Commit graph

403 commits

Author SHA1 Message Date
Tyler Wilding bc40fc5d2f
util/file: cleanup log initialization and some file-util functions (#2299)
Fixes both issues mentioned in #2297
2023-03-01 17:52:33 -05:00
Tyler Wilding c3310e1833
docs: fix method docstrings and grab @file comment blocks to use as a file description (#2289) 2023-02-27 18:58:01 -05:00
ManDude fb20bf34df
rotate log files (#2283)
Fixes #1228 (wow only took 1 year)
2023-02-26 22:56:25 +00:00
ManDude 190fa4bbe8
[windows] make the games start up in the user's preferred system UI language (#2267)
Where applicable, of course.

My system language is set to English so I actually can't test this. If
anyone has their Windows language (NOT LOCALE) set to Spanish, German,
French, Italian or Japanese please test this.

Fixes #1734 

Also fixes the opengoal debugger on Windows and fixes the decomp for
`menu` which was causing some crashes related to input handling.
2023-02-26 09:46:57 -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
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 e2b7e5c001
[goalc] reduce compiler memory usage (#2247) 2023-02-24 18:32:30 -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
Tyler Wilding 39658dfd71
docs: Automatically generate documentation from goal_src code (#2214)
This automatically generates documentation from goal_src docstrings,
think doxygen/java-docs/rust docs/etc. It mostly supports everything
already, but here are the following things that aren't yet complete:
- file descriptions
- high-level documentation to go along with this (think pure markdown
docs describing overall systems that would be co-located in goal_src for
organizational purposes)
- enums
- states
- std-lib functions (all have empty strings right now for docs anyway)

The job of the new `gen-docs` function is solely to generate a bunch of
JSON data which should give you everything you need to generate some
decent documentation (outputting markdown/html/pdf/etc). It is not it's
responsibility to do that nice formatting -- this is by design to
intentionally delegate that responsibility elsewhere. Side-note, this is
about 12-15MB of minified json for jak 2 so far :)

In our normal "goal_src has changed" action -- we will generate this
data, and the website can download it -- use the information to generate
the documentation at build time -- and it will be included in the site.
Likewise, if we wanted to include docs along with releases for offline
viewing, we could do so in a similar fashion (just write a formatting
script to generate said documentation).

Lastly this work somewhat paves the way for doing more interesting
things in the LSP like:
- whats the docstring for this symbol?
- autocompleting function arguments
- type checking function arguments
- where is this symbol defined?
- etc

Fixes #2215
2023-02-20 19:49:37 -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
Tyler Wilding a83bd49426
d/jak2: finish onin-game and resolve type-hinting (array object) elements (#2188)
Fixes https://github.com/open-goal/jak-project/issues/2047
2023-02-04 20:36:30 -05:00
Luminar Light 89feb5d0f1
Create Hungarian translation of game text for Jak 1 (#2141)
This will probably take a while, since we also have to translate all the
text of the base game - Naughty Dog never translated this game to
Hungarian. This PR will stay a draft until it is complete.

We realized that every letter in our alphabet was already working, apart
from two: Ő and Ű (they are unique sounds, so leaving their marks
wouldn't be okay).
Since I did not find that double accent thing in the jak font, I decided
to use ~ (see my change in FontUtils.cpp). It is good enough, and my
memory tells me that I already saw this exact same "solution"
(workaround) somewhere in the past. If anyone knows a better solution,
please let us know.

We chose ID 14 for the Hungarian language, as it was the lowest free ID.

**Progress tracker**
A tick here means that everything was translated. It does not mean that
everything is perfect yet. We will review everything multiple times, to
have the best translations possible.

Game text:
- [x] base game text
- [x] pc port text
- [ ] credits text ?

[Sziloyoo](https://github.com/Sziloyoo) helped with reviewing my
changes, and gave advice/suggestions for some complicated translations.

Subtitles will be done in the future, not in this PR.
2023-02-04 20:01:22 -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 ae219f257d
repl: support game-specific startup.gc files (#2176) 2023-01-30 20:45:03 -05:00
Tyler Wilding 3d097e69e1
jak2: significantly reduce the verbosity of the game.gp file (#2103) 2023-01-28 20:15:58 -05:00
Tyler Wilding e6f55b9b55
d/jak2: decompile all *-texture files except castle-texture (#2149)
Fixes https://github.com/open-goal/jak-project/issues/2051
2023-01-28 17:37:37 -05:00
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
Tyler Wilding abf61a94fb
docs: add support for :override-doc in method declarations as well as documenting state handlers (#2139)
Adding support for better child-type method docstrings. This is a
problem unique to methods.

Usually, a child-type will have the same signature and a common name
will apply, but the implementation is different. This means, you
probably want a different docstring to describe what is happening.

