Goes with https://github.com/open-goal/speedrunning/pull/21
Based on some of the autosplit points from the [comgold
sheet](https://docs.google.com/spreadsheets/d/1ZtceX0ZxCLkufVFQuCgVxptvmVgp6deHwPYWxUPi258/edit?gid=0#gid=0),
plus one after talking to samos to give a clean split for timing the
deload.
```
(tomb-poles-poles uint8) ;; left tomb/daxter boulder start
(fortress-save-friends-introduction uint8) ;; talk to torn (before rescue friends)
(sewer-escort-get-gun uint8) ;; get peacemaker
(forest-protect-introduction uint8) ;; talk to onin (protect samos)
(forest-protect-meeting uint8) ;; talk to samos (protect samos)
```
e.g. instead of just `beach-foreground.glb` and `beach-background.glb`,
you'd now get:
- `beach/babak-lod0.glb`
- `beach/babak-lod1.glb`
- `beach/babak-lod2.glb`
- `beach/barrel-lod0.glb`
- `beach/beach-background.glb`
- `beach/beachcam-lod0.glb`
- ... (42 other files)
- `beach/windmill-one-lod2.glb`
`common` models are also grouped into their own folder
This adds a feature to `build_actor` to support importing skeletons and
animations from .glb files.
Multiple animations are handled and will use the name in the GLB. The
default `viewer` process will end up playing back the first animation.
There are a few limitations:
- You can only have around 100 bones. It is technically possibly to have
slightly more, but certain animations may fail to compress when there
are more than ~100 bones.
- Currently, all animations have 60 keyframes per second. This is a
higher quality than what is normally used. If animation size becomes
problematic, we could make this customizable somehow.
- There is no support for the `align` bone.
---------
Co-authored-by: water111 <awaterford1111445@gmail.com>
Finnish translations for Jak 2. These include cutscenes and all game
text.
All subtitle timings for cutscenes as well as non-cutscenes have been
edited for a better flow and to fit the 4x3 ratio.
I've been working on these solo for the most part so any input from
other finns would be appreciated.
A few issues in the progress menu I mentioned in #3504 still persist
I couldn't figure out how to add Finnish to the options menu, so I'm
gonna need someone else to do that part. 💀
But I was able to add them to the debug menu.
I also increased subtitle heap so hopefully that doesn't break anything.
Fixes#3620
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
Also saves out the default `pc-settings.gc` file so it's less confusing
_and_ so we can request it from users to actually see what it's doing.
The fix in the last release was only to fix bad `game-size` values when
_loading_ the file. But if you don't have a file, it picks a default.
Right now it picks that default by:
1. Your largest reported resolution
2. If that fails, the one that is currently set
In reality this scenario can never really happen (if you have a set
resolution, it will be one of the reported ones). However what can
happen is for SDL to be misinformed by bad display/monitor drivers/the
OS and be given "supported" resolutions that aren't actually supported.
For example some users have a 4K resolution as their highest, despite
them using a 1080p monitor.
The solution is to not blindly assume the largest resolution is valid,
instead use the one the user already has set.
I'm also now filtering out resolutions by refresh rate, as perhaps this
also caused a problem. ie. the monitor supports a resolution if the
refresh rate is lowered, but it's currently set high (at 144hz for
example).
In the original game, they had no choice but to use the memory card file
as their method of persisting settings. We are not limited by such
things.
It's inconvenient to have to load your save-file when launching the game
to initialize these settings to your liking, it's also confusing
behaviour to even some players that have played the game heavily for
over a decade. We can do better by globally saving these settings to the
`pc-settings` file instead.
Originally I only migrated the volume settings, then i figured it would
be nice to also have play-hints and subtitles settings persisted. More
could debatably be moved (language is a big one...) but these were the
low hanging fruit.
I also reduced the default volumes as that is something else that has
come up a few times.
