Three main changes:
- Adds support for the texture scrolling effect used on conveyor belts,
and turn it on for jak 2.
- Use merc instead of generic in jak 1 for ripple/water/texscroll stuff
(non-ocean water, lava, dark eco, etc). This is a pretty big speedup in
a lot of places.
- Fix a really old bug with blending mode used to draw environment maps.
The effect is that envmaps were half as bright as they should have been.
As usual, there's a flag to go back to the old behavior on jak 1. Set
these to `#t` to use generic like we used to.
```
*texscroll-force-generic*
*ripple-force-generic*
```
The format has changed, and everything must be rebuilt (C++, FR3's, GOAL
code)
Support rendering eyes with merc for both jak 1 and jak 2.
For jak 1, everything should look the same, but merc will be used to
draw eyes. This means that jak is now fully drawn with merc!
For jak 2, eyes should draw, but there are still a few issues:
- the tbp/clut ptr trick is used a lot for these eye textures, so
there's a lot that use the wrong texture
- I had to enable a bunch more "texture uploads" (basically emulating
the ps2 texture system) in order to get the eyes to upload. It would be
much better if the eye renderer could somehow grab the texture from the
merc model info, skipping the vram addressing stuff entirely. I plan to
return to this.
- I disabled some sky draws in `sky-tng`. After turning on pris2
uploads, the sky flashed in a really annoying way.
Work in progress minimap. Known issues:
- "path finding" doesn't appear to work - it gets stuck forever in many
cases
- some nasty patches around timer-based code
- jak arrow blending issues
- would be nice to make it higher resolution
if the search is forced to terminate due to iteration/time limits, the
icon is not in the right place
![image](https://user-images.githubusercontent.com/48171810/221432792-678d6124-a6a6-4875-a91f-7eceedbfec98.png)
I didn't actually visually notice much of a difference with these hacks
unlike in Jak 1, but I also avoided checking the missions thoroughly
since the game crashes very often right now.
- Disable depth test for sprite glow (VU1 programs only `sq.xy` and
leaves `z` alone, which has Z_MAX from the template)
- Fix tfrag/tie/shrub issues when `use-camera-other` is set.
Where applicable, of course.
My system language is set to English so I actually can't test this. If
anyone has their Windows language (NOT LOCALE) set to Spanish, German,
French, Italian or Japanese please test this.
Fixes#1734
Also fixes the opengoal debugger on Windows and fixes the decomp for
`menu` which was causing some crashes related to input handling.
Increase level heaps and borrow heaps. The level heap increase was
likely not needed, but better safe than sorry. We allocate the 128 MB
main heap anyway so there's no harm.
Also fix the crash when using `-boot`. As I thought it was just a
one-line typo in the kernel.
Fixes the aspect ratio of the font renderer (Jak 2 does not need the
same hacks as Jak 1), the custom letterbox/pillarbox sizes and fixes the
heap display.
---------
Co-authored-by: water <awaterford111445@gmail.com>
Adds the `pckernel` system to Jak 2, allowing you to do the PC-specific
things that Jak 1 lets you do like change game resolution, etc.
In other to reduce the amount of code duplication for something that
we're gonna be changing a lot over time, I split it into a few more code
files. In this new system, `pckernel-h.gc`, `pckernel-common.gc`
(previously `pckernel.gc`) and `pc-debug-common.gc` are the files that
should be shared across all games (I hacked the Jak 2 project to pull
these files from the Jak 1 folder), while `pckernel-impl.gc`,
`pckernel.gc` and `pc-debug-methods.gc` are their respective
game-specific counterparts that should be loaded after. I'm not fully
happy with this, I think it's slightly messy, but it cleanly separates
code that should be game-specific and not accidentally copied around and
code that should be the same for all games anyway.
Ports some of the custom PC port debugging code from Jak 1, such as the
entity debugger, Anim Tester X and part tester, to Jak 2 and gives the
PC menu code the same treatment Jak 1 received recently in #2216.
Some adjustments have been made to make things work in Jak 2 and some
stuff is still incomplete.
