Fixes some mistakes with merc draw modes. The glass in the palace level
no longer writes to the depth buffer (it's "water"):
![image](https://user-images.githubusercontent.com/48171810/227727825-d6726621-88a8-45a8-9cf3-8d6e9edc3d54.png)
Also fixes the one-frame flickers when level draw orders change. We
might be able to make this more efficient in the future, but this will
at least fix the frame with nothing drawn.
Actors that use types from a level that got unloaded should now get
killed immediately instead of continuing to exist and eventually crash
the game.
NOTE: Will spam the console whenever a bad actor tries to spawn. I would
like to document all instances of where this happens!
This should fix a bunch of texture-related issues by generating a table
of overlapping textures and just... adjusting them slightly so they
don't overlap. It's not the most elegant solution in the world, but I
think it's no worse than the existing hard-coded tpage dir stuff.
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.
There are *a lot* of file changes and while I have carefully gone
through every gsrc change to fix up manual patches, there might still be
spots that I missed.
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
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)
Reasons for doing so include:
1. This should stop the confusion around editing the wrong config file's
flags -- when for example, extracting a level. Common settings can be in
one central place, with bespoke overrides being provided for each
version
2. Less verbose way of supporting multiple game versions. You don't have
to duplicate the entire `type_casts` file for example, just add or
override the json objects required.
3. Makes the folder structure consistent, Jak 1's `all-types` is now in
a `jak1` folder, etc.
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.
Work in progress minimap. Known issues:
- "path finding" doesn't appear to work - it gets stuck forever in many
cases
- some nasty patches around timer-based code
- jak arrow blending issues
- would be nice to make it higher resolution
if the search is forced to terminate due to iteration/time limits, the
icon is not in the right place
![image](https://user-images.githubusercontent.com/48171810/221432792-678d6124-a6a6-4875-a91f-7eceedbfec98.png)
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.
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.
`*alert-level-settings*` was actually an inline array and we were
indexing past the end of it.
I think this will fix some of the strange on-foot guard behavior too.
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.
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.
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
Manual patches:
`(trans idle krew-boss)`: `collide-shape` array created on the stack
changed to `(pointer collide-shape)`
---------
Co-authored-by: water <awaterford111445@gmail.com>
Implements the jak 2 lightning renderer as an alternate path through
Generic2. Also set up some generic stuff in the goal code.
There is a problem with the texture pool, which doesn't support the case
where two textures have the same tbp, but different cluts. So lightning
is often the wrong color (usually red).
I did a pass through all missions, fixing issues as they came up. Also
got `seal-at-waterslums` working -- the best mission in the game 🥳
Co-authored-by: water <awaterford111445@gmail.com>
Manual patches:
- `drill-turret`: The static data for `*turret-13-path*`,
`*turret-14-path*` and `*turret-15-path*` was decompiled by hand and the
integers in the `set-speed-mult` events have been replaced with boxed
integer arrays that contain only that integer in order to make the
compiler happy. To that effect, the event handler in `target-turret` was
changed to access that array instead of just accessing the int.
- `hover-nav-control`: In `hover-nav-control::10`, `arg2` is usually a
`vector`, but there are some places where it is called with `#t` as
`arg2` and, subsequently, crashes the game because it tries to access
the `quad` of `arg2` if `arg2` is truthy. To mitigate this, the
condition `arg2` has been replaced with `(and (!= arg2 #t) arg2)` (in
this case, it would jump to the `else` that just resets the `dest-vel`
and `transv` `quad`s)
- `drill-baron`: The static data for `*drill-ship-turret-speed-event*`
has been decompiled by hand.
TODOs:
- Jellyfish crash the game
- Destroying the metalhead eggs that are on the breakable wall crashes
the game (already happened with the Peacemaker before)
- Figure out why static data of type `turret-path-event` doesn't
decompile
The docs for all the hover-nav and nav-network code could use some love
in the future, I'm not smart enough to figure out what any of that code
actually means, but it seems to work...
Also threw in the fix for the ▲ that was accidentally left commented
out.
No more ghost town!
Manual patches:
- `hal3-course`: In `(anon-function 17 hal3-course)`, the decompiler is
doing something strange with `s3-0` that fails to compile, so I just
removed the `set!` and inlined the condition in the `when`.
