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79 commits

Author SHA1 Message Date
Hat Kid edae60d58d
decompiler: support merc model replacements and adding custom actor models to vanilla fr3s (#3597)
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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`.
2024-07-21 01:51:31 +02:00
Tyler Wilding b4113dda67
decompiler: Cleanup duplication in extractor/decompiler and make it easier to enable streamed audio ripping from CLI (#3560)
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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)
2024-06-29 01:18:39 -04:00
water111 5b04be2fa0
Add hfrag, clean up some background renderer stuff (#3509)
This adds hfrag, but with a few remaining issues:
- The textures aren't animated. Instead, it just uses one texture.
- The texture filtering isn't as good as at it could be.

I also cleaned up a few issues with the background renderers:
- Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub
- Moved time-of-day color packing stuff to FR3 creation, rather than at
level load. This appears to reduce the frame time spikes when a level is
first drawn by about 5 or 6 ms in big levels.
- Cleaned up the x86 specific stuff used in time of day. Now there's
only one place where we have an `ifdef`, rather than spreading it all
over the rendering code.
2024-05-09 20:11:43 -04:00
water111 ec23e6c5d9
[glb export] Export bones. (#3087)
![image](https://github.com/open-goal/jak-project/assets/48171810/0f26e77b-af68-4450-882e-762a501bdef4)
2023-10-14 16:49:23 -04:00
water111 af6f489657
[jak2] Set up extractor (#3042)
This sets up the extractor for jak 2. I was expecting that I'd have to
make some more significant changes to the decompiler/compiler path
stuff, but this was not the case!

The only real change is that you can now provide multiple ISO hashes for
an entry in `ISOMetadata`. This is needed for the two different NTSC
versions, which have the same configs, serials, and ELF hashes, but
slightly different contents.

I also didn't add the korean version because I don't have the info for
it.

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-10-06 23:09:09 -04:00
water111 74250a22f7
Save entities to JSON, and make custom level building a little faster (#2973)
This will create a folder like `decompiler_out/jak1/entities` and save a
JSON file per level with all the actors.

Also, it should hopefully make custom level building a little faster.
2023-09-09 17:06:39 -04:00
Tyler Wilding 07d97bce8c
goalc: use iso_data build_info to inform custom level build process (#2959) 2023-09-03 18:17:35 -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
water111 06ef52cd25
[decompiler] support for jak 2 (#1781)
* [decompiler] suppport jak 2

* cleanpu

* remove brief from gtest options

* fix test
2022-08-22 18:53:51 -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 6446389263
extractor: cleanup, support unicode properly, and add multi-game support (#1609)
* extractor: refactor and cleanup for multi-game support

* deps: switch to `ghc::filesystem` as it is utf-8 everywhere by default

* extractor: finally working with unicode

* unicode: fix unicode cli args on windows in all `main` functions
2022-07-05 20:38:13 -04:00
water111 91fa0122d8
[decompiler] Jak 2 modifications, new all-types code (#1553)
* temp

* look at old game types

* clean up
2022-06-25 21:26:15 -04:00
ManDude 7d5045ab3f
PAL & NTSC-J support + updates (#1490)
* PAL dumps files

* alrighty then

* make PAL warning slightly more specific

* PAL patches for `title-obs`

* Update all-types.gc

* PAL patch `beach-obs`

* `process-taskable` PAL patch

* `ambient` PAL patch

* `yakow` PAL patch

* `village-obs` PAL patch

* `sparticle-launcher` patch

* `swamp-obs` PAL patch

* `sequence-a-village1` PAL patch

* typo

* errors

* `powerups` PAL patch

* `ogreboss` PAL patch

* jak 1 v2 encoding

* `load-boundary` PAL patch

* `flying-lurker` PAL patch

* `mayor` PAL patch

* update game encoding to PAL (v2) encoding

* `cam-debug` and `cam-update` PAL patch

* `fisher` PAL patch

* `target` PAL patch

* `target2` PAL patch and fix text compiling

* `target-death` PAL patch

* `target-racer-h` PAL patch

* `logic-target` PAL patch

* `main` PAL patch

* `snow-flutflut-obs` PAL patch

* `rolling-obs` PAL patch

* `gsound` PAL patch

* update refs

* `progress` and `progress-draw` PAL patches

* clang

* wrong.

