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79 commits

Author SHA1 Message Date
Hat Kid bc66d416b4
decompiler: call-parent-state-handler and suspend-for macros (#3625)
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Also fix `hud-draw-pris2` bucket in Jak 3 to make subtitles work and
foreground HUD envmap.
2024-09-04 19:35:54 +02:00
ManDude a01d78c7d4
[jak2] fix shadow origin using wrong joint (#3271)
Copypasta. Fixes #3269
2023-12-22 16:52:53 +00:00
Hat Kid b2453fe23b
jak2: add missing pc options to progress menu (#3167) 2023-11-09 17:24:50 +01:00
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
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
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 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
ManDude 87be9ebd14
[decompiler] decomp jak2 static-attack-info (#2992)
Fixes #2993
2023-09-15 19:32:57 +01:00
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
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 9aa9b9d8e0
[jak2] get new cheats working (#2885) 2023-08-07 00:15:53 +01:00
water111 d80b1b8119
[jak2] speed up the sky texture animation (#2829)
This saved about 1.6 ms per frame in the city for me (~1.3 saved from
not doing sky twice, 0.3 saved in format lookup tables).

The big texture animator is about 1.0 ms.

![image](https://github.com/open-goal/jak-project/assets/48171810/c7bc7743-308c-4425-ad14-118e2d483fad)
2023-07-15 11:06:32 -04:00
ManDude e546fce370
improve send-event for jak 2 (#2828)
Fixes #2825
2023-07-14 18:01:09 -04:00
ManDude da3caf7b28
[decompiler] fix in-place ops not getting detected sometimes (#2810) 2023-07-08 07:34:38 +01:00
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 15ef95e036
fix orb in sewers being unobtainable after starting sewer escort (+ some more type fixes) (#2757)
Total hack but it does seem to work correctly.

Fixes #2756
2023-06-20 04:25:03 +01:00
ManDude f0fb6f422d
fix some enter-states and sound-id fields (#2727)
Supersedes #2525
2023-06-14 22:04:00 +01:00
Matt Dallmeyer a88c2d2460
Replace hardcoded pickup-type ints with enum name (#2704)
For reference:
jak1
```lisp
(defenum pickup-type
  (none) ;; 0
  (eco-yellow) ;; 1
  (eco-red) ;; 2
  (eco-blue) ;; 3
  (eco-green) ;; 4
  (money) ;; 5
  (fuel-cell) ;; 6
  (eco-pill) ;; 7
  (buzzer) ;; 8
  (eco-pill-random) ;; 9
  )
```

jak2
```lisp
(defenum pickup-type
  :bitfield #f
  :type int32
  (none            0)
  (eco-yellow      1)
  (eco-red         2)
  (eco-blue        3)
  (eco-dark        4)
  (eco-green       5)
  (eco-pill-green  6)
  (eco-pill-dark   7)
  (eco-pill-random 8)
  (money           9)
  (fuel-cell      10)
  (buzzer         11)
  (darkjak        12)
  (ammo-yellow    13)
  (ammo-red       14)
  (ammo-blue      15)
  (ammo-dark      16)
  (shield         17)
  (health         18)
  (trick-point    19)
  (trick-judge    20)
  (gem            21)
  (skill          22)
  (karma          23)
  (gun-red        24)
  (gun-yellow     25)
  (gun-blue       26)
  (gun-dark       27)
  (board          28)
  (pass-red       29)
  (pass-green     30)
  (pass-yellow    31)
  (pass-blue      32)
  (ammo-random    33)
  )
```

Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
2023-06-10 01:39:13 +01:00
Hat Kid 8d28bb3480
jak2: add current-time macro for process clocks (#2662)
Closes #1872

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-05-18 21:33:46 +01:00
ManDude 0dccd048ef
better decomp of set-subtask-hook!, sub-task-list array and *-setting! macros (#2654)
Improves code readability considerably.
2023-05-16 23:08:35 +01:00
ManDude 0ce5835818
Create a new format for particle definitions (defpart) (#2572)
Updates the decompiler for the new format and there's new macros. This
new format should be easier to read/parse.

