of their SQL schema in preparation for getting that working.
273 lines
8.2 KiB
JSON
273 lines
8.2 KiB
JSON
{
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////////////////////////////
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// HACKS and ASM FUNCTIONS
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////////////////////////////
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"types_with_bad_inspect_methods": [
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"game-task-event",
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"game-task-control",
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"predator-edge",
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"manipy"
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],
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"no_type_analysis_functions_by_name": [],
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// this limits the number of cases in a cond. The first argument is the name of the function.
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// the second argument is the name of the first condition in the cond. Use print_cfg to find it out.
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// The third argument is the number of cases. If you set it too small it may fail to build the CFG.
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"cond_with_else_max_lengths": [
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["(method 20 res-lump)", "b0", 2],
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["(method 11 res-lump)", "b0", 1],
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["(method 12 res-lump)", "b0", 1]
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],
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// if a cond with an else case is being used a value in a place where it looks wrong
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// you can add the function name to this list and it will more aggressively reject this rewrite.
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"aggressively_reject_cond_to_value_rewrite": [
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"(method 10 res-lump)",
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"(method 11 res-lump)",
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"(method 12 res-lump)"
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],
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// this provides a hint to the decompiler that these functions will have a lot of inline assembly.
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// currently it just leaves pcpyld as an asm op.
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"hint_inline_assembly_functions": [],
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"asm_functions_by_name": [
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// checking boxed type is different now - these make the cfg stuff sad
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"name=",
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"(method 21 game-info)",
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"cspace-inspect-tree",
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"command-get-process",
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"command-get-trans",
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"(method 10 script-context)",
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"(method 11 script-context)",
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"(method 9 script-context)",
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"(anon-function 64 script)",
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"(anon-function 61 script)",
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"(anon-function 60 script)",
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"(anon-function 54 script)",
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"(anon-function 52 script)",
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"(anon-function 49 script)",
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"(anon-function 33 script)",
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"debug-menu-func-decode",
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"scene-player-init",
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"(method 77 spyder)",
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"(method 77 flamer)",
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"(method 77 grenadier)",
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"(method 224 bot)",
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"(method 77 rapid-gunner)",
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// until loop without nop:
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"cam-layout-entity-volume-info-create",
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"process-drawable-shock-skel-effect",
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"target-history-print",
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"display-list-control",
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"anim-test-anim-list-handler",
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"anim-test-sequence-list-handler",
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"anim-tester-get-playing-item",
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"(method 9 mysql-nav-graph)",
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"(method 58 nav-graph-editor)",
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"(method 120 enemy)",
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"start-pilot-recorder",
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"(anon-function 10 pilot-recorder)",
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"(method 0 hover-nav-control)",
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"(method 24 nav-network)",
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"(method 11 predator-manager)",
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"(method 9 bot-speech-list)",
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"(method 9 bot-speech-list-shuffle)",
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"(anon-function 10 sig-recorder)",
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"(method 14 trail-graph)",
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"(method 12 trail-graph)",
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"(method 11 trail-graph)",
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// actual asm
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"quad-copy!",
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"return-from-thread",
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"return-from-thread-dead",
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"reset-and-call",
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"(method 10 cpu-thread)",
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"(method 11 cpu-thread)",
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"(method 0 catch-frame)",
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"throw-dispatch",
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"throw",
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"run-function-in-process",
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"set-to-run-bootstrap",
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"return-from-exception",
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"exp",
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"(method 17 bounding-box)",
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"(method 9 bounding-box)",
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"(method 9 matrix)",
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"quaternion->matrix-2",
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"sin-rad",
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"cos-rad",
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"atan-series-rad",
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"sign-float",
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"dma-count-until-done",
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"(method 11 collide-mesh-cache)",
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"cpu-delay",
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"qword-read-time",
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"symlink2",
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"blerc-a-fragment",
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"blerc-execute",
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"foreground-check-longest-edge-asm",
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"generic-light-proc",
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"shadow-add-single-edges",
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"shadow-add-facing-single-tris",
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"shadow-add-double-tris",
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"shadow-add-double-edges",
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"(method 12 collide-mesh)",
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"(method 17 collide-edge-work)",
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"(method 42 collide-shape)",
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"(method 12 collide-shape-prim-sphere)",
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"(method 12 collide-shape-prim-mesh)",
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"(method 18 collide-shape-prim-mesh)",
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"(method 10 collide-cache-prim)",
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"(method 17 collide-cache)",
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"(method 16 ocean)",
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// unknown instructions
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"debug-line-clip?",
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// logand with #f arg
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"bugfix?",
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// "reset-target-tracking",
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"(anon-function 1 target)",
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"find-nearest-entity",
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"target-land-effect",
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"(method 12 effect-control)",
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"(method 11 effect-control)",
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"(method 10 effect-control)",
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"(anon-function 2 scene)",
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"progress-trans",
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"(method 10 bigmap)",
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"(method 9 editable-region)", // condition branch assert hit
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"(method 57 enemy)",
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"(anon-function 10 meet-brutter)",
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"(method 154 vehicle-racer)",
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"(method 188 predator)",
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"(anon-function 13 sig0-course)",
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"(method 228 hal-sewer)",
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"(method 154 vehicle-city-racer)",
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"(method 53 squid)",
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"(anon-function 11 fort-floor-spike)",
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"(method 29 gun-dummy)",
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"vehicle-explode-post",
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"(method 158 vehicle-guard)",
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"(method 207 metalhead-predator)",
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"(anon-function 4 gun-states)",
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"(anon-function 28 grenadier)",
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"(anon-function 24 grenadier)",
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// no longer bug or asm, not done yet
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"particle-adgif-callback",
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"editable-menu-context-make-menus" // label guesser can't handle pairs
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],
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// these functions use pairs and the decompiler
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// will be less picky about types related to pairs.