* complain

* clang

* fix test

* fix blurry jp text

* fix weird interrupt lag from setting window size

* patch more text lines, special handling for credits

* Update FontUtils.cpp

* Add xdelta3 and file patching interface

* add window lock toggle and update settings ver

* better particle hacks

* add PAL support to extractor

* Fix credits

* also NTSC-J support

* make xdelta3 a separate library

* address feedback

Co-authored-by: water <awaterford111445@gmail.com>
2022-06-22 05:16:34 +01:00
water111 196c09a232
Clean up libstb_image (#1494) 2022-06-19 19:48:34 -04:00
water111 e56b2e8d56
[graphics] merc2 renderer (#1374)
* tfrag3 data for merc2

* dma hooks for merc2

* start designing merc2 opengl, seems like the simple approach will be the best here

* before bone packing experiment

* fix up bones.gc

* use uniform buffer

* speedup, fix faces and eyes

* final fixes
2022-05-28 19:28:19 -04:00
water111 be976d2e69
[merc] Add merc extraction (#1356)
* docs for ee merc code

* wip

* more extraction stuff

* partial mat1 working

* mat1

* cleanup

* partial mat2 and mat3 support

* merc extraction seems to work
2022-05-11 22:53:53 -04:00
water111 61766d2d22
Collision mesh extraction (#1330)
* temp

* extract collision mesh

* temp

* improve

* toggle, cleanup
2022-04-25 21:53:23 -04:00
water111 f341be65e9
remove old ir1 code (#1287) 2022-04-09 11:46:56 -04:00
water111 5bd0b735a5
Add extractor tool (#1276)
* first attempt

* fix

* zip to tar

* windows

* try again, std::filesystem sucks

* std::filesystem is still garbage

* std::filesystem is terrible

* std::filesystem continues to waste my time

* again

* neadsflaldksal;df
2022-04-03 19:17:03 -04:00
Tyler Wilding e74bd3b32b
ci: Add an automated release process (#1262)
* ci: bring over some of my code to enable the process

* ci: cleanup builds a bit and add release stuff

* ci: fix paths and such after debugging

* ci: fix flowchart

* cmake: easily toggle between building everything dyn or statically linked

* ci: build release artifacts statically linked

* ci: fix some issues after testing once again, linux binaries are still too big
2022-03-29 22:47:08 -04:00
water111 b2ed9313bd
[graphics] First part of shrub extraction (#1258)
* decompile 90% of shrubbery

* some more progress

* some more

* big function decompiled

* went through `draw-prototype-inline-array-shrub` and made more notes

* shrub: start implementing extract_shrub

* read through current notes and add the info to current decomp

* decomp: allow skipping inline-asm from output

* add code to BspHeader to get GOAL types for shrubs

* add doc

* wip

* fix bad merge

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
2022-03-28 18:14:25 -04:00
ManDude 5b44aece75
random fixes + support clang-cl on visual studio (#1129)
* delete unused shaders

* hide some options in debug menu

* change fullscreen logic a bit

* add "all actors" toggle

* borderless fix and fix alpha in direct renderer untextured (do we need a separate shader for that?)

* fix fuel cell orbit icons in widescreen

* fix `curve` types

* refs

* fix levitator task...

* fix some task stuff

* update font code a bit (temp)

* cmake, third-party and visual studio overhaul

* Update .gitmodules

* update modules

* clone repos

* fix encoding in zydis

* where did these come from

* try again

* add submodule

* Update 11zip

* Update 11zip

* Update 11zip

* delete

* try again

* clang

* update compiler flags

* delete 11zip. go away.

* Create memory-dump-p2s.py

* properly

* fix minimum architecture c++ compiler flags

* fix zydis

* oops

* Update all-types.gc

* fix clang-cl tests

* make "all actors" work better, entity debug qol

* update game-text conversion code to be more modularized

* Create vendor.txt

* fix typos and minor things

* update refs

* clang

* Attempt to add clang-cl support to vs2019 and CI

* vs2022 + clang-cl

* srsly? fix clang build

* Update launch.vs.json

* extend windows CI timer
2022-02-07 19:15:37 -05:00
ManDude 27bb6c6384
[decompiler] decompile particle defs using specialized macros (#1077)
* [decompiler] `defpart` and `defpartgroup`

