This sets up the C Kernel for Jak 3, and makes it possible to build and
load code built with `goalc --jak3`.
There's not too much interesting here, other than they switched to a
system where symbol IDs (unique numbers less than 2^14) are generated at
compile time, and those get included in the object file itself.
This is kind of annoying, since it means all tools that produce a GOAL
object file need to work together to assign unique symbol IDs. And since
the symbol IDs can't conflict, and are only a number between 0 and 2^14,
you can't just hash and hope for no collisions.
We work around this by ignoring the IDs and re-assigning our own. I
think this is very similar to what the C Kernel did on early builds of
Jak 3 which supported loading old format level files, which didn't have
the IDs included.
As far as I can tell, this shouldn't cause any problems. It defeats all
of their fancy tricks to save memory by not storing the symbol string,
but we don't care.
Updates Zydis to it's latest commit, this should fix building the
project on intel macs with a more recent version of macOS. This likely
needs some sanity checks that the debugger stuff still works as
expected.
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
- the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
((vec vector :inline)
(flags int32 :overlay-at (-> vec w))
)
)
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes#3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.
Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes#3093.
---------
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
This fixes a long time issue with `lambda`. The `lambda` is a bit
overloaded in OpenGOAL: it's used in the implementation of `let`, and
also to define local anonymous functions.
```
(defmacro let (bindings &rest body)
`((lambda :inline #t ,(apply first bindings) ,@body)
,@(apply second bindings)))
```
```
(defmacro defun (name bindings &rest body)
(let ((docstring ""))
(when (and (> (length body) 1) (string? (first body)))
(set! docstring (first body))
(set! body (cdr body)))
`(define ,name ,docstring (lambda :name ,name ,bindings ,@body))))
```
In the first case of a `let`, a `return` from inside the `let` should
return from the functioning containing the `let`, not the scope of the
`lambda`. In the second case, we should return from the lambda. The way
we told the different between these cases was if the `lambda` was used
"immeidately", in the head of an expression (like it would be for the
`let` macro). But, this falsely triggers when an anonymous function is
used immediately: eg
```
((lambda () (return #f)))
```
should generate and call a real x86 function that returns immediately.
This should fix some death/mission failed stuff in jak 2.
Definitely needs a clean up pass, but I think the functionality is very
close.
There's a few "hacks" still:
- I am using the emerc logic for environment mapping, which doesn't care
about the length of the normals. I can't figure out how the normal
scaling worked in etie. I want to do a little bit more experimentation
with this before merging.
- There is some part about adgifs for TIE and ETIE that I don't
understand. The clearly correct behavior of TIE/ETIE is that the alpha
settings from the adgif shader are overwritten by the settings from the
renderer. But I can't figure out how this happens in all cases.
- Fade out is completely disabled. I think this is fine because the
performance difference isn't bad. But if you are comparing screenshots
with PCSX2, it will make things look a tiny bit different.
My mistake -- testing focused too much on preserving the existing
behaviour I clearly forgot to make sure the new stuff worked properly.
Just had to early out and not modify the args if they were in the new
format.
An attempt to cleanup the last CLI interface we have left to cleanup.
- `gk` args now follow the typical convention ie. `--proj-path` instead
of `-proj-path`.
- args that are passed through to the rest of the application / the
game's runtime use the typical convention of following a `--`
- I'm thinking some args shouldn't be handled at this level ie
(`-nodisplay`, `-vm`, `-novm` or `-jak2`) These could be better
documented as legitimate flags and passed in via a nice struct. They
don't seem to be used in `InitParams` but I'll triple check.
There's a temporary shim here so there is no coupled release with the
launcher (right now it executes `gk` with a few args). So I just change
the old args into the new format. After one release cycle, I can change
it in the launcher and delete it here.
I am unsure if this will break the bash shellscript usages -- not sure
which args were usually passed into `$@`
![image](https://user-images.githubusercontent.com/13153231/222035309-b6601719-cdc9-40ee-b36e-e4b135d3f128.png)
Reasons for doing so include:
1. This should stop the confusion around editing the wrong config file's
flags -- when for example, extracting a level. Common settings can be in
one central place, with bespoke overrides being provided for each
version
2. Less verbose way of supporting multiple game versions. You don't have
to duplicate the entire `type_casts` file for example, just add or
override the json objects required.
