Commit graph

942 commits

Author SHA1 Message Date
Tyler Wilding a02a75525d
CI: Periodic Controller Database Update (#2202)
Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2023-02-09 19:50:07 -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
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
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 22bae7fbe0
g/jak2: Add missing DGO files to game.gp lost in the shuffle (#2178)
When I cleaned up the `game.gp` some DGOs were no longer referenced
because my first dependency script omitted them -- thinking they weren't
required. From the perspective of the source files they indeed weren't
required but we still have to produce the DGO file.

also works around #2177
2023-01-30 20:45:45 -05:00
Matt Dallmeyer 2645fed47a
Jak 1 Checkpoint Select / IL Speedrun support (#2162) 2023-01-30 19:11:57 -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
ZedB0T 3b1e99cd3f
Hook Jak 1 into ImGUI actor filter (#2157) 2023-01-28 14:17:43 -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
Ziemas 416950a166
Fix sound bank allocation (#2107)
And correctly initialize the volume group for sfx
2023-01-08 11:23:59 -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 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 f699675ede
g/jak2: initial Discord RPC implementation (#2100)
Notable things:
- This assert is hit when trying to save the pc-settings file, NYI
e630b50690/game/kernel/common/Symbol4.h (L14)
so right now settings aren't persisted. But RPC defaults to on
- The existing functions can probably be made generic based off the game
version, but I didn't spend time refactoring them yet as they aren't
really ready to be used in jak 2 yet (we have no screenshots for the
levels for example)
2023-01-07 10:34:01 -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
Ziemas dfcd203aad
Overlord: Jak2 stream loading (#2096)
Untested lazy copy-paste job from jak1

Pretty confident it's the same logic with a new StrFileHeader struct.
2023-01-04 18:29:50 -05:00
Ziemas f0ca0cbe6a
Overlord: mirror sound RPC command (#2094)
And replace the previous mechanism for mirroring the sound.
2023-01-04 18:22:18 -05:00
water111 77a3e4125c
[jak2] don't ignore disable-draw bits (#2089)
Same idea as what I did for jak 1, but now there's a mask that can be
set by the user. It's used on the gun course dummies, for example.
2023-01-02 13:09:30 -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
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
Ziemas bb94c84d4b
Ame fixes (#2087) 2023-01-02 09:40:30 -05:00
Tyler Wilding 284fb09997
d/jak2: decompile fodder and nav-enemy (#2080)
fixes #1983 

First functioning enemy!


https://user-images.githubusercontent.com/13153231/210184845-f1d93491-11f5-4a64-b69c-41e535992ebc.mp4
2023-01-01 21:03:07 -05:00
Ziemas a77d9fac01
Sound fixes (#2083) 2023-01-01 21:02:38 -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
water111 0cddf6b6a5
W/nav debugging (#2077)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-01-01 12:11:18 -05:00
Ziemas 749611d47c
Prevent putting nullptr into child sound list (#2072)
CreateChildSound did not check for nullptr return from
soundbank::make_handler, which would happen for sounds with no grains.

Prevent further problems with this by switching to optional instead of
passing nullptr.
2022-12-30 23:15:43 -05:00
water111 e49e6548e0
[jak2] split up big dgos, some minor cleanup (#2066)
- Split up DGOs between threads in the multithreaded offline test
- fix some random warnings
- make the sig paths decompile a bit nicer to make some files smaller
2022-12-30 13:33:29 -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
Ziemas 4edec2730f
Fix EarTrans assignment (#2057)
and some slight cleaning
2022-12-22 13:58:37 -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
Ziemas 2bf663dccf
Assorted sound fixes (#2049)
fixes https://github.com/open-goal/jak-project/issues/2046
2022-12-05 23:43:14 -05:00
water111 7a62e9cf4f
format, fix decompiler crash (#2044)
quick fix for decompiler crash
2022-12-02 18:10:18 -05:00
Ziemas 5b99929394
989snd: Support version >= 2 sound effects (#1991)
Supports most of the grain types now while maintaining compatibility
with the old stuff (at least the subset of things jak1 uses)

Would benefit from some testing in Jak 1 to make sure I didn't break
anything.