Also rewrote `sp-init-fields!` (both jak 1 and 2) from assembly to GOAL.

Hopefully I did not miss any regressions in Jak 1/2 while updating the
files, it's a lot.
2023-04-29 11:01:47 -04:00
ManDude e004780f73
add a toggle for faster airlocks and elevators and enable by default (#2478) 2023-04-14 07:53:14 +01:00
ManDude 7170db51ea
fix bad defpartgroup decomp and improve entity debug display a bit (#2423)
- Makes very nasty bugs fixed in #2402 print onscreen when detected
instead of to the console.

![image](https://user-images.githubusercontent.com/7569514/227754516-d508376e-8b23-4af6-bc44-e4d33d586e17.png)
- Fixes `valid?` decomp
- Moves `entity-debug.gc` to the end of `COMMON.CGO` so we can check for
keys in a few more commonly-used actor types.
- Entity debug display (jak 2) now properly parses the `art-name` tag of
part spawners, which gets overwritten at runtime.
- Fixes #2422 . Decompiler was writing out part group rotation for the
scale part, so all of those part groups had a zero in one (or all) of
the axes. This "only" affected 38 groups, including all of the flame
pots in tomb, jetpack guard, wasp, onin tent seal of mar, dark eco pill
and a few other things.

![image](https://cdn.discordapp.com/attachments/995787558816595968/1089395776880390174/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1089395777253671013/image.png)
2023-03-26 05:13:54 +01:00
water111 58654ce60b
[jak2] Fix degrees conversion for particle rotation (#2413)
Hopefully this will fix all the rotated particles
2023-03-25 18:01:43 -04:00
Hat Kid a857061e96
jak2: focus-test? macro, fix (zero? (logand ...)) -> (not (logtest? ...)) detection (#2321)
There are *a lot* of file changes and while I have carefully gone
through every gsrc change to fix up manual patches, there might still be
spots that I missed.
2023-03-14 22:57:31 -04:00
ManDude 77242bd12e
[jak2] script-eval macro (#2315)
turns
```lisp
      (eval! (new 'stack 'script-context (process->ppointer self) self (the-as vector #f)) '(teleport))
      (eval! (new 'stack 'script-context (process->ppointer self) self (the-as vector #f)) (-> arg0 on-goto))
```
into
```lisp
      (script-eval '(teleport))
      (script-eval (-> arg0 on-goto))
```
2023-03-11 10:45:16 -05:00
Tyler Wilding 021bae08ec
d/jak2: fix elevator issues and cleanup script-context new method (#2304)
This fixes the issue where elevators leave you behind (stack structure
related)

At the same time I cleaned up some things I found along the way, most
notably changing `script-context`'s `basic` field to `object` as
non-basics use this method as well.

Fixes #2305
2023-03-09 20:03:43 -05:00
ManDude 1d0a5ade8d
[jak2] minor decomp cleanup + add force actors and sprite pc hacks (#2291)
I didn't actually visually notice much of a difference with these hacks
unlike in Jak 1, but I also avoided checking the missions thoroughly
since the game crashes very often right now.
2023-02-28 00:35:57 +00:00
Hat Kid f452a504e6
decomp: race-* files (#2224) 2023-02-18 15:45:00 -05:00
Hat Kid 67d4eda169
decomp: hover-* files, wasp, crimson-guard-hover, flamer, target-turret, drill-turret, jellyfish (#2198)
Manual patches:

- `drill-turret`: The static data for `*turret-13-path*`,
`*turret-14-path*` and `*turret-15-path*` was decompiled by hand and the
integers in the `set-speed-mult` events have been replaced with boxed
integer arrays that contain only that integer in order to make the
compiler happy. To that effect, the event handler in `target-turret` was
changed to access that array instead of just accessing the int.
- `hover-nav-control`: In `hover-nav-control::10`, `arg2` is usually a
`vector`, but there are some places where it is called with `#t` as
`arg2` and, subsequently, crashes the game because it tries to access
the `quad` of `arg2` if `arg2` is truthy. To mitigate this, the
condition `arg2` has been replaced with `(and (!= arg2 #t) arg2)` (in
this case, it would jump to the `else` that just resets the `dest-vel`
and `transv` `quad`s)
- `drill-baron`: The static data for `*drill-ship-turret-speed-event*`
has been decompiled by hand.

TODOs:
- Jellyfish crash the game
- Destroying the metalhead eggs that are on the breakable wall crashes
the game (already happened with the Peacemaker before)
- Figure out why static data of type `turret-path-event` doesn't
decompile

The docs for all the hover-nav and nav-network code could use some love
in the future, I'm not smart enough to figure out what any of that code
actually means, but it seems to work...

Also threw in the fix for the ▲ that was accidentally left commented
out.
2023-02-09 18:22:56 -05:00
water111 45f7770ca2
[decomp] finish up nav-graph, traffic-engine, traffic-manager, height-map (#2191)
Some of these were almost done, just needed a few more types.
2023-02-05 18:16:58 -05:00
Tyler Wilding a83bd49426
d/jak2: finish onin-game and resolve type-hinting (array object) elements (#2188)
Fixes https://github.com/open-goal/jak-project/issues/2047
2023-02-04 20:36:30 -05:00
Tyler Wilding 18507bc78e
d/jak2: get portrun working and decompile a bunch of miscellaneous files (#2169) 2023-01-28 19:36:57 -05:00
Tyler Wilding 4876b6af21
g/jak2: cleanup target-board a bit, add a new feature (#2154) 2023-01-28 18:44:29 -05:00
Hat Kid 8b21a55906
decomp: blerc, ripple, under-* files (#2163)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-01-28 16:02:58 -05:00
Tyler Wilding abf61a94fb
docs: add support for :override-doc in method declarations as well as documenting state handlers (#2139)
Adding support for better child-type method docstrings. This is a
problem unique to methods.

Usually, a child-type will have the same signature and a common name
will apply, but the implementation is different. This means, you
probably want a different docstring to describe what is happening.

Currently this is possible to do via `:replace`. The problem with
replace is two fold:
- a replaced method ends up in the generated `deftype`...because you
usually change the signature!
- we don't put docstrings in the `deftype` in normal GOAL, this is just
something we do for the `all-types` file (they go in the `defmethod`
instead)
- more importantly, this means anytime you now want to change the
parent's name/args/return type -- you have to apply that change
everywhere.

So this is a better design you can now just declare the method like so:
```clj
(:override-doc "my new docstring" <method_id>)
```

And internally a pseudo-replaced method will be added, but it will
inherit everything from the parent (except the docstring of course)

Unrelated - I also made all the keyword args for declaring methods not
depend on ordering

This also adds support for documenting virtual and non-virtual state
handlers. For example:

```clj
  (:states
    (part-tester-idle (:event "test") symbol))
```

or

```clj
(idle () _type_ :state (:event "test") 20)
```

I will probably add the ability to give some sort of over-view docstring
at a later date.

