Commit graph

1033 commits

Author SHA1 Message Date
Tyler Wilding e0bc7ce732
Get the project compiling on Apple Silicon macOS natively (arm64) (#2827)
I havn't tested it yet, but I can almost guarantee that atleast `goalc`
will not work in the slightest!

But the project is atleast fully compiling. My hope is to start
translating some AVX to NEON next / get `goalc` working...eventually.
2023-07-16 11:13:48 -04:00
animalstyletaco 54b2c5dcbd
Added bound check for blend vertex count (#2830)
Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
2023-07-16 10:55:46 -04:00
water111 6f244b11ef
[jak2] Work-in-progress texture animations (#2819) 2023-07-14 18:17:54 -04:00
ManDude e546fce370
improve send-event for jak 2 (#2828)
Fixes #2825
2023-07-14 18:01:09 -04:00
ManDude da3caf7b28
[decompiler] fix in-place ops not getting detected sometimes (#2810) 2023-07-08 07:34:38 +01:00
ManDude 31cc69d7f6
fix some rare enum detection bugs (#2808) 2023-07-06 18:32:42 +01:00
water111 6c77f51653
[jak2] add some missing lambdas (#2799)
Should fix the eye problem in
https://github.com/open-goal/jak-project/issues/2797
2023-07-04 18:19:51 -04:00
ManDude b50b9eadb2
[decompiler] new features + fixes, + other jak2 fixes (#2796)
Fixes empty boxed arrays of strings breaking some decomp
(`ctywide-speech` and `race-info`).

Adds `decomp-as` tag to decompiler types so that the static data
decompiler can use macros like `meters` and `seconds` on fields that
aren't of type `meters` or `time-frame`.

Adds `override` tag to decompiler types which overrides the type of
field with that name. The type must be a child type of the original
field's type (or the same type, but why would you do this?).

Fixes the camera being offset for `drillmtn` after loading `palout`
once.

This is a huge refactor sadly.
2023-07-04 17:23:24 -04:00
ManDude 4643129948
fix stadium particles + save game after winning a race (#2783) 2023-06-28 20:14:24 +01:00
Hat Kid 76aaa2fb10
jak2: add .gd files and level info for some ps3 test levels (#2776) 2023-06-27 23:52:19 +02:00
Tyler Wilding 10934f6746
d/j2: Some work on the SQL editors (#2771) 2023-06-25 16:51:46 -04:00
water111 2fc943977f
[jak2] GOAL side texture animation stuff (#2766)
It turns out we didn't decompile any of this stuff yet.
2023-06-24 10:11:47 -04:00
ManDude d3e7a48639
jak2: fix rigid-body-object-event-handler type (#2761)
Fixes #2760
2023-06-21 02:06:28 +01:00
ManDude 15ef95e036
fix orb in sewers being unobtainable after starting sewer escort (+ some more type fixes) (#2757)
Total hack but it does seem to work correctly.

Fixes #2756
2023-06-20 04:25:03 +01:00
ManDude 53050fabc1
[jak2] allow going to metal head nest after winning game (#2753)
This is a major deviation from the original game, which did not have any
way to access the nest after beating Metal Kor as the air train gets
hidden when he is beaten. This was mostly annoying because there are
precursor orbs in that level that you might miss.

This makes it so the air train can once again be used to enter the nest
even after beating Metal Kor. The rest of the level remains mostly the
same, except the Rift Ring does not spawn and an invisible wall is added
to the Metal Kor arena to prevent you from entering it as you are
normally unable to leave it anyway.
2023-06-19 19:58:01 +01:00
water111 6e779d1f1c
[jak2] faster startup (#2738)
Trying to make up for some of the startup speed lost in the SDL
transition. This saves about 1s from start (from ~3s), and about 500 MB
of RAM.

- Faster TIE unpack by merging matrix groups, more efficient vertex
transforms, and skipping normal transforms on groups with no normals.
- Refactor generic merc and merc to use a single renderer with multiple
interfaces, rather than many renderers. Removed "LightningRenderer" as a
special thing, but Warp is still special
- Add more profiling stuff to startup and the loader.
- Remove `SDL_INIT_HAPTIC` - this turned out to be needed for
force-feedback steering wheels, and not needed for controller vibration
- Switched `vag-player` to use quicksort instead of the default GOAL
sort (very slow)
2023-06-17 17:23:25 -04:00
Hat Kid d8cca2bf83
game: refactor discord code and improve jak 2 support (#2714)
The Discord RPC code has been cleaned up and split up between game
versions.

