Commit graph

47 commits

Author SHA1 Message Date
ManDude 76a819b98f
[game] revise build order and add remaining levels + add part-tester to menu (#1069)
* Add remaining levels to build system

* add a particles menu

* Update default-menu.gc

* Update part-tester.gc

* make part tester non-destructive

* Make the "ps2 particles" toggle work!

* Update kmachine.h

* fix test

* fix test
2022-01-09 17:43:13 -05:00
water111 a96396e140
[collision] add notes on -h files, add some enums (#1068)
* temp

* add enums
2022-01-08 20:57:57 -05:00
ManDude 701108a1b6
[runtime] Fix progress menu aspect ratios (#1055)
* update progress code and fix our frame "scissoring"

* aspect ratio hacks

* expand progress tint for widescreen

* give up and comment things properly

* properly undo hacks
2022-01-08 13:39:17 -05:00
water111 ab6f41d0c6
[gfx] sprite 3d hack and fix graphics dumps (#1057)
* add sprite 3d

* cleanup
2022-01-07 16:13:19 -05:00
water111 5b3098d617
fix sky and tfrag bugs (#1058) 2022-01-07 14:43:43 -05:00
water111 3c42d222cb
[game] improve loading (#1049)
* better load

* fix sky, cleanup
2022-01-07 11:52:24 -05:00
ManDude 2e18cb605a
[runtime] optimize DirectRenderer for multiple textures + optimize sprite renderer (#1054)
* optimize sprite texture flush + update shaders

* fix bugs

* change logic a bit

* crunch PNGs

* hud size fix

* clang

* remove shaders from list

* use really small alpha cut-off point for sprites

* ad `flat` to vertex shaders too

* increase cut-off very slightly

* take *2 into account

* ok for real this should be good enough
2022-01-06 18:47:20 -05:00
ManDude 62c14631af
[files] merge fake duplicate files (#1048)
* merge `orb-cache-top`

* hopefully fix random TIE extractor crash

* merge `ecovalve-ag`

* expand debug gfx buckets

* merge `barrel-ag`, `sack-ag`, `sharkey-ag`

* merge `warp-gate-switch-ag`

* merge everything else

* Update extract_tie.cpp

* add misty level

* oops

* properly add it this time
2022-01-04 20:32:34 -05:00
water111 b999422305
[tie] add wind effect (#1046)
* wip tie wind stuff

* wind

* clang
2022-01-02 19:02:28 -05:00
ManDude c9204f2a9b
Fix Windows asserts (#1045)
* fix release mode asserts

* clang

* dummy
2022-01-02 18:02:10 -05:00
water111 6e4b34be0b
fix goal build error and a few c++ warnings (#1044) 2022-01-02 16:10:09 -05:00
water111 cd9e74819c
improve performance on intel graphics (#1041)
* improve performance on intel graphics

* more tweaks, add a glfinish button

* remove divide in fragment shader

* temp

* add cpu sky blend

* use vao

* change format

* use floats in direct renderer

* format

* format again

* tfrag ice
2021-12-30 19:38:18 -05:00
ManDude 9ff71412e5
[runtime] pckernel implementation (#1032)
* toggle for ripping level models

* Create pckernel.gc

* builds and works

* fix defs

* resolution info works

* native letterboxing

* menu

* Fullscreen buttons

* Update glfw

* fix fullscreen taking over everything for some reason

* fix screenshots and add more menu options

* Cleanup DMA mess in load boundary render code (first try!!)

* Update default-menu.gc

* clang

* fix accidental macros in pairs

* refs

* fix null reference bugs

* add lavatube

* custom aspect ratios work (3D only)

* custom aspect ratios work (3D only)

* fix aspect ratio and non-4x3 debug text

* change `sceOpen`

* deadzone setting

* merge fixes

* check out `debug-pad-display`

* update readme imgs

* settings save works

* oops

* settings read/load (incomplete)

* add `:stop` to debugger and fix detach on Windows

* settings load works

* fullscreen and aspect ratio setting fixes

* swap menu options for convenience

* settings loads automatically properly

* fix panic and font hack edge case

* add rolling, ogre, snow, swamp, sunken b, jungle b

* Fixed borderless on windows please work

* Update fake_iso.txt

* remove error from opengl debug filter

* update refs

* minor tfrag tod palette lookup change

* accidentally nuked all opengl errors
2021-12-30 18:48:37 -05:00
water111 e8db0583c9
fix flashing lava in firecanyon (#1036) 2021-12-28 22:22:19 -05:00
water111 9b0ae373f0
[decomp] collide-func (#1034)
* add mips2c collide functions

* add ref test for collide-func

* fix test
2021-12-28 16:43:13 -05:00
water111 a8342aef31
[graphics] TIE extractor (#1026)
* temp

