Commit graph

432 commits

Author SHA1 Message Date
ManDude 4185123bd8
fix mouse mispositioning when letterboxed (#2818)
Not sure if this is the best way to go about it.

Fixes #2259
2023-07-08 23:05:03 +01:00
Fabian Bergström 40e2f113e6
Make Jak1 playable on macOS (intel) (#2811)
## Problem

OpenGOAL uses OpenGL 4.3.

Apple stopped upgrading OpenGL after 4.1, so the way OpenGOAL currently
works will never be playable on Macs using OpenGL.

## Solution

Luckily, downgrading to OpenGL 4.1 is not a huge change (at least it
doesn't seem like it to my untrained eyes).

## Changes

* set hints for OpenGL 4.1 instead of 4.3 for __APPLE__
* skip the OpenGL debugging callback setup for macOS (requires 4.3)
* bump down the version string for all shaders
* stop using the `binding` layout qualifier in shader code
* move the `flat` qualifier first (not sure if this is a 4.1 thing or
just Macs being more strict)
* don't mix signed and unsigned ints in shaders (not sure if this is a
4.1 thing or just Macs being more strict)
* add some hacky CPP to the Shader constructor for binding texture units
and bones buffers based on variable names in the shader code

## Results


![image](https://github.com/open-goal/jak-project/assets/33322/dd487c2a-61ac-4e36-a595-976204302977)
![Skärmavbild 2023-07-07 kl 13 10
30](https://github.com/open-goal/jak-project/assets/33322/7976d411-0604-4046-9e8a-123106cedf57)
![Skärmavbild 2023-07-07 kl 13 13
48](https://github.com/open-goal/jak-project/assets/33322/78db4f0c-da31-4889-995c-8f54e56deb5c)
2023-07-08 11:53:43 -04:00
Tyler Wilding 6faa7530f9
input: Hopefully make keyboard/mouse handling more consistent (#2807)
The current event-based approach is very difficult to get right, and it
depends on no events ever being missed. This changes the keyboard/mouse
handling code to a polling-based approach.

Other fixes:
- an issue where modifier keys were not able to be successfully bound
(like Left Shift to `X`)
- improves cursor hiding (except when you use the start menu, this seems
like an SDL issue, see comment)
- Better discarding of kb/mouse inputs when imgui intercepts input
- properly swap bindings when an already set key is assigned, even if it
crosses the distinction of an analog vs normal button

Fixes #2800
2023-07-08 10:45:56 -04:00
ManDude 71b4ab5122
change imgui toggle key from leftalt to f12 (#2794) 2023-07-03 17:49:27 +01:00
Tyler Wilding 436bac83ec
game: Improve OpenGL version detection and make requirement errors more obvious to the user (#2787) 2023-06-30 21:05:58 -04:00
water111 2fc943977f
[jak2] GOAL side texture animation stuff (#2766)
It turns out we didn't decompile any of this stuff yet.
2023-06-24 10:11:47 -04:00
Tyler Wilding 679986e79f
sdl: safer code to resolve intermittent controller crashes related to disconnections (#2755) 2023-06-23 15:35:32 -04:00
Tyler Wilding 95904903a6
sdl: only call SDL video functions from the gfx thread (#2748)
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-06-19 16:32:39 -04:00
ManDude 910681bde8
fix windowed screenshots capturing the last window buffer instead of current one (#2750) 2023-06-19 15:33:51 +01:00
ManDude 572e63f4a9
opengl: better handling of the draw region setting (#2746)
This fixes screenshots and a bunch of weird scissoring bugs. Fixes #2630
and fixes #2631
2023-06-19 04:15:33 +01:00
ManDude c41a66829f
Make screenshots copy to clipboard (#2739)
Fixes #2728
2023-06-17 23:42:52 +01:00
water111 01cb9efccc
[jak2] fge=0 at the start of warp (#2740)
The warp giftags don't set PRE and seem to rely on fogging being
disabled at the start.
2023-06-17 18:29:55 -04:00
water111 6e779d1f1c
[jak2] faster startup (#2738)
Trying to make up for some of the startup speed lost in the SDL
transition. This saves about 1s from start (from ~3s), and about 500 MB
of RAM.

- Faster TIE unpack by merging matrix groups, more efficient vertex
transforms, and skipping normal transforms on groups with no normals.
- Refactor generic merc and merc to use a single renderer with multiple
interfaces, rather than many renderers. Removed "LightningRenderer" as a
special thing, but Warp is still special
- Add more profiling stuff to startup and the loader.
- Remove `SDL_INIT_HAPTIC` - this turned out to be needed for
force-feedback steering wheels, and not needed for controller vibration
- Switched `vag-player` to use quicksort instead of the default GOAL
sort (very slow)
2023-06-17 17:23:25 -04:00
water111 ad5cec1bb4
[jak2] Floating point blerc (#2715)
This moves the blerc math from mips2c to the Merc2 renderer, and uses
floats instead.

We could potentially do this on the GPU, which would be even faster, but
this isn't that slow in the first place.
2023-06-11 12:35:08 -04:00
ManDude 18ddd1613c
Jak 2 pc subtitle support (#2672)
Adds support for adding custom subtitles to Jak 2 audio. Comes with a
new editor for the new system and format. Compared to the Jak 1 system,
this is much simpler to make an editor for.

Comes with a few subtitles already made as an example.
Cutscenes are not officially supported but you can technically subtitle
those with editor, so please don't right now.

This new system supports multiple subtitles playing at once (even from a
single source!) and will smartly push the subtitles up if there's a
message already playing:

![image](https://github.com/open-goal/jak-project/assets/7569514/033e6374-a05a-4c31-b029-51868153a932)

![image](https://github.com/open-goal/jak-project/assets/7569514/5298aa6d-a183-446e-bdb6-61c4682df917)

Unlike in Jak 1, it will not hide the bottom HUD when subtitles are
active:

![image](https://github.com/open-goal/jak-project/assets/7569514/d466bfc0-55d0-4689-a6e1-b7784b9fff59)

Sadly this leaves us with not much space for the subtitle region (and
the subtitles are shrunk when the minimap is enabled) but when you have
guards and citizens talking all the time, hiding the HUD every time
anyone spoke would get really frustrating.

The subtitle speaker is also color-coded now, because I thought that
would be fun to do.

TODO:
- [x] proper cutscene support.
- [x] merge mode for cutscenes so we don't have to rewrite the script?

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-08 01:04:16 +01:00
water111 3bb6bd0e3a
[jak2] fix missing drill crane center part (#2692)
We were forcing the drill crane to draw at lod 0, but we should have
listened to the game and drawn it at lod 1.
2023-06-05 18:56:26 -04:00
Tyler Wilding bdaf088d4b
game: Migrate from GLFW to SDL2 & attempt to rewrite / simplify display and input code (#2397)
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-04 15:34:37 -04:00
water111 d5951c2b11
[jak 2] Fix possible stereo desync in overlord (#2663)
Normally, when they allocate a VagCmd, they do a bunch of stuff to clear
all the status bits and reset things
in particular the InitVAGCmd function does a lot


![image](https://github.com/open-goal/jak-project/assets/48171810/9b355020-ad37-496c-9438-2f8d34f24e0a)

but for the stereo command, they do a lot less:

![image](https://github.com/open-goal/jak-project/assets/48171810/12a36712-0e68-4377-a6be-3bde82c2aa15)

Which means that the new_stereo_command can just have random status bits
left over from whatever the last user had.
we seem to end up in a state where byte21 is set, and this causes
everything else to be wrong and off-by-one dma transfer. My guess is
that the original game avoided this bug due to lucky timing that I don't
understand.

