Commit graph

35 commits

Author SHA1 Message Date
water111 c9fc4f0bf9
[graphics] eyes (#1169)
* first draft eye renderer

* working

* working
2022-02-15 19:37:51 -05:00
ManDude ae05fde45a
cleanup code, fix some bugs (and potential bugs), add actor LOD modifiers (#1163) 2022-02-13 19:19:56 -05:00
water111 be74613332
cleanup and bug fix (#1161)
* cleanup and bug fix

* crashing

* fix crash bug

* fix tests
2022-02-13 13:03:30 -05:00
ManDude 24578b64b9
proper support for hardcoded "time" types (#1141)
* hardcode `time-frame`things

* Update cam-states_REF.gc

* Update level-info_REF.gc

* update refs 1

* update refs 2

* update refs 3

* update refs 4

* update refs 5

* update detection and casting

* Update FormExpressionAnalysis.cpp

* update refs 6

* update mood decomp

* update refs 7

* update refs 8

* remove temp entity birth code

* update time-frame casts

* fix compiler

* hardcode stuff and fix some types

* fix some bitfield detection being wrong

* bug fixes

* detect seconds on adds with immediate

* update refs 9

* fix casts and rand-vu-int-range bugs (update refs 10)

* update refs 11

* update 12

* update 13

* update 14

* Update game-info_REF.gc

* improve cpad macros detection

* remove unused code

* update refs

* clang

* update source code

* Update cam-states.gc

* `lavatube-energy` finish

* update refs

* fix actor bank stuff

* Update navigate.gc

* reduce entity default stack size

* Update transformq-h.gc

* oops forgot these

* fix code and tests

* fix mood sound stuff

* Update load-dgo.gc

* Update README.md
2022-02-12 12:26:19 -05:00
water111 2342b6fb0f
[graphics] MERC (#1124)
* merc dma generation

* wip very early version of merc

* small fixes

* fix

* fix more merc bugs

* derp fixed min

* oops we did need something weird on max

* merc for everything

* program optimization 1

* more optimization

* windows

* windows 2

* clean up

* fix test

* BLERC
2022-02-03 22:45:41 -05:00
water111 57649d243f
[bones] Part 1: Joint (#1110)
* joints

* bones

* align spr to 16k

* fix bug

* lack of sound hack

* clean up
2022-01-28 21:32:03 -05:00
ManDude eb53f410e5
test game actors and fix up/disable broken ones (#1103)
* test village1, beach, jungle actors

* fix jungle actors

* more anims and fixes

* Update launch.vs.json

* fix bad `robotboss` decomp

* fix `robotboss`

* Update robotboss.gc

* fix `mother-spider-proj`

* fix detach (windows)

* update refs

* village2 spools

* type fixes + a few more spols + add append/not-append to goos

* fix beach, misty, village1, village3, lavatube

* fix snow entities

* fix `target-flut`

* update refs

* forgot one

* fail

* sound fixes

* fix test

* complain if `heap-base` is bad

* correct `add-spheres!` decomp errors

* fix citadel

* fix target `change-state` handler

* fix `final-door` state

* fix `target-flut-falling`

* fix deftypes

* oopsie

* move heap memory display behind a toggle and make it fancy

* Update gstate.gc
2022-01-27 19:33:34 -05:00
water111 a66eef6034
more small fixes (#1094)
* more small fixes

* better bones fix

* type fix
2022-01-19 19:39:36 -05:00
water111 c043367094
[goalc] fix 0 in xmm128, be more strict with none in comparison (#1079)
* fix a few small bugs

* merge fixup

* 0 constant fix
2022-01-15 22:33:53 -05:00
ManDude 27bb6c6384
[decompiler] decompile particle defs using specialized macros (#1077)
* [decompiler] `defpart` and `defpartgroup`

* support sounds in part defs natively

* make `meters_to_string`

* update refs

* clang

* make macros in pair only work inside `(unquote ...`

* update source

* update finish

* fix
2022-01-15 20:01:38 -05:00
water111 e84b5a2346
[collision] implement most of background collision, spawn target! (#1076)
* fill collide cache with bounding box working

* yprobe fully working for background at least

* target

* final cleanup, add a bit more foreground mesh stuff that is untested

* warnings, merge issues

* tests

* revert debug changes, format'

* rendering perf
2022-01-15 16:52:47 -05:00
ManDude 67bb1193a8
[runtime] GPU sprite renderer (#1075)
* sprite_3d first attempt

* fixs

* fix Q usage

* ??