* support sounds in part defs natively

* make `meters_to_string`

* update refs

* clang

* make macros in pair only work inside `(unquote ...`

* update source

* update finish

* fix
2022-01-15 20:01:38 -05:00
water111 a8342aef31
[graphics] TIE extractor (#1026)
* temp

* temp

* wip

* more progress on the instance asm

* first half of tie extraction, up to dma lists

* more tie extraction

* first part figured out maybe

* bp1 loop seems to work, bp2 loop does not

* bp1 and bp2 appear working. sadly ip is needed

* ip1 outline, not working ip2

* just kidding, ip2 seems to work

* extraction seems to work

* basic rendering working

* tie fixes

* performance optimization of tie renderer

* hook up tie to engine

* fix more bugs

* cleanup and perf improvements

* fix tests

* ref tests

* mm256i for gcc

* CLANG

* windows

* more compile fixes

* fix fast time of day

* small fixes

* fix after merge

* clang
2021-12-26 12:33:51 -05:00
water111 083202929c
[graphics] tfrag3 renderer (#978)
* begin work

* work

* working objs

* exporting

* it works

* before some time of day fixes

* add time of day interp and also fix zbuffer

* some small blending fixes

* improve randomess

* clean up extraction and missing blend mode

* culling, time of day, more level fixes

* more cleanup

* cleanup memory usage

* windows fix
2021-12-04 12:33:18 -05:00
ManDude 2ea2d6a58a
[decompiler] implement defskelgroup (#955)
* implement `defskelgroup` in decompiler

0 lines removed!

* clang

* fix matcher code

* it was fine actually

* update all files (pt 1)

* update all files

* remaining fixes!

* null deref

* use METER_LENGTH

* move max lod warning

* clang

* math error

* fix macros too

* fix bug in a print
2021-11-04 19:10:39 -04:00
water111 3a1c9eaf75
[decompiler] clean up offline test program, reorganize decomp order (#895)
* make a new offline test

* finish up offline test and fix crash bugs
2021-10-12 20:33:26 -04:00
water111 f0ceea8b2e
[sparticle] 2d hud particles (#849)
* wip, taking a break to work on asm stuff first

* the goal code for sparticle

* mips2c the first sparticle asm function

* temp

* particle processing no longer crashing

* temp

* working texture cache for vi1 and hud textures

* sprites

* cleanup 1

* temp

* temp

* add zstd library

* temp

* working

* tests

* include fix

* uncomment

* better decomp of sparticle stuff, part 1

* update references
2021-09-26 11:41:58 -04:00
water111 f9d8fcd6e4
[decomp] add mips2c converter (#842)
* mips 2 c basic version, not yet tested

* calling works without crashing, but the function doesn't

* it works

* add test

* cleanup and actually add the test

* dont use mips2c by default for font

* clean up formatting
2021-09-11 20:52:35 -04:00
water111 c2c6d3ba46
[decompiler] detect res-lump macros (#796)
* support res lump float

* handle data macro

* rest of res macros

* add vi3 to the build system

* missing close paren
2021-08-31 15:01:54 -04:00
water111 d9f9e076af
[decompiler] automatically label things when possible (#784)
* improve label system

* clean up menu

* debug menu working, still need to fix tests

* fix tests and clean up
2021-08-29 11:13:06 -04:00
water111 97ab6a4e12
add support for non virtual states (#764)
* add support for non virtual states

* typecheck go

* start on virtual states

* more support for virtual states

* offline passes

* fix tests

* use behavior shortcut instead of lambda

* final cleanup of virtual go

* unused var warnings and fix inconsistent enum decompile order on win vs linux

* fix thread safety bug with goal symbol table and vif1 interrupt handler

* fix type mistake
2021-08-17 20:54:03 -04:00
water111 9ed1170046
add some really old vag file unpacking stuff (#708) 2021-07-18 19:28:56 -04:00
water111 6366068bc0
Support dir tpages (#671)
* support dir tpages

* fix warnings and bad return

* one more try

* revive the offline test script

* fix this null bug
2021-07-02 14:50:58 -04:00
water111 4bea175140
[decompiler/compiler] Fixes for task-control (#668)
* fix decompiler for task control

* support in compiler

* changelog

* typo
2021-07-01 21:38:19 -04:00
water111 84c0522102
[decompiler] Add pass to generate a symbol definition map file (#546)
* add symbol order file

* class to struct fix for windows
2021-05-31 10:43:25 -04:00
water111 d719bf5677
[decompiler] support break (#516)
* support break