Fixes https://github.com/open-goal/jak-project/issues/3563
These users have the following spamming in logs:
> OpenGL error 0x502 S8246 T824C: GL_INVALID_OPERATION error generated.
Source and destination dimensions must be identical with the current
filtering modes.
And the solution is to correctly set their game-size. The way this
change accomplishes that is by confirming whether or not the set
`game-size` is a valid resolution informed by SDL, if not, it defaults
to the monitor's currently set display mode's resolution.
This also moves the selected display id, and the display mode into the
C++ settings -- closer to where it's actually managed and used. I'm
tempted to do this eventually for the resolutions as well but that stuff
is much more burdensome. This hopefully simplifies debugging, reduces
startup flickering, and removes back-and-forth complexity. Hopefully
this makes debugging display related problems easier. It also adds a
bunch more logging to the related code.
They still don't work yet, this is just naming/comments to help with
debug.
The vehicle tracks are now at least trying to draw, but like the others,
don't actually show up.
This attempts to do a best-effort quick fix for the sprite alignment in
the menus and first person views on higher aspect ratios. This:
- Hides the binocular borders completely when using a non-standard ratio
![Screenshot 2024-07-20
021430](https://github.com/user-attachments/assets/c56d3a6c-13b0-43e1-b99b-83292993728c)
- Hides the borders in jak's first person view when using a non-standard
ratio
![Screenshot 2024-07-20
021310](https://github.com/user-attachments/assets/fefca993-960b-4741-87b7-6d7c17efe89d)
- Uses a combination of manual alignment and approximation to get the
pause menu closer.
![Screenshot 2024-07-20
151725](https://github.com/user-attachments/assets/2c8aa759-b33a-4fbe-abc6-b5861fc33208)
> 32:9 screenshot.
I accomplished the last one by manually aligning all of the core sprites
and text for the most popular aspect ratios. This means that from a
practical standpoint, things should align "perfectly". However, I then
used all of those values to derive a polynomial for each adjustment
based on the aspect ratio. This allows the game to do a half-decent
approximation/interpolation for every aspect ratio in-between the common
ones. It won't be perfect, but it will be better than this:
![image](https://github.com/user-attachments/assets/420b1e38-6f88-436a-8e8c-21df6b49428e)
For the FJ Mirrors, Muse, Lightning Moles, and Gambler's race the tasks
are completed in one level, then turned in at the hub. This presents a
spot of confusion for new players with the autosplitter and requires
hacky workarounds for those who want to split on these conditions. This
pull request adds in the necessary code to the autosplit-h.gc and
autosplit.gc files so that the autosplitter can identify these events,
similar to the talk to fisherman and catch fish options in the current
autosplitter.
A few minor fixes:
- Fix crash in overlord3 during final boss
https://github.com/open-goal/jak-project/issues/3605
- Update goal_src for `scene-actor.gc`, which was not updated after a
bug fix for decompiling skelgroups, making some cutscene actors
invisible due to using the wrong joint for culling checks.
- Stop using `-1` as an invalid value for texture id's in Merc.cpp. This
could sometimes cause Merc2.cpp to accidentally skip updating the OpenGL
texture. This fixes the bug where skull gems sometimes didn't have the
animated textures.
I found two issues with Jak 3 eyes. The first was simple - we were
missing a `-pc` texture upload in `texture.gc` for `pris2` textures,
which has eye textures for a few characters, like torn or damas.
The second was a little more annoying. Unlike jak 2 and jak 1, jak 3 can
dynamically assign eye slots when merc models are loaded. This involves
modifying eye data to tell the eye renderer where to render, and
modifying the merc model's adgif shaders to point to the correct eye
texture. The modification to the merc adgif shader is problematic since
our PC port of merc assumes this slot is constant.
My solution here was to bypass this whole slot system entirely for jak
3. I modified the GOAL eye renderer to tell the c++ eye renderer the
name of the merc-ctrl containing the eye. Then, the PC C++ Merc renderer
can just look up the merc-ctrl by name. To make this fit nicely in the
existing memory layout, I used a 64-bit fnv hash of the name. (which
honestly is how we should have handled a lot of other texture/model
names stuff...)
