Commit graph

204 commits

Author SHA1 Message Date
Tyler Wilding 5eeaffcde0
scripts: new linter script to detect goal_src files with trailing whitespace (#3387)
Removes trailing whitespace from goal_src files, eventually the
formatter will do this as well but it's not ready yet so this is a
decent interim solution.

A competent text editor will also do this / flag it for you.
2024-02-24 14:27:56 -05:00
Matt Dallmeyer d5f92efcda
Rename bigmap-id enum entries (#3380)
also fixed some docstrings that were swapped
2024-02-23 14:46:57 -05:00
ManDude 7a8aa71204
[jak2] implement statistics tracker (#3288)
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 #3277 
Fixes #3278
2024-01-11 22:49:41 +00:00
ManDude a01d78c7d4
[jak2] fix shadow origin using wrong joint (#3271)
Copypasta. Fixes #3269
2023-12-22 16:52:53 +00:00
ManDude 2795d3aa67
[jak2] fix health bar color fading (#3241)
Fixes #3237
2023-12-03 09:42:01 +00:00
ManDude be6a6dead4
[jak2] fix use-after-free bug in nav enemies (#3240)
Fixes #3153
2023-12-03 09:24:34 +00:00
Hat Kid dfa6622544
jak2: add vehicle hijack lines PC cheat (#3205)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-12-02 15:17:54 -05:00
ManDude e38fe70ac4
[jak2] split language and text language (#3233) 2023-11-29 23:28:53 +00:00
ManDude a7f2776782
fix dark jak punch sound and some samos sounds (#3214) 2023-11-19 11:35:07 +00:00
ManDude 7f1bf1f892
[jak2] extended shadows hack + add/fix progress options (#3213) 2023-11-19 10:57:56 +00:00
Ziemas cca829aecd
j2: fix enemy-method-135 (#3206)
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-11-15 22:29:51 +01:00
ManDude 0b1639c8c0
fix forest youngsamos crash when he runs out of health (#3197)
Thought this may have been a regression but apparently we never patched
this one.

Fixes #3196
2023-11-12 18:35:58 +00:00
Tyler Wilding 55611169ee
g/j2: Speedrunner mode improvements for Jak 2 (#3182) 2023-11-10 18:25:55 -05:00
Hat Kid a80b4f1b97
jak2: some high fps fixes (#3177) 2023-11-08 23:34:58 +01:00
Tyler Wilding 595bc83105
g/j2: Add ending condition checks to the autosplitter struct (#3155) 2023-11-04 22:16:48 -04:00
ManDude 8d1fec34b4
allow per-file override of type-to-artgroup map + use correct divide by zero handler in civilian.gc (#3148) 2023-11-04 18:25:13 +00:00
ManDude a949dada93
rename joint node and art element macros (#3111) 2023-11-01 23:16:00 +00:00
ManDude cd68cb671e
deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00
ManDude 27980218aa
[jak2] fix minor original game visual bugs (#3072)
Fixes #2994 the underport and consite icons being green (same color as
the goal, likely copy-pasta).

Fixes the hundredths timer in the race timer actually being a 60ths
timer.
2023-10-09 22:39:35 +01:00
Hat Kid 3c27b3942b
decompiler: better automatic detection of art groups and joint-node-index macro detection (#3061) 2023-10-06 16:42:16 +02:00
water111 0e31a9c407
[decompiler] Handle find-parent-method (#3018)
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
2023-09-30 11:06:09 -04:00
ManDude 1f4044b9ff
Jak 2 controller LED implementation (#3035)
Adds controller LED features to Jak 2:
- progressive flickering denoting health
- copies tomb simon says puzzle colors
- unique colors for each gun
- orange color for being indax
- yellow color for being in mech
- purple color for being darkjak
- blue color for being in board
- red flash when wanted.

May add more features later?

Also did some minor clean-up on some types.
2023-09-28 02:47:09 +01:00
ManDude a662150327
[decompiler] do not use time-elapsed? on unsigned comps (#3031) 2023-09-26 18:48:13 +01:00
Hat Kid fc43870d85
decompiler: obj -> this, set-time! and time-elapsed? macros (#3026)
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...
2023-09-26 15:17:00 +01:00
ManDude 1ff55d5015
fix (font-flags left) name + fix right flag not reflecting in debug text box (#3020)
Fixes #3016 
Fixes #3017
2023-09-24 03:00:09 +01:00
ManDude ff924f6b00
improve decomp of state handlers and art groups (#3014)
- 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...
2023-09-23 09:53:50 -04:00
ManDude fe491c2b5e
[opengoal] make none a child of object (#3001)
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 #1703 
Fixes #830 
Fixes #928
2023-09-22 10:54:49 +01:00
Hat Kid 697b07abd5
decomp: fix some enemy decomp (#3008) 2023-09-20 11:46:48 +02:00
Hat Kid 36213aaedb
jak2: fix metalkor regression (#2999) 2023-09-17 07:57:25 +02:00
Hat Kid d784561d43
gsrc: add more og:preserve-this comments (#2996) 2023-09-16 13:39:51 +02:00
ManDude 6352ef2a4d
[jak2] fix task-arrow-spawn decomp (#2995) 2023-09-15 23:09:38 +01:00
ManDude 87be9ebd14
[decompiler] decomp jak2 static-attack-info (#2992)
Fixes #2993
2023-09-15 19:32:57 +01:00
Tyler Wilding 3252136c1f
CI: check for removed goal_src code that we want or need to perserve (#2987) 2023-09-14 01:31:08 -04:00
Hat Kid 49e798f88c
jak2: macro detection for launch-particles and seconds-per-frame, add og:preserve-this comments for manual patches (#2974)
This PR adds detection of the `launch-particles` and `seconds-per-frame`
macros to the decompiler, removing a lot of bloat and hiding many
process register uses.