Currently this is possible to do via `:replace`. The problem with
replace is two fold:
- a replaced method ends up in the generated `deftype`...because you
usually change the signature!
- we don't put docstrings in the `deftype` in normal GOAL, this is just
something we do for the `all-types` file (they go in the `defmethod`
instead)
- more importantly, this means anytime you now want to change the
parent's name/args/return type -- you have to apply that change
everywhere.

So this is a better design you can now just declare the method like so:
```clj
(:override-doc "my new docstring" <method_id>)
```

And internally a pseudo-replaced method will be added, but it will
inherit everything from the parent (except the docstring of course)

Unrelated - I also made all the keyword args for declaring methods not
depend on ordering

This also adds support for documenting virtual and non-virtual state
handlers. For example:

```clj
  (:states
    (part-tester-idle (:event "test") symbol))
```

or

```clj
(idle () _type_ :state (:event "test") 20)
```

I will probably add the ability to give some sort of over-view docstring
at a later date.

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-21 20:45:45 -05:00
water111 7d7625f4f8
[jak2] workaround for cutscene playing (#2131) 2023-01-16 13:37:29 -05:00
Tyler Wilding dd0a8a17b2
docs - first chunk of work documenting the files I glossed over (#2130)
- started documenting the files I glossed over, some are totally done,
others are just partially done
- I changed the decompiler to automatically initialize the
art-group-info from the json file. This makes updating gsrc, even a
single file at a time, have consistent naming
- Though I disabled this functionality for jak 1, as I have no idea if
using the ntsc art groups will cause a regression for different versions
- fix indentation for docstrings -- it still doesn't look great, but
this is now a formatting concern, rather than the docstring having a
bunch of happen-stance leading whitespace.
2023-01-15 11:33:39 -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
Tyler Wilding 8b12553d15
d/jak2: first pass at decompiling the core vehicle/traffic code (#2058)
Effects the following files:
- [x] vehicle-rider
- [x] vehicle-control
- [x] vehicle-effects
- [x] vehicle
~~- [ ] vehicle-util~~
- [x] vehicle-physics
- [x] vehicle-states
~~- [ ] vehicle-guard~~
~~- [ ] traffic-engine~~
~~- [ ] traffic-manager~~

With the exception of traffic-engine, most of these files are either
done or have 1-3 stubborn functions remaining. Draft while I try to
resolve as many as possible / cleanup names and such.

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-14 12:01:33 -05:00
Tyler Wilding 00ac12094e
goalc/repl: cleanup of goalc/REPL code and some QoL improvements (#2104)
- lets you split up your `startup.gc` file into two sections
  - one that runs on initial startup / reloads
  - the other that runs when you listen to a target
- allows for customization of the keybinds added a month or so ago
- removes a useless flag (--startup-cmd) and marks others for
deprecation.
- added another help prompt that lists all the keybinds and what they do

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-07 11:24:02 -05:00
Tyler Wilding 2f4146d469
tests: make the offline tests aware of the current terminals row count (#2105)
This fixes the hideous output when your terminal would be too small to
hold all the threads.
2023-01-07 10:35:12 -05:00
Tyler Wilding 22ec32ce94
tools: add a flag to just dump all types from all-types via type searcher (#2098) 2023-01-04 20:27:51 -05:00
water111 0e43c96e52
[decomp] hud, hud-classes, add some new basic alignment options, fix type bug (#2084) 2023-01-02 10:05:22 -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
water111 308038a20f
[decomp] collectables, fix float bug in a few files (#2082)
Fixes https://github.com/open-goal/jak-project/issues/1931
Also decompile collectables.gc
2023-01-01 18:05:31 -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 6aa15c897f
decomp: don't mutate allowed/banned object lists (#2073)
oops, leads to some very confusing behaviour
2022-12-30 23:57:01 -05:00
Tyler Wilding 997c1ab60a
decomp: add explicit failures for common config mistakes related to allowed_objs (#2062)
A common thing that can be forgotten about / confusing to new people is
that:
1. if you add an object to the `allowed_objs` list but it's also in the
`banned_objs` list -- the ban still takes precedence with no failure
2. if you add an object to the `allowed_objs` list but have not allowed
the DGO in `inputs.jsonc` it will also silently log a failure and
continue.

This PR turns both situations into an explicit error with advice/a
reminder on what to do to fix it.
2022-12-30 14:01:55 -05:00
Tyler Wilding 2eca614870
d/jak2: finish remaining *-h files that aren't in progress or spoken for (#2059)
This finishes off all the remaining "header" files that someone isn't
already working on.
2022-12-30 12:09:04 -05:00
Tyler Wilding 216e73b61f
CI: Add a macOS Github runner (#2064) 2022-12-22 18:12:59 -05:00
water111 73561f10a3
support c++ tools on macos (#2063)
Running reference tests/decompiler should now be possible on macos
(arm). Most of the changes were just cleaning up places where we were
sloppy with ifdefs, but there were two interesting ones:
- `Printer.cpp` was updated to not use a recursive function for printing
lists, to avoid stack overflow
- I replaced xxhash with another version of the same library that
supports arm (the one that comes in zstd). The interface is C instead of
C++ but it's not bad to use. I confirmed that the extractor succeeds on
jak 1 iso so it looks like this gives us the same results as the old
library.
2022-12-22 17:12:05 -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 70e231fa72
[jak 2] merc (#2039) 2022-11-30 22:36:09 -05:00
Tyler Wilding ac3c4e59b0
goalc/repl: Allow hot-loading files via ml with just the object name (#2036)
This allows you to not have to define the entire file path to a source
file to re-compile and load it. Technically a stop-gap until editor
tools are developed around writing OpenGOAL.


