Commit graph

107 commits

Author SHA1 Message Date
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
Tyler Wilding 679986e79f
sdl: safer code to resolve intermittent controller crashes related to disconnections (#2755) 2023-06-23 15:35:32 -04:00
Tyler Wilding 95904903a6
sdl: only call SDL video functions from the gfx thread (#2748)
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-06-19 16:32:39 -04:00
BreakPoints 1512c6bd9c
sdl: Directly use Windows DPI scaling hint, not SDL (#2730)
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-06-17 12:40:25 -04:00
BreakPoints 756fcc3e4d
SDL: Hint to Windows that we handle DPI scaling (#2729) 2023-06-13 21:45:57 -04:00
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
water111 3bb6bd0e3a
[jak2] fix missing drill crane center part (#2692)
We were forcing the drill crane to draw at lod 0, but we should have
listened to the game and drawn it at lod 1.
2023-06-05 18:56:26 -04:00
Tyler Wilding e9f9869849
input: fix some mistakes in the default keyboard binds (#2697) 2023-06-05 18:26:29 -04:00
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
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
Tyler Wilding a264b6539b
game: Remove temporary CLI arg shim in gk (#2532) 2023-04-22 14:13:57 -04:00
Tyler Wilding 216e73b61f
CI: Add a macOS Github runner (#2064) 2022-12-22 18:12:59 -05:00
water111 73561f10a3
support c++ tools on macos (#2063)
Running reference tests/decompiler should now be possible on macos
(arm). Most of the changes were just cleaning up places where we were
sloppy with ifdefs, but there were two interesting ones:
- `Printer.cpp` was updated to not use a recursive function for printing
lists, to avoid stack overflow
- I replaced xxhash with another version of the same library that
supports arm (the one that comes in zstd). The interface is C instead of
C++ but it's not bad to use. I confirmed that the extractor succeeds on
jak 1 iso so it looks like this gives us the same results as the old
library.
2022-12-22 17:12:05 -05:00
Tyler Wilding 9c631e11fe
offline-test: Partition by DGO and colorize/condense output (#2045)
This solves two main problems:
- the looming threat of running out of memory since every thread would
consume duplicate (and probably not needed) resources
- though I will point out, jak 2's offline tests seem to hardly use any
memory even with 400+ files, duplicated across many threads. Where as
jak 1 does indeed use tons more memory. So I think there is something
going on besides just the source files
- condense the output so it's much easier to see what is happening / how
close the test is to completing.
- one annoying thing about the multiple thread change was errors were
typically buried far in the middle of the output, this fixes that
- refactors the offline test code in general to be a lot more modular

The pretty printing is not enabled by default, run with `-p` or
`--pretty-print` if you want to use it


https://user-images.githubusercontent.com/13153231/205513212-a65c20d4-ce36-44f6-826a-cd475505dbf9.mp4
2022-12-22 13:41:33 -05:00
Tyler Wilding 4d751af38e
logs: replace every fmt::print with a lg call instead (#1368)
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
2022-10-01 11:58:36 -04:00
animalstyletaco f86cc1a31f
Ast/kbm remapper update (#1800)
* Reverted default keyboard camera controls to IJKL and fixed bug where use mouse would always be set as false

* Fixed inverse axis on Right Y axis analog keyboard control

* Fixed newpad unit test, fixed variable typo, and fixed MapAnalog typo in newpad.h

Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
2022-08-26 11:59:11 -04:00
water111 b388aa7b71
add option to disable mouse hiding (#1782)
* add option to disable mouse hiding

* write setting
2022-08-21 19:00:13 -04:00
animalstyletaco 375e9c7713
Added first working instance of controller/keyboard re-mapper (#1702)
* Added First working instance of controller/keyboard re-mapper

* Fixed clang formatting issues

* Updated newpad.cpp to inverse analog y-axis to make json labelling consistent

* Added mouse sensitivity options for X and Y axis in json, removed scroll mouse support, and other changes requested in feedback

* Added option to have ImGui debug menu appear on start up and remove hard coded set_imgui_visible calls

* Added newpad unit tests and updated function names to better describe intended functionalities

* Fixed formatting issue in newpad unit test

* Removed rumble unit test new pad

* Fixed codacy static analysis issues

* Fixed Linux build issues

* Implemented github feedback

* Implemented updated github feedback

* Fixed formatting errors

* Updated Pad::CheckPadIdx

* Implemented changes based on latest github feedback

* Implemented changes based on github feedback

Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
2022-08-19 11:28:06 -04:00
Matt Dallmeyer bbfdd45de0
Support 4 controllers (#1751)
* Detects all controllers properly on boot now

* warn -> info

* linting

* add comments to deftype changes
2022-08-14 17:21:38 -04:00
Ziemas 2acc5250f8
Run IOP Vblank handler on the IOP thread (#1752) 2022-08-14 17:21:02 -04:00
Ziemas 2313d35800
Implement IOP semaphores. (#1747)
* IOP: Rename exitThread, too close to ExitThread.