I think the fix of just clearing byte21 is ok because there's no way
that the old value of the byte is useful after the command is
repurposed.
2023-05-19 21:17:11 -04:00
ManDude cf048a9e37
small cleanup to progress-draw.gc and set-font-color (#2653) 2023-05-15 20:45:28 +01:00
ManDude 01aa67798f
fix racer hud regression (#2648)
Fixes #2643
2023-05-15 03:18:02 +01:00
ManDude ecf590f30e
fix shadow colors in jak 1 and jak 2 shadow crash (#2647)
Fixes Jak 1 shadow color. Old behavior is subtractive blend with a
hardcoded value, which often times look way too dark, but it looks like
the actual game uses some sort of multiplicative blend and a
customizable shadow color (for all shadows at once).

Before vs after:

![image](https://github.com/open-goal/jak-project/assets/7569514/a409a403-9ddf-40dd-a74f-a29bd9b98323)

![20230514234953763_gk_HxercNamqn](https://github.com/open-goal/jak-project/assets/7569514/211565ae-405f-4056-96e5-ec188d2c0a30)


![image](https://github.com/open-goal/jak-project/assets/7569514/f84244a6-153c-4f7d-84d0-dae57147e4ae)

![20230514235005037_gk_jGjwKFhnLE](https://github.com/open-goal/jak-project/assets/7569514/4262d136-3130-4791-ae70-14d4369ba8d4)


Also fixes #2646
2023-05-15 01:01:49 +01:00
water111 b79f28fe07
[jak2] combined shadow work PR (#2632)
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>
2023-05-07 12:12:21 -04:00
ManDude 40b2e93be7
pack tfrag normals into 10 bits (#2625)
Saves 16 bits and lets us align the `color_index` field properly.

This shouldn't improve or decrease performance by any noticeable amount
except maybe in really low end systems.
2023-05-06 02:08:33 +01:00
ManDude 6884b0f73e
start blit-displays decomp & renderer + improve decompilation of some DMA macros (#2616)
Adds sprite distort, fixes buggy sprite rendering in progress, adds
scissoring support (used in various scrolling menus) and a very basic
implementation of `blit-displays`. This is enough to make the fade
effect in the progress menu work, along with all the menus working
properly without needing to use the REPL. This does not make screen
flipping and the filter when failing a mission work.

Added support in the decompiler for detecting `dma-buffer-add-gs-set`
and `dma-buffer-add-gs-set-flusha` and updated all of the Jak 2 code to
use it. Readability improved!

Fixes decompiler issue with `with-dma-buffer-add-bucket` not inlining
forms which broke syntax. Fixes store error warnings showing up for
non-existent stores, there is now a dedicated pass for this at the end.

I started work on making `BITBLTBUF` stuff work in the DirectRenderer,
but stopped for now because it wasn't strictly necessary. It will still
assert like before.
2023-05-04 18:34:09 -04:00
Tyler Wilding cc878c1055
settings: handle corrupted json settings files (#2600)
Fixes #2597
2023-04-30 14:14:40 -04:00
Tyler Wilding 5e987cc0e2
jak2: overlord rework (#2544)
Fixes #2545
Fixes #2546
Fixes #2547
Fixes #2548
Fixes #2549
Fixes #2550
Fixes #2551
Fixes #2552
Fixes #2553
Fixes #2554
Fixes #2555
Fixes #2556
Fixes #2557
Fixes #2558
Fixes #2559
Fixes #2560
Fixes #2561
Fixes #2562
Fixes #2563
Fixes #2564
Fixes #2565
Fixes #2567
Fixes #2566
Fixes #2568
Fixes #2569
Fixes #2570
Fixes #2522
Fixes #2571

---------

Co-authored-by: water <awaterford111445@gmail.com>
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-04-29 16:13:57 -04:00
Hat Kid 77123652b9
jak2: fix 3d hud elements not drawing (#2527)
The skull gem is not moving, but I'm assuming that's a texture
animation.

![image](https://user-images.githubusercontent.com/6624576/232855762-6c296419-a8b3-47b6-a02f-ab7079f145c6.png)
2023-04-25 18:57:38 -04:00
ManDude 4cc3430073
fix some decomp types and get rid of in-game frame time perception (#2535) 2023-04-24 00:21:12 +01:00
ManDude c44256144e
[jak2] bring other version fixes to source (#2528)
- [x] compare NTSC-K
- [x] compare NTSC-J
- [x] compare PAL
- [x] figure out version order
- [x] ~~write delta patch for spanish text~~ no need for now

Fixes #2530
2023-04-23 20:11:08 +01:00
Tyler Wilding a264b6539b
game: Remove temporary CLI arg shim in gk (#2532) 2023-04-22 14:13:57 -04:00
water111 9ba86c8b6a
more generic fixes (#2515)
Fixes issue where warp effect looks wrong near the edge of the screen -
there was an unhandled `REGION_CLAMP` texture setting.

Fixes a potential bug where "warp page" things wouldn't be drawn at all
because there is no PC warp bucket. Unclear if anything actually fits
this category, but it doesn't hurt.

Turn on PC-format texture uploads for the water page so the precursor
guy uses the right texture. It has to use generic because it abuses the
generic death query thing to spawn particles.

Workaround for some issues with rebuilding level files after changing
engine files. Not a perfect solution, but probably good enough.
2023-04-17 13:53:38 -04:00
ManDude 50d93a3f79
update collision renderer for jak 2 (#2508)
Doesn't actually do anything in Jak 2 because the collide mesh isn't
extracted, but the functionality is all there. Also updated the renderer
a bit to keep the colors more readable.
2023-04-16 22:56:19 -04:00
water111 40c30cc0ab
[jak2] fix generic crashes (#2505)
Fixes crashes when killing the big spider, killing predator metal heads,
and watching the end cutscene. The presursor guy is the wrong color, but
I don't have time to look into this today.
2023-04-16 22:55:18 -04:00
water111 a27083f4ee
[jak 2] Add generic and warp (#2495) 2023-04-16 18:05:35 -04:00
ManDude 99fe918a1a
fix viewport not being set for probe draw (#2489) 2023-04-15 03:09:39 +01:00
water111 c7f2a23abf
[jak2] misc fixes to renderers (#2488)
Fixes decal on tfrag:

![image](https://user-images.githubusercontent.com/48171810/232174352-11153941-e1f9-4472-becb-f266c2a309e5.png)

Sets up jak 2 alpha shrub test settings. They are still too dark, but
there's no longer incorrect alpha test:

![image](https://user-images.githubusercontent.com/48171810/232174590-f9caa6c5-f190-4c78-b720-5f4055490d47.png)

Fix decal on shrub, a feature used in exactly one place in jak 1:

![image](https://user-images.githubusercontent.com/48171810/232174614-8ea65ca5-a183-45f7-ae79-6bf06a937007.png)

Fixed issue with u16 overflow in castle on the alpha channel, causing
flickering. It barely overflowed, which made me suspicious that we had
some error somewhere. But I think that there code is robust against
overflows.
2023-04-14 21:13:45 -04:00
ManDude 59e0c5e264
decomp bigmap (#2460)
Probably the last major missing file.