For Jak 2, the Discord integration now shows large images for all levels
(with corresponding day and nighttime variants if required) and small
images for time of day and various states like being on the jetboard,
driving a zoomer, playing as Daxter, etc.

TODO:
- [x] mission specific images and detection
- [x] detect side missions properly
- [x] `onin-game` detection


![image](https://github.com/open-goal/jak-project/assets/6624576/35ec273f-404c-4475-a7c7-06121a17b1a5)

![image](https://github.com/open-goal/jak-project/assets/6624576/8456f5e2-4f96-4c72-ae9e-d930d76c93af)

![image](https://github.com/open-goal/jak-project/assets/6624576/9a17a0ec-c9bd-40fa-8556-f139712d8f07)

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-06-17 05:16:40 +01:00
Matt Dallmeyer ccaa1f41e5
Rename collide-action enum values for readability (#2712)
```lisp
(defenum collide-action
  :type uint32
  :bitfield #t
  (solid 0)              ;; used for solid things
  (rider-plat-sticky 1)  ;; used for platforms in rider/platform interactions
  (rider-target 2)       ;; used for target in rider/platform interactions
  (edgegrab-active 3)    ;; set/cleared when entering/exiting edgegrab states
  (rider-plat 4)         ;; used for platforms in rider/platform interactions
  (unused 5)             ;; totally unused?
  (edgegrab-possible 6)  ;; used when edge grab checks should be done
  (edgegrab-cam 7)       ;; set/cleared when entering/exiting edgegrab states
  (swingpole-active 8)   ;; set/cleared when entering/exiting swingpole states
  (racer 9)              ;; set/cleared when entering/exiting racer states
  (attackable 10)        ;; used for something to do with attacking/damaging
  (attackable-unused 11) ;; seems to relate to attacking - set in several places but never tested for?
  (snowball 12)          ;; set/cleared when entering/exiting snowball states
  (tube 13)              ;; set/cleared when entering/exiting tube states
  (flut 14)              ;; set/cleared when entering/exiting flutflut states
  (racer-grounded 15)    ;; set/cleared when entering/exiting certain racer states w/ extra conditions
  (racer-unused 16)      ;; seems to relate to racer - never set, only cleared in one place?
  )
```
2023-06-15 19:59:54 +01:00
ManDude f0fb6f422d
fix some enter-states and sound-id fields (#2727)
Supersedes #2525
2023-06-14 22:04:00 +01:00
ManDude e2c84d7635
revamp controller LED in jak 1 + reorganize some pc-settings things + fix some jak 2 decomp (#2719) 2023-06-13 19:26:44 +01:00
water111 ad5cec1bb4
[jak2] Floating point blerc (#2715)
This moves the blerc math from mips2c to the Merc2 renderer, and uses
floats instead.

We could potentially do this on the GPU, which would be even faster, but
this isn't that slow in the first place.
2023-06-11 12:35:08 -04:00
ManDude f5ad85b4cd
workaround for spyder warp hack and fix battle bugs (#2707)
Fixes #2705 
Fixes #2706
2023-06-08 06:47:44 +01:00
ManDude 18ddd1613c
Jak 2 pc subtitle support (#2672)
Adds support for adding custom subtitles to Jak 2 audio. Comes with a
new editor for the new system and format. Compared to the Jak 1 system,
this is much simpler to make an editor for.

Comes with a few subtitles already made as an example.
Cutscenes are not officially supported but you can technically subtitle
those with editor, so please don't right now.

This new system supports multiple subtitles playing at once (even from a
single source!) and will smartly push the subtitles up if there's a
message already playing:

![image](https://github.com/open-goal/jak-project/assets/7569514/033e6374-a05a-4c31-b029-51868153a932)

![image](https://github.com/open-goal/jak-project/assets/7569514/5298aa6d-a183-446e-bdb6-61c4682df917)

Unlike in Jak 1, it will not hide the bottom HUD when subtitles are
active:

![image](https://github.com/open-goal/jak-project/assets/7569514/d466bfc0-55d0-4689-a6e1-b7784b9fff59)

Sadly this leaves us with not much space for the subtitle region (and
the subtitles are shrunk when the minimap is enabled) but when you have
guards and citizens talking all the time, hiding the HUD every time
anyone spoke would get really frustrating.