- `guard`: Rewrote `(.mula.s)` stuff
This is a WIP while I'm learning the ins and outs of decompilation, but
putting up what I have for 2 reasons:
- Hoping someone can double check I'm on the right path (all functions
have signatures, all reasonably safe guesses for types have been put in,
using "object" for type where they're not)
- Might be blocked by not being able to run the offline-tests as a PAL
scrub
I'm going to look at what might be involved in making tests work for
PAL, but wouldn't be surprised if I have to wait to get a black label
version and come back to this after :(
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
This will probably take a while, since we also have to translate all the
text of the base game - Naughty Dog never translated this game to
Hungarian. This PR will stay a draft until it is complete.
We realized that every letter in our alphabet was already working, apart
from two: Ő and Ű (they are unique sounds, so leaving their marks
wouldn't be okay).
Since I did not find that double accent thing in the jak font, I decided
to use ~ (see my change in FontUtils.cpp). It is good enough, and my
memory tells me that I already saw this exact same "solution"
(workaround) somewhere in the past. If anyone knows a better solution,
please let us know.
We chose ID 14 for the Hungarian language, as it was the lowest free ID.
**Progress tracker**
A tick here means that everything was translated. It does not mean that
everything is perfect yet. We will review everything multiple times, to
have the best translations possible.
Game text:
- [x] base game text
- [x] pc port text
- [ ] credits text ?
[Sziloyoo](https://github.com/Sziloyoo) helped with reviewing my
changes, and gave advice/suggestions for some complicated translations.
Subtitles will be done in the future, not in this PR.
This PR adds a feature to merc2 to update vertices. This will be needed
to efficient do effects like blerc/ripple/texture scroll. It's enabled
for blerc in jak 1 and jak 2, but with a few disclaimers:
- currently we still use the mips2c blerc implementation, which is slow
and has some "jittering" because of integer precision. When porting to
PC, there was an additional synchronization problem because blerc
overwrites the merc data as its being read by the renderers. I _think_
this wasn't an issue on PS2 because the blerc dma is higher priority
than the VIF1 DMA, but I'm not certain. Either way, I had to add a mutex
for this on PC to avoid very slight flickering/gaps. This isn't ideal
for performance, but still beats generic by a significant amount in
every place I tested. If you see merc taking 2ms to draw, it is likely
because it is stuck waiting on blerc to finish. This will go away once
blerc itself is ported to C++.
- in jak 1, we end up using generic in some cases where we could use
merc. In particular maia in village3 hut. This will be fixed later once
we can use merc in more places. I don't want to mess with the
merc/generic selection logic when we're hopefully going to get rid of it
soon.
- There is no support for ripple or texture scroll. These use generic on
jak 1, and remain broken on jak 2.
- Like with `emerc`, jak 1 has a toggle to go back to the old behavior
`*blerc-hack*`.
- In most cases, toggling this causes no visual differences. One
exception is Gol's teeth. I believe this is caused by texture coordinate
rounding issues, where generic has an additional float -> int -> float
compared to PC merc. It is very hard to notice so I'm not going to worry
about it.
When I cleaned up the `game.gp` some DGOs were no longer referenced
because my first dependency script omitted them -- thinking they weren't
required. From the perspective of the source files they indeed weren't
required but we still have to produce the DGO file.
also works around #2177
This adds environment mapping support to `Merc2`, and turns it on for
Jak 1 and Jak 2.
- The performance is much better
- Jak 1 can be toggled back to the old behavior with `(set! *emerc-hack*
#f)`. The new environment mapping is identical to the old one everywhere
I checked.
- Jak 1 still falls back to generic for ripple/texscroll/blerc/eyes -
there's still no dynamic texture or vertex updating support. The eye
detection stuff will sometimes flag stuff as eyes which is not eyes,
which is fine, but means that generic will be used in some places where
emerc could be used. For example, the shiny plates on jak's arm will be
drawn with generic because jak has eyes.
- Jak 2 hasn't been checked super carefully against PCSX2 yet.
- Jak 2 still isn't technically using emerc, but instead putting emerc
models in the merc bucket.
- The interface to merc is a lot different now and totally custom
OpenGOAL DMA code. The original merc drawing asm doesn't run anymore.
- The FR3 format changed
- Something funky going on with foreground lighting in escape, but
doesn't seem to be related to this change?
Performance comparison, jak 1, in likely the most generic-merc heavy
spot:
![image](https://user-images.githubusercontent.com/48171810/213882718-feb2ab59-95a9-44a2-b0e5-95fba860c7b0.png)
![image](https://user-images.githubusercontent.com/48171810/213882736-8dbbf4c9-6bbf-4d0b-96ce-78d63274660c.png)
Some more progress on vehicle code, the following files still remain:
- vehicle-guard (annoying stack types)
- traffic-engine (many issues, some which already have issues made for
them, other entirely new confusing things!)