Sorry the git history is a mess, I'll do something about it later.
2022-12-02 18:08:44 -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 c983475751
[jak2] tiny fix to grunt (#2040) 2022-11-29 21:11:36 -05:00
XedoIT 378a4e6f33
Added "it" voice to game_text (#2038)
Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
2022-11-26 19:10:21 -05:00
Misagi c77925a8ad
French Subtitles & Game Text (#2024) 2022-11-26 18:49:23 -05:00
XedoIT 568609794f
Italian language for game's texts. (#2037) 2022-11-26 18:45:50 -05:00
water111 7a1a64acba
target code bugfixes (#2034) 2022-11-21 20:25:20 -05:00
water111 6298533eaa
[decomp] collide cache, other minor fixes (#2031) 2022-11-20 11:32:29 -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
water111 029983270e
[decomp] target cleanup (#2021)
everything up to collide-reaction-target (which is mostly done, but
could use a few more names)

Fixes issues with gun-part and target-part
2022-11-13 19:09:34 -05:00
water111 b2b47eec5c
[decomp] spatial-hash (#2009) 2022-11-11 16:23:26 -05:00
Ziemas fc3488fa8b
Properly update VAG volume (#2002) 2022-11-03 22:28:12 +00:00
Hat Kid 88eb45ab52
decomp: ocean, ocean-mid, ocean-near, ocean-texture, ocean-transition, ocean-vu0 (#1994)
The VU programs for the ocean renderer have changed a bit and
`ocean-texture` has a bunch of new stuff, otherwise things are
relatively similar to Jak 1.

This is the first time I used mips2c and I'm not sure I did it 100%
right, so that should be double-checked.
2022-10-30 19:09:35 -04:00
water111 811b5de6cb
[decomp] collide-mesh (#1999) 2022-10-30 15:54:10 -04:00
water111 8ae4829f48
[decomp] collide-hash, collide-frag, collide-probe (#1998)
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.
2022-10-29 20:32:03 -04:00
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
Xavier Siguero Mora 43b93cc204
Spanish Game Text (#1980)
Spanish subtitles are already merged, so this should be the only text
still missing for the language. The game compiles and it's playable
without problem

![imagen](https://user-images.githubusercontent.com/32161135/196548800-8eaad76d-6a16-4451-b22d-f2cb87fae6fe.png)
2022-10-22 13:26:50 -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
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
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 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
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
ManDude 9351bf782e
[decomp2] game-info, game-task and task-control (#1884)
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`
2022-09-27 19:44:20 -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 1b45aab3cc
[decompile] subdivide, wind-work, tie-work, bsp, focus (#1897)
- decompile `subdivide`, `wind-work`, `tie-work`, `bsp`, `focus`
- support `ppacb` in compiler
- don't assert when bitfield stuff fails due to constant propgataion
weirdness
- finish up history
- div/mod unsigned assert fix in decompiler
- empty assert fix in decompiler for failed `add` type prop
- make jak 1 performance counters "work" (just measure time)
- fix cast/typos on pcgtb/vftoi15
2022-09-17 14:58:25 -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
OpenGOALBot 7177cb5bdc Updating Controller Database 2022-09-05 16:23:09 +00:00
Tyler Wilding 0896bef2bf
jak1/speedruns: Some final touches for speedrunning in jak 1 (#1830)
* jak1: put common speedrunning code into it's own file

* jak1: enforce `60` fps while in speedrunning mode

* jak1: when speedrunning, display the version until you get the first powercell

* jak1: add an explicit option for skipping cutscenes

* jak1: extend `game-option` to allow any menu option to be disabled

* tests/jak1: allow whitelisting types to be redefined to satisfy typeconsistency checks