The subtitle speaker is also color-coded now, because I thought that
would be fun to do.

TODO:
- [x] proper cutscene support.
- [x] merge mode for cutscenes so we don't have to rewrite the script?

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-08 01:04:16 +01:00
Tyler Wilding bdaf088d4b
game: Migrate from GLFW to SDL2 & attempt to rewrite / simplify display and input code (#2397)
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-04 15:34:37 -04:00
ManDude 25fd007233
Update font-color enum (#2670)
Gives proper names to almost every color. It is very apparent that some
colors are context-sensitive/made for a specific purpose, so those
colors were named after that purpose instead of a generic color name.
2023-05-24 06:57:05 +01:00
Tyler Wilding 057ae361bf
LSP: OpenGOAL Feature Support - Part 1 (#2668) 2023-05-21 17:24:23 -04:00
water111 d5951c2b11
[jak 2] Fix possible stereo desync in overlord (#2663)
Normally, when they allocate a VagCmd, they do a bunch of stuff to clear
all the status bits and reset things
in particular the InitVAGCmd function does a lot


![image](https://github.com/open-goal/jak-project/assets/48171810/9b355020-ad37-496c-9438-2f8d34f24e0a)

but for the stereo command, they do a lot less:

![image](https://github.com/open-goal/jak-project/assets/48171810/12a36712-0e68-4377-a6be-3bde82c2aa15)

Which means that the new_stereo_command can just have random status bits
left over from whatever the last user had.
we seem to end up in a state where byte21 is set, and this causes
everything else to be wrong and off-by-one dma transfer. My guess is
that the original game avoided this bug due to lucky timing that I don't
understand.

I think the fix of just clearing byte21 is ok because there's no way
that the old value of the byte is useful after the command is
repurposed.
2023-05-19 21:17:11 -04:00
ManDude 7c9c956808
vag player + skill tracker debug tools and fix some decomp (#2664)
Also fixed an original game bug in `loader.gc` on a method that's called
quite often, though I have no clue what erroneous behavior it could have
even caused.
2023-05-18 23:12:23 +01:00
Hat Kid 8d28bb3480
jak2: add current-time macro for process clocks (#2662)
Closes #1872

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-05-18 21:33:46 +01:00
Ziemas 0fcd9da639
Fix GCC13 build (#2641) 2023-05-17 19:08:25 -04:00
Hat Kid ebc90d57ed
jak2: fill out names for text-id enum (#2640) 2023-05-17 00:48:44 +01:00
ManDude 0dccd048ef
better decomp of set-subtask-hook!, sub-task-list array and *-setting! macros (#2654)
Improves code readability considerably.
2023-05-16 23:08:35 +01:00
ManDude cf048a9e37
small cleanup to progress-draw.gc and set-font-color (#2653) 2023-05-15 20:45:28 +01:00
ManDude e30ecb361f
small jak 2 bug fixes (#2649)
- elec gates now always render at max quality if you have PS2 lods
disabled. the original render distances are so low that the one in
caspad is impossible to see in normal gameplay.
- `fort-entry-gate-11` and `com-airlock-outer-13` are specifically
banned from the all actors hack because they are placed in a bad spot
and Naughty Dog did not program the airlocks very well.
- fixed NPC talk distance being bad for 1 frame.
- fix `sew-scare-grunt` erroneously keeping its spool anim active if you
killed the enemy.
2023-05-15 17:26:25 +01:00
Tyler Wilding 08b9a631dc
New Crowdin updates (#2645) 2023-05-14 01:28:13 -04:00
water111 b79f28fe07
[jak2] combined shadow work PR (#2632)
This PR is a combination of
https://github.com/open-goal/jak-project/pull/2507 and some additional
changes to port Shadow VU1 to OpenGL. As far as I can tell, it's
working.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-05-07 12:12:21 -04:00
ManDude 6884b0f73e
start blit-displays decomp & renderer + improve decompilation of some DMA macros (#2616)
Adds sprite distort, fixes buggy sprite rendering in progress, adds
scissoring support (used in various scrolling menus) and a very basic
implementation of `blit-displays`. This is enough to make the fade
effect in the progress menu work, along with all the menus working
properly without needing to use the REPL. This does not make screen
flipping and the filter when failing a mission work.