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-21 20:45:45 -05:00
Tyler Wilding e5d6ac1c41
d/jak2: second documentation PR and finish forest-scenes and palace-scenes (#2136)
Also fixes #2135

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-21 20:26:51 -05:00
water111 7d7625f4f8
[jak2] workaround for cutscene playing (#2131) 2023-01-16 13:37:29 -05:00
Tyler Wilding dd0a8a17b2
docs - first chunk of work documenting the files I glossed over (#2130)
- started documenting the files I glossed over, some are totally done,
others are just partially done
- I changed the decompiler to automatically initialize the
art-group-info from the json file. This makes updating gsrc, even a
single file at a time, have consistent naming
- Though I disabled this functionality for jak 1, as I have no idea if
using the ntsc art groups will cause a regression for different versions
- fix indentation for docstrings -- it still doesn't look great, but
this is now a formatting concern, rather than the docstring having a
bunch of happen-stance leading whitespace.
2023-01-15 11:33:39 -05:00
Hat Kid 459d83f755
decomp: tomb-* files, target-indax, grunt-mech, breakable-wall, pillar-collapse, mechtest-obs, ruins-obs (#2114)
Manual patches in:

- `tomb-boulder`: a few `ppointer->handle`s (I think) were not being
decompiled properly (all used in combination with `clone-anim-once`)
- `ruins-obs`, `pillar-collapse`: `art-joint-anim` casts
- `tomb-beetle`: commented out a call to `shadow-control-method-14` that
was crashing the game when spawning the beetles
- `grunt-mech`: commented out `(.mula.s)` instruction

Notes:
- `enemy-info`'s `idle-anim-script` is most likely a `(pointer
idle-control-frame)`, however, some `nav-enemy-info` labels set it to
`#f` (first encountered in `tomb-beetle`, but also present in `hal`,
`roboguard` and `metalkor-setup`), which crashes the decompiler. This
may become a problem in the future when we eventually get to these
files. For this PR, I made `tomb-beetle` decompile with
`idle-anim-script` set to `#f` and have not noticed any issues/crashes
with that.
- `tomb-boulder` compiles and doesn't crash, but when trying to play the
Daxter chase sequence, the boulder sometimes either spawns at the origin
or spawns in the correct place, but doesn't move.

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-14 13:53:31 -05:00
Tyler Wilding 8b12553d15
d/jak2: first pass at decompiling the core vehicle/traffic code (#2058)
Effects the following files:
- [x] vehicle-rider
- [x] vehicle-control
- [x] vehicle-effects
- [x] vehicle
~~- [ ] vehicle-util~~
- [x] vehicle-physics
- [x] vehicle-states
~~- [ ] vehicle-guard~~
~~- [ ] traffic-engine~~
~~- [ ] traffic-manager~~

With the exception of traffic-engine, most of these files are either
done or have 1-3 stubborn functions remaining. Draft while I try to
resolve as many as possible / cleanup names and such.

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-14 12:01:33 -05:00
Tyler Wilding a75f4c187b
d/jak2: mostly complete sewer-enemy and sewer-board missions (#2108)
Finishes the following files:
- `sewer-scenes`
- `sewgun-turret`
- `fordumpc-part`
- `sewer-obs`
- `sewer-obs2`
- `gator`

Fixes #2052
2023-01-14 10:54:39 -05:00
Tyler Wilding e0d31a33bd
d/jak2 - initial crimson-guard-level decomp and also the dig missions (#2092)
Finishes a bunch of files related to crimson guards / early missions:
- `crimson-guard-level`
- `dig-digger`
- `fordumpa-obs`
- `fort-robotank`
- `fort-robotank-turret`
- `fort-turret`
- `transport-level`
- `fordumpb-obs`
- `fort-floor-spike`
- `fordumpc-obs`
2023-01-11 19:07:35 -05:00
water111 f50c0e56e9
[jak2] use art constants (#2097) 2023-01-07 10:32:03 -05:00
water111 0e43c96e52
[decomp] hud, hud-classes, add some new basic alignment options, fix type bug (#2084) 2023-01-02 10:05:22 -05:00
water111 308038a20f
[decomp] collectables, fix float bug in a few files (#2082)
Fixes https://github.com/open-goal/jak-project/issues/1931
Also decompile collectables.gc
2023-01-01 18:05:31 -05:00
water111 0cddf6b6a5
W/nav debugging (#2077)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-01-01 12:11:18 -05:00