* jak1: add file headers

* jak1: cleanup bool checking

* test: delete the es substitle file

* test: add it back

* jak1: missed one cleanup spot related to bool comparisons
2022-09-02 18:15:42 -04:00
himham-jak 5a21c823f5
Added JML95's Spanish Subtitles (#1828)
* added br-portuguese to subtitle language list

* Added br-portuguese to sub and text list

* Create game_subtitle_ptbr

* Create game_subtitle_ptbr.gd

* Delete game_subtitle_ptbr

* Added Brazilian Portuguese

* Added Brazilian Portuguese

* Create game_text_ptbr.gs

* Update progress-pc.gc

* Update target.gc

* Update game_subtitle_ptbr.gd

* Update game_text_ptbr.gs

* Update game_text_ptbr.gs

* Update target.gc

* Update progress-pc.gc

* Update game_text_ptbr.gs

* Update game_text_ptbr.gs

* Update game_subtitle_ptbr.gd

* Update game_subtitle_ptbr.gd

* Added JML95's Spanish Subtitles
2022-09-01 18:27:39 -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
OpenGOALBot 2272fecb1a Updating Controller Database 2022-08-29 16:23:16 +00:00
water111 2bead6db97
[decompile] Joint (#1813)
* temp

* decompile joints

* fix merge
2022-08-28 16:38:58 -04:00
water111 f8007cc84b
[decomp] Jak 2 mips2c, collide-func (#1805) 2022-08-26 18:03:48 -04:00
himham-jak 851d850966
Added Lightbell18's Brazilian Portuguese Subtitles (#1759)
* added br-portuguese to subtitle language list

* Added br-portuguese to sub and text list

* Create game_subtitle_ptbr

* Create game_subtitle_ptbr.gd

* Delete game_subtitle_ptbr

* Added Brazilian Portuguese

* Added Brazilian Portuguese

* Create game_text_ptbr.gs

* Update progress-pc.gc

* Update target.gc

* Update game_subtitle_ptbr.gd

* Update game_text_ptbr.gs

* Update game_text_ptbr.gs

* Update target.gc

* Update progress-pc.gc

* Update game_text_ptbr.gs

* Update game_text_ptbr.gs

* Update game_subtitle_ptbr.gd

* Update game_subtitle_ptbr.gd
2022-08-26 12:51:53 -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
Tyler Wilding 3dd10d0989
jak1: put the auto-splitting marker in C++ so it can be quickly found (#1791) 2022-08-23 19:14:15 -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
Tyler Wilding 346a258902
game/speedrunning: Add struct with relevant information to facilitate Auto Splitting (#1775)
* game: add auto-splitter structs

* game/jak1: wire up auto-splitter updating to game when in SR mode

* game/jak1: add info to split on picking up white eco

* game/jak1: add another two tasks for fish and finalboss

* game/jak1: autosplitting code entirely in GOAL
2022-08-22 18:55:08 -04:00
OpenGOALBot bae02a83af Updating Controller Database 2022-08-22 16:21:42 +00:00
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
ManDude 665c578ccf
[game] cutscene skipping (#1779)
* split some subtitles

* allow cutscene skipping in retail and fix softlock

* formatting

* make intro skipping work?

* citadel sagecage skipping

* finalboss sage skipping

* quicker quit to title

* uk text fixes

* fisher cutscene skipping

* fix test
2022-08-21 18:13:47 -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
Tyler Wilding 7fd206be9c
game: add a speedrunner mode which enables a faster new-game/resetting experience (#1773)
game: add a speedrunner mode which enables a faster new-game

- skips intro cutscene
- removes auto-save prompt
2022-08-20 10:41:03 -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
Matt Dallmeyer bbfdd45de0
Support 4 controllers (#1751)
* Detects all controllers properly on boot now

* warn -> info

* linting

* add comments to deftype changes
2022-08-14 17:21:38 -04:00
Ziemas 2acc5250f8
Run IOP Vblank handler on the IOP thread (#1752) 2022-08-14 17:21:02 -04:00
Ziemas 2313d35800
Implement IOP semaphores. (#1747)
* IOP: Rename exitThread, too close to ExitThread.