Added support in the decompiler for detecting `dma-buffer-add-gs-set`
and `dma-buffer-add-gs-set-flusha` and updated all of the Jak 2 code to
use it. Readability improved!

Fixes decompiler issue with `with-dma-buffer-add-bucket` not inlining
forms which broke syntax. Fixes store error warnings showing up for
non-existent stores, there is now a dedicated pass for this at the end.

I started work on making `BITBLTBUF` stuff work in the DirectRenderer,
but stopped for now because it wasn't strictly necessary. It will still
assert like before.
2023-05-04 18:34:09 -04:00
Tyler Wilding 5e987cc0e2
jak2: overlord rework (#2544)
Fixes #2545
Fixes #2546
Fixes #2547
Fixes #2548
Fixes #2549
Fixes #2550
Fixes #2551
Fixes #2552
Fixes #2553
Fixes #2554
Fixes #2555
Fixes #2556
Fixes #2557
Fixes #2558
Fixes #2559
Fixes #2560
Fixes #2561
Fixes #2562
Fixes #2563
Fixes #2564
Fixes #2565
Fixes #2567
Fixes #2566
Fixes #2568
Fixes #2569
Fixes #2570
Fixes #2522
Fixes #2571

---------

Co-authored-by: water <awaterford111445@gmail.com>
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-04-29 16:13:57 -04:00
ManDude 0d3e272876
fix many instances of bad bone data being used (#2580)
Fixes cutscenes starting way too early and various cutscene softlocks.

Fixes #2579
Fixes #2577 

Supersedes #2578
2023-04-29 11:13:56 -04:00
ManDude 0ce5835818
Create a new format for particle definitions (defpart) (#2572)
Updates the decompiler for the new format and there's new macros. This
new format should be easier to read/parse.

Also rewrote `sp-init-fields!` (both jak 1 and 2) from assembly to GOAL.

Hopefully I did not miss any regressions in Jak 1/2 while updating the
files, it's a lot.
2023-04-29 11:01:47 -04:00
Hat Kid 77123652b9
jak2: fix 3d hud elements not drawing (#2527)
The skull gem is not moving, but I'm assuming that's a texture
animation.

![image](https://user-images.githubusercontent.com/6624576/232855762-6c296419-a8b3-47b6-a02f-ab7079f145c6.png)
2023-04-25 18:57:38 -04:00
Tyler Wilding 0ffb912a04
formatter: add tree-sitter dependency and commit early draft work on a proper code formatter (#2536) 2023-04-24 23:46:55 -04:00
ManDude 4cc3430073
fix some decomp types and get rid of in-game frame time perception (#2535) 2023-04-24 00:21:12 +01:00
ManDude c44256144e
[jak2] bring other version fixes to source (#2528)
- [x] compare NTSC-K
- [x] compare NTSC-J
- [x] compare PAL
- [x] figure out version order
- [x] ~~write delta patch for spanish text~~ no need for now

Fixes #2530
2023-04-23 20:11:08 +01:00
Tyler Wilding a264b6539b
game: Remove temporary CLI arg shim in gk (#2532) 2023-04-22 14:13:57 -04:00
Tyler Wilding 57508009df
d/jak2: decompile missing function in whack (#2521) 2023-04-17 22:26:46 -04:00
Tyler Wilding 138b1729ad
d/jak2: fix dig-sinking-plats in dig3 (#2519) 2023-04-17 21:20:54 -04:00
ManDude 50d93a3f79
update collision renderer for jak 2 (#2508)
Doesn't actually do anything in Jak 2 because the collide mesh isn't
extracted, but the functionality is all there. Also updated the renderer
a bit to keep the colors more readable.
2023-04-16 22:56:19 -04:00
water111 a27083f4ee
[jak 2] Add generic and warp (#2495) 2023-04-16 18:05:35 -04:00
water111 c7f2a23abf
[jak2] misc fixes to renderers (#2488)
Fixes decal on tfrag:

![image](https://user-images.githubusercontent.com/48171810/232174352-11153941-e1f9-4472-becb-f266c2a309e5.png)

Sets up jak 2 alpha shrub test settings. They are still too dark, but
there's no longer incorrect alpha test:

![image](https://user-images.githubusercontent.com/48171810/232174590-f9caa6c5-f190-4c78-b720-5f4055490d47.png)