Initial implementation of the `ocean-mid`, `ocean-far` and `ocean-near`
renderers for Jak 2.
There's still a few things to sort out, mainly:
- [x] ~Backwards compatibility with Jak 1. The only thing that currently
stands in the way of that is figuring out a clean way to "un-hardcode"
the texture base pointer in C++ without creating a completely separate
`OceanTexture` class for Jak 2. One thing I thought of would be
modifying `BucketRenderer`'s virtual `init_textures` method to also pass
the `GameVersion`, but I'm not sure if there's a better way.~
- [x] ~The sudden transition from `ocean-near` to `ocean-mid`. Not sure
why it's happening or how to fix it.~
- [x] The ocean has two new methods in Jak 2, `ocean::89` and
`ocean::79`, one of which seems to be related to time of day sky colors.
~Even without them implemented, the end result looks quite close, so we
may be able to skip them?~ `ocean::89` generates `ocean-mid` envmap
textures, so it will likely be required, but will not be handled right
now.
Reverted the VU prologue removals because it made the tests fail.
Some side missions require cars, they don't work yet. Also the
ring-races and collection ones do not grant orbs. The hoaming beacon
collection one causes a `hud` crash
draft because using the array is a little weird still, don't feel like
dealing with window's slow debugging builds today.
I get the following weird error:
```clj
(define test-array (new 'static 'boxed-array :type type vector))
gr> (-> test-array 0)
1538004 #x1777d4 0.0000 vector
gr> (type? (-> test-array 0) type)
1342757 #x147d25 0.0000 #t
gr> (new 'static (-> test-array 0))
-- Compilation Error! --
Got 3 arguments, but expected 2
Form:
(-> test-array 0)
Location:
Program string:1
(new 'static (-> test-array 0))
^
Code:
(new 'static (-> test-array 0))
```
Maybe this is expected though and the `new` method wants a symbol, not a
type?
Fixes#2060
Co-authored-by: water <awaterford111445@gmail.com>
Adding support for better child-type method docstrings. This is a
problem unique to methods.
Usually, a child-type will have the same signature and a common name
will apply, but the implementation is different. This means, you
probably want a different docstring to describe what is happening.
Currently this is possible to do via `:replace`. The problem with
replace is two fold:
- a replaced method ends up in the generated `deftype`...because you
usually change the signature!
- we don't put docstrings in the `deftype` in normal GOAL, this is just
something we do for the `all-types` file (they go in the `defmethod`
instead)
- more importantly, this means anytime you now want to change the
parent's name/args/return type -- you have to apply that change
everywhere.
So this is a better design you can now just declare the method like so:
```clj
(:override-doc "my new docstring" <method_id>)
```
And internally a pseudo-replaced method will be added, but it will
inherit everything from the parent (except the docstring of course)
Unrelated - I also made all the keyword args for declaring methods not
depend on ordering
This also adds support for documenting virtual and non-virtual state
handlers. For example:
```clj
(:states
(part-tester-idle (:event "test") symbol))
```
or
```clj
(idle () _type_ :state (:event "test") 20)
```
I will probably add the ability to give some sort of over-view docstring
at a later date.
Co-authored-by: water <awaterford111445@gmail.com>
- started documenting the files I glossed over, some are totally done,
others are just partially done
- I changed the decompiler to automatically initialize the
art-group-info from the json file. This makes updating gsrc, even a
single file at a time, have consistent naming
- Though I disabled this functionality for jak 1, as I have no idea if
using the ntsc art groups will cause a regression for different versions
- fix indentation for docstrings -- it still doesn't look great, but
this is now a formatting concern, rather than the docstring having a
bunch of happen-stance leading whitespace.
- make sure bsp is processed on `l` levels in extraction (caused missing
remaps)
- clean up a few prints in extraction
- handle the <15 byte differences in art group files automatically (no
more errors about file naming)
- fix potential exception thrown by merc2 in a few ways: fixed bad data
in FR3's, check texture index just in case, and handle exceptions a
little bit better (still a crash, but at least you get a print)
- fix mips2 ocean stuff causing ocean far crashes
`whack` is missing a single function (`birth-func-whack-score`) that I
couldn't figure out the right args for.
I was not able to test any of this code because I cannot get `atoll` to
extract.
