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118 commits

Author SHA1 Message Date
Tyler Wilding 92c4390f0a
jak1: Adjust sprite positioning or hide them where appropriate when using non-standard aspect ratios (#3596)
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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)
2024-07-26 23:15:51 -04:00
zakfaulk a7c9151c6c
Jak1: Add Autosplitting options for tasks completed in one level and turned in in another (#3595)
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.
2024-07-26 23:12:30 -04:00
Matt Dallmeyer 86979e3d06
[jak1] Enforce certain pc-settings in speedrunner mode (#3553)
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
2024-06-15 14:54:53 -04:00
Tyler Wilding c162c66118
g/j1: Cleanup all main issues in the formatter and format all of goal_src/jak1 (#3535)
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)
2024-06-05 22:17:31 -04:00
ManDude ebbbedabc5
jak3: fix hud sprite crash + add entity debugger (#3516) 2024-05-13 04:09:25 +01:00
Tyler Wilding d1ece445d4
Dependency graph work - Part 1 - Preliminary work (#3505)
Relates to #1353 

This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.

The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.

Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.

Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
2024-05-12 12:37:59 -04:00
ManDude 667553850d
jak2/3: re-implement screenshot system through goal (#3482) 2024-04-25 01:46:18 +01:00
ManDude e601a3dcb3
[jak3] implement pckernel (#3472)
Most debug features do not work, but that's fine.
2024-04-15 19:26:48 +01:00
ZedB0T c5357f7ccd
Add fall back condition (#3452) 2024-04-06 12:39:02 -04:00
Tyler Wilding afea4f7694
g/j1: remove the redundant graphics menu (#3421)
This was hiding options for people that only had 60hz monitors since the
two menus drifted -- it is not necessary for an entire separate menu,
just disable the option if applicable.

Don't merge this without testing it throughly
2024-03-30 20:00:53 -04:00
ZedB0T 6822e5cc71
Fix (-> *autosplit-info-jak1* training-num-orbs) when blacked out (#3297)
When loading a save, these values are temporarily 0, and it messes with
the autosplitter so we want to ignore them then.
2024-02-28 19:14:50 -05:00
Tyler Wilding 5eeaffcde0
scripts: new linter script to detect goal_src files with trailing whitespace (#3387)
Removes trailing whitespace from goal_src files, eventually the
formatter will do this as well but it's not ready yet so this is a
decent interim solution.

A competent text editor will also do this / flag it for you.
2024-02-24 14:27:56 -05:00
Tyler Wilding d1a6c60eb8
game: disable keyboard input by default, give users a way to enable it via the imgui menu (#3295)
It was narrowed down recently that a lot of people have issues with the
controller input because of Steam Input working as intended. Steam Input
can be configured to replicate controller inputs as keyboard inputs (for
example, pressing X on your controller presses Enter on the keyboard).

This results in the problem of "jumping pauses the game" and similar
issues. This is a consequence of the intended behaviour of the game
listening to all input sources at the same time.

Since the vast majority of players are using controllers over keyboards,
it makes sense to disable the keyboard input by default to solve this
problem. However that makes things awkward for users that want to use
the keyboard (how do they enable the setting). The solution is a new
imgui option in the settings menu:
![Screenshot 2024-01-07
141224](https://github.com/open-goal/jak-project/assets/13153231/6f9ffa2d-be7a-433d-b698-15b70210e97e)

**Known issue that I don't care about** -- in Jak 1's menu code, since
the flags are controlled by pointers to values instead of a lambda like
in jak 2, the menu won't update live with the imgui option. This has no
functional impact and I don't care enough to fix it.

I also made the pc-settings.gc file persist on first load if the file
wasn't found. Hopefully this helps diagnose the support issues related
to the black screen.

# Why not just ignore the keyboard inputs for a period of time?

This won't work, the keyboard is polled every frame. Therefore if you
hold down the X button on your controller, steam is continuously
signaling that `Enter` is held down on the keyboard.

Yes it would be possible to completely disable the keyboard while the
controller is being used, but this defeats the purpose of creating an
input system that allows multiple input sources at the same time.