The bigmap fetches the correct level and map info, but doesn't actually
render anything right now.


![image](https://user-images.githubusercontent.com/7569514/230701921-e3fde09e-9faa-4725-b7e6-5a02a77346bd.png)

![image](https://user-images.githubusercontent.com/7569514/230701928-fbe0847b-b79a-4275-83ec-b9c1d847d17d.png)
2023-04-08 20:30:27 +01:00
ManDude 332326268a
make directrenderer in sprite work + rename game-text-id to text-id + move pc debug settings (#2459) 2023-04-08 04:32:35 +01:00
ManDude 577382ad34
minor cleanup + update fmt + fix some jak 2 visual anomalies (#2442)
Disables the fog hack for Jak 2, where it's not useful and kind of
breaks in most levels which rely on dark vertices that aren't underwater
(e.g. city windows).
2023-03-30 17:49:07 -04:00
water111 976e08fe97
[jak2] add vortex renderer (#2441)
Add the vortex renderer. The vortex texture isn't there yet (it uses the
same texture as clouds), so it uses a checkerboard. But the
colors/vertices seem right.
2023-03-29 20:28:48 -04:00
ZedB0T f04083d997
Dont overwrite profile data (#2440)
This way a user can take multiple data samples from one/multiple play
sessions quickly. Creates a directory called profile_data that is added
to gitignore to place the data in, and checks to see if a file is there
and if so it creates prof1.json prof2.json prof3.json and so on...
2023-03-29 18:24:28 -04:00
water111 d208ceddce
[jak2] fix enter-state and sprite crash (#2428)
Fixes https://github.com/open-goal/jak-project/issues/2426 and other
sprite crashes with the `HUD` address assert.
Doesn't fix the other sprite issues.

Fixes https://github.com/open-goal/jak-project/issues/2427

Also removes the old sprite renderer, which doesn't work.
2023-03-26 15:41:10 -04:00
water111 9e087cbfcb
[jak2] a few small graphics fixes (#2424)
- better handling of the `disable-fog` settings for merc, should fix the
spotlights. There's a setting in the merc effect, and also a runtime
flag for the draw-control. I'm not actually sure what reads these, but
the draw-control one is definitely used to disable fog on the
spotlights.
- increase merc draw limit to try to fix the issue about partially drawn
citizens in the city
- remove useless debug prints (it's okay to die in init, and the medium
load buffer size mode is understood now)
2023-03-26 12:30:35 -04:00
water111 d82ce11e9b
[jak2] update sprite to check matrix == -1 (#2415)
Fixes an issue where glow sprites are drawn twice, sometimes causing the
weird black outlines
2023-03-25 19:46:07 -04:00
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
water111 cbb07fb287
[jak2] Fix texture page dir offset for jak 2 (#2412)
Accidentally used Jak 1's tpage dir size...
2023-03-25 16:34:03 -04:00
water111 0a511da2ce
[jak2] fix flickering and depth writes (#2406)
Fixes some mistakes with merc draw modes. The glass in the palace level
no longer writes to the depth buffer (it's "water"):

![image](https://user-images.githubusercontent.com/48171810/227727825-d6726621-88a8-45a8-9cf3-8d6e9edc3d54.png)

Also fixes the one-frame flickers when level draw orders change. We
might be able to make this more efficient in the future, but this will
at least fix the frame with nothing drawn.
2023-03-25 14:00:54 -04:00
ManDude 217a979048
[decompiler] jak 2 cutscene file support (#2390)
fixes #2332 

also fills out the japanese character set
2023-03-22 21:31:13 +00:00
water111 df646282ab
[jak 2] fix texture lookup problem (#2373)
This should fix a bunch of texture-related issues by generating a table
of overlapping textures and just... adjusting them slightly so they
don't overlap. It's not the most elegant solution in the world, but I
think it's no worse than the existing hard-coded tpage dir stuff.
2023-03-21 19:41:14 -04:00
water111 f276251a3a
[jak1] use etie (#2329)
Use Jak 2's etie to render shiny background things.

To switch back to the old one:
```
(set! *use-etie* #f)
```
and also uncheck this box

![image](https://user-images.githubusercontent.com/48171810/226119270-8d1b8233-bc5f-4bc1-a09b-a6d3183ba2a4.png)
(same for `l1`)
2023-03-20 19:12:33 -04:00
ManDude d46f790973
[jak2] un-hardcode level-related code a bit (#2330)
Makes it less of a headache to change level amounts.
2023-03-19 05:33:04 +00:00
ManDude 198c8e1946
[jak2] improve debugging tools for entity lights and regions (#2327)
also fixes some other random bugs
2023-03-18 06:29:40 +00:00
water111 2fa4a23ea1
[jak 2] ETIE (#2326)
Definitely needs a clean up pass, but I think the functionality is very
close.

There's a few "hacks" still:
- I am using the emerc logic for environment mapping, which doesn't care
about the length of the normals. I can't figure out how the normal
scaling worked in etie. I want to do a little bit more experimentation
with this before merging.
- There is some part about adgifs for TIE and ETIE that I don't
understand. The clearly correct behavior of TIE/ETIE is that the alpha
settings from the adgif shader are overwritten by the settings from the
renderer. But I can't figure out how this happens in all cases.
- Fade out is completely disabled. I think this is fine because the
performance difference isn't bad. But if you are comparing screenshots
with PCSX2, it will make things look a tiny bit different.
2023-03-17 20:35:26 -04:00
ManDude 6670124296
[jak2] use loop to make bucket renderers (less error-prone) (#2324) 2023-03-17 20:10:06 +00:00
Hat Kid a1dee19d0d
decomp: finish stadium-obs (#2294)
Co-authored-by: water <awaterford111445@gmail.com>
2023-03-11 15:55:39 -05:00
water111 0db9b288e4
[merc2] Support texscroll, use in jak 1 in more places, fix envmap bug (#2303)
Three main changes:

- Adds support for the texture scrolling effect used on conveyor belts,
and turn it on for jak 2.
- Use merc instead of generic in jak 1 for ripple/water/texscroll stuff
(non-ocean water, lava, dark eco, etc). This is a pretty big speedup in
a lot of places.
- Fix a really old bug with blending mode used to draw environment maps.
The effect is that envmaps were half as bright as they should have been.

As usual, there's a flag to go back to the old behavior on jak 1. Set
these to `#t` to use generic like we used to.
```
*texscroll-force-generic*
*ripple-force-generic*
```

The format has changed, and everything must be rebuilt (C++, FR3's, GOAL
code)
2023-03-09 20:01:22 -05:00
water111 0b8b927315
[merc] support eyes through merc (#2300)
Support rendering eyes with merc for both jak 1 and jak 2.

For jak 1, everything should look the same, but merc will be used to
draw eyes. This means that jak is now fully drawn with merc!