Unrelated fix to Overlord2 so it handles the case where file size
changes after the game starts, I had this in jak2/jak1 and forgot it for
jak 3.
This adds support for replacing existing merc models in FR3 files with
custom GLB model files. The replacements go in
`custom_assets/<GAME>/merc_replacements`, similar to texture
replacements. When a `.glb` file with a file name that matches any model
present in an FR3 is detected (e.g. `eichar-lod0` for Jak), all merc
model data is replaced with the given model.
Additionally, models for custom actors can now also be added to vanilla
FR3s. The models for this go in
`custom_assets/<GAME>/models/<LEVEL_NAME>` (e.g.
`custom_assets/jak1/models/jungleb/test-actor-lod0.glb`) and will be
added to the FR3 that has a matching name (exception: to add things to
the common level file, the folder should be named `common` instead of
`GAME`).
For custom levels, these now go in
`custom_assets/<GAME>/models/custom_levels` (previously
`custom_assets/<GAME>/models`).
Another small change: When level ripping is enabled, the resulting model
files will now be stored in game name subfolders inside of `glb_out`.
Fixes a couple of NaN bugs, making the Arena and Marauder Stronghold
missions, the leaper corralling mission and final boss playable:
- Fixes#3579:
- After catching a leaper, the `flut` that spawns would have a NaN
`world-sphere`
- Fixes#3580:
- `vf0` was being clobbered after a `suspend`, causing them to spawn at
the origin.
- The Terraformer's `world-sphere` would be NaN until an animation
started playing.
This centralizes the code that both `extractor` and the decompiler
executes. In the past this code was partially-duplicated, meaning that
the `extractor` could only do _some_ operations and not others (ie.
could not extract the audio files).
I also simplified the process to enable audio streaming in the
configuration. This is to support a new feature in the launcher that
allows you to enable these options for the decompiler:
![image](https://github.com/open-goal/jak-project/assets/13153231/8e6c20a1-8b5b-46f0-bceb-7644f713989f)
- Can make the event buffer larger or smaller
- UI shows the current event index / size, so you know how fast it's
filling up
- Can save compressed, 10x reduction in filesize and Windows 11 explorer
actually supports ZSTD natively now so this isn't inconvenient at all
![Screenshot 2024-06-22
000343](https://github.com/open-goal/jak-project/assets/13153231/2f7dfa41-d931-4170-a848-840cbed9be9f)
> An example of almost 1 million events. Results in a 4mb file.
Currently PS2 Actor Vis and FPS are only enforced when starting a run -
this enforces them on every frame similar to cheats.
In the progress menu, FPS is already disabled in speedrunner mode - this
adds the same restriction for PS2 Actor Vis.
Jak 2 already does this properly, no change needed there
This PR does two main things:
1. Work through the main low-hanging fruit issues in the formatter
keeping it from feeling mature and usable
2. Iterate and prove that point by formatting all of the Jak 1 code
base. **This has removed around 100K lines in total.**
- The decompiler will now format it's results for jak 1 to keep things
from drifting back to where they were. This is controlled by a new
config flag `format_code`.
How am I confident this hasn't broken anything?:
- I compiled the entire project and stored it's `out/jak1/obj` files
separately
- I then recompiled the project after formatting and wrote a script that
md5's each file and compares it (`compare-compilation-outputs.py`
- The results (eventually) were the same:
![Screenshot 2024-05-25
132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2)
> This proves that the only difference before and after is non-critical
whitespace for all code/macros that is actually in use.
I'm still aware of improvements that could be made to the formatter, as
well as general optimization of it's performance. But in general these
are for rare or non-critical situations in my opinion and I'll work
through them before doing Jak 2. The vast majority looks great and is
working properly at this point. Those known issues are the following if
you are curious:
![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4)