* finish implementation of break, decomp method 19 of res
2021-05-23 20:16:34 -04:00
water111 a96710f0c5
VU micro mode disassembler (#517)
* wip

* more

* the rest of the disassembler
2021-05-23 16:59:09 -04:00
water111 2002db359a
[Decompiler] WIP: Stack Spills (#382)
* set up types

* cleaned up type analysis and got things working through atomic ops

* expression working, need types

* improved types and names

* getting close

* finish up dma-disasm

* fix
2021-04-25 14:48:54 -04:00
water111 9867155e7c
[Decompiler] More support for bitfields (#363)
* temp

* initial support for dynamic bitfields

* some more progress on display

* dma-buffer good

* small fixes
2021-04-17 18:35:50 -04:00
water111 e5f0fecf17
[Decompiler] bitfield support and clean up of DMA (#350)
* get to vif

* support basic bitfield access

* make bitfields in dma work

* clean up dma

* fix merge conflict
2021-04-11 16:07:01 -04:00
water111 64c35ca453
[Decompiler] Stack Variables (#338)
* clean up type analysis

* get everything set up

* basic stack variables working

* partial load fix

* most of matrix

* add offline tests
2021-03-27 15:18:59 -04:00
water111 d60d9b639a
support anonymous functions (#323) 2021-03-14 19:06:51 -04:00
water111 814480f9e5
[Decompiler] Replace type hint system and improve variable types. (#320)
* get gkernel and gkernel-h at least somewhat working in the offline tests

* strip comments from json

* switch hints to casts. online tests passing, offline passing up to gkernel

* variable retyping is added

* fix up casts in lets

* update
2021-03-13 16:10:39 -05:00
Tyler Wilding f123bf368a
decomp - vector.gc - Decompile vector.gc (#289)
* temp: commit what i have so far


decomp: Fix nonempty_intersection impl for MSVC Debugging use-case


docs: Add info on getting ASan builds running on Visual Studio w/o exceptions

* decomp: initial rlet implementation

* decomp: cleanup pass of vector-rewrite stage

* decomp: Commit in-progress vector.gc, shortcomings are TODO commented

* decomp: More cleanup, rename from being `vector` instr specific

Fundamentally, this process can be used for re-writing ANY inline-asm instruction

* decomp: Support 4th arg ACC instructions

* decomp: Final pass of vector.gc before implementing last instructions

* decomp: Better warnings when hitting unimplemented instructs

* compiler: Implement inverse-sqrt and mov.vf

* decomp: Final manual pass over vector.gc, documented gaps

* decomp: Finish decompiling what currently is possible in vector.gc

* decomp: Fix Variable -> RegisterAccess conflict

* decomp: codacy lint

* Address review feedback

* Address feedback part 2

* Resolve build failures
2021-03-06 10:46:26 -05:00
water111 65ffe83468
[Decompiler] Decompile let (#309)
* test

* fix bug

* fix tests for let

* missing formatting fix
2021-03-05 18:48:01 -05:00
water111 791c4abfc0
[Decompiler] Static Data Decomp (#280)
* update all-types

* begin work on static data decompiler

* working for vif disasm array

* mostly working

* finish static data decompilation
2021-02-25 09:51:28 -05:00
Tyler Wilding 5b6a8dcf98
third-party/licensing: Switch miniLZO usage to LZOkay (#232)
* add rough jak 2 config so the decompiler can atleast unpack dgos

* third-party: commit lzokay

* Switch to lzokay for DGO decompression

* third-party: Remove minilzo library

* third-party: Add lzokay as a SHARED lib
2021-02-06 09:54:23 -05:00
bb010g 2436a8a541
Nixpkgs support (#228)
* Use env shebangs

* CMake cleanup, install() invocations, & CTest

`ctest` & the `test` target work now

* Nixpkgs support
2021-02-03 21:29:46 -05:00
water111 a870bb53e4
[Decompiler] Expression 5 (#218)
* new method of inline-array-class

* up to new array

* wip side effect stuff

* prepare for pop barrier stuff

* add pop barrier

* add local vars hack to compiler

* fix bug, make sort work

* add test for array

* bug fixes

* another bug fix

* refactoring env variable print for casts

* more tweaks

* updates

* final cleanup

* codacy fixes
2021-02-01 20:41:37 -05:00