Manual patches in:
- `tomb-boulder`: a few `ppointer->handle`s (I think) were not being
decompiled properly (all used in combination with `clone-anim-once`)
- `ruins-obs`, `pillar-collapse`: `art-joint-anim` casts
- `tomb-beetle`: commented out a call to `shadow-control-method-14` that
was crashing the game when spawning the beetles
- `grunt-mech`: commented out `(.mula.s)` instruction
Notes:
- `enemy-info`'s `idle-anim-script` is most likely a `(pointer
idle-control-frame)`, however, some `nav-enemy-info` labels set it to
`#f` (first encountered in `tomb-beetle`, but also present in `hal`,
`roboguard` and `metalkor-setup`), which crashes the decompiler. This
may become a problem in the future when we eventually get to these
files. For this PR, I made `tomb-beetle` decompile with
`idle-anim-script` set to `#f` and have not noticed any issues/crashes
with that.
- `tomb-boulder` compiles and doesn't crash, but when trying to play the
Daxter chase sequence, the boulder sometimes either spawns at the origin
or spawns in the correct place, but doesn't move.
Co-authored-by: water <awaterford111445@gmail.com>
- worked around audio code for gungame, the tutorials now function
- auto-exit cutscenes upon entry. This doesn't always work nicely (i
didnt want to cause any side-effects due to messing with load states)
but it atleast stops jak from being stuck forever waiting for the
cutscene to load
Effects the following files:
- [x] vehicle-rider
- [x] vehicle-control
- [x] vehicle-effects
- [x] vehicle
~~- [ ] vehicle-util~~
- [x] vehicle-physics
- [x] vehicle-states
~~- [ ] vehicle-guard~~
~~- [ ] traffic-engine~~
~~- [ ] traffic-manager~~
With the exception of traffic-engine, most of these files are either
done or have 1-3 stubborn functions remaining. Draft while I try to
resolve as many as possible / cleanup names and such.
Co-authored-by: water <awaterford111445@gmail.com>
Adds the following files:
- `amphibian`
- `centurion`
- `ginsu`
- `grenadier`
- `hopper`
- `metalmonk`
- `monster-frog`
- `predator-graph`
- `predator-h`
- `predator`
- `rapid-gunner`
- `rhino`
- `rhino-wall`
- `tomb-baby-spider`
Also adds the DGOs for the following levels:
- Mar's Tomb
- Mountain Temple
- Drill Platform
- Sacred Site (Sage Hut)
Manual patches:
- The decompiler emits `(b! #t cfg-17)` in `(trans hostile hopper)`
without putting a `(label cfg-17)` anywhere
- Added cast to `art-joint-anim` in `(code broken rhino-wall)` and
`(code hit rhino-wall)`
Other notes:
- `amphibian` seems to occasionally crash when using its tongue attack.
Haven't investigated this yet
- `ginsu` crashes after being killed somewhere in the `deactivate`
method, possibly because of its `part-spawner`
- Predators aren't spawning in the forest hunt mission, not sure if
`forest-obs` might be needed for that or if it's something else
- The `rhino-wall` STR animation seems to load (albeit a bit broken due
to missing VAG stream playback), but causes the viewport to shrink as
soon as it's played
- I added `pegasus::74` to the `event_handler_hack` bool in
`variable_naming.cpp` because I got a `none` cast after changing the
return value of `enemy::74`
The things that aren't working right now:
- returning the board (maybe cutscene related?)
- draft until i see if this can be sorted out
- seems to need streaming audio as well, the `scene-player` gets
properly initialized from what i can tell
- had to hack around the streaming audio parts.
Everything relating to IK in `target-mech` was commented out as I
couldn't get a lambda to decompile properly, but the mech still seems to
work fine without it.
Co-authored-by: water <awaterford111445@gmail.com>
Two main problems fixed here:
- offline tests will fail on a comparison failure (a mistake from the
re-write)
- art-group-info is committed to the repo and shared with every thread
(running the tests with 1 thread, for example on the CI, and locally
were producing different results)
art files are still not provided to the jak2 offline tests:
- `*-ag` files are not being output
- `art-elts.gc` is not complete, as a handful of files claim to be
missing stuff
lastly, in jak1's offline tests we were also running `tpage` and `*-vis`
files through the decompiler. This omits that (they came from the
`all_objs.json` file) -- is this an issue?