* IOP: Implement Semaphores
2022-08-14 13:51:00 -04:00
Ziemas 191046580d
Clean up useless logging in 989snd (#1748) 2022-08-09 11:22:32 +01:00
OpenGOALBot d38d06356f Updating Controller Database 2022-08-08 16:23:46 +00:00
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
ManDude 5148523917
more small cleanupses (#1722)
* reduce max supersampling options in progress menu

* cleanup knuth rng file

* save & load cheats

* allow keyboard controls when cpad is connected

* ignore key presses when imgui is being used

* save settings when quitting game
2022-08-03 21:51:13 -04:00
ManDude 3e538dabe6
more random cleanup (#1716)
* correct some comments

* change `pc-cheats?` macro to be more generic

* more generic custom fps stuff

* better subtitle timings

* oopsie!

* fix burn effect stacking

* fix some windows scripts

* fix project

* cleanup this func

* more fix

* oops

* ???
2022-08-02 18:48:10 -04:00
water111 dd49f352d8 Updating Controller Database 2022-08-01 16:23:55 +00:00
Shalen Bennett 8daa3c2e00
Automatically switch to dedicated GPU in OpenGOAL runtime (#1715)
* Automatically switch to dedicated GPU for runtime

Some machines with dual-GPUs cannot properly detect OpenGOAL as a high-performance application and properly utilize the dedicated GPU. This sets a flag for both Radeon and NVIDIA GPUs to always use the high performance GPU when available. I do not have a dual-GPU machine to test this on, but this should just work out of the box.

* clang-format

One day I will understand clang
2022-07-31 13:32:22 -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
Hat Kid d53f0ccd35
Add German subtitles (#1502)
* subtitles: add german subtitles for new progress menu options

* subtitles: add german subtitles for village1, beach

* missed some strings

* jungle, firecanyon, finalboss cutscenes

* add framrate options to progress menu

* fix samos line

* add citadel cutscenes

* add text version to subtitles

* add text version to text file

* `sidekick` hints

* fix up `mayor-introduction`

* oops

* `training` hints

* `village1` hints

* `lavatube` hints

* `snowy` and `spidercave` hints

* `finalboss` hints

* `firecanyon` hints and cutscenes

* `beach` hints

* update game text file

* finish up subtitles

* add german to progress menu sub setting

* split all bad lines and fix a few small errors

* remove test block
2022-07-29 19:58:27 -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
Ziemas f8bc883d48
Implement scheduling of IOP threads. (#1689)
* Use sleepthread in RPC loop

* Keep a pointer to current IOP thread

* Implement IOP thread scheduling based on priority

And implement DelayThread as an actual delay.

* Run IOP flat out

* Use information from scheduler in wait_run_iop

* Lock sif mutex in set_rpc_queue

* always use kernel dispatch with wait_run

* Loop in dispatch until no thread is ready

* Use timestamp for next wakeup

instead of duration

* Wrap IOP thread entrypoints for safety

Libco threads are not supposed to return from their entrypoint

* Use a queue for IOP thread wakeups from EE thread
2022-07-26 21:15:37 -04:00
water111 7d5901aa95 Updating Controller Database 2022-07-25 16:23:14 +00:00
Tyler Wilding d1ad6c3817
utf8: fix locale mis-handling on linux (#1698)
* utf8: fix locale mis-handling on linux

* lint: formatting
2022-07-23 10:30:23 -04:00
Ziemas 47f7335541
Set thread names of system threads (#1697)
Set thread names
2022-07-23 10:27:42 -04:00
Ziemas 1012020035
Use libco for cooperative threading in overlord (#1684)
* IopThreadRecord -> IopThread