I also added `og:preserve-this` comments to as many manual patches and
comments as I could, which will soon be used in conjunction with CI to
hopefully catch any regressions in future big decomp update PRs.

I have some concerns about the `launch-particles` macro (more details in
`sparticle-launcher.gc`) , but thus far, I have not seen anything break
yet.

---------

Co-authored-by: water <awaterford111445@gmail.com>
2023-09-10 11:48:56 -04:00
water111 6d46a22d21
[jak2] Fix hover-formation decomp (#2971)
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.
2023-09-09 11:18:21 -04:00
ManDude d96dce2714
[jak2] fix bug in outro-port script (#2952) 2023-09-01 17:10:59 +01:00
ManDude de086ff64b
[jak2] fix bugs with incorrect music playing sometimes (#2938)
- fixes flava and mode not being correct after a new music starts
playback by setting them every frame (there is at most 1 frame where
it's wrong).
- fixes city pursuit theme not playing if the city alarm was triggered
while the music wasn't playing yet.
2023-08-28 00:23:17 +01:00
ManDude 04269ffa86
[jak2] fill in a lot of flags for decomp + mouse macros (#2927)
Also changed the default type of enums to `int64` (same as `int`).
2023-08-22 16:39:52 +01:00
ManDude 39d989cfcc
[jak2] prepare scf-get-territory usage (#2890) 2023-08-08 17:21:29 +01:00
ManDude 9aa9b9d8e0
[jak2] get new cheats working (#2885) 2023-08-07 00:15:53 +01:00
ManDude a9e0e36e64
fix stad-samos regression from refactor (#2796) + change imgui toggle to left-alt and make it customizable (#2848) 2023-07-29 02:26:42 +01:00
ManDude 05b7b571c8
[jak2] make progress menu work for widescreen + various other fixes (#2843)
Lots of manual fixes to make the text and other UI elements in the
progress fit within the small 4x3 view.


![image](https://cdn.discordapp.com/attachments/995787558816595968/1132986451664056423/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133064077460131840/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133074288564510780/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133117633898762280/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133117633470922842/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133135949610627225/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133146823968706621/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133153504417042593/image.png)

I've also changed the select start menus to not have that giant space in
each option. It's behind a toggle in the code right now.

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133146382006489138/image.png)

Additionally:
- fixed city billboard particles
- fix stadium crash from original game
- fix an accidental regression
2023-07-26 17:20:22 +01:00
ManDude e546fce370
improve send-event for jak 2 (#2828)
Fixes #2825
2023-07-14 18:01:09 -04:00
Hat Kid c9330a6951
jak2: fix race crash (#2816) 2023-07-08 10:55:43 +02:00
ManDude da3caf7b28
[decompiler] fix in-place ops not getting detected sometimes (#2810) 2023-07-08 07:34:38 +01:00
ManDude 31cc69d7f6
fix some rare enum detection bugs (#2808) 2023-07-06 18:32:42 +01:00
ManDude ebd8643d28
rework jak 2 goal file structure (#2806)
Changes the DGO build order so that the city gets compiled first, and a
random guess at an "order" of which levels people might edit more often.
Most of the data-only borrow files are moved to the end as well.

Also moves around files in the `goal_src` tree to a structure that makes
a bit more sense, some files were either in the completely wrong place,
their folders had strange names, were too deep for no reason or were
just too far away from other relevant files. This structure should make
it easier to guess a file's location.
2023-07-06 15:23:25 +01:00
water111 6c77f51653
[jak2] add some missing lambdas (#2799)
Should fix the eye problem in
https://github.com/open-goal/jak-project/issues/2797
2023-07-04 18:19:51 -04:00
ManDude b50b9eadb2
[decompiler] new features + fixes, + other jak2 fixes (#2796)
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.
2023-07-04 17:23:24 -04:00
ManDude 4643129948
fix stadium particles + save game after winning a race (#2783) 2023-06-28 20:14:24 +01:00