![image](https://user-images.githubusercontent.com/13153231/203196148-de61cf4b-42c8-43dc-a7fd-80e6ba6f5ac2.png)

As opposed to `(ml "goal_src/jak2/engine/game/main.gc")` (which still
works)

This is accomplished via the following config (connection attempts is
irrelevant):
```json
{
  "numConnectToTargetAttempts": 1,
  "jak2": {
    "asmFileSearchDirs": [
      "goal_src/jak2"
    ]
  }
}
```

This also provides a way to make game-specific configurations for the
REPL fairly easily.
2022-11-29 19:22:22 -05:00
Tyler Wilding a0a85eb60a
repl: Add a few new quality of life improvements (#2030)
- You can define a `startup.gc` in your user folder, each line will be
executed on startup (deprecates the usefulness of some cli flags)
- You can define a `repl-config.json` file to override REPL settings.
Long-term this is a better approach than a bunch of CLI flags as well
- Via this, you can override the amount of time the repl will attempt to
listen for the target
- At the same time, I think i may have found why on Windows it can
sometimes take forever to timeout when the game dies, will dig into this
later
- Added some keybinds for common operations, shown here


https://user-images.githubusercontent.com/13153231/202890278-1ff2bb06-dddf-4bde-9178-aa0883799167.mp4
> builds the game, connects to it, attaches a debugger and continues,
launches it, gets the backtrace, stops the target -- all with only
keybinds.

If you want these keybinds to work inside VSCode's integrated terminal,
you need to add the following to your settings file
```json
"terminal.integrated.commandsToSkipShell": [
    "-workbench.action.quickOpen",
    "-workbench.action.quickOpenView"
  ]
```
2022-11-20 14:28:41 -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 190fe6968f
d/jak2: finish guard-projectile | metalhead-projectile | guard-conversation and start crimson-guard-level (#2006)
Related issue - https://github.com/open-goal/jak-project/issues/2005
2022-11-06 14:30:43 -05:00
ManDude b0e8cba6f1
[decomp2] game-save (#1988)
memory card code was not done!
2022-10-29 16:08:04 -04:00
Tyler Wilding d402ad8918
tests: parallelize offline-test execution (#1974)
The offline-tests are going to end up taking too long for jak 2, I did
some rough math and by the end of it we'll be spending almost 2 minutes
for a full offline test on my machine.

These changes allow us to throw hardware at the problem

Still some work to do to make the output nicer, but seems to be fairly
reliable. By default it still uses 1 thread, use `num_threads` to change
this.
2022-10-16 17:20:44 -04:00
water111 46f11b1b47
add level ref test (#1973)
There's a few functions that have to be excluded, but I think it's still
useful to have this.
2022-10-15 18:36:32 -04:00
Tyler Wilding da82cb87e7
tools: add the ability to search by method id (#1964)
Useful when you are trying to find a type with atleast a method at a
given id.
2022-10-14 19:10:38 -04:00
Tyler Wilding f6bdc07990
d/jak2: finish progress menu code and initialize the camera (#1945)
This PR does a few main things:
- finish decompiling the progress related code
- implemented changes necessary to load the text files end-to-end
   - japanese/korean character encodings were not added
- finish more camera code, which is required to spawn the progress menu
/ init the default language settings needed for text
  - initialized the camera as well

Still havn't opened the menu as there are a lot of checks around
`*target*` which I havn't yet gone through and attempted to comment out.
2022-10-11 18:30:26 -04:00
ManDude af5009a29e
[decomp] make defpart and defpartgroup work in jak 2 (#1947) 2022-10-09 12:53:44 -04:00
water111 405a144815
[decomp] finish up debug.gc, get boundary rendering working (#1944)
![image](https://user-images.githubusercontent.com/48171810/194726152-74167185-0297-4982-8ed9-42936ad80fe7.png)
2022-10-08 17:02:40 -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
Tyler Wilding be1e40a041
d/jak2: decompile conveyor | elevator | plat | bouncer | basebutton | base-plat | most of sampler | simple-nav-sphere | simple-focus | elec-gate and blocking-plane (#1942)
Most of these have been atleast partially documented / named / cleaned
up as well.

Co-authored-by: water <awaterford111445@gmail.com>
2022-10-08 12:42:52 -04:00