* add libco

* Use cooperative threading for IOP threads

* Ugly solution for overlord start

Needs to run in a thread

* Clean out thread shutdown logic

* Update comments
2022-07-22 11:54:27 -04:00
possum93 9c89f1f16c
[subtitles] Changed "BRIGE" to "BRIDGE" (#1693) 2022-07-21 13:42:36 +01:00
possum93 116c703e3a
[subtitles] Changed "LITHER" to "LITTER" (#1692) 2022-07-21 05:58:51 +01:00
ManDude 5d4ba62bdb
fix controller vibration (#1685)
* fix vibration being wrong and untoggleable

* fix a battle hud crash
2022-07-19 19:06:05 -04:00
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 50af536e80 Updating Controller Database 2022-07-18 16:24:43 +00:00
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 1c5f7dc3d5
[sparticle] workaround for 150fps crashes (#1655) 2022-07-15 19:54:46 -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
Ethan Lafrenais 16d8f6b59d
Fix exclusive fullscreen refresh rate (#1643) 2022-07-15 10:01:54 -04:00
water111 04f440b7cc
improvements to custom level blender import (#1649) 2022-07-14 23:38:29 -04:00
ManDude 20ab48796d
split game framebuffers to allow custom resolutions/shaders (#1641)
* split rendering framebuffer

* fix blackout

* unhardcode c++ stuff

* optimization

* implement goal side of all this

* fix msaa

* sprite distort fixes

* fix resolution menu options

* save & load msaa

* linear filtering on the game screen

* fix bad texture units

* fun!

* unused

* make screenshot button capture the framebuffer and not the window buffer

* panik

* screenshot settings

* fix black screen on first frame of new framebuffer

* default fullscreen resolution to the screen size

* hide funny resolutions in windowed since it makes no sense
2022-07-14 21:37:03 -04:00
Ethan Lafrenais d66af4f4c7
Reduce overall draw count for multidraw (#1639)
Reduce overall draw count for multidraw by creating runs similar to singledraw
2022-07-12 18:50:12 -04:00
ManDude 163e86130f
separate language settings into 3 settings/options (#1636)
* only show subtitle notices during a subtitle context

* move language & subtitles (back) to game options

* remove "accessibility" menu and put its option in "misc"

* new subtitle language selection

* properly split audio & text language

* Update game_text_en.gs

* misc setting size fixes

* better fix for subtitle notice

* final touches

* subtitle fixes & uk-english subtitles

* more english fixes
2022-07-12 18:00:52 -04:00
Tyler Wilding 1b67d1dc77
Fix UTF-8 handling when running the game, env-vars, and setting the project path (#1632)
* fix utf-8 handling around env-vars

* fix file opening errors related to unicode

* add uncaught exception handler in `gk` to ensure something is logged

* gracefully fail if window icon cant be loaded and work with unicode

* linux fix and add changes to vendor file
2022-07-10 19:03:24 -04:00
Ethan Lafrenais 63ac19440c
Sprite Distort Instancing (#1630)
* Implement instanced renderer for sprite distort

* Clean up + formatting
2022-07-10 19:01:02 -04:00
Ethan Lafrenais 8ba010ca97
Sprite Distort (#1626)
* [WIP] initial sprite distort implementation

* Clean up

* More clean up + document sprite distort VU program

* Format code

* Address CI issues

* Adjust hacks in distort fragment shader

* oops

* Optimize sprite distort rendering down to one draw call

~2x speed up

* Format file

* Clean up distort rendering and add separate profile scopes

* Fix glVertexAttribPointer

* Fix sprite distort getting messed up when the viewable area doesn't fit the window perfectly

* Add debug option to disable sprite distort

* One evil space to fail CI...