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"pair_functions_by_name": [
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"ref",
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"(method 4 pair)",
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"last",
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"member",
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"nmember",
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"assoc",
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"assoce",
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"nassoc",
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"nassoce",
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"append!",
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"delete!",
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"delete-car!",
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"insert-cons!",
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"sort",
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"unload-package",
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"display-loop-main",
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"lookup-level-info",
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"(method 24 level-group)",
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"(method 19 level-group)",
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// script
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"command-get-time",
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"command-get-param",
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"command-get-quoted-param",
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"command-get-entity",
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// default-menu
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"dm-scene-load-pick-func",
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"debug-menu-make-continue-sub-menu",
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"debug-menu-make-from-template",
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"debug-menu-context-make-default-menus",
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"debug-menu-make-task-menu",
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"(method 19 gui-control)",
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// airlock
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"(method 24 com-airlock)",
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"(method 19 gui-control)",
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"(method 28 editable)",
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"execute-select",
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"(method 29 editable)",
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"(method 25 editable)"
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],
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// If format is used with the wrong number of arguments,
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// it will often mess up the decompilation, as the decompiler assumes
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// that they used the correct number. This will override the decompiler's
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// automatic detection.
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"bad_format_strings": {
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"~170h~5d~220h~5d~280h~5,,2f": 3,
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"~338h~5d~388h~5d~448h~5,,2f": 3,
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"~30Htf: ~8D~134Hpr: ~8D~252Hsh: ~8D~370Hhd: ~8D~%": 4,
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"~30Hal: ~8D~131Hwa: ~8D~252Hsp: ~8D~370Hwp: ~8D~%": 4,
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"ERROR: <asg> ~A in spool anim loop for ~A ~D, but not loaded.~": 3
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},
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"blocks_ending_in_asm_branch": {
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"closest-pt-in-triangle": [17],
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// this one is all asm branches
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"circle-circle-xz-intersect": [
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1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14
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],
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"find-knot-span": [0, 1, 2, 3, 5, 6, 7, 8, 9],
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"curve-evaluate!": [0, 2, 5, 6, 7, 8, 9],
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"display-loop-main": [127, 130, 133, 136],
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"real-main-draw-hook": [114, 115, 116, 118],
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"sprite-draw-distorters": [4, 5],
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"add-debug-box-with-transform": [0, 3],
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"add-debug-line-sphere": [0],
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"(method 12 perf-stat)": [0],
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"(method 11 perf-stat)": [0],
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"(method 22 gui-control)": [117, 121, 127, 128, 129, 139],
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"bsp-camera-asm": [1, 2, 3, 4, 6, 7],
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"level-remap-texture": [2, 3, 4, 5, 6]
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},
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// Sometimes the game might use format strings that are fetched dynamically,
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// for example using the game text lookup method
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// Add information about those format instructions here.
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// e.g. "function-name":[[op, argc], [op, argc], ...]
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// where "op" is the op number for the call to format.
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"dynamic_format_arg_counts": {},
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"mips2c_functions_by_name": [
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"collide-do-primitives",
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"moving-sphere-triangle-intersect",
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"calc-animation-from-spr",
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"draw-string-asm", "draw-string", "get-string-length",
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"init-boundary-regs"
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],
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"mips2c_jump_table_functions": {},
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// there are some missing textures. I don't know what the game actually does here.
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// the format for entries is [level, tpage, index]
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"missing_textures": [],
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// some object files have garbage pad data at the end which makes the decompiler
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// assume they must be different files, such as the art group for orb-cache-top.
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// this just suppresses a message.
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"expected_merged_objs": []
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}
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