* IOP: Implement Semaphores
2022-08-14 13:51:00 -04:00
ManDude 5148523917
more small cleanupses (#1722)
* reduce max supersampling options in progress menu

* cleanup knuth rng file

* save & load cheats

* allow keyboard controls when cpad is connected

* ignore key presses when imgui is being used

* save settings when quitting game
2022-08-03 21:51:13 -04:00
Ziemas f8bc883d48
Implement scheduling of IOP threads. (#1689)
* Use sleepthread in RPC loop

* Keep a pointer to current IOP thread

* Implement IOP thread scheduling based on priority

And implement DelayThread as an actual delay.

* Run IOP flat out

* Use information from scheduler in wait_run_iop

* Lock sif mutex in set_rpc_queue

* always use kernel dispatch with wait_run

* Loop in dispatch until no thread is ready

* Use timestamp for next wakeup

instead of duration

* Wrap IOP thread entrypoints for safety

Libco threads are not supposed to return from their entrypoint

* Use a queue for IOP thread wakeups from EE thread
2022-07-26 21:15:37 -04:00
Ziemas 47f7335541
Set thread names of system threads (#1697)
Set thread names
2022-07-23 10:27:42 -04:00
Ziemas 1012020035
Use libco for cooperative threading in overlord (#1684)
* IopThreadRecord -> IopThread

* add libco

* Use cooperative threading for IOP threads

* Ugly solution for overlord start

Needs to run in a thread

* Clean out thread shutdown logic

* Update comments
2022-07-22 11:54:27 -04:00
water111 28a2ecdfd3
[jak2] goalc supports multiple projects (#1619)
* [jak2] goalc supports multiple projects

* disable deci2 server if not debugging
2022-07-06 21:18:08 -04:00
Tyler Wilding 6446389263
extractor: cleanup, support unicode properly, and add multi-game support (#1609)
* 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
2022-07-05 20:38:13 -04:00
Hat Kid 4da1a81af8
glfw, game: add rumble support (#1605)
* glfw: add rumble support

* game: add rumble support

* oops
2022-07-05 12:14:57 -04:00
water111 e630b50690
[ckernel] split by game version (#1559)
* temp

* split up kprint, other than format

* start kmachine

* split kmachine

* split kscheme

* split klink

* split klisten

* split remaining

* jak2 ckernel gets to nokernel loop
2022-06-26 18:17:11 -04:00
Tyler Wilding 2d595c1ac0
lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
water111 7bf19759d3
fix goalc crash and clang warnings (#1441) 2022-06-11 16:52:27 -04:00
Tyler Wilding 9fdf0bbc2f
tools: Add cutscene player / subtitle editor window (#1429)
* stash

* temp

* tools: subtitle tool works! just gotta fill out the db / polish UX

* tools: added configuration for every subtitle we have so far

* tools: add some colors to the editor, time for repl controls and make it run the code!

* tools: continuing polish of tool, getting very close

* tools: finished UX polish, just need to write deserializers

* tools: added deserializer for subtitle data

* tools: exported subtitle files, all data appears intact

* tools: more UX polish and test all the cutscenes, majority work

* assets: update subtitle files

* lint: formatting and cleanup

* lint: codacy lints
2022-06-11 16:32:27 +01:00
ManDude 8ba89dd95e
fix IOP getting stuck on music load (#1437)
* fix IOP getting stuck on music load

* fix regression? and clang

* fix a decomp

* fix another regression

* another

* fix "all actors"

* another regression!
2022-06-10 19:04:16 -04:00
water111 2e31d82fb2
Loader improvements (#1378)
* tfrag3 data for merc2

* dma hooks for merc2

* start designing merc2 opengl, seems like the simple approach will be the best here

* before bone packing experiment

* fix up bones.gc

* use uniform buffer

* speedup, fix faces and eyes

* final fixes

* first pass at loader updates, tie is still bad

* temp

* improved loader

* run iop less often
2022-05-28 20:12:33 -04:00
Tyler Wilding 8d71146b81
game/deci2: Add a timeout on waiting for a client to connect to DECI2 (#1367)
game/deci2: Add a timeout to waiting for a client to connect
2022-05-21 15:49:01 -04:00
Ziemas 07cc0ddc35
Initial Sound Implementation (#1325) 2022-05-19 16:54:36 -04:00
water111 be976d2e69
[merc] Add merc extraction (#1356)
* docs for ee merc code

* wip

* more extraction stuff

* partial mat1 working

* mat1

* cleanup

* partial mat2 and mat3 support

* merc extraction seems to work
2022-05-11 22:53:53 -04:00
Tyler Wilding 7b6d732a77
goalc: Add TCP server socket in REPL process (#1335)
* goalc: cleanup goalc's main method and add nrepl listener socket

* deps: add standalone ASIO for sockets

* lint: formatting

* common: make a common interface for creating a server socket

* goalc: setup new repl server

* deps: remove asio

* goalc: debug issues, nrepl is working again

* git: rename files

* attempt to fix linux function call

* test

* scripts: make the error message even more obvious....