* attempt 2

* Update sprite_3d.vert

* works-ish

* works properly!

* scissor fix

* simplify shader

* texture support except everything is broken for some reason

* stuff

* Update SpriteRenderer.cpp

* meltdown

* Revert "simplify shader"

This reverts commit 97bd9b77be.

* Revert "Revert "simplify shader""

This reverts commit 32fb46ce90.

* fix blend

* fix blend and prim

* fix depth write and texture rendering

* fix bugs

* remove noperspective

* fix and finalize sprite 3D vert shader

* optimize 3D program

* 2D sprites! almost first try

* fixes + merge shader code

* HUD sprite support and clean up code

* oopsie

* fix 3d sprites

* minor cleanup and increase sprite buffer to 8k sprites

* clang

* replace some uses of `glBufferSubData` with `glBufferData`
2022-01-15 12:31:38 -05:00
water111 38c805ca7c
unused version of collide line sphere collide list (#1071) 2022-01-09 17:45:19 -05:00
water111 3c42d222cb
[game] improve loading (#1049)
* better load

* fix sky, cleanup
2022-01-07 11:52:24 -05:00
water111 798356802b
[game] make visibility work (#1031)
* make vis work

* update comments
2021-12-28 15:13:46 -05:00
ManDude c245f37feb
[decomp] joint and related (#1003)
* update jak 2 config and hack to make game text dumpable

* update stuff

* update src

* do `cspace<-parented-transformq-joint!`

* progress.... kind of...

* more drawable stuff

* clagng

* bones begin

* more bones

* even more bones

* everything builds

* touches

* errors

* ?

* fix `quicksandlurker`

* updates

* update refs

* more fixes

* update refs
2021-12-26 11:43:16 -05:00
ManDude 59a12029a0
[decomp] cleanup default-menu, fix dangerous IOP bug, autoconvert ints in pairs to/from bintegers (#997)
* fix a couple macros in ref tests

* `default-menu` cleanup

* add `find-instance-by-name` func

* improve debugger slightly hopefully

* fix IOP PLAY buffer overrun bug

* fix `default-menu` more

* automatically convert ints in static pairs to/from bintegers

* fix test

* clang

* fix a few more lambdas

* update refs

* add custom menu cuz cool

* oopsie! also make `default-level` and `halfpipe` go away

* add camera teleport menu

* update types in debug menu
2021-12-09 18:39:40 -05:00
ManDude 80a002f8c0
[decomp] entity birth (#964)
* make birthing work

* fix float representation on defskelgroup

* test

* update

* debugger improvements & dont upload aux sprites

* ?

* fix progress

* fixes

* fixes

* Create bea.gd

* fix test

* fix xmm reg clobbering in kernel (water)

* cleanup cam-start

* clear gamepad state every frame

* allow controller connects and disconnects while running
2021-11-15 19:05:28 -05:00
water111 3afd99a8e3
[graphics] partial tfrag implementation (#958)
* temp

* some decomp

* tfrag dma setup

* fix negative label bug

* tfrag dma setup

* tfrag, with pipeline tricks

* kinda works

* cleanup before trying some color stuff

* time of day works

* clean up

* temp before render changes

* a few more fixes

* fix up tests

* clean up

* fix

* fix alignment

* one more cleanup
2021-11-13 20:44:17 -05:00
water111 8846968963
[Debugger] windows debugger and process drawable (#953)
* Update assert.h

* stuff for `process-drawable` to work

* add windows code for debugger

* debugger attaches

* something works

* remove bad ideas

* `(:break)` works

* connection fixes

* fixes + update docs

* crates & `defskelgroup` macro

* clang

* update tests and a few types

* temp

* temp

* fix files

* game builds

* reverse TypeConsistency operation

* add eye stuff for merc art login

* add `(:sym-name)`

* oops

* add `--auto-dbg` option to gc args

* codacy

* improve robustness of dgo unpacker and objectfiledb reading

* `cavegeyserrock`

* hopefully fix linux

* windows FormatMessage weirdness?

