This includes all the collision stuff needed to spawn `target`,
decompiles the sparticle code and adds some of the PC hacks needed for
merc to run (it doesn't work quite right and looks bad, likely due to a
combination of code copied from Jak 2 and the time of day hacks).
There are a bunch of temporary hacks (see commits) in place to prevent
the game from crashing quite as much, but it is still extremely prone to
doing so due to lots of missing functions/potentially bad decomp.
---------
Co-authored-by: water <awaterford111445@gmail.com>
- `fma-sphere`
- `prim-beam-h`
- `cam-start`
- `ragdoll`
- `light-trails-h`
- `light-trails`
- `menu`
- `water`
- `water-flow`
- `hud`
- `hud-classes`
- `progress`
- `progress-draw`
---
The `get-texture` macro replaces calls to `lookup-texture-by-id` and
`lookup-texture-by-id-fast`. The `defpart` macro detection was modified
to print a pair like `(texture-name tpage-name)` for the texture field
that gets turned into a `texture-id` constant. Only used in Jak 3 at the
moment, I'll probably go through the other games at a later point.
Small fix to decompiler when the original compiler uses `ra` register.
This seems to happen in "normal" code very rarely - perhaps they
manually specified this in an `rlet`.
Start figuring out buckets/textures for Jak 3.
The foreground code is not yet modified for PC - I want to wait until
the game is running, since it is too hard to do it now.
This updates `fmt` to the latest version and moves to just being a copy
of their repo to make updating easier (no editing their cmake / figuring
out which files to minimally include).
The motivation for this is now that we switched to C++ 20, there were a
ton of deprecated function usages that is going away in future compiler
versions. This gets rid of all those warnings.
- `speech`
- `ambient`
- `water-h`
- `vol-h`
- `generic-obs`
- `carry-h`
- `pilot-h`
- `board-h`
- `gun-h`
- `flut-h`
- `indax-h`
- `lightjak-h`
- `darkjak-h`
- `target-util`
- `history`
- `collide-reaction-target`
- `logic-target`
- `sidekick`
- `projectile`
- `voicebox`
- `ragdoll-edit`
- most of `ragdoll` (not added to gsrc yet)
- `curves`
- `find-nearest`
- `lightjak-wings`
- `target-handler`
- `target-anim`
- `target`
- `target2`
- `target-swim`
- `target-lightjak`
- `target-invisible`
- `target-death`
- `target-gun`
- `gun-util`
- `board-util`
- `target-board`
- `board-states`
- `mech-h`
- `vol`
- `vent`
- `viewer`
- `gem-pool`
- `collectables`
- `crates`
- `secrets-menu`
Additionally:
- Detection of non-virtual state inheritance
- Added a config file that allows overriding the process stack size set
by `stack-size-set!` calls
- Fix for integer multiplication with `r0`
- Fixed detection for the following macros:
- `static-attack-info`
- `defpart` and `defpartgroup` (probably still needs adjustments, uses
Jak 2 implementation at the moment)
- `sound-play` (Jak 3 seems to always call `sound-play-by-name` with a
`sound-group` of 0, so the macro has been temporarily defaulted to use
that)
One somewhat significant change made here that should be noted is that
the return type of `process::init-from-entity!` was changed to `object`.
I've been thinking about this for a while, since it looks a bit nicer
without the `(none)` at the end and I have recently encountered init
methods that early return `0`.
I finally read through all the joint code and wrote up some
documentation. I think this will be really helpful when we try to
understand all the functions in `process-drawable`, or if somebody ever
wants to import/export animations.
This switches all three games to using a new faster GOAL joint
decompressor. It is on by default, but you can go back to the old
version by setting `*use-new-decompressor*` to false.
Also fix the log-related crash, fix the clock speed used in timer math.
- `transformq`
- `wind-work`
- `progress-static`
- `merc-vu1`
- `emerc-vu1`
- `merc`
- `emerc`
- `cloth-h`
- Most of `cloth`, not added to gsrc yet
Art group dumps were incorrect for Jak 3 because the master art group
fields were at different offsets.
Decomp aligner-h, joint-h, prim-h, debug-h, game-h, penetrate-h,
bones-h, foreground-h, scene-h, script-h.
Also, has a little bit of the joint-mod-h file, but it's not finished
yet.
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)
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.
- `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`).
The logger used in `goalc` tries to print an already-formatted string
`message` using `fmt::print(message);` Usually this doesn't cause
problems, but if you try to print, for example, an exception that has
special characters (notably `{`) it will try to do another round of
formatting/replacements, despite not having any args to replace with,
which ends up throwing another exception. This is why errors when
parsing custom level JSON cause the REPL to exit.
I've hopefully identified all the various instances of this across the
codebase
Fixes#2167
Reduces test flakiness if ran on multiple threads and gets rid of a few
hundred files from the source tree
I believe this also makes #1434 irrelevant and it can be closed.
---------
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
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)
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>
The last of the missions that had a missing file.
I manually fixed some casting related to a `handle->process`, since this
is the last file...whatever not worth stressing about. But probably an
issue that will crop up in the future.
Co-authored-by: water <awaterford111445@gmail.com>