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31 commits

Author SHA1 Message Date
Tyler Wilding c162c66118
g/j1: Cleanup all main issues in the formatter and format all of goal_src/jak1 (#3535)
This PR does two main things:
1. Work through the main low-hanging fruit issues in the formatter
keeping it from feeling mature and usable
2. Iterate and prove that point by formatting all of the Jak 1 code
base. **This has removed around 100K lines in total.**
- The decompiler will now format it's results for jak 1 to keep things
from drifting back to where they were. This is controlled by a new
config flag `format_code`.

How am I confident this hasn't broken anything?:
- I compiled the entire project and stored it's `out/jak1/obj` files
separately
- I then recompiled the project after formatting and wrote a script that
md5's each file and compares it (`compare-compilation-outputs.py`
- The results (eventually) were the same:

![Screenshot 2024-05-25
132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2)
> This proves that the only difference before and after is non-critical
whitespace for all code/macros that is actually in use.

I'm still aware of improvements that could be made to the formatter, as
well as general optimization of it's performance. But in general these
are for rare or non-critical situations in my opinion and I'll work
through them before doing Jak 2. The vast majority looks great and is
working properly at this point. Those known issues are the following if
you are curious:

![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4)
2024-06-05 22:17:31 -04:00
Tyler Wilding d1ece445d4
Dependency graph work - Part 1 - Preliminary work (#3505)
Relates to #1353 

This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.

The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.

Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.

Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
2024-05-12 12:37:59 -04:00
ManDude e601a3dcb3
[jak3] implement pckernel (#3472)
Most debug features do not work, but that's fine.
2024-04-15 19:26:48 +01:00
Tyler Wilding 5eeaffcde0
scripts: new linter script to detect goal_src files with trailing whitespace (#3387)
Removes trailing whitespace from goal_src files, eventually the
formatter will do this as well but it's not ready yet so this is a
decent interim solution.

A competent text editor will also do this / flag it for you.
2024-02-24 14:27:56 -05:00
ManDude 1808596679
save & load game territory setting (#3243) 2023-12-03 18:19:38 +00:00
Tyler Wilding 8258c409d5
New Crowdin updates (#3211) 2023-11-18 14:52:49 -05:00
ManDude cd68cb671e
deftype and defmethod syntax major changes (#3094)
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>
2023-10-30 03:20:02 +00:00
Aloqas ce1c2eb7c2
[jak1] Finnish base game strings (#3058)
Finnish translations for the remaining UI texts

---------

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-10-12 18:05:40 -04:00
ManDude e130244271
[jak2] scalable debug font + fix debug menu widescreen bugs (#3044)
also hides empty (no commands) regions from the viewers by default now.
2023-09-30 21:19:47 +01:00
ManDude 1f4044b9ff
Jak 2 controller LED implementation (#3035)
Adds controller LED features to Jak 2:
- progressive flickering denoting health
- copies tomb simon says puzzle colors
- unique colors for each gun
- orange color for being indax
- yellow color for being in mech
- purple color for being darkjak
- blue color for being in board
- red flash when wanted.

May add more features later?

Also did some minor clean-up on some types.
2023-09-28 02:47:09 +01:00
ManDude 170cbd7e6c
misc low hanging fruit fixes (#3034)
Fixes #2235 
Fixes #2236 
Fixes #2963 
Fixes #3027
2023-09-27 00:59:07 +01:00
ManDude 1ff55d5015
fix (font-flags left) name + fix right flag not reflecting in debug text box (#3020)
Fixes #3016 
Fixes #3017
2023-09-24 03:00:09 +01:00
ManDude 61c4fc4b91
[jak2] fully implement collide mesh renderer (#3010)
Fixes #2983
2023-09-22 15:50:16 +01:00
rafalekkB ed6782d11b
Polish translation for Jak 1 (#2961) 2023-09-11 22:05:42 -04:00
Luminar Light 2d8b65accf
entity-debug: Show path and volume data. (#2942) 2023-09-08 20:44:58 -04:00
Luminar Light a8ae15139b
Anim Tester X - Quality of Life improvements (#2682)
Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-08-01 17:06:20 -04:00
ManDude 6161acdf83
force-actors? -> ps2-actor-vis? (#2852)
supersedes #2839
2023-07-29 18:30:37 +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
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
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
ManDude 01aa67798f
fix racer hud regression (#2648)
Fixes #2643
2023-05-15 03:18:02 +01:00
Tyler Wilding 88517ef0c3
i18n: Lookup untranslated strings from a fallback language (english) instead of displaying Unknown... (#2637) 2023-05-14 00:53:27 -04:00
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
manuelx98 2c98c5a6e0
Italian subtitles (WIP) (#1568)
Draft until all the english subtitles are finished.
Many things still in WIP and everything is subject to change.

TODO:

* [x]  intro
* [x]  sidekick
* [x]  oracle
* [x]  training
* [x]  village1
* [x]  beach
* [x]  jungle
* [x]  misty
* [x]  firecanyon
* [x]  village2
* [x]  swamp
* [x]  rolling
* [x]  sunken
* [x]  ogre
* [x]  village3
* [x]  snowy
* [x]  spidercave
* [x]  lavatube
* [x]  citadel
* [x]  finalboss
_____________
* [x]  default
_____________
* [x]  timings
* [x]  game_text_it.gs

---------

Co-authored-by: pex93 <44973506+pex93@users.noreply.github.com>
Co-authored-by: OngakuGH <107898664+OngakuGH@users.noreply.github.com>
Co-authored-by: Vas0sky <13967613+Vas0sky@users.noreply.github.com>
Co-authored-by: XedoIT <107510301+XedoIT@users.noreply.github.com>
Co-authored-by: XedoIT <ciccio0152@gmail.com>
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-03-31 18:34:19 -04:00
ManDude e1e6695e92
[jak2] merc lod hacks + region debugger + make level heap less massive (#2285) 2023-02-27 18:45:32 +00:00
ManDude 63ff337169
[jak2] fix crash with *print-column* loading the wrong memory (#2281)
`inspect` also prints with the correct indent now as a result.
2023-02-26 21:04:05 +00:00
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
ManDude ad9a532ff9
[jak2] text aspect ratio fixes (#2251)
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>
2023-02-25 19:27:58 +00:00
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
water111 b9cd17b20a
[jak1] fix crash on startup (#2225) 2023-02-18 17:19:22 -05:00
ManDude 324def1303
split new pc features in some files into their own code files + address some old issues + ripple graphics improvements (#2216)
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
2023-02-13 21:39:14 +00:00