Commit graph

22 commits

Author SHA1 Message Date
water111 4bd5111280
[jak3] dma, dma-bucket, dma-buffer (#3331) 2024-01-27 11:44:08 -05:00
Hat Kid f045e6cef1
decomp3: font-h, display, profile, settings-h, camera-defs-h, text-h (#3335) 2024-01-27 11:27:34 -05:00
Hat Kid 0ea718a5ee
decomp3: loader-h, capture-h, math-camera-h, math-camera, connect, gs, texture-h (#3333) 2024-01-25 15:44:26 +01:00
Hat Kid 3a2c57c091
decomp3: timer, display-h, decomp-h, file-io, pad (#3332) 2024-01-23 23:52:15 -05:00
water111 b130c2f439
[jak3] A few early files (#3330)
types-h, vu1-macros, gsound-h, dma-h, video-h, vu1-user-h, profile-h

The `gsound-h` is very simple, but the rest have decent docs and all the
macros we had from jak 2.

So far, barely any differences! (there's a few in gsound-h)
2024-01-22 21:09:48 -05:00
Ziemas 3dc27e37e5
decompiler: Extract Jak3 VAGs (#3328) 2024-01-22 20:47:06 -05:00
Hat Kid d4c21c784f
decomp3: geometry, vector, timer-h, ocean table files and game-task related enums (#3329) 2024-01-22 20:45:53 -05:00
water111 01d5fc2bbb
[jak3] Decomp for gkernel, gkernel-h, gstate, gstring (#3326)
I ported the kernel test from jak1/jak2 to jak 3, and it's passing!
2024-01-21 18:08:05 -05:00
Tyler Wilding 5ddf1e4b4d
lsp: flag unnamed variables in IR files (#3325)
![image](https://github.com/open-goal/jak-project/assets/13153231/a020fbf6-65b9-4317-8a9d-5991f2d15e32)
2024-01-21 01:05:41 -05:00
water111 1c0038294f
[jak3] Decompile gcommon (#3321)
Decompile `gcommon`. I adjusted the spacing of docstring comments, and
removed some spammy decompiler warning prints.

I also added some random notes I had on VU programs from jak1/jak2. They
are not polished, but I think it's still worth including since we'll
have to go through them again for jak 3.
2024-01-20 12:33:39 -05:00
Hat Kid 9a4929ac0c
decomp3: some engine files (#3319)
- `vector-h`
- `gravity-h`
- `bounding-box-h`
- `matrix-h`
- `quaternion-h`
- `euler-h`
- `transform-h`
- `geometry-h`
- `trigonometry-h`
- `transformq-h`
- `bounding-box`
- `matrix`
- `matrix-compose`
- `transform`
- `quaternion`
- `euler`
- `trigonometry`

Not a whole lot of changes, just a couple of new functions and one new
file (`matrix-compose`).
2024-01-20 10:42:51 -05:00
Hat Kid 85039fe2d6
jak3: fix all-types file order (#3316)
In #3300, `per_object` in `ObjectFileDB::ir2_analyze_all_types()` was
changed to an `unordered_map`, which messed with the object file order
in `all-types`. This fixes the issue by going through each object file
in order and then looking up the type info from the map instead of
iterating through the map.

This also removes the method IDs from the old method comments and adds a
stub for the `new` method if there is an old method comment for it, in
order to stay consistent with the rest of the method list.
2024-01-18 14:57:10 +01:00
water111 4f537d4a71
[jak3] Set up ckernel (#3308)
This sets up the C Kernel for Jak 3, and makes it possible to build and
load code built with `goalc --jak3`.

There's not too much interesting here, other than they switched to a
system where symbol IDs (unique numbers less than 2^14) are generated at
compile time, and those get included in the object file itself.

This is kind of annoying, since it means all tools that produce a GOAL
object file need to work together to assign unique symbol IDs. And since
the symbol IDs can't conflict, and are only a number between 0 and 2^14,
you can't just hash and hope for no collisions.

