Commit graph

445 commits

Author SHA1 Message Date
Tyler Wilding 3dbaee1ecc
formatter: handle top level blank lines and better handle comments (#2702) 2023-06-06 20:34:50 -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 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 6d620a9289
formatter: extract formatting into a rules abstraction, add inner formatting (body vs argument functions) (#2684) 2023-06-04 13:19:29 -04:00
Tyler Wilding 4c6982b0ec
formatter: initial and basic indentation/alignment and expose the formatting via the LSP (#2673) 2023-05-28 13:22:00 -04:00
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
Tyler Wilding 288c093913
i18n: Create a JSON subtitle format for translating via Crowdin (#2644) 2023-05-18 20:54:59 -04:00
Matt Dallmeyer 6478fdb97c
Support multiline text (e.g. credits) override with JSON format (#2629)
Ported over the logic from parsing credits in GOAL game text file over
to the JSON parser.

minor notes:
- didn't bother replicating the logic for skipping empty lines
- didn't need to handle multiple languages in one file


40b2e93be7/common/serialization/subtitles/subtitles_ser.cpp (L92-L142)

Using the sample multiline credits override from my comment in the code:

![image](https://user-images.githubusercontent.com/2515356/236648360-b12951dc-20aa-4435-8349-08e2c254187a.png)

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-05-15 21:19:07 +01:00
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 40b2e93be7
pack tfrag normals into 10 bits (#2625)
Saves 16 bits and lets us align the `color_index` field properly.

This shouldn't improve or decrease performance by any noticeable amount
except maybe in really low end systems.
2023-05-06 02:08:33 +01:00
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 e0cba064b2
i18n: allow for multiple file sources per language (#2613) 2023-05-03 20:04:52 -04:00
Tyler Wilding 6d52e002b9
i18n: init translation files that can be used by crowdin (#1760) 2023-04-30 17:22:56 -04:00
water111 5c9aa3facd
[jak2] try to speed up compile a bit (#2596) 2023-04-30 14:13:52 -04:00
ManDude d67b95c68f
allow quoting :key symbols + further optimize defpart (#2592)
This should hopefully improve build times in general, especially for
files with `defpart`.
2023-04-30 02:46:14 +01:00
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 2feb231105
less branches for division + fix divide by zeros (#2585)
Slight change to float divide operations (again). Now it only turns into
inverse multiplication if the float is a power of 2 (positive or
negative). Non-zero immediate divisors will be compiled as regular float
divisions but will forgo the extra branches and checks for divide by
zero.

Also fixes #2584
2023-04-29 21:10:51 +01:00
Tyler Wilding 8260920c2d
subtitles-editor: Allow removing lines and fix some issues (#2573)
Allows for removing a line in the subtitle editor finally, also fixed
the following:

- The path the editor used didn't include the game name
- Loading the subtitle project is too slow to do on startup now
(4-5seconds in a debug build), do it on demand now
2023-04-29 11:02:18 -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
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
Tyler Wilding a264b6539b
game: Remove temporary CLI arg shim in gk (#2532) 2023-04-22 14:13:57 -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 e004780f73
add a toggle for faster airlocks and elevators and enable by default (#2478) 2023-04-14 07:53:14 +01:00
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
Tyler Wilding 2a227699fe
cli: ensure an overridden project path is absolute (#2464)
Fixes #1771

Probably want to do some testing with the launcher to ensure no breaking
changes

before/after:

![image](https://user-images.githubusercontent.com/13153231/230793111-f3217ef7-5932-4dcd-83ee-d5f2c8d245fd.png)
2023-04-11 17:57:47 -04:00
Tyler Wilding 10ac78200b
repl: add gameVersionFolder to repl-config for running the non-default version (#2463)
Adds a decent way to customize the folders the project file expects the
iso data and decompiler data to be in. When you run any version other
than the default, for example Jak 1 PAL, it uses the `gameName`
decompiler config to consume and output it's results.

However the project file will assume `jak1` unless you hard-code it
differently -- basically, it needs to be explicitly told just the
decompiler is told what version to use.

We now have a per-user REPL Config json file, so that can be used to
override the default `jak1` behaviour.

Fixes #1993
2023-04-11 17:57:20 -04:00
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
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 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 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 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 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 630388229e
cleanup gk CLI and fix issue that caused revert (#2310)
My mistake -- testing focused too much on preserving the existing
behaviour I clearly forgot to make sure the new stuff worked properly.

Just had to early out and not modify the args if they were in the new
format.
2023-03-09 23:13:01 -05:00
water111 15bf281377
Revert "game: cleanup gk's CLI documentation" (#2306)
Reverts open-goal/jak-project#2189

can't figure out how to use the new options yet
2023-03-09 20:24:43 -05:00
Tyler Wilding 2f6bfd2e64
game: cleanup gk's CLI documentation (#2189)
An attempt to cleanup the last CLI interface we have left to cleanup. 
- `gk` args now follow the typical convention ie. `--proj-path` instead
of `-proj-path`.
- args that are passed through to the rest of the application / the
game's runtime use the typical convention of following a `--`
- I'm thinking some args shouldn't be handled at this level ie
(`-nodisplay`, `-vm`, `-novm` or `-jak2`) These could be better
documented as legitimate flags and passed in via a nice struct. They
don't seem to be used in `InitParams` but I'll triple check.

There's a temporary shim here so there is no coupled release with the
launcher (right now it executes `gk` with a few args). So I just change
the old args into the new format. After one release cycle, I can change
it in the launcher and delete it here.

I am unsure if this will break the bash shellscript usages -- not sure
which args were usually passed into `$@`


![image](https://user-images.githubusercontent.com/13153231/222035309-b6601719-cdc9-40ee-b36e-e4b135d3f128.png)
2023-03-09 20:02:25 -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
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
Tyler Wilding c3310e1833
docs: fix method docstrings and grab @file comment blocks to use as a file description (#2289) 2023-02-27 18:58:01 -05:00
ManDude fb20bf34df
rotate log files (#2283)
Fixes #1228 (wow only took 1 year)
2023-02-26 22:56:25 +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
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
water111 e2b7e5c001
[goalc] reduce compiler memory usage (#2247) 2023-02-24 18:32:30 -05:00