Fix decal on shrub, a feature used in exactly one place in jak 1:

![image](https://user-images.githubusercontent.com/48171810/232174614-8ea65ca5-a183-45f7-ae79-6bf06a937007.png)

Fixed issue with u16 overflow in castle on the alpha channel, causing
flickering. It barely overflowed, which made me suspicious that we had
some error somewhere. But I think that there code is robust against
overflows.
2023-04-14 21:13:45 -04:00
ManDude 7d11c6e100
fix jak 2 text encoding/decoding + minor decomp type fixes (#2476)
Now all text in all non-Korean languages is built correctly.
2023-04-14 02:09:12 +01:00
water111 1f4872b25d
[jak2] fix hitting enemies after they die (#2475)
Closes #2473 

The return type of a method was wrong.
2023-04-12 20:43:04 -04:00
Tyler Wilding 028153d48e
d/jak2: cleaning up some old decomp issues (#2462) 2023-04-08 23:29:33 -04:00
ManDude 59e0c5e264
decomp bigmap (#2460)
Probably the last major missing file.

The bigmap fetches the correct level and map info, but doesn't actually
render anything right now.


![image](https://user-images.githubusercontent.com/7569514/230701921-e3fde09e-9faa-4725-b7e6-5a02a77346bd.png)

![image](https://user-images.githubusercontent.com/7569514/230701928-fbe0847b-b79a-4275-83ec-b9c1d847d17d.png)
2023-04-08 20:30:27 +01:00
ManDude 332326268a
make directrenderer in sprite work + rename game-text-id to text-id + move pc debug settings (#2459) 2023-04-08 04:32:35 +01:00
water111 15ab5d704d
fix alpha blend bit for jak 1 merc (#2458)
This fixes the sculptor's face shield and red rings on final boss.
2023-04-05 18:56:48 -04:00
Hat Kid f4085a4362
jak1: clean up all dummy methods (#2457)
Cleans up every `dummy-*` and `TODO-RENAME-*` method up with either
proper names or by renaming them to `[type-name]-method-[method-id]`
similar to Jak 2's `all-types`.

Also fixes the bad format string in `collide-cache` and adds the event
handler hack to Jak 1.

The game boots and runs fine, but I might have missed a PAL patch or
other manual patches here and there, please double-check if possible.
2023-04-05 18:41:05 -04:00
Tyler Wilding 3c22eb061f
d/jak2: helldog (#2445)
The last of the missions that had a missing file.

I manually fixed some casting related to a `handle->process`, since this
is the last file...whatever not worth stressing about. But probably an
issue that will crop up in the future.

Co-authored-by: water <awaterford111445@gmail.com>
2023-03-31 18:38:34 -04:00
Hat Kid 318c76775c
decomp: shuttle (#2444) 2023-03-31 18:17:47 -04:00
water111 57b5117cae
[jak2] decomp neon-baron-part, fix merc fog disable (#2443)
- decompile `neon-baron-part`, which also has the hideout door for some
reason
- improve a few error messages in static data decompilation
- fix bug with disabling fog in merc
2023-03-31 17:47:38 -04:00
water111 976e08fe97
[jak2] add vortex renderer (#2441)
Add the vortex renderer. The vortex texture isn't there yet (it uses the
same texture as clouds), so it uses a checkerboard. But the
colors/vertices seem right.
2023-03-29 20:28:48 -04:00
Dillon Pentz 4f6b6e4c82
[jak1] deduplicate jak1_pal label_types entries (#2435)
Removes entries from the jak1/pal/label_types.jsonc file that are exact
matches in the ntsc_v1 file.
2023-03-29 18:25:28 -04:00
Dillon Pentz d6c5d32cd3
[jak2] add pal decomp support (#2434)
Unsure what hacks or type casts might eventually be needed for the PAL
version, but these changes are enough to get things to extract and run
the game (though the extract phase requires iso_data to be in a jak2_pal
folder, but the build still looks for jak2 in iso_data and
decompiler_out).
2023-03-27 00:11:10 -05:00
ManDude 013a4f4612
[jak2] entity debug improvements and add a hack to make airlocks faster because we can + fix defend stadium (#2432) 2023-03-27 02:55:16 +01:00
water111 9e087cbfcb
[jak2] a few small graphics fixes (#2424)
- better handling of the `disable-fog` settings for merc, should fix the
spotlights. There's a setting in the merc effect, and also a runtime
flag for the draw-control. I'm not actually sure what reads these, but
the draw-control one is definitely used to disable fog on the
spotlights.
- increase merc draw limit to try to fix the issue about partially drawn
citizens in the city
- remove useless debug prints (it's okay to die in init, and the medium
load buffer size mode is understood now)
2023-03-26 12:30:35 -04:00
ManDude 7170db51ea
fix bad defpartgroup decomp and improve entity debug display a bit (#2423)
- Makes very nasty bugs fixed in #2402 print onscreen when detected
instead of to the console.