* oops

* Increase sprite-aux-list size when PC_BIG_MEMORY is true

* Address lints
2022-07-08 21:56:38 -04:00
water111 5e23057ed1
[goalc] compile/run code for jak2 ckernel, set up dummy KERNEL.CGO (#1625)
[goalc] start can compile and run code for jak2 ckernel, set up dummy KERNEL.CGO
2022-07-08 19:23:49 -04:00
water111 28a2ecdfd3
[jak2] goalc supports multiple projects (#1619)
* [jak2] goalc supports multiple projects

* disable deci2 server if not debugging
2022-07-06 21:18:08 -04:00
ManDude 9ede08977f
add text messages for subtitle toggling + subtitle editor fixes (#1617)
* add final cutscene subtitle and fix some editor bugs

* `title` and `finalboss` hints

* messages and notices for subtitle toggling

* fix colors in currently selected cutscene menu

* subtitle positioning fixes

* Update game_subtitle_en.gd
2022-07-06 18:09:01 -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 cf35cac428
[ckernel] add remaining jak2 functions (#1611) 2022-07-05 13:58:09 -04:00
ManDude 9821304f44
add vibration option back in + make new aspect ratio menu (#1610)
* add vibration option back in + make new aspect ratio menu

* update this notice...

* add 900p resolution

* fix test

* typo
2022-07-05 13:49:37 -04:00
Hat Kid 4da1a81af8
glfw, game: add rumble support (#1605)
* glfw: add rumble support

* game: add rumble support

* oops
2022-07-05 12:14:57 -04:00
ManDude 9225514d97
fix upper 32 bits in certain format args being discarded (#1606) 2022-07-05 12:14:22 -04:00
ManDude 5de9547d07
fix wrong vag stream playing sometimes (#1608) 2022-07-05 12:14:05 -04:00
ManDude 8caa5bfa70
disable goal networking when not in debug mode (#1602) 2022-07-04 13:52:05 -04:00
Zedb0T 417d0951de
Update sdl_controller_db.txt (#1598)
Brings sdl_controller_db up to date as the automatic workflow seems to have broken.
https://github.com/open-goal/jak-project/actions/workflows/update-controller-db.yaml
2022-07-03 18:57:45 -04:00
Tyler Wilding 8fefd298fd
build: get rid of clang-cl in favor of actual clang among other things (#1589)
* git: ignore vs build dir

* cmake: ditch `clang-cl` on windows in favor of actual `clang`

* build: suppress a significant number of warnings

* build: adjust workflows and vendor nasm

* docs: update docs to remove `clang-cl` mentions

* build: fix some copy-paste mistakes in the linux build

* build: remove C++20 compat warnings as that is useful if we want to upgrade
2022-07-03 17:35:39 -04:00
ManDude 87d24dd291
add "disable autosave" option to menu and change memcard warning (#1592)
* add "disable autosave" option to menu and change memcard warning

* reduce duplication

* fix test
2022-07-03 17:27:55 -04:00
Hat Kid 1f695e144f
game: read current date correctly for save data (#1590) 2022-07-03 17:27:23 -04:00
ManDude 9676100039
finish out english subtitles (#1586)
* put some duplicated code in a func

* make jak 2 text "work"

* group up all subtitles c++ code into one folder

* compact single-line subtitles

* fix a couple compiler crashes

* Update game_subtitle_en.gd

* `rolling` and `sunken`

* `swamp`

* `ogre`

* `village3`

* `maincave`

* `snow`

* `lavatube`

* `citadel`

* Update .gitignore

* clang

* fix encoding and decoding for quote

* properly fix quotes

* subtitle deserialize: sort by kind, ID and name

* sub editor: fix line speaker not being converted

* cleanup game text ids 1

* update text ids 2

* update source

* update refs
2022-07-03 17:25:28 -04:00
Tyler Wilding 34d93e59ed
subtitles: Add more cutscenes to subtitle editor (#1588)
* fix repl-history saving

* subtitles: fix `\"` edge-case

* subtitles: add almost every remaining (current) cutscene

* merge: master

* subtitles: fix some crashes and disable `Remove Line` as it is broken
2022-07-02 15:32:52 -04:00
water111 f763eb6bf0
[jak2] support for multiple out/ directories (#1585)
* [jak2] support for multiple out/ directories