For jak 2, eyes should draw, but there are still a few issues:
- the tbp/clut ptr trick is used a lot for these eye textures, so
there's a lot that use the wrong texture
- I had to enable a bunch more "texture uploads" (basically emulating
the ps2 texture system) in order to get the eyes to upload. It would be
much better if the eye renderer could somehow grab the texture from the
merc model info, skipping the vram addressing stuff entirely. I plan to
return to this.
- I disabled some sky draws in `sky-tng`. After turning on pris2
uploads, the sky flashed in a really annoying way.
2023-03-08 18:18:35 -05:00
water111 d6bd437ea1
[merc] support up to 64 effects (#2292) 2023-02-27 21:02:47 -05:00
water111 2c12a4e00b
[jak2] WIP minimap (#2280)
Work in progress minimap. Known issues:
- "path finding" doesn't appear to work - it gets stuck forever in many
cases
- some nasty patches around timer-based code
- jak arrow blending issues
- would be nice to make it higher resolution

if the search is forced to terminate due to iteration/time limits, the
icon is not in the right place

![image](https://user-images.githubusercontent.com/48171810/221432792-678d6124-a6a6-4875-a91f-7eceedbfec98.png)
2023-02-27 19:51:14 -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
ManDude e1e6695e92
[jak2] merc lod hacks + region debugger + make level heap less massive (#2285) 2023-02-27 18:45:32 +00:00
water111 e48ae247c4
[jak2] fix palace rotation and sprite glow depth test (#2269)
- Disable depth test for sprite glow (VU1 programs only `sq.xy` and
leaves `z` alone, which has Z_MAX from the template)
- Fix tfrag/tie/shrub issues when `use-camera-other` is set.
2023-02-26 09:52:04 -05:00
water111 41fabd43f7
[sprite glow] fix crashes (#2256)
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-02-25 20:21:42 -05:00
ManDude 618455500d
Fix Jak 2 scissoring (#2257)
fixes #2255 and hopefully didn't break Jak 1
2023-02-26 00:09:35 +00:00
water111 8a363c2fc9
[jak2] fix foreground light calculation (#2254)
Fixes the abrupt change in lighting when walking around here

![image](https://user-images.githubusercontent.com/48171810/221382856-17f0ec18-1ce8-40f9-b65c-a59cf2d7d93f.png)
2023-02-25 17:55:55 -05:00
water111 3f1f443d58
[jak 2] fix boot, increase level heap sizes (#2252)
Increase level heaps and borrow heaps. The level heap increase was
likely not needed, but better safe than sorry. We allocate the 128 MB
main heap anyway so there's no harm.

Also fix the crash when using `-boot`. As I thought it was just a
one-line typo in the kernel.
2023-02-25 15:20:17 -05:00
ManDude ad9a532ff9
[jak2] text aspect ratio fixes (#2251)
Fixes the aspect ratio of the font renderer (Jak 2 does not need the
same hacks as Jak 1), the custom letterbox/pillarbox sizes and fixes the
heap display.

---------

Co-authored-by: water <awaterford111445@gmail.com>
2023-02-25 19:27:58 +00:00
water111 909da024fc
[decomp] ctywide-obs (#2250)
finish this up
2023-02-25 14:00:16 -05:00
ManDude 4b8b2abbed
port pckernel to Jak 2 (#2248)
Adds the `pckernel` system to Jak 2, allowing you to do the PC-specific
things that Jak 1 lets you do like change game resolution, etc.

In other to reduce the amount of code duplication for something that
we're gonna be changing a lot over time, I split it into a few more code
files. In this new system, `pckernel-h.gc`, `pckernel-common.gc`
(previously `pckernel.gc`) and `pc-debug-common.gc` are the files that
should be shared across all games (I hacked the Jak 2 project to pull
these files from the Jak 1 folder), while `pckernel-impl.gc`,
`pckernel.gc` and `pc-debug-methods.gc` are their respective
game-specific counterparts that should be loaded after. I'm not fully
happy with this, I think it's slightly messy, but it cleanly separates
code that should be game-specific and not accidentally copied around and
code that should be the same for all games anyway.
2023-02-25 10:19:32 -05:00
water111 08ce65fd9b
[jak2] add sprite glow renderer (#2232)
Adds the "sprite glow" renderer, which is responsible for the glowing
lights.
2023-02-20 20:25:45 -05:00
water111 b7cfd80b14
set up fog for jak 2 (#2223)
![image](https://user-images.githubusercontent.com/48171810/219878142-8ad7c154-9f52-4ad8-a315-1c932e24cd4b.png)
2023-02-18 15:45:13 -05:00
Hat Kid f452a504e6
decomp: race-* files (#2224) 2023-02-18 15:45:00 -05:00
water111 ed38adc2a7
[tie] support per-proto visibility flags (#2212)
Jak 2 adds a feature to disable protos in TIE. It's used to hide things
like steps for a future mission in ruins, and also to hide the static
version of the tower when it switches to the merc version for the
cutscene:


![image](https://user-images.githubusercontent.com/48171810/218270077-d8c52235-ddbf-4194-80f6-b8aa1eeeb7ec.png)
2023-02-11 12:00:05 -05:00
water111 c249dbc437
[jak2] improve loader for jak 2 levels (#2206)
Add a debug window for the loader to show levels and fix an issue with
jak 2 level unloading. I never really thought about how this works for >
2 levels, and there is a chance that you could unload the wrong level in
some cases.

The problem is some combination of merc-only levels not counting toward
the "in use" detection, and the unloader ignoring what the game wants to
load.

I don't remember why using merc models doesn't contribute to "in use"
but I'm afraid to change this for jak 1. Instead, we can have the
unloader avoid unloading levels that the game is telling us are loaded.
This is what we should have done originally, but there was a time when
Jak 1 didn't tell the loader anything, and we had this stupid detection
thing.

I think this is the first step toward just getting rid of the "in use"
detection and trusting the game for everything.
2023-02-09 20:44:33 -05:00
water111 e41ca8903e
[jak2] fix alpha test in lightning (#2204)
fixes the lightning fade out effect seen when jak touches the electric
gate.
2023-02-09 19:51:28 -05:00
water111 e26efcc4f3
[jak 2] add lightning renderer (#2203)
Implements the jak 2 lightning renderer as an alternate path through
Generic2. Also set up some generic stuff in the goal code.

There is a problem with the texture pool, which doesn't support the case
where two textures have the same tbp, but different cluts. So lightning
is often the wrong color (usually red).
2023-02-09 19:11:13 -05:00
Tyler Wilding 65812f722c
d/jak2: seal-at-waterslums working, and do a pass through all missions (#2199)
I did a pass through all missions, fixing issues as they came up. Also
got `seal-at-waterslums` working -- the best mission in the game 🥳