* mutex fixes

* fix merge conflicts

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2021-10-31 11:01:15 -04:00
water111 66bd7cb464
[decomp] memory usage (#945)
* fix type bug for memory-usage

* avoid name conflict in link method and function
2021-10-26 21:14:50 -04:00
water111 18714ba536
[decomp] load boundaries (#922)
* mostly working

* fixes

* very small fixes

* fix tests

* clang
2021-10-20 19:49:32 -04:00
water111 b2052016e2
[decomp] sky/time of day (#883)
* time of day

* goal code seems to work

* stars at wrong spot

* stars and sun work

* debugging clouds

* fix texture correction

* sky works

* cleanup, add profiler

* clean up

* final clean up

* offline tests

* missing include
2021-10-10 20:07:03 -04:00
water111 f0ceea8b2e
[sparticle] 2d hud particles (#849)
* wip, taking a break to work on asm stuff first

* the goal code for sparticle

* mips2c the first sparticle asm function

* temp

* particle processing no longer crashing

* temp

* working texture cache for vi1 and hud textures

* sprites

* cleanup 1

* temp

* temp

* add zstd library

* temp

* working

* tests

* include fix

* uncomment

* better decomp of sparticle stuff, part 1

* update references
2021-09-26 11:41:58 -04:00
ManDude d8e659df66
[decomp] flying-lurker (#846)
* `flying-lurker`

* why'd this get left behind?

* also `ambient` and add a `banned_objects` config and fix offline tests

* clang

* fix `ambient-type-sound`
2021-09-21 18:40:38 -04:00
ManDude 89ccb8cbc7
[decomp] progress (#780)
* cleanup `main`

* whitespace

* start `progress` decomp pt1

* fill in more stuff

* Update label_types.jsonc

* run cheats

* clang

* make most of `progress` decompile

* `progress` pt 2

* [decompiler] support dynamic format strings

* Make `progress-draw` decompile and almost all `progress`

* make clang shut up

* fix unhandled format string

* fix `progress-draw`

* Update DecompilerTypeSystem.cpp

* fix?

* fixes

* fix a few functions

* make `language-enum`

* warn on weird floats

* fix minor pad bug

* dump stuff in `progress`

* make `progress-screen` enum

* progress progress

* update refs and fix stupid bug

* trying to get it to work

* it works!?

* disable sound functions

* fixes

* final touches

* tests

* tests

* add process allocations

* use the right register for windows

* another try for windows, counting is hard

* one more try

* use process allocations

Co-authored-by: water <awaterford111445@gmail.com>
2021-09-06 20:35:03 -04:00
water111 34e8afa0ee
get started on entity (#793) 2021-08-31 11:05:03 -04:00
ManDude 1f15165b33 rename current-display-frame and make it less confusing 2021-08-17 08:04:33 +01:00
water 78928e4c04 temp 2021-08-14 23:15:10 -04:00
water d1674ea9b6 wip 2021-08-06 22:30:02 -04:00
water 21684bd104 misc bug fixes, now draw string generates dma data 2021-08-05 20:29:36 -04:00
water 821c2ab42a display loop runs 2021-08-04 21:30:08 -04:00
water 0c7f9e1850 work on getting font stuff working 2021-08-03 22:40:07 -04:00
Tyler Wilding bb9fb3b2cd Update all lisp headers to reduce size of formatting PR 2020-10-26 21:08:24 -04:00
water 1083bf784e add empty files for all obj files 2020-09-04 14:44:23 -04:00