* windows
2022-06-30 21:11:58 -04:00
Tyler Wilding 0cefb366f6
config: change linux and windows config directories (#1582) 2022-06-30 18:05:26 -04:00
water111 1e33dcda4b
Remove assets folder, use more std::filesystem (#1575)
* Remove assets folder, use more std::filesystem

* windows fix

* another one for windows

* another one

* better system for different folders

* rm debugging stuff

* let extractor override everything

* dont revert jak1 change
2022-06-29 23:32:46 -04:00
ManDude 2649fd17ec
subtitle editor fixes + other smaller fixes (#1572)
* [extractor] validate files when extracted as folder

* jp text fixes

* move game text version to the text file and fix subtitle editor escape chars

* make bad subtitles not crash the game

* fix texscroll in lag

* fix mood, fix decomp of other versions, fix text decomp

* clang

* fix tests

* oops dammit

* new fixes

* shut up codacy

* fix nonexistant subtitles crashing the game

* fix text hacks and extractor re-use on folders
2022-06-29 19:43:23 -04:00
Tyler Wilding 870be7151a
subtitles: add a bunch of new subtitle playing settings (#1571)
* subtitles: add `geologist` play settings

* subtitles: add `gambler` play settings

* subtitles: add `warrior` and `ogre-race` settings

* subtitles: hide empty groups

* subtitles: add miner cutscene settings
2022-06-28 21:15:08 -04:00
towai fa3f4b0a88
Improvements/fixes to the subtitle editor (#1516) 2022-06-27 19:44:57 -04:00
Ethan Lafrenais 944edd5938
Fix volume calculation when falloff curve is zero (#1562)
Return passed volume instead of zero when falloff curve is 0
2022-06-26 20:45:55 -04:00
water111 e630b50690
[ckernel] split by game version (#1559)
* temp

* split up kprint, other than format

* start kmachine

* split kmachine

* split kscheme

* split klink

* split klisten

* split remaining

* jak2 ckernel gets to nokernel loop
2022-06-26 18:17:11 -04:00
ManDude 892e5a6c49
fix fake vag clock and ocean with lag (#1558)
* fix the fake vag clock

* fix ocean in lag
2022-06-25 21:26:48 -04:00
ManDude c9de15ba64
framerate and vsync menus and fixes (#1552)
* in-game vsync option, automatically framelimit correctly, fix minimize/alttab bugs

* fix jp text errors

* bump version number as panic

* this makes more sense i think

* clang

* oops delete debug print
2022-06-25 11:05:20 -04:00
water111 85c3d76878
[merc2] guard against nans in bones (#1549)
* [merc2] guard against bones in nans

* zero out bone buffer, just to be safe
2022-06-24 18:39:26 -04:00
ManDude 67c815bf18
expand symbol table (#1534)
* expand symbol table

* ah!

* fix minor errors

* fix kernel test

* fix another test
2022-06-24 18:27:00 -04:00
ManDude 6b6c937277
make 60FPS always the default and add frame rate option to settings (#1533)
* fix ogre joints

* "frame rate" menu in options

* dont start game at non-60fps

* clang

* make hint subtitles option do stuff
2022-06-24 00:43:57 -04:00
Hat Kid d76ba83747
discord-rpc: check for custom levels and add placeholder icon (#1531)
* check for custom levels

* fix formatting
2022-06-23 18:44:42 -04:00
Tyler Wilding 3d599ad79b
game: use the tagged version number if available (#1526) 2022-06-23 18:44:27 -04:00
ManDude 85bef15364
full ntsc-j mode + greatest hits support (#1525)
* remove str files from inputs

* removed unused verbose flag

* allow some kind of conditional game building for JP extras

* make `PrintBankInfo` do nothing

* clang

* Update gltf_mesh_extract.cpp

* fix `*jak1-full-game*` in extractor

* use json library to build json file

* screw it red label support as well
2022-06-23 18:44:02 -04:00
Tyler Wilding 2d595c1ac0
lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
Tyler Wilding 56a84cd923
tools: only allow valid language-ids to be selected in the subtitle editor (#1523) 2022-06-22 22:43:36 -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 90a049dcc5
[cleanup] memory bugs, memory usage reduction, delete merc1 (#1515)
* [cleanup] remove merc1, fix memory bugs, reduce memory usage