![image](https://user-images.githubusercontent.com/7569514/227754516-d508376e-8b23-4af6-bc44-e4d33d586e17.png)
- Fixes `valid?` decomp
- Moves `entity-debug.gc` to the end of `COMMON.CGO` so we can check for
keys in a few more commonly-used actor types.
- Entity debug display (jak 2) now properly parses the `art-name` tag of
part spawners, which gets overwritten at runtime.
- Fixes #2422 . Decompiler was writing out part group rotation for the
scale part, so all of those part groups had a zero in one (or all) of
the axes. This "only" affected 38 groups, including all of the flame
pots in tomb, jetpack guard, wasp, onin tent seal of mar, dark eco pill
and a few other things.

![image](https://cdn.discordapp.com/attachments/995787558816595968/1089395776880390174/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1089395777253671013/image.png)
2023-03-26 05:13:54 +01:00
water111 58654ce60b
[jak2] Fix degrees conversion for particle rotation (#2413)
Hopefully this will fix all the rotated particles
2023-03-25 18:01:43 -04:00
water111 0a511da2ce
[jak2] fix flickering and depth writes (#2406)
Fixes some mistakes with merc draw modes. The glass in the palace level
no longer writes to the depth buffer (it's "water"):

![image](https://user-images.githubusercontent.com/48171810/227727825-d6726621-88a8-45a8-9cf3-8d6e9edc3d54.png)

Also fixes the one-frame flickers when level draw orders change. We
might be able to make this more efficient in the future, but this will
at least fix the frame with nothing drawn.
2023-03-25 14:00:54 -04:00
ManDude cc16f62428
[jak2] fix bad actors using unloaded types (#2402)
Actors that use types from a level that got unloaded should now get
killed immediately instead of continuing to exist and eventually crash
the game.

NOTE: Will spam the console whenever a bad actor tries to spawn. I would
like to document all instances of where this happens!
2023-03-24 07:18:43 +00:00
water111 b7fc7383b7
[jak2] fix dark things (#2393) 2023-03-22 20:09:50 -04:00
ManDude dbaf93dc73
Update jak2_config.jsonc (#2392) 2023-03-22 23:48:23 +00:00
ManDude 3b7be01af1
[decompiler] fix crash when no spools are loaded (#2391)
agh
2023-03-22 18:53:05 -04:00
ManDude 217a979048
[decompiler] jak 2 cutscene file support (#2390)
fixes #2332 

also fills out the japanese character set
2023-03-22 21:31:13 +00:00
water111 b18198e655
[jak2] fix atest flag in tfrag (#2381)
Support the weird `tfrag-gs-test` and `texture-page-flag` stuff added in
jak 2. Solves some issues with partially invisible tfrags.
2023-03-21 20:40:29 -04:00
water111 df646282ab
[jak 2] fix texture lookup problem (#2373)
This should fix a bunch of texture-related issues by generating a table
of overlapping textures and just... adjusting them slightly so they
don't overlap. It's not the most elegant solution in the world, but I
think it's no worse than the existing hard-coded tpage dir stuff.
2023-03-21 19:41:14 -04:00
water111 f276251a3a
[jak1] use etie (#2329)
Use Jak 2's etie to render shiny background things.

