Currently only tracks enemy kills, and how they were killed. There is
currently no menu for this, but I've already added most of the text for
it. Also did a bunch of misc decompilation fixes and renamed some
methods.
Fixes#3277Fixes#3278
Adds the opengoal cheats to the secrets menu. Only cheats that are fully
functional and unlockable are there right now, which is eight cheats.
This update will reset most Jak 2 settings.
Also fixes#3274 .
This change adds a few new features:
- Decompiler automatically knows the type of `find-parent-method` use in
jak 1 and jak2 when used in a method or virtual state handler.
- Decompiler inserts a call to `call-parent-method` or
`find-parent-state`
- Removed most casts related to these functions
There are still a few minor issues around this:
- There are still some casts needed when using `post` methods, as `post`
is just a `function`, and needs a cast to `(function none)` or similar.
It didn't seem easy to change the type of `post`, so I'm not going to
worry about it for this PR. It only shows up in like 3 places in jak 2.
(and 0 in jak 1)
- If "call the handler if it's not #f" logic should probably be another
macro.
Fixes#805
This renames the method object in `defmethod`s to `this` and adds
detection for the `set-time!` and `time-elapsed?` macros.
Definitely my biggest PR yet...
- state handlers that are not inlined lambdas have smarter type
checking, getting rid of 99.9% of the casts emitted (they were not
useful)
- art groups were not being properly linked to their "master" groups.
- `max` in `ja` in Jak 2 was not being detected.
Another huge PR...
Previously, `object` and `none` were both top-level types. This made
decompilation rather messy as they have no LCA and resulted in a lot of
variables coming out as type `none` which is very very wrong and
additionally there were plenty of casts to `object`. This changes it so
`none` becomes a child of `object` (it is still represented by
`NullType` which remains unusable in compilation).
This change makes `object` the sole top-level type, and the type that
can represent *any* GOAL object. I believe this matches the original
GOAL built-in type structure. A function that has a return type of
`object` can now return an integer or a `none` at the same time.
However, keep in mind that the return value of `(none)` is still
undefined, just as before. This also makes a cast to `object`
meaningless in 90% of the situations it showed up in (as every single
thing is already an `object`) and the decompiler will no longer emit
them. Casts to `none` are also reduced. Yay!
Additionally, state handlers also don't get the final `(none)` printed
out anymore. The return type of a state handler is completely
meaningless outside the event handler (which is return type `object`
anyway) so there are no limitations on what the last form needs to be. I
did this instead of making them return `object` to trick the decompiler
into not trying to output a variable to be used as a return value
(internally, in the decompiler they still have return type `none`, but
they have `object` elsewhere).
Fixes#1703Fixes#830Fixes#928
I think this is very likely to fix
https://github.com/open-goal/jak-project/issues/2970
We had somebody report a stacktrace from the debugger, and it was
immediately after calling `gen-perms`.
I found that `gen-perms` writes past the end of a stack array during
this mission, and at the same time as the reported freezes.
I was unable to recreate the original freeze after making this change.
There are potentially still some minor issues with the resulting files.
Some of them appear to have minor artifacts that playing through the
actual game do not -- but this is a much better starting point for
someone to iterate from if they are interested in improving things.
The progress menu loads its icon textures from a .STR file that we were
previously ignoring.
This change:
- updates the decompiler so it can process a .STR file containing a
texture
- adds a feature to force an entire page to always be loaded in the PC
renderer by putting all textures in the GAME.FR3 file.
- regenerates the texture offset map file for jak 2 with these new
textures
For now, I've just put the icon textures in GAME.FR3. The downside is
that these will always stay on the GPU, using up VRAM even when they
aren't needed. But the entire GAME.FR3 file is under 3 MB so I think
it's ok.
![image](https://github.com/open-goal/jak-project/assets/48171810/39f075b5-7cc5-4168-872a-33026342afab)
- Add security wall animation
- Add waterfall animations
- Add lava animations
- Update layer values from the game to fix the security wall
- Remove leftover debug in `level.gc` that would break level-specific
animations on the second time you visited the level
- Optionally load animated slot textures to the pool so generic can use
them (fixes skull gems in UI)
Added framework to do texture animations entirely in C++. Currently only
works on relatively simple ones, and doesn't handle updating all
parameters - only the speeds.
Connected texture animations to merc and tfrag for skull gems, dark
bomb, and scrolling conveyors.
Cleaned up Tfragment/Tfrag3, which used to be two classes. This was one
of the first C++ renderers, so it had a weird design.
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.
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>
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>
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.