Co-authored-by: water <awaterford111445@gmail.com>
2023-02-09 18:40:01 -05:00
Tyler Wilding b72383964f
d/jak2: cleaning up the remainder of unblocked / unclaimed files (#2171)
Co-authored-by: water <awaterford111445@gmail.com>
2023-01-31 18:32:50 -05:00
water111 71cb1aef6f
[merc2] support vertex updates, use this for blerc in jak 1 and jak 2 (#2179)
This PR adds a feature to merc2 to update vertices. This will be needed
to efficient do effects like blerc/ripple/texture scroll. It's enabled
for blerc in jak 1 and jak 2, but with a few disclaimers:
- currently we still use the mips2c blerc implementation, which is slow
and has some "jittering" because of integer precision. When porting to
PC, there was an additional synchronization problem because blerc
overwrites the merc data as its being read by the renderers. I _think_
this wasn't an issue on PS2 because the blerc dma is higher priority
than the VIF1 DMA, but I'm not certain. Either way, I had to add a mutex
for this on PC to avoid very slight flickering/gaps. This isn't ideal
for performance, but still beats generic by a significant amount in
every place I tested. If you see merc taking 2ms to draw, it is likely
because it is stuck waiting on blerc to finish. This will go away once
blerc itself is ported to C++.
- in jak 1, we end up using generic in some cases where we could use
merc. In particular maia in village3 hut. This will be fixed later once
we can use merc in more places. I don't want to mess with the
merc/generic selection logic when we're hopefully going to get rid of it
soon.
- There is no support for ripple or texture scroll. These use generic on
jak 1, and remain broken on jak 2.
- Like with `emerc`, jak 1 has a toggle to go back to the old behavior
`*blerc-hack*`.
- In most cases, toggling this causes no visual differences. One
exception is Gol's teeth. I believe this is caused by texture coordinate
rounding issues, where generic has an additional float -> int -> float
compared to PC merc. It is very hard to notice so I'm not going to worry
about it.
2023-01-31 18:23:39 -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
Hat Kid be035181f0
decomp: squid-* files (#2170)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-01-28 18:44:10 -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
ManDude 213f3bad20
Add extended environment mapping option to progress and enable it by default + other bug fixes (#2161)
![image](https://user-images.githubusercontent.com/7569514/214192592-d584e955-9d54-4092-94ee-1cbe12b071e8.png)

Note: if you had the option disabled, it will be enabled when you first
start the game again. You will have to turn it off again if you want it
disabled.

Also fixes #2150 and fixes #1738 and fixes #2145
2023-01-24 20:22:47 +00:00
ManDude fdcd67b095
Fix F2 screenshots (#2160)
Fixes #2155
2023-01-24 00:38:21 +00:00
water111 0fcc7eb8e9
[merc2] Support emerc (#2147)
This adds environment mapping support to `Merc2`, and turns it on for
Jak 1 and Jak 2.

- The performance is much better
- Jak 1 can be toggled back to the old behavior with `(set! *emerc-hack*
#f)`. The new environment mapping is identical to the old one everywhere
I checked.
- Jak 1 still falls back to generic for ripple/texscroll/blerc/eyes -
there's still no dynamic texture or vertex updating support. The eye
detection stuff will sometimes flag stuff as eyes which is not eyes,
which is fine, but means that generic will be used in some places where
emerc could be used. For example, the shiny plates on jak's arm will be
drawn with generic because jak has eyes.
- Jak 2 hasn't been checked super carefully against PCSX2 yet.
- Jak 2 still isn't technically using emerc, but instead putting emerc
models in the merc bucket.
- The interface to merc is a lot different now and totally custom
OpenGOAL DMA code. The original merc drawing asm doesn't run anymore.
- The FR3 format changed
- Something funky going on with foreground lighting in escape, but
doesn't seem to be related to this change?

Performance comparison, jak 1, in likely the most generic-merc heavy
spot:

![image](https://user-images.githubusercontent.com/48171810/213882718-feb2ab59-95a9-44a2-b0e5-95fba860c7b0.png)

![image](https://user-images.githubusercontent.com/48171810/213882736-8dbbf4c9-6bbf-4d0b-96ce-78d63274660c.png)
2023-01-22 18:30:31 -05:00
Hat Kid 3d08d079c9
jak2: ocean renderer (#2142)
Initial implementation of the `ocean-mid`, `ocean-far` and `ocean-near`
renderers for Jak 2.

There's still a few things to sort out, mainly:

- [x] ~Backwards compatibility with Jak 1. The only thing that currently
stands in the way of that is figuring out a clean way to "un-hardcode"
the texture base pointer in C++ without creating a completely separate
`OceanTexture` class for Jak 2. One thing I thought of would be
modifying `BucketRenderer`'s virtual `init_textures` method to also pass
the `GameVersion`, but I'm not sure if there's a better way.~
- [x] ~The sudden transition from `ocean-near` to `ocean-mid`. Not sure
why it's happening or how to fix it.~
- [x] The ocean has two new methods in Jak 2, `ocean::89` and
`ocean::79`, one of which seems to be related to time of day sky colors.
~Even without them implemented, the end result looks quite close, so we
may be able to skip them?~ `ocean::89` generates `ocean-mid` envmap
textures, so it will likely be required, but will not be handled right
now.

Reverted the VU prologue removals because it made the tests fail.
2023-01-22 18:07:46 -05:00
Tyler Wilding 2ba07eb058
d/jak2: finish consite-obs and get almost all side-missions working (#2143)
Some side missions require cars, they don't work yet. Also the
ring-races and collection ones do not grant orbs. The hoaming beacon
collection one causes a `hud` crash
2023-01-22 09:31:39 -05:00
water111 7d7625f4f8
[jak2] workaround for cutscene playing (#2131) 2023-01-16 13:37:29 -05:00
water111 a0d2bce27b
Minor bug fixes (#2128)
- make sure bsp is processed on `l` levels in extraction (caused missing
remaps)
- clean up a few prints in extraction
- handle the <15 byte differences in art group files automatically (no
more errors about file naming)
- fix potential exception thrown by merc2 in a few ways: fixed bad data
in FR3's, check texture index just in case, and handle exceptions a
little bit better (still a crash, but at least you get a print)
- fix mips2 ocean stuff causing ocean far crashes
2023-01-14 16:26:17 -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 b072126764
d/jak2: some minor fixes and workarounds to make debugging easier (#2116)
- worked around audio code for gungame, the tutorials now function
- auto-exit cutscenes upon entry. This doesn't always work nicely (i
didnt want to cause any side-effects due to messing with load states)
but it atleast stops jak from being stuck forever waiting for the
cutscene to load
2023-01-14 12:36:41 -05:00
Tyler Wilding d6f9af7a20
d/jak2: finish strip mine files (#2111)
The level crashes similarly to drill-platform though, unclear what is
the root cause of it.

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-14 11:30:58 -05:00
water111 d65a1c365a
some bug fixes (#2125) 2023-01-14 11:04:15 -05:00
water111 bd209bf460
More vmodes (#2120) 2023-01-11 20:44:45 -05:00
animalstyletaco fd5191bb9a
Fixed bug where mouse position offset(s) would always return a 0 (#2109)
Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
2023-01-11 19:21:07 -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
Hat Kid bdee98323d
decomp: add a bunch of enemy files (#2101)
Adds the following files:

- `amphibian`
- `centurion`
- `ginsu`
- `grenadier`
- `hopper`
- `metalmonk`
- `monster-frog`
- `predator-graph`
- `predator-h`
- `predator`
- `rapid-gunner`
- `rhino`
- `rhino-wall`
- `tomb-baby-spider`

Also adds the DGOs for the following levels:

- Mar's Tomb
- Mountain Temple
- Drill Platform
- Sacred Site (Sage Hut)

Manual patches:

- The decompiler emits `(b! #t cfg-17)` in `(trans hostile hopper)`
without putting a `(label cfg-17)` anywhere
- Added cast to `art-joint-anim` in `(code broken rhino-wall)` and
`(code hit rhino-wall)`