The majority of the default PC menu code has been left commented out in
preparation for @ManDude's plan to port the rest of the Jak 1 `pckernel`
features to Jak 2.
Also adds the code for `palace-scenes` to gsrc as that seems to have
been missed.
Moves PC-specific entity and debug menu things to `entity-debug.gc` and
`default-menu-pc.gc` respectively and makes `(declare-file (debug))`
work as it should (no need to wrap the entire file in `(when
*debug-segment*` now!).
Also changes the DGO descriptor format so that it's less verbose. It
might break custom levels, but the format change is very simple so it
should not be difficult for anyone to update to the new format. Sadly,
you lose the completely useless ability to use DGO object names that
don't match the source file name. The horror!
I've also gone ahead and expanded the force envmap option to also force
the ripple effect to be active. I did not notice any performance or
visual drawbacks from this. Gets rid of some distracting LOD and some
water pools appearing super flat (and pitch back for dark eco).
Fixes#1424
Implements the jak 2 lightning renderer as an alternate path through
Generic2. Also set up some generic stuff in the goal code.
There is a problem with the texture pool, which doesn't support the case
where two textures have the same tbp, but different cluts. So lightning
is often the wrong color (usually red).
I did a pass through all missions, fixing issues as they came up. Also
got `seal-at-waterslums` working -- the best mission in the game 🥳
Co-authored-by: water <awaterford111445@gmail.com>
Manual patches:
- `drill-turret`: The static data for `*turret-13-path*`,
`*turret-14-path*` and `*turret-15-path*` was decompiled by hand and the
integers in the `set-speed-mult` events have been replaced with boxed
integer arrays that contain only that integer in order to make the
compiler happy. To that effect, the event handler in `target-turret` was
changed to access that array instead of just accessing the int.
- `hover-nav-control`: In `hover-nav-control::10`, `arg2` is usually a
`vector`, but there are some places where it is called with `#t` as
`arg2` and, subsequently, crashes the game because it tries to access
the `quad` of `arg2` if `arg2` is truthy. To mitigate this, the
condition `arg2` has been replaced with `(and (!= arg2 #t) arg2)` (in
this case, it would jump to the `else` that just resets the `dest-vel`
and `transv` `quad`s)
- `drill-baron`: The static data for `*drill-ship-turret-speed-event*`
has been decompiled by hand.
TODOs:
- Jellyfish crash the game
- Destroying the metalhead eggs that are on the breakable wall crashes
the game (already happened with the Peacemaker before)
- Figure out why static data of type `turret-path-event` doesn't
decompile
The docs for all the hover-nav and nav-network code could use some love
in the future, I'm not smart enough to figure out what any of that code
actually means, but it seems to work...
Also threw in the fix for the ▲ that was accidentally left commented
out.
No more ghost town!
Manual patches:
- `hal3-course`: In `(anon-function 17 hal3-course)`, the decompiler is
doing something strange with `s3-0` that fails to compile, so I just
removed the `set!` and inlined the condition in the `when`.
- `guard`: Rewrote `(.mula.s)` stuff
This PR adds a feature to merc2 to update vertices. This will be needed
to efficient do effects like blerc/ripple/texture scroll. It's enabled
for blerc in jak 1 and jak 2, but with a few disclaimers:
- currently we still use the mips2c blerc implementation, which is slow
and has some "jittering" because of integer precision. When porting to
PC, there was an additional synchronization problem because blerc
overwrites the merc data as its being read by the renderers. I _think_
this wasn't an issue on PS2 because the blerc dma is higher priority
than the VIF1 DMA, but I'm not certain. Either way, I had to add a mutex
for this on PC to avoid very slight flickering/gaps. This isn't ideal
for performance, but still beats generic by a significant amount in
every place I tested. If you see merc taking 2ms to draw, it is likely
because it is stuck waiting on blerc to finish. This will go away once
blerc itself is ported to C++.
- in jak 1, we end up using generic in some cases where we could use
merc. In particular maia in village3 hut. This will be fixed later once
we can use merc in more places. I don't want to mess with the
merc/generic selection logic when we're hopefully going to get rid of it
soon.