This adds a new ImGUI menu to help filter out the clutter on screen.
https://user-images.githubusercontent.com/13153231/210192912-b1c28319-bacb-449c-ad7f-e7308fb75f50.mp4
This also:
- moves the imgui display bool into a game specific config file (you can
hide it in jak1, and not in jak2)
- the config file also persists the settings from this menu (except the
filters for now, future TODO)
- there is a new `ignore_imgui_hide_keybind` in this file to ignore
hiding it when you press Alt
I did some manual modifications in a few places to work around some
truly mysterious control flow, and some unsupported stack array stuff.
Also fixes a bug in decompiling static improper lists.
As far as I can tell, guns work, other than some graphical issues and
the crazy particle spawning issue, but I strongly suspect these are
problems with the sparticle/graphics side.
A common thing that can be forgotten about / confusing to new people is
that:
1. if you add an object to the `allowed_objs` list but it's also in the
`banned_objs` list -- the ban still takes precedence with no failure
2. if you add an object to the `allowed_objs` list but have not allowed
the DGO in `inputs.jsonc` it will also silently log a failure and
continue.
This PR turns both situations into an explicit error with advice/a
reminder on what to do to fix it.
- Split up DGOs between threads in the multithreaded offline test
- fix some random warnings
- make the sig paths decompile a bit nicer to make some files smaller
When working with mips2c recently, I noticed adding the
`defmethod-mips2c` or `def-mips2c` code was a manual step. This is a bit
tedious to have to go and do yourself, but more importantly you have to
manually go and find the right spot in the source file else you might be
declaring it too early or too late.
This will automatically output the declaration for methods, and a
half-finished comment for the functions. I wasn't able to fully output
the function one because it seems the signature info from `all-types`
doesn't make it all the way through -- but maybe I'm wrong or this is an
easy fix?
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.
A big one...
I figure even if we would like to change the way the particle/scene code
is output -- it'd be easier to find patterns with it all decompiled.
I've updated my script so it can easily be used to mass update these
files:
```bash
task update-gsrc-glob GLOB="**/*-part*.gc"
```
> for example will update gsrc files with `part` in their name -- if
they are in ref tests (so uncompleted ones aren't touched)
I found a few issues along the way that I'll have to make issues for
soon.
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
- decompile `lights.gc`
- decompile remaining `target-death` function, you can die now
- fix float issue with `matrix-from-two-vectors-smooth!` making jak face
the wrong way in the slide thing
Mostly easy / particle def files. I did a bit in `ruins` but CFG
failures and missing `drawable` functions make it untestable for now so
I've put that on pause.
- You can define a `startup.gc` in your user folder, each line will be
executed on startup (deprecates the usefulness of some cli flags)
- You can define a `repl-config.json` file to override REPL settings.
Long-term this is a better approach than a bunch of CLI flags as well
- Via this, you can override the amount of time the repl will attempt to
listen for the target
- At the same time, I think i may have found why on Windows it can
sometimes take forever to timeout when the game dies, will dig into this
later
- Added some keybinds for common operations, shown here
https://user-images.githubusercontent.com/13153231/202890278-1ff2bb06-dddf-4bde-9178-aa0883799167.mp4
> builds the game, connects to it, attaches a debugger and continues,
launches it, gets the backtrace, stops the target -- all with only
keybinds.
If you want these keybinds to work inside VSCode's integrated terminal,
you need to add the following to your settings file
```json
"terminal.integrated.commandsToSkipShell": [
"-workbench.action.quickOpen",
"-workbench.action.quickOpenView"
]
```
- target-part
- ;; ERROR: Failed to convert to atomic ops: Variable could not be
constructed from register r0 in `process-drawable-shock-wall-effect`
- gun-part
- missing sparticle decompiling case it seems related to `L155`
This is pretty rough but...im excited to see it working :)
The VU programs for the ocean renderer have changed a bit and
`ocean-texture` has a bunch of new stuff, otherwise things are
relatively similar to Jak 1.
This is the first time I used mips2c and I'm not sure I did it 100%
right, so that should be double-checked.
The only interesting one is `collide-hash`, which is untested.
The other two are very likely unused. I skipped the annoying code in
`collide-probe` because it's not used and the same as jak 1.
Couldn't finish any of the enemy/nav-enemy related files for one reason
or another, but quite a bit of work that will be easier to merge and
iterate on instead of keeping track of the branch.
enemy/idle-control has some very weird focus related code.
nav-mesh/nav-control still has a bunch of CFG resolution problems that
need to be manually resolved.
Co-authored-by: water <awaterford111445@gmail.com>