Other notes:

- `amphibian` seems to occasionally crash when using its tongue attack.
Haven't investigated this yet
- `ginsu` crashes after being killed somewhere in the `deactivate`
method, possibly because of its `part-spawner`
- Predators aren't spawning in the forest hunt mission, not sure if
`forest-obs` might be needed for that or if it's something else
- The `rhino-wall` STR animation seems to load (albeit a bit broken due
to missing VAG stream playback), but causes the viewport to shrink as
soon as it's played
- I added `pegasus::74` to the `event_handler_hack` bool in
`variable_naming.cpp` because I got a `none` cast after changing the
return value of `enemy::74`
2023-01-07 17:14:12 -05:00
Tyler Wilding 5095b867b0
d/jak2: finish jetboard training mission (mostly) and scouts mission (#2090)
The things that aren't working right now:
- returning the board (maybe cutscene related?)
  - draft until i see if this can be sorted out
- seems to need streaming audio as well, the `scene-player` gets
properly initialized from what i can tell
- had to hack around the streaming audio parts.
2023-01-04 20:43:34 -05:00
water111 20a6839e07
[jak2] fix hud and some particles (#2088)
Fixes:
- a very old bug in depth in DirectRenderer, probably from the original
tfrag stuff. Looked at PCSX2 source code to see how 32/24 bit depths are
handled. This fixes hud sprites being drawn behind level geometry.
- saturate `vftoi4` like the ps2 does when the float is too large,
fixing hidden text in `hud`. For now it's only using this in the font
code because this saturation is actually kinda slow and hasn't been a
problem in other places.
- fix crazy particle spawning issue with blue gun and dripping stuff.
This would happen if particles kill themselves while being processed
(through a callback)
2023-01-02 12:13:19 -05:00
Tyler Wilding 9f53edae7a
game/debugging: Add a new imgui menu to filter debug text and adjust imgui config settings (#2085)
This adds a new ImGUI menu to help filter out the clutter on screen.


https://user-images.githubusercontent.com/13153231/210192912-b1c28319-bacb-449c-ad7f-e7308fb75f50.mp4

This also:
- moves the imgui display bool into a game specific config file (you can
hide it in jak1, and not in jak2)
- the config file also persists the settings from this menu (except the
filters for now, future TODO)
- there is a new `ignore_imgui_hide_keybind` in this file to ignore
hiding it when you press Alt
2023-01-02 09:45:38 -05:00
Tyler Wilding 73d38bd9ff
game/debugger: handle uncaught loader thread exceptions and better handle that situation on the windows debugger (#2075) 2023-01-01 12:31:12 -05:00
Tyler Wilding 9c631e11fe
offline-test: Partition by DGO and colorize/condense output (#2045)
This solves two main problems:
- the looming threat of running out of memory since every thread would
consume duplicate (and probably not needed) resources
- though I will point out, jak 2's offline tests seem to hardly use any
memory even with 400+ files, duplicated across many threads. Where as
jak 1 does indeed use tons more memory. So I think there is something
going on besides just the source files
- condense the output so it's much easier to see what is happening / how
close the test is to completing.
- one annoying thing about the multiple thread change was errors were
typically buried far in the middle of the output, this fixes that
- refactors the offline test code in general to be a lot more modular

The pretty printing is not enabled by default, run with `-p` or
`--pretty-print` if you want to use it


https://user-images.githubusercontent.com/13153231/205513212-a65c20d4-ce36-44f6-826a-cd475505dbf9.mp4
2022-12-22 13:41:33 -05:00
water111 80e9528e4e
lights, death, and rotation fix (#2042)
- decompile `lights.gc`
- decompile remaining `target-death` function, you can die now
- fix float issue with `matrix-from-two-vectors-smooth!` making jak face
the wrong way in the slide thing
2022-12-02 10:02:13 -05:00
water111 70e231fa72
[jak 2] merc (#2039) 2022-11-30 22:36:09 -05:00
water111 7a1a64acba
target code bugfixes (#2034) 2022-11-21 20:25:20 -05:00
water111 e0ebc5a68e
[decomp] target-handler (#2027) 2022-11-20 09:21:25 -05:00
Tyler Wilding bf83f2442d
d/jak2: cleanup more of editable and editable-player (#2029)
- Rough start of the SQLite integration to facilitate the SQL queries
- Cleanup and disable a little bit of code so the game no longer crashes
when entering the editor
- Implement some of the mouse data stuff


![image](https://user-images.githubusercontent.com/13153231/202881481-95bc0a2a-ac3d-4f65-aff1-b9f7ee5ee345.png)


https://user-images.githubusercontent.com/13153231/202881484-399747e7-dcdb-4e09-93e9-b561a45c8a18.mp4

This is a very old branch so best to get it merged now that it's at a
decent point so it can be iterated on.
2022-11-19 23:28:20 -05:00
Tyler Wilding 84497712ff
d/jak2: finish task-arrow | carry-h | projectile | gun-[red|yellow|blue]-shot (#1864) 2022-10-29 15:22:57 -04:00
water111 e443676889
[decomp] sky-tng (#1972)
https://www.youtube.com/watch?v=fkAMvEYXOGc
2022-10-15 18:21:17 -04:00
Tyler Wilding fd7d9c3df5
d/jak2: finish scene (#1971)
`scene-player-init` has some weird `rtype-of` usage (mostly in the
`pair` clause)
2022-10-15 17:43:02 -04:00
water111 9a04c7e311
[decomp] sparticle, sparticle-launcher, set up sprite (#1949)
- fix crash with unhandled sparticle definition (happens with the weird
array int32s that I don't understand yet)
- update mips2c stuff
- add part-tester
- fix some issues around texture uploads
 

![image](https://user-images.githubusercontent.com/48171810/194784675-54e3dc58-7846-450d-a1e9-cefd841dda94.png)
2022-10-09 19:56:07 -04:00
water111 3d4dfb2077
[decomp] Decompile some time-of-day stuff, support new style Jak 2 time of day (#1943)
- Add "tfrag-water" tfrag tree support (may just be the same as Jak 1's
'dirt' for the settings)
- Add "tfrag-trans" tfrag tree support, reusing "trans-tfrag" from jak
1.
- Add a hack to `LinkedObjectFileCreation` to handle `oracle`, which is
accidentally multiply defined as a type leftover from jak 1 (an entity
in village1), and level info for jak 2.
- Add `VI1.DGO`
- add `time-of-day.gc`, and a few other stub functions so it works
- Set up some time of day stuff in GOAL for jak 2/PC renderers
- Clean up time of day in c++ renderers, support the more complicated
weight system used by jak 2 (backward compatible with jak 1, thankfully)

The mood functions now run, so this could cause problems if they rely on
stuff we don't have yet. But it seems fine for ctysluma and prison for
now.


