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.
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.
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.
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
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.
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.