With an explicit option, not only can the user decide the behaviour they
want (do they want the keyboard ignored or simultaneously listened to)
but we avoid breaking strange edge-cases in usage leading to never
ending complexity:
- ie. imagine steam input sends events to the mouse, well you can't
disable the mouse while using the keyboard because most times people are
using mouse and keyboard
- ie. a user that wants to hold a direction with the keyboard and press
buttons on the controller in tandem (something i frequently do while
TAS'ing, to move in a perfect straight line)
2024-02-23 18:19:07 -05:00
ManDude ba7b0397b1
[pckernel] fix settings not being applied if file isn't found (#3313) 2024-01-17 15:43:53 +00:00
ManDude 46db6a36da
[pckernel] use pc-get-resolution to fetch initial fullscreen resolution (#3307)
This is the more correct way of doing what that code is trying to do.
Fixes #3296

Also fixed some type inconsistencies with related code, probably wasn't
causing issues though.

May also fix the "black screen on startup" issues people keep having,
but that would simply be a nice bonus and isn't the aim of this PR.
2024-01-15 18:53:49 +00:00
ManDude 7a8aa71204
[jak2] implement statistics tracker (#3288)
Currently only tracks enemy kills, and how they were killed. There is
currently no menu for this, but I've already added most of the text for
it. Also did a bunch of misc decompilation fixes and renamed some
methods.

Fixes #3277 
Fixes #3278
2024-01-11 22:49:41 +00:00
ManDude 349919f788
[jak2] implement pc cheats in menu (#3275)
Adds the opengoal cheats to the secrets menu. Only cheats that are fully
functional and unlockable are there right now, which is eight cheats.

This update will reset most Jak 2 settings.

Also fixes #3274 .
2023-12-28 11:14:10 +00:00
ManDude 897e9c588b
fix weird potential initialization bug with the music log (#3258) 2023-12-12 23:34:14 +00:00
ManDude 1808596679
save & load game territory setting (#3243) 2023-12-03 18:19:38 +00:00
ManDude 974f5931de
[jak2] add resolutions menu (#3238) 2023-12-03 08:11:18 +00:00
ManDude 7f1bf1f892
[jak2] extended shadows hack + add/fix progress options (#3213) 2023-11-19 10:57:56 +00:00
Tyler Wilding 8258c409d5
New Crowdin updates (#3211) 2023-11-18 14:52:49 -05:00
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
Matt Dallmeyer 7c74b0c999
Fix starting continue point for Hub 2/3 category extensions (#3103) 2023-10-29 02:17:32 +01:00
Aloqas ce1c2eb7c2
[jak1] Finnish base game strings (#3058)
Finnish translations for the remaining UI texts

---------

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-10-12 18:05:40 -04:00
ManDude e130244271
[jak2] scalable debug font + fix debug menu widescreen bugs (#3044)
also hides empty (no commands) regions from the viewers by default now.
2023-09-30 21:19:47 +01:00
ManDude 1f4044b9ff
Jak 2 controller LED implementation (#3035)
Adds controller LED features to Jak 2:
- progressive flickering denoting health
- copies tomb simon says puzzle colors
- unique colors for each gun
- orange color for being indax
- yellow color for being in mech
- purple color for being darkjak
- blue color for being in board
- red flash when wanted.

May add more features later?

Also did some minor clean-up on some types.
2023-09-28 02:47:09 +01:00
ManDude 170cbd7e6c
misc low hanging fruit fixes (#3034)
Fixes #2235 
Fixes #2236 
Fixes #2963 
Fixes #3027
2023-09-27 00:59:07 +01:00
ManDude 1ff55d5015
fix (font-flags left) name + fix right flag not reflecting in debug text box (#3020)
Fixes #3016 
Fixes #3017
2023-09-24 03:00:09 +01:00
ManDude 61c4fc4b91
[jak2] fully implement collide mesh renderer (#3010)
Fixes #2983
2023-09-22 15:50:16 +01:00
Tyler Wilding d701a54c43
g/j2: Implement speedrunner mode in jak 2 (#2976) 2023-09-16 23:23:29 -04:00
rafalekkB ed6782d11b
Polish translation for Jak 1 (#2961) 2023-09-11 22:05:42 -04:00
Tyler Wilding 0a45f50522
g/j1: resolve memory leak around display/input dynamic strings from C++ (#2979) 2023-09-11 23:09:42 +01:00
Luminar Light 2d8b65accf
entity-debug: Show path and volume data. (#2942) 2023-09-08 20:44:58 -04:00
ManDude 6e8b0e57c7
[extractor] fix territory being set to wrong value (#2946)
Also fixes a minor issue where the JP sound bank wouldn't work (Jak 1).