![image](https://user-images.githubusercontent.com/48171810/194719441-d185f59c-19dc-4cd3-a5c4-00b0cfe1d6c3.png)


![image](https://user-images.githubusercontent.com/48171810/194719449-6e051bf3-0750-42e5-a654-901313dbe479.png)


![image](https://user-images.githubusercontent.com/48171810/194719455-3ca6793e-873a-449a-8e85-9c20ffeb4da3.png)


![image](https://user-images.githubusercontent.com/48171810/194719461-8f27af17-4434-4492-96cd-8c5eec6eafdf.png)


![image](https://user-images.githubusercontent.com/48171810/194719468-720715b9-985a-4acf-928c-eab948cfcb03.png)


![image](https://user-images.githubusercontent.com/48171810/194719486-bfb91e83-f6ca-4585-80ad-3b2c0cbbd5af.png)


![image](https://user-images.githubusercontent.com/48171810/194719492-df065d2f-cb5a-47e3-a248-f5317c42082f.png)


![image](https://user-images.githubusercontent.com/48171810/194719507-91e1f477-ecfe-4d6c-b744-5f24646255ca.png)
2022-10-08 13:33:03 -04:00
water111 f1682867af
[graphics] hook up visibility data for jak 2 (#1938)
It works!

Visibility off:

![image](https://user-images.githubusercontent.com/48171810/193422627-c5560519-6d20-4645-baa5-5236c7969d6e.png)

On:

![image](https://user-images.githubusercontent.com/48171810/193422631-716fff10-9ad7-486f-ad35-9ddcddf2c4eb.png)

Overall the visibility data looks a lot better than in jak 1.
2022-10-01 17:12:12 -04:00
water111 d52739226c
[decomp] decompile decomp.gc (#1936)
A few issues:
- lwidea's fr3 is getting loaded and unloaded all the time
- the debug line drawing clipping is wrong (doesn't seem wrong in pcsx2,
so I think this is on us)
- nothing actually using vis data yet
- at a large distance, our view frustum culling seems slightly too
aggressive (might be that viewport scissoring is wrong)
- in the city, things seem darker as you move away. unclear how this is
happening (fog?)
2022-10-01 13:39:56 -04:00
Tyler Wilding 4d751af38e
logs: replace every fmt::print with a lg call instead (#1368)
Favors the `lg` namespace over `fmt` directly, as this will output the
logs to a file / has log levels.

I also made assertion errors go to a file, this unfortunately means
importing `lg` and hence `fmt` which was attempted to be avoided before.
But I'm not sure how else to do this aspect without re-inventing the
file logging.

We have a lot of commented out prints as well that we should probably
cleanup at some point / switch them to trace level and default to `info`
level.

I noticed the pattern of disabling debug logs behind some boolean,
something to consider cleaning up in the future -- if our logs were more
structured (knowing where they are coming from) then a lot this
boilerplate could be eliminated.

Closes #1358
2022-10-01 11:58:36 -04:00
water111 b5705bde96
[decomp] Partial implementation of tie (#1916)
Some stuff isn't working fully yet:
- fog color
- time of day
- draw order for multiple passes (currently all draws in the default tie
bucket)
- possibly settings for transparent stuff (untested, but might work)
- the "vanish" effect (we might not want this anyway?)
- environment mapping/etie completely not implemented.


![image](https://user-images.githubusercontent.com/48171810/192154314-2cc8ac51-9dad-474f-a84b-3a1d98973215.png)

![image](https://user-images.githubusercontent.com/48171810/192154316-457a7ee0-b5a4-4a40-b48e-8863114da735.png)
2022-09-25 12:50:51 -04:00
water111 edecac9f09
[decomp] add shrubbery renderer (#1914)
as with last time, fog and time of day are still garbage, but it still
works:


![image](https://user-images.githubusercontent.com/48171810/192119423-91b80500-a161-42ce-b734-0c528cc721cf.png)

The shrub near render is just falling back to generic again.
2022-09-24 17:46:13 -04:00
water111 80cefb9575
[decomp] background and tfrag (#1909) 2022-09-24 14:30:44 -04:00
water111 6a1bde4168
[decomp] fix up debug menu rendering, add a few others (#1892)
![image](https://user-images.githubusercontent.com/48171810/190832869-e609d346-9c4a-43fb-ad94-2a9690521adc.png)
actor vis boxes for PRI.DGO
2022-09-16 20:42:33 -04:00
water111 4eea31c3e9
[jak 2] texture (#1866)
- Decompile and patch `texture.gc` for PC
- Improve decompiler when offset doesn't fit in immediate (for types
larger than 8k and some scratchpad accesses)
- Fix symbol->string issues in both jak 1 and 2
- Fix bug with VIF interrupt used to profile VU code (hooked up to
OpenGLRenderer BucketRenderers in PC port)
- Support `~o` in `format`.
- Uncomment stuff in `merc.gc` that now works!

![image](https://user-images.githubusercontent.com/48171810/189505469-941b4a3e-23c7-4740-aa1b-2e461ed19fa9.png)

fixes https://github.com/open-goal/jak-project/issues/1850
2022-09-11 14:17:55 -04:00
animalstyletaco 813611e0b2
Fixed typo in gfx.cpp (#1868)
Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
2022-09-11 18:31:41 +01:00
water111 b5d21be9c5
W/misc fixes (#1838)
* temp

* temp

* before cleaning up

* cleanup merge

* fix warnings

* merge fix

* clang format
2022-09-05 20:29:12 -04:00
ManDude 0d16a52854
fix some pc settings not being saved/loaded correctly (#1815)
* Update default-menu.gc

* make fog hack slightly less aggressive

* add `reload-text` back but kinda fixed

* more unlocks for non-guaranteed musics

* smarter language save & load

* also save pc settings on autosave

* more special music log cases

* one more
2022-08-29 19:05:36 -04:00
animalstyletaco f86cc1a31f
Ast/kbm remapper update (#1800)
* Reverted default keyboard camera controls to IJKL and fixed bug where use mouse would always be set as false

* Fixed inverse axis on Right Y axis analog keyboard control

* Fixed newpad unit test, fixed variable typo, and fixed MapAnalog typo in newpad.h

Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
2022-08-26 11:59:11 -04:00
water111 d7af0f0d30
fix opengl error when screenshotting with msaa off (#1795) 2022-08-23 20:37:59 -04:00
water111 be654b9398
fix tie lod and intro cutscene linux crash (#1794) 2022-08-23 19:14:21 -04:00
sardap 5777b6e058
Added screenshot hotkey (#1776)
* Added screenshot hotkey and added a toggle to debug GUI to disable screenshot hotkey (#1765)

* Renamed gfx_dumps folder to screenshots and screenshots taken with hotkey now use game render options not debug gui screenshot render options (#1765)

* Updated get current timestamp to use strftime

* fixed clang formating errors for screenshot hotkey

Co-authored-by: sardap <sardap@users.noreply.github.com>
2022-08-23 19:13:26 -04:00
Tyler Wilding 4164a755b1
game: fix transition from fullscreen (not borderless) to windowed (#1786)
* scripts: remove references to non-existent script

* game: fix transition from fullscreen (not borderless) to windowed

* game: ensure window is position away from the corner of the display when switching from fullscreen
2022-08-22 18:56:11 -04:00
water111 b388aa7b71
add option to disable mouse hiding (#1782)
* add option to disable mouse hiding

* write setting
2022-08-21 19:00:13 -04:00
Tyler Wilding dec7da2110
game: windowed mode related fixes (#1778)
* game: restore windowed mode settings properly

* game: use the game version for saving settings/saves

* game: prevent windowed mode from being auto-centered on initial init

* game: save and restore window coordinates

* lint: formatting
2022-08-21 18:13:27 -04:00
water111 3c89cd08be
Improvements for stuttering (#1768)
* tie changes

* other changes

* cleanpu

* remove silly profiling

* loader frames bug fix

* fix merge issue
2022-08-20 10:32:00 -04:00
animalstyletaco 0850c7d98c
Fixed invalid cursor mode bug in GLDisplay::update_cursor_visibility() (#1774)
* Fixed invalid cursor mode bug in GLDisplay::update_cursor_visibility()

* Removed global cursor mode variable

Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
2022-08-20 10:31:39 -04:00
ManDude 7b25afa697
add a bunch of new cheat codes & re-do all pc cheat codes (#1770)
* redo cheat encodings

* fix error

* add no texture cheat

* tiny cleanup + add sidekick stats button

* crappy implementation of big/small head mode

* more correct bone scaling

* redo bone manip code a bit

* jp text fixes

* improved matrix math!