We work around this by ignoring the IDs and re-assigning our own. I
think this is very similar to what the C Kernel did on early builds of
Jak 3 which supported loading old format level files, which didn't have
the IDs included.

As far as I can tell, this shouldn't cause any problems. It defeats all
of their fancy tricks to save memory by not storing the symbol string,
but we don't care.
2024-01-16 19:24:02 -05:00
Tyler Wilding 4101d5d80e
tests: add jak3 typeconsistency test and ensure offline tests are working (#3310) 2024-01-16 00:15:33 -05:00
jabermony 07427799a6
Jak3 Build Environment (#3098)
This sets out the bones of a Jak 3 build, many things are stubbed out,
guessed, or copied from Jak 2 but it should at least be good enough to:
run `task set-game-jak3`
launch the repl
run builds from the repl

build outputs themselves are untested but the build itself runs without
errors

---------

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2024-01-15 20:37:16 -05:00
Tyler Wilding 4cccaf2645
d/j3: all-types: guess at associated process for non-virtual states and fix some issues along the way (#3300)
This will make a best effort attempt at guessing which process a
non-virtual state belongs to:
![Screenshot 2024-01-08
195309](https://github.com/open-goal/jak-project/assets/13153231/69132f10-823d-4df5-b2d6-662d4dd754a0)

I also noticed some issues while working on this, mainly around how
virtual states were being output. They were being duplicated, for
example:
![Screenshot 2024-01-08
184733](https://github.com/open-goal/jak-project/assets/13153231/1edb0f1a-3ac7-46cb-96cd-cf93d42fb01f)
or
![Screenshot 2024-01-08
193730](https://github.com/open-goal/jak-project/assets/13153231/45673653-4000-45bb-af00-9baa6e2a70ae)

I think I've fixed that, but @Hat-Kid I defer to you to see if i've done
something terrible.
![Screenshot 2024-01-08
194513](https://github.com/open-goal/jak-project/assets/13153231/75543d2e-69da-4bbd-b143-2f824b9d8dde)
2024-01-09 16:50:05 -05:00
Hat Kid 598ba1aaa3
jak3: add missing files and implement pexcw (#3084)
Some files were in the `banned_objects` list and were thus excluded from
the `all_objs` file.

Also implements the `pexcw` instruction which is only used in `hfrag`
code.
2023-10-12 18:07:37 -04:00
Hat Kid 5be46c9852
decompiler: allow jak 3 texture and model extraction (#3080)
Added some hacks and stubs to allow extracting textures and models.
2023-10-11 19:32:12 -04:00
Hat Kid 6285c61662
decompiler: fix for v5 art group info dump, update taskfile for jak 3 (#3077) 2023-10-11 10:17:46 +02:00
Hat Kid bf961a36f4
decompiler: some hacks to allow running decompiler on jak 3 v5 code files, improve all-types generation (#2526)
Co-authored-by: water <awaterford111445@gmail.com>
2023-10-07 22:14:12 +02:00
Tyler Wilding 6d99f1bfc1
d/config: re-organize decompiler/config and eliminate most of the duplication (#2185)
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.
2023-03-08 20:07:26 -05:00
Hat Kid da5aef8d60
decomp: finish target-[util|darkjak|swim|gun] | water | water-anim | crates | dark-eco-pool, fix skelgroup detection, add failed store/load warnings and clean up jak 3 config (#1958)
Almost done:
- `target-handler` (`(none)` event handler casts and CFG error)
- `target2` (`(none)` event handler casts)
- `powerups` (`cloud-track` does some weird stuff with `handle`s)
- `gun-states` (CFG error)

Some progress in:
- `water-flow`

Additionally:

- Clean up the two year old Jak 3 config file and add a config skeleton
(disassembling seems to not have worked, but I was able to dump obj
files and the `all_scripts` file)
- Fix automatic skelgroup detection and `defskelgroup` macro for Jak 2
(closes #1950)
- When a function decompiles without any major errors, a warning is
generated with the op id for each unresolved load and store that will
likely fail to compile (closes #1933)
2022-10-14 19:35:57 -04:00