To switch back to the old one:
```
(set! *use-etie* #f)
```
and also uncheck this box

![image](https://user-images.githubusercontent.com/48171810/226119270-8d1b8233-bc5f-4bc1-a09b-a6d3183ba2a4.png)
(same for `l1`)
2023-03-20 19:12:33 -04:00
ManDude d46f790973
[jak2] un-hardcode level-related code a bit (#2330)
Makes it less of a headache to change level amounts.
2023-03-19 05:33:04 +00:00
ManDude 198c8e1946
[jak2] improve debugging tools for entity lights and regions (#2327)
also fixes some other random bugs
2023-03-18 06:29:40 +00:00
water111 2fa4a23ea1
[jak 2] ETIE (#2326)
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.
2023-03-17 20:35:26 -04:00
ManDude 6670124296
[jak2] use loop to make bucket renderers (less error-prone) (#2324) 2023-03-17 20:10:06 +00:00
Hat Kid a857061e96
jak2: focus-test? macro, fix (zero? (logand ...)) -> (not (logtest? ...)) detection (#2321)
There are *a lot* of file changes and while I have carefully gone
through every gsrc change to fix up manual patches, there might still be
spots that I missed.
2023-03-14 22:57:31 -04:00
ManDude 0cf285ef99
[jak2] decomp cleanup of traffic things + fix stadium crash (#2319) 2023-03-11 22:45:14 +00:00
Hat Kid a1dee19d0d
decomp: finish stadium-obs (#2294)
Co-authored-by: water <awaterford111445@gmail.com>
2023-03-11 15:55:39 -05:00
ManDude 77242bd12e
[jak2] script-eval macro (#2315)
turns
```lisp
      (eval! (new 'stack 'script-context (process->ppointer self) self (the-as vector #f)) '(teleport))
      (eval! (new 'stack 'script-context (process->ppointer self) self (the-as vector #f)) (-> arg0 on-goto))
```
into
```lisp
      (script-eval '(teleport))
      (script-eval (-> arg0 on-goto))
```
2023-03-11 10:45:16 -05:00
Tyler Wilding 021bae08ec
d/jak2: fix elevator issues and cleanup script-context new method (#2304)
This fixes the issue where elevators leave you behind (stack structure
related)

At the same time I cleaned up some things I found along the way, most
notably changing `script-context`'s `basic` field to `object` as
non-basics use this method as well.

Fixes #2305
2023-03-09 20:03:43 -05:00
water111 0db9b288e4
[merc2] Support texscroll, use in jak 1 in more places, fix envmap bug (#2303)
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)
2023-03-09 20:01:22 -05:00
Tyler Wilding 6d99f1bfc1
d/config: re-organize decompiler/config and eliminate most of the duplication (#2185)
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.
2023-03-08 20:07:26 -05:00
water111 0b8b927315
[merc] support eyes through merc (#2300)
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.
2023-03-08 18:18:35 -05:00
Tyler Wilding bc40fc5d2f
util/file: cleanup log initialization and some file-util functions (#2299)
Fixes both issues mentioned in #2297
2023-03-01 17:52:33 -05:00
ZedB0T 43da4088e6
Fix Bombbot crash (#2296) 2023-02-28 20:39:57 +01:00
water111 2c12a4e00b
[jak2] WIP minimap (#2280)
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)
2023-02-27 19:51:14 -05:00
ManDude 1d0a5ade8d
[jak2] minor decomp cleanup + add force actors and sprite pc hacks (#2291)
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.
2023-02-28 00:35:57 +00:00
Hat Kid adf929d18d
decomp: ruf-*, jinx-*, mog-*, grim-*, hosehead-* files, gun-buoy (#2279) 2023-02-27 18:53:57 -05:00
Matt Dallmeyer 9b80bca589
Add Speedrun Category Extensions (#2195) 2023-02-26 13:42:24 -05:00
Tyler Wilding 90d5e83d9e
d/jak2: finish forest-obs (#2266) 2023-02-26 09:49:16 -05:00
ManDude 190fa4bbe8
[windows] make the games start up in the user's preferred system UI language (#2267)
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.
2023-02-26 09:46:57 -05:00
water111 928dbebee4
[jak2] fix highly aggressive guard zoomer ambush (#2264)
`*alert-level-settings*` was actually an inline array and we were
indexing past the end of it.
I think this will fix some of the strange on-foot guard behavior too.
2023-02-26 01:31:21 -05:00
water111 3f1f443d58
[jak 2] fix boot, increase level heap sizes (#2252)
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.
2023-02-25 15:20:17 -05:00
water111 909da024fc
[decomp] ctywide-obs (#2250)
finish this up
2023-02-25 14:00:16 -05:00
ManDude 4b8b2abbed
port pckernel to Jak 2 (#2248)
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.
2023-02-25 10:19:32 -05:00