* temp

* wip

* more progress on the instance asm

* first half of tie extraction, up to dma lists

* more tie extraction

* first part figured out maybe

* bp1 loop seems to work, bp2 loop does not

* bp1 and bp2 appear working. sadly ip is needed

* ip1 outline, not working ip2

* just kidding, ip2 seems to work

* extraction seems to work

* basic rendering working

* tie fixes

* performance optimization of tie renderer

* hook up tie to engine

* fix more bugs

* cleanup and perf improvements

* fix tests

* ref tests

* mm256i for gcc

* CLANG

* windows

* more compile fixes

* fix fast time of day

* small fixes

* fix after merge

* clang
2021-12-26 12:33:51 -05:00
ManDude e69266bc95
[runtime] fix gamepad race condition, only allow gamepad for pad 0, fix defstatehandler, allow mapping any pad w/ keyboard (#993)
* fix gamepad race condition, only allow gamepad for pad 0, fix `defstatehandler`, allow mapping any pad w/ keyboard

* dont render debug stuff with manylevel hack
2021-12-04 15:34:03 -05:00
water111 083202929c
[graphics] tfrag3 renderer (#978)
* begin work

* work

* working objs

* exporting

* it works

* before some time of day fixes

* add time of day interp and also fix zbuffer

* some small blending fixes

* improve randomess

* clean up extraction and missing blend mode

* culling, time of day, more level fixes

* more cleanup

* cleanup memory usage

* windows fix
2021-12-04 12:33:18 -05:00
water111 7292cb5765
tfrag improvements (#970)
* tfrag improvements

* cleanup

* one last fix

* clang
2021-11-15 20:07:10 -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 6a606d7222
Start a debug tool for looking through level data (#954)
* temp

* temp

* level inspection tool

* docs

* windows fix
2021-10-31 13:12:50 -04:00
water111 d6e82eedb0
[decomp] fix and decomp part tester (#935)
* temp

* update tests
2021-10-23 20:15:31 -04:00
water111 d6f631383e
decomp more level stuff (#932)
* more level stuff

* vi1 to jun load working, with multiple skies

* small fixes

* add level ref test

* clang
2021-10-23 16:00:49 -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
ManDude 4665b5a246
change type of seconds and clean up opengl includes (#887)
* change type of `seconds`

* fixes to pc pad input (visual only)

* strip down openGL to the version we're actually using for now (4.3 no extensions)

* turn on this opengl message

* really minor inconsequential change
2021-10-06 19:32:58 -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
water111 18df68b1f7
fix text rendering bugs (#841) 2021-09-08 22:04:30 -04:00
water111 ccdfa01a88
Add the imgui library (#785)
* add the imgui library

* use third-party glfw include

* another try at includes

* again

* another try
2021-08-29 14:54:16 -04:00
water111 97ab6a4e12
add support for non virtual states (#764)
* add support for non virtual states

* typecheck go

* start on virtual states

* more support for virtual states

* offline passes

* fix tests

* use behavior shortcut instead of lambda

* final cleanup of virtual go

* unused var warnings and fix inconsistent enum decompile order on win vs linux

* fix thread safety bug with goal symbol table and vif1 interrupt handler

* fix type mistake
2021-08-17 20:54:03 -04:00
water 23748dfeef start on debug graphics 2021-08-13 21:48:56 -04:00
water 43a39b197e fix merge 2021-08-12 19:33:47 -04:00
water 3bba86ce18 support mt4hh texture for japanese fonts 2021-08-11 19:36:15 -04:00
ManDude ed19d046f3 Update OpenGLRenderer.cpp 2021-08-11 07:44:35 +01:00
ManDude c87b818d82 stuff 2021-08-11 04:48:56 +01:00
water b85ee3a3a5 fix possible bug in direct renderer 2021-08-10 22:13:34 -04:00
water df94e948bb more fixes 2021-08-10 21:31:15 -04:00
water fb006492c5 build fix 2021-08-09 22:05:07 -04:00
water f700438d01 fix merge issues 2021-08-09 21:42:05 -04:00
water ee6639b4f7 fix texture filter 2021-08-09 18:59:47 -04:00
water b4846f0491 hook up profiler 2021-08-08 21:50:34 -04:00
water 0dfe6a169d fonts and stuff work 2021-08-08 20:46:14 -04:00
water f25b0f0de2 some clean up 2021-08-08 13:20:54 -04:00
water 54301a36be texture decoding 2021-08-08 13:12:44 -04:00
water 66f95d3c8a text working with no textures 2021-08-07 21:16:44 -04:00
water ef6204e353 closer 2021-08-07 18:57:13 -04:00
water d1674ea9b6 wip 2021-08-06 22:30:02 -04:00