* add big fist cheat, minor type cleanup, add some debug toggles

* move all this mess to a new file

* slightly rework joint scaling function

* add big head npc cheat

* subtitles typo

* WIP mirror mode

* fix mirrored hud sprites

* fix mirror mode sound pan

* add cheats to menu!

* split some subtitles
2022-08-20 10:30:37 -04:00
animalstyletaco 375e9c7713
Added first working instance of controller/keyboard re-mapper (#1702)
* Added First working instance of controller/keyboard re-mapper

* Fixed clang formatting issues

* Updated newpad.cpp to inverse analog y-axis to make json labelling consistent

* Added mouse sensitivity options for X and Y axis in json, removed scroll mouse support, and other changes requested in feedback

* Added option to have ImGui debug menu appear on start up and remove hard coded set_imgui_visible calls

* Added newpad unit tests and updated function names to better describe intended functionalities

* Fixed formatting issue in newpad unit test

* Removed rumble unit test new pad

* Fixed codacy static analysis issues

* Fixed Linux build issues

* Implemented github feedback

* Implemented updated github feedback

* Fixed formatting errors

* Updated Pad::CheckPadIdx

* Implemented changes based on latest github feedback

* Implemented changes based on github feedback

Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
2022-08-19 11:28:06 -04:00
Ziemas 2acc5250f8
Run IOP Vblank handler on the IOP thread (#1752) 2022-08-14 17:21:02 -04:00
ManDude 26f19e8b14
cleanup cheats menu + change game territory logic + some subtitles (#1733)
* use `game-text-id->string` function here

* small cleanup to pc progress code

* better way to handle "locked" texts

* this is better

* fix potential incompatibilities with merc & ocean renderers

* show cheat requirements in menu + change requirements

* increase size of money starburst

* split some more subtitles

* potentially fix a vsync bug?

* change territory encoding logic

* pass game territory to compiler

* ugh LOL
2022-08-06 11:57:19 -04:00
water111 da4ec008c3
Add a gltf level exporter (#1719)
* Add a gltf level exporter

* more fixes

* disable by default

* compile fixes for windows

* improve collide packer

* bug fix

* clang format

* fix texture bug
2022-08-05 12:25:35 -04:00
Tyler Wilding dc6589cef5
game/imgui: remove V-Sync checkbox as it can't be interacted with (#1726) 2022-08-05 12:12:55 -04:00
Ethan Lafrenais 88856ba5e0
Add in-game option to switch fullscreen monitor (#1700)
* Add in-game option to switch fullscreen monitor

* mmm undefined memory :)

* Fix type consistency

* Optimize get_monitor and get_monitor_count since they're called often

* Address PR feedback

* Track fullscreen mode and minimized state to reduce GLFW calls per frame
2022-07-31 13:31:17 -04:00
ManDude 9f6c4bd409
[game] improved subtitle debugging & make subtitles larger (#1704)
* improved subtitle debugging and interface

* increase subtitle font size

* fix a ton of subtitles

* dont toggle subtitles in scenes with no subtitles
2022-07-27 21:38:52 +01:00
ManDude a8653f7595
fix borderless on Windows, resolution when letterboxes and envmap setting (#1683)
* fix Windows borderless and letterboxing resolutions

* oops fix envmap setting

* unused

* fix msaa not using a resolve buffer

* remove unnecessary resolve buffers(?)

* fix sprite distort
2022-07-19 18:41:48 -04:00
Ethan Lafrenais bb323c2ebe
Depth Cue (#1676)
* Initial depth-cue implementation

* Oops

* Finish merge + fix issues with letterboxing

* Fix alpha blending

* Add some debug options + profiler stats

* More debug options + respect xyoffset GS register

* Clean up GOAL code

* Disable depth-cue by default

* typo

* very important typo

* depth-cue disable, but better
2022-07-19 18:34:30 -04:00
water111 6e77b1154d
[graphics] switch to depth-pass shadows (#1681) 2022-07-18 20:43:07 -04:00
ManDude d2f104cd43
implement a cheats menu + a few bug fixes (#1677)
* raise particles cap to 10x

* change a text line

* allow sound bank load during vag

* fix default settings and fps setting

* keep "auto save disabled" option in menu

* cheats menu!

* Update game_text_ja.gs

* fix battle hud crash

* add cheats menu to title

* update settings version

* Update all-types.gc

* disable envmap fade out with hires actor lod setting

* disable merc fadeout if not using ps2 actor lods

* dont update aspect ratio if game size is bad

* set vsync later

* increase memory for generic, sprite and dma.

* fix issues with aspect ratio not saving

* split forcing envmap to a separate toggle

* too slow, dont expose to users yet
2022-07-18 19:54:38 -04:00
water111 1602b05a2e
[graphics] some blit optimizations (#1667)
* [graphics] a few optimizations

* fullscreen crap

* working, other than aspect ratio thing

* same behavior as before

* fix blackout bug, add more error messages

* fix error when 0 size buffer

* rm warning

* one last 0 size issue
2022-07-17 14:45:00 -04:00
water111 e9567a6e4b
Cleanup goalc tests, fix jak2 kernel bugs (#1669)
* Cleanup goalc tests, fix jak2 kernel bugs

* fix warnings on linux

* spelling is hard
2022-07-17 14:12:11 -04:00
ManDude afd7ee4504
change default window settings (#1656)
* consistent texture unit binding for screen

* change default pc settings for window size & display mode
2022-07-15 20:28:08 -04:00
water111 193712a236
[gfx] add more annoying opengl texture initialization (#1654)
* [gfx] add more annoying opengl texture initialization

* fix catastrophic typo
2022-07-15 19:16:36 -04:00
water111 9bdb6d11d1
[graphics] Another possible way to handle windowed (#1653)
* [gfx] fixes for when the window is force to weird size

* a better way

* Another way to handle windowed mode
2022-07-15 18:59:13 -04:00
Ethan Lafrenais 3b558e093e
Fix instanced sprite distort renderer not always using the most recent sine table (#1646)
* Fix instanced sprite distort renderer not always using the most recent sine table

Sometimes the game won't update the sine table on the same frame the aspect ratio changes (for example if the player is in a cutscene), but the renderer assumed that it was always up-to-date on the next frame. This caused it to occasionally use outdated vertex/tex coord data that usually made the distort sprites a little too small/big.

* Same fix, but better
2022-07-15 18:16:46 -04:00