3. Makes the folder structure consistent, Jak 1's `all-types` is now in
a `jak1` folder, etc.
Some backtraces are quite large, an option is to increase your terminal
buffer -- but dumping to a file is also useful if you want to share the
crash.
I'm not crazy about the way I hacked this in, but it felt like the least
invasive way for now and I don't want to cause a regression with the
debugger. It's also nice that it dumps with ansi colors as then you can
view the backtrace with the original coloring:
![image](https://user-images.githubusercontent.com/13153231/221460358-991916ad-90f0-445d-ba81-7bc3dbc42eb4.png)
Usage:
```clj
(:di "./stacktrace.log")
```
draft because using the array is a little weird still, don't feel like
dealing with window's slow debugging builds today.
I get the following weird error:
```clj
(define test-array (new 'static 'boxed-array :type type vector))
gr> (-> test-array 0)
1538004 #x1777d4 0.0000 vector
gr> (type? (-> test-array 0) type)
1342757 #x147d25 0.0000 #t
gr> (new 'static (-> test-array 0))
-- Compilation Error! --
Got 3 arguments, but expected 2
Form:
(-> test-array 0)
Location:
Program string:1
(new 'static (-> test-array 0))
^
Code:
(new 'static (-> test-array 0))
```
Maybe this is expected though and the `new` method wants a symbol, not a
type?
Fixes#2060
Co-authored-by: water <awaterford111445@gmail.com>
Adding support for better child-type method docstrings. This is a
problem unique to methods.
Usually, a child-type will have the same signature and a common name
will apply, but the implementation is different. This means, you
probably want a different docstring to describe what is happening.
Currently this is possible to do via `:replace`. The problem with
replace is two fold:
- a replaced method ends up in the generated `deftype`...because you
usually change the signature!
- we don't put docstrings in the `deftype` in normal GOAL, this is just
something we do for the `all-types` file (they go in the `defmethod`
instead)
- more importantly, this means anytime you now want to change the
parent's name/args/return type -- you have to apply that change
everywhere.
So this is a better design you can now just declare the method like so:
```clj
(:override-doc "my new docstring" <method_id>)
```
And internally a pseudo-replaced method will be added, but it will
inherit everything from the parent (except the docstring of course)
Unrelated - I also made all the keyword args for declaring methods not
depend on ordering
This also adds support for documenting virtual and non-virtual state
handlers. For example:
```clj
(:states
(part-tester-idle (:event "test") symbol))
```
or
```clj
(idle () _type_ :state (:event "test") 20)
```
I will probably add the ability to give some sort of over-view docstring
at a later date.
Co-authored-by: water <awaterford111445@gmail.com>
Favors the `lg` namespace over `fmt` directly, as this will output the
logs to a file / has log levels.
I also made assertion errors go to a file, this unfortunately means
importing `lg` and hence `fmt` which was attempted to be avoided before.
But I'm not sure how else to do this aspect without re-inventing the
file logging.
We have a lot of commented out prints as well that we should probably
cleanup at some point / switch them to trace level and default to `info`
level.
I noticed the pattern of disabling debug logs behind some boolean,
something to consider cleaning up in the future -- if our logs were more
structured (knowing where they are coming from) then a lot this
boilerplate could be eliminated.