- There is no support for ripple or texture scroll. These use generic on
jak 1, and remain broken on jak 2.
- Like with `emerc`, jak 1 has a toggle to go back to the old behavior
`*blerc-hack*`.
- In most cases, toggling this causes no visual differences. One
exception is Gol's teeth. I believe this is caused by texture coordinate
rounding issues, where generic has an additional float -> int -> float
compared to PC merc. It is very hard to notice so I'm not going to worry
about it.
When I cleaned up the `game.gp` some DGOs were no longer referenced
because my first dependency script omitted them -- thinking they weren't
required. From the perspective of the source files they indeed weren't
required but we still have to produce the DGO file.
also works around #2177
This adds environment mapping support to `Merc2`, and turns it on for
Jak 1 and Jak 2.
- The performance is much better
- Jak 1 can be toggled back to the old behavior with `(set! *emerc-hack*
#f)`. The new environment mapping is identical to the old one everywhere
I checked.
- Jak 1 still falls back to generic for ripple/texscroll/blerc/eyes -
there's still no dynamic texture or vertex updating support. The eye
detection stuff will sometimes flag stuff as eyes which is not eyes,
which is fine, but means that generic will be used in some places where
emerc could be used. For example, the shiny plates on jak's arm will be
drawn with generic because jak has eyes.
- Jak 2 hasn't been checked super carefully against PCSX2 yet.
- Jak 2 still isn't technically using emerc, but instead putting emerc
models in the merc bucket.
- The interface to merc is a lot different now and totally custom
OpenGOAL DMA code. The original merc drawing asm doesn't run anymore.
- The FR3 format changed
- Something funky going on with foreground lighting in escape, but
doesn't seem to be related to this change?
Performance comparison, jak 1, in likely the most generic-merc heavy
spot:
![image](https://user-images.githubusercontent.com/48171810/213882718-feb2ab59-95a9-44a2-b0e5-95fba860c7b0.png)
![image](https://user-images.githubusercontent.com/48171810/213882736-8dbbf4c9-6bbf-4d0b-96ce-78d63274660c.png)
Some more progress on vehicle code, the following files still remain:
- vehicle-guard (annoying stack types)
- traffic-engine (many issues, some which already have issues made for
them, other entirely new confusing things!)
Initial implementation of the `ocean-mid`, `ocean-far` and `ocean-near`
renderers for Jak 2.
There's still a few things to sort out, mainly:
- [x] ~Backwards compatibility with Jak 1. The only thing that currently
stands in the way of that is figuring out a clean way to "un-hardcode"
the texture base pointer in C++ without creating a completely separate
`OceanTexture` class for Jak 2. One thing I thought of would be
modifying `BucketRenderer`'s virtual `init_textures` method to also pass
the `GameVersion`, but I'm not sure if there's a better way.~
- [x] ~The sudden transition from `ocean-near` to `ocean-mid`. Not sure
why it's happening or how to fix it.~
- [x] The ocean has two new methods in Jak 2, `ocean::89` and
`ocean::79`, one of which seems to be related to time of day sky colors.
~Even without them implemented, the end result looks quite close, so we
may be able to skip them?~ `ocean::89` generates `ocean-mid` envmap
textures, so it will likely be required, but will not be handled right
now.
Reverted the VU prologue removals because it made the tests fail.
Some side missions require cars, they don't work yet. Also the
ring-races and collection ones do not grant orbs. The hoaming beacon
collection one causes a `hud` crash
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>
- started documenting the files I glossed over, some are totally done,
others are just partially done
- I changed the decompiler to automatically initialize the
art-group-info from the json file. This makes updating gsrc, even a
single file at a time, have consistent naming
- Though I disabled this functionality for jak 1, as I have no idea if
using the ntsc art groups will cause a regression for different versions
- fix indentation for docstrings -- it still doesn't look great, but
this is now a formatting concern, rather than the docstring having a
bunch of happen-stance leading whitespace.