I finally read through all the joint code and wrote up some
documentation. I think this will be really helpful when we try to
understand all the functions in `process-drawable`, or if somebody ever
wants to import/export animations.
This switches all three games to using a new faster GOAL joint
decompressor. It is on by default, but you can go back to the old
version by setting `*use-new-decompressor*` to false.
Also fix the log-related crash, fix the clock speed used in timer math.
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>
This renames the method object in `defmethod`s to `this` and adds
detection for the `set-time!` and `time-elapsed?` macros.
Definitely my biggest PR yet...
This PR adds detection of the `launch-particles` and `seconds-per-frame`
macros to the decompiler, removing a lot of bloat and hiding many
process register uses.
I also added `og:preserve-this` comments to as many manual patches and
comments as I could, which will soon be used in conjunction with CI to
hopefully catch any regressions in future big decomp update PRs.
I have some concerns about the `launch-particles` macro (more details in
`sparticle-launcher.gc`) , but thus far, I have not seen anything break
yet.
---------
Co-authored-by: water <awaterford111445@gmail.com>
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>
Gives proper names to almost every color. It is very apparent that some
colors are context-sensitive/made for a specific purpose, so those
colors were named after that purpose instead of a generic color name.
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>
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.
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.
There are *a lot* of file changes and while I have carefully gone
through every gsrc change to fix up manual patches, there might still be
spots that I missed.
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.
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).
Manual patches:
- `drill-turret`: The static data for `*turret-13-path*`,
`*turret-14-path*` and `*turret-15-path*` was decompiled by hand and the
integers in the `set-speed-mult` events have been replaced with boxed
integer arrays that contain only that integer in order to make the
compiler happy. To that effect, the event handler in `target-turret` was
changed to access that array instead of just accessing the int.
- `hover-nav-control`: In `hover-nav-control::10`, `arg2` is usually a
`vector`, but there are some places where it is called with `#t` as
`arg2` and, subsequently, crashes the game because it tries to access
the `quad` of `arg2` if `arg2` is truthy. To mitigate this, the
condition `arg2` has been replaced with `(and (!= arg2 #t) arg2)` (in
this case, it would jump to the `else` that just resets the `dest-vel`
and `transv` `quad`s)
- `drill-baron`: The static data for `*drill-ship-turret-speed-event*`
has been decompiled by hand.
TODOs:
- Jellyfish crash the game
- Destroying the metalhead eggs that are on the breakable wall crashes
the game (already happened with the Peacemaker before)
- Figure out why static data of type `turret-path-event` doesn't
decompile
The docs for all the hover-nav and nav-network code could use some love
in the future, I'm not smart enough to figure out what any of that code
actually means, but it seems to work...
Also threw in the fix for the ▲ that was accidentally left commented
out.
- 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
I did some manual modifications in a few places to work around some
truly mysterious control flow, and some unsupported stack array stuff.
Also fixes a bug in decompiling static improper lists.
As far as I can tell, guns work, other than some graphical issues and
the crazy particle spawning issue, but I strongly suspect these are
problems with the sparticle/graphics side.
- target-part
- ;; ERROR: Failed to convert to atomic ops: Variable could not be
constructed from register r0 in `process-drawable-shock-wall-effect`
- gun-part
- missing sparticle decompiling case it seems related to `L155`
This is pretty rough but...im excited to see it working :)
The only interesting one is `collide-hash`, which is untested.
The other two are very likely unused. I skipped the annoying code in
`collide-probe` because it's not used and the same as jak 1.
And everything else needed for them!
A couple functions are bad currently.
- fixes#1929 - untested on linux
- fixes#1924 - now you need to type `,` before a lambda you want to put
in a pair.
- fix debugger symbol table in jak 2
- made the decompiler output `(meters 2)` instead of `(meters 2.0)`
- fixed a bug with the bitfield enum special -1 case
- made bad game text decomp not exit the decompiler
- added `editable-player` and `script`