Closes#1358
- decompile `subdivide`, `wind-work`, `tie-work`, `bsp`, `focus`
- support `ppacb` in compiler
- don't assert when bitfield stuff fails due to constant propgataion
weirdness
- finish up history
- div/mod unsigned assert fix in decompiler
- empty assert fix in decompiler for failed `add` type prop
- make jak 1 performance counters "work" (just measure time)
- fix cast/typos on pcgtb/vftoi15
* jak1: put common speedrunning code into it's own file
* jak1: enforce `60` fps while in speedrunning mode
* jak1: when speedrunning, display the version until you get the first powercell
* jak1: add an explicit option for skipping cutscenes
* jak1: extend `game-option` to allow any menu option to be disabled
* tests/jak1: allow whitelisting types to be redefined to satisfy typeconsistency checks
* jak1: add file headers
* jak1: cleanup bool checking
* test: delete the es substitle file
* test: add it back
* jak1: missed one cleanup spot related to bool comparisons
* extractor: refactor and cleanup for multi-game support
* deps: switch to `ghc::filesystem` as it is utf-8 everywhere by default
* extractor: finally working with unicode
* unicode: fix unicode cli args on windows in all `main` functions
* fix typo
* more typo
* shorten discord rpc text
* allow expanding enums after the fact (untested)
* make `game_text` work similar to subtitles
* update progress decomp
* update some types + `do-not-decompile` in bitfield
* fixes and fall back to original progress code
* update `progress` decomp with new enums
* update config files
* fix enums and debug menu
* always allocate (but not use) a lot of particles
* small rework to display mode options
* revert resolution/aspect-ratio symbol mess
* begin the override stuff
* make `progress-draw` more readable
* more fixes
* codacy good boy points
* first step overriding code
* finish progress overrides, game options menu fully functional!
* minor fixes
* Update game.gp
* Update sparticle-launcher.gc
* clang
* change camera controls text
* oops
* some cleanup
* derp
* nice job
* implement menu scrolling lol
* make scrollable menus less cramped, fix arrows
* make some carousell things i guess
* add msaa carousell to test
* oops
* Update progress-pc.gc
* make `pc-get-screen-size` (untested)
* resolution menu
* input fixes
* return when selecting resolution
* scroll fixes
* Update progress-pc.gc
* add "fit to screen" button
* bug
* complete resolutions menu
* aspect ratio menu
* subtitles language
* subtitle speaker
* final adjustments
* ref test
* fix tests
* fix ref!
* reduce redundancy a bit
* fix mem leaks?
* save settings on progress exit
* fix init reorder
* remove unused code
* rename goal project-like files to the project extension
* sha display toggle
* aspect ratio settings fixes
* dont store text db's in compiler
* properly save+load native aspect stuff
* cmake: reduce warning spam especially from libs
* runtime: add FS helper functions
* game: save/restore pc-settings | add original aspect option
* game: overwrite unloadable settings with defaults
* temp: unable to set the games aspect-ratio in the boot else crash?
* runtime: save memcard files to user directory as well
* runtime: fix `pckernel` load order which resolves setting the orig aspect ratio
* lint: format
* cmake: revert warning suppression, it's just causing problems it seems
* fix the order of the rest of `pckernel` and creation of obj file paths
* lint: formatting
* game: don't save settings on startup even if they are corrupted
* a crapton of fixes
* Update cavecrystal-light.gc
* damn you
* fix bunnies
* change codegen for int -> float cast (just add sign extension now)
* fix test
* this file is tagged anyway
* fix some stack types
* remove bad camera debug funcs
* add more heap bars and entity pick menu
* finish entity menu and make `music-flava` enum
* fix some `process-taskable` fields
* citadel sage crash fix
* fix citadel drop plats
* fix tests
* fix some casts
* update refs
* finish `village3-obs` and `snow-ball`
* Update README.md
* fix sidekick too
* fix issue?
* more entity inspect hardcoded checks
* more
* use `*display-actor-anim*` for something!
* CRAP
* also clear actor anim when deselecting entity
* *display-actor-anim* already renders this!
* do not display `path` tag info
* entity debug inspect tool
* one more
* make debug string even larger
* missing res tag types
* more polish and more known tags
* last few
* also add a new sprite renderer
* claaaang
* goal build fix
* fix tests, add stack singleton option
* make all event-message-blocks the same
* diskboot
* fix a couple macros in ref tests
* `default-menu` cleanup
* add `find-instance-by-name` func
* improve debugger slightly hopefully
* fix IOP PLAY buffer overrun bug
* fix `default-menu` more
* automatically convert ints in static pairs to/from bintegers
* fix test
* clang
* fix a few more lambdas
* update refs
* add custom menu cuz cool
* oopsie! also make `default-level` and `halfpipe` go away
* add camera teleport menu
* update types in debug menu
* begin work
* work
* working objs
* exporting
* it works
* before some time of day fixes
* add time of day interp and also fix zbuffer
* some small blending fixes
* improve randomess
* clean up extraction and missing blend mode
* culling, time of day, more level fixes
* more cleanup
* cleanup memory usage
* windows fix