* goalc: make suggested changes, still can't reconnect properly

* game: pull out single-client logic from XSocketServer

* nrepl: supports multiple clients and disconnection/reconnects

* goalc: some minor fixes for tests

* goalc: save repl history when the compiler reloads

* common: add include for linux networking

* a few small changes to fix tests

* is it the assert?

* change thread start order and add a print to an assert

Co-authored-by: water <awaterford111445@gmail.com>
2022-05-06 18:19:37 -04:00
Tyler Wilding 0d4b5f8df4
game: add SDL controller database (#1328)
* game: add SDL controller database

* lint: formatting
2022-04-20 18:20:59 -04:00
towai f45a06126d
Add better support for cpad1 (#1314)
* cpad1 keybinds and gamepad hooks in working state

* move pad info into arrays indexable by pad

* nice up the code some (mostly de-boilerplate) and improve pad detection

* last modification to remove unnecessarily duplicated code

* Fix formatting

* literally why did i add a newline after running clang-format
2022-04-17 21:11:25 -04:00
ManDude 0cdeed9be7
minor windows fixes (#1311)
* [pp2] put `define` dest on a single line

* update source!

* Update type_analysis.cpp

* update old credits & racer code

* change clang-cl args (REALLY force avx)

* Update credits_REF.gc

* comment small unused code

* add timer to decompiler

* fix unnecessary copy-constructors (no speed increase)

* fixes

* Update expression_build.cpp

* wtf is this thing anyway

* im bored.

* clang

* fix!

* Revert "fix!"

This reverts commit 5b1ce6c718.

* Revert "clang"

This reverts commit 5e67d9ccd1.

* Revert "im bored."

This reverts commit 070e957ce8.

* Revert "Update expression_build.cpp"

This reverts commit b94d092fc5.

* Revert "fixes"

This reverts commit f3d871f60a.

* Revert "fix unnecessary copy-constructors (no speed increase)"

This reverts commit 9100725802.

* Keep the random inoffensive changes

* Revert "Update type_analysis.cpp"

This reverts commit d2456a5c75.

* Update type_analysis.cpp
2022-04-17 21:11:09 -04:00
ManDude a7eee4fdc9
[game] pc port progress menu (#1281)
* 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
2022-04-11 18:38:54 -04:00
water111 2d32d2aba5
fix crash when using keyboard controls (#1286) 2022-04-07 20:02:33 -04:00
water111 be0075a4e4
[gameplay] fix disappearing boulders (#1252)
* fix disappearing boulders

* format'
2022-03-25 21:24:18 -04:00
Charlie Bruce 8d4d251bec
Input scheme quick fixes (#1242)
* Invert right-hand joystick X axis to match PS2 controller to Xbox input

* Add keyboard mapping for analog axes. Change keyboard mapping to make gameplay with a QWERTY keyboard feel more natural.

* Also map IJKL for camera movement

* Tidy up

* Clang formatting fixes

* Remove right X-axis inversion - not needed

* Clang formatting fix
2022-03-25 18:26:42 -04:00
water111 78cde74d5a
update readme and fix always playing str (#1139)
* update readme deps

* replace assert

* bump timeout

* fix memory corruption in kernel

* use unknown if level name is invalid
2022-02-08 19:02:47 -05:00
ManDude c9204f2a9b
Fix Windows asserts (#1045)
* fix release mode asserts

* clang

* dummy
2022-01-02 18:02:10 -05:00
water111 cd9e74819c
improve performance on intel graphics (#1041)
* improve performance on intel graphics

* more tweaks, add a glfinish button

* remove divide in fragment shader

* temp

* add cpu sky blend

* use vao

* change format

* use floats in direct renderer

* format

* format again

* tfrag ice
2021-12-30 19:38:18 -05:00
ManDude 9ff71412e5
[runtime] pckernel implementation (#1032)
* toggle for ripping level models

* Create pckernel.gc

* builds and works

* fix defs

* resolution info works

* native letterboxing

* menu

* Fullscreen buttons

* Update glfw

* fix fullscreen taking over everything for some reason

* fix screenshots and add more menu options

* Cleanup DMA mess in load boundary render code (first try!!)

* Update default-menu.gc

* clang

* fix accidental macros in pairs

* refs

* fix null reference bugs

* add lavatube

* custom aspect ratios work (3D only)

* custom aspect ratios work (3D only)

* fix aspect ratio and non-4x3 debug text

* change `sceOpen`

* deadzone setting

* merge fixes

* check out `debug-pad-display`

* update readme imgs

* settings save works

* oops

* settings read/load (incomplete)

* add `:stop` to debugger and fix detach on Windows

* settings load works

* fullscreen and aspect ratio setting fixes

* swap menu options for convenience

* settings loads automatically properly

* fix panic and font hack edge case

* add rolling, ogre, snow, swamp, sunken b, jungle b

* Fixed borderless on windows please work

* Update fake_iso.txt

* remove error from opengl debug filter

* update refs

* minor tfrag tod palette lookup change

* accidentally nuked all opengl errors
2021-12-30 18:48:37 -05:00
water111 798356802b
[game] make visibility work (#1031)
* make vis work

* update comments
2021-12-28 15:13:46 -05:00