Fixes #2793
2023-08-30 18:36:10 +01:00
ManDude f5b771174e
[jak2] small minor fixes (#2909)
- fix deci2 hang when closing the game in retail mode.
- change bigmap to always filter because the pixels look really ugly.
- don't start the game in fullscreen by default if we're debugging.
2023-08-16 18:31:27 -04:00
ManDude e7f2f2ad49
[jak2] music player cheat menu (#2900) 2023-08-16 17:53:38 +01:00
ManDude 9aa9b9d8e0
[jak2] get new cheats working (#2885) 2023-08-07 00:15:53 +01:00
Tyler Wilding bb8b39a5e8
jak1: start a new game correctly when speedrunner mode is enabled (#2873) 2023-08-02 19:44:54 -04:00
Brent Hickey b88552a35d
Basic hash table and jump table (#1837)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-08-01 17:09:14 -04:00
Luminar Light a8ae15139b
Anim Tester X - Quality of Life improvements (#2682)
Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-08-01 17:06:20 -04:00
ManDude 6161acdf83
force-actors? -> ps2-actor-vis? (#2852)
supersedes #2839
2023-07-29 18:30:37 +01:00
Tyler Wilding bafa8f6b34
New Crowdin updates (#2786) 2023-06-30 00:00:37 -04:00
ManDude b3e3f9379e
fix some jak 1 hint subtitles not showing up (#2782)
There is one instance of the same hint being played for different IDs
which was breaking things.
2023-06-28 14:13:47 +01:00
Tyler Wilding 679986e79f
sdl: safer code to resolve intermittent controller crashes related to disconnections (#2755) 2023-06-23 15:35:32 -04:00
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
Matt Dallmeyer ccaa1f41e5
Rename collide-action enum values for readability (#2712)
```lisp
(defenum collide-action
  :type uint32
  :bitfield #t
  (solid 0)              ;; used for solid things
  (rider-plat-sticky 1)  ;; used for platforms in rider/platform interactions
  (rider-target 2)       ;; used for target in rider/platform interactions
  (edgegrab-active 3)    ;; set/cleared when entering/exiting edgegrab states
  (rider-plat 4)         ;; used for platforms in rider/platform interactions
  (unused 5)             ;; totally unused?
  (edgegrab-possible 6)  ;; used when edge grab checks should be done
  (edgegrab-cam 7)       ;; set/cleared when entering/exiting edgegrab states
  (swingpole-active 8)   ;; set/cleared when entering/exiting swingpole states
  (racer 9)              ;; set/cleared when entering/exiting racer states
  (attackable 10)        ;; used for something to do with attacking/damaging
  (attackable-unused 11) ;; seems to relate to attacking - set in several places but never tested for?
  (snowball 12)          ;; set/cleared when entering/exiting snowball states
  (tube 13)              ;; set/cleared when entering/exiting tube states
  (flut 14)              ;; set/cleared when entering/exiting flutflut states
  (racer-grounded 15)    ;; set/cleared when entering/exiting certain racer states w/ extra conditions
  (racer-unused 16)      ;; seems to relate to racer - never set, only cleared in one place?
  )
```
2023-06-15 19:59:54 +01:00
ManDude e2c84d7635
revamp controller LED in jak 1 + reorganize some pc-settings things + fix some jak 2 decomp (#2719) 2023-06-13 19:26:44 +01:00
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
ZedB0T 4bb5491d38
sdl: Fix target-fps add debug toggle for speedrun mode (#2694) 2023-06-04 20:42:09 -04:00