* change compiler log to see actual info from build_level

* save file

* editing text is hard
2022-06-21 21:26:11 -04:00
ManDude 8d8c6ccf39
fix bad resolutions being picked in windowed mode (#1513)
fix bad resolutions being picked in windowed
2022-06-21 20:11:57 -04:00
ManDude 69a3007e9b
windows graphics fixes (#1512)
* fix blurry jp text

* fix weird interrupt lag from setting window size

* add window lock toggle and update settings ver

* better particle hacks
2022-06-21 19:21:51 -04:00
Matthew Wells 3b2f9191ab
Simplified time of day logic (#1487)
Slight optimizations by checking only the upper boundary as we check the lower boundary with the previous if statement(s).
2022-06-21 18:38:25 -04:00
Tyler Wilding 80f4b2d02e
game: remove mystery windows chime sound when starting up (#1506) 2022-06-21 18:23:40 -04:00
Tyler Wilding 818485b501
paths: ensure imgui and game_config respects the project path (#1505)
* paths: ensure `imgui` respects the project path

* paths: remove extra creation of `game_config/` this is done when the settings are saved
2022-06-21 18:22:31 -04:00
water111 c13934708a
Initial implementation of custom level tool (#1482)
* wip

* learning about colors

* gltf node stuff working

* cleanup

* support textures

* bvh generation seems reasonable

* tree layout

* frag packer, untested and doesnt do real stripping yet

* temp

* working collide frags

* handle bad inputs better

* clean up

* format

* include

* another include

* reorganize for release build use
2022-06-19 20:44:07 -04:00
water111 196c09a232
Clean up libstb_image (#1494) 2022-06-19 19:48:34 -04:00
Brent Hickey f48fda692e
[game] 150fps support (and 100fps support) (#1264)
* docs for ee merc code

* 150fps support but it replaces 60fps

* oops switched wrong mode

* oops 50.0 not 50

* formatting

* fix cutscene speed

* oops

* Replace latest merc.md, not sure what happened

* Automatically switch between video modes (ntsc or 150fps) based on
refresh rate. Cleanup particle timing

* cleanup

* fix idle animation

* linter

* fix village2 crash

* can load all levels again

* update loader output and replace sparticle time with formula

* Add 100fps support, add some comments, fix build

* formatting

Co-authored-by: water <awaterford111445@gmail.com>
2022-06-19 17:01:51 -04:00
water111 3e7832e1a7
[custom levels] add 3rdparty library for gltf files (#1481) 2022-06-18 15:07:40 -04:00
ManDude e72f6e0cb4
small fixes (#1470)
* fix default window size

* add notice to imgui bar

* fix accidental commands in extractor

* super extremely important missing newline!
2022-06-17 19:47:51 -04:00
SortAnon f212de86dc
Add menu bar toggle (#1472)
* Add menu bar toggle

* Add menu bar toggle (fix)

* Add menu bar toggle (Alt+Tab fix)
2022-06-17 19:39:33 -04:00
ManDude 714ddf1d6f
a bunch of PC/GFX system fixes (#1465)
* rework fullscreen code a bit

* Virtualization!

* Fix resolution stuff not working properly!

* yeah yeah whatever
2022-06-16 22:46:12 -04:00
Tyler Wilding d73336bbf3
game: automatically apply framelimiter on high refresh rate monitors (#1452)
game: automatically apply framelimiter on high refresh rate monitor
2022-06-13 18:28:25 -04:00
Tyler Wilding ad959e6291
tools: Some subtitle editor cleanup and add hint support (#1450)
* nrepl: detect a disconnected client better

* tools: remove some duplicate code

* tools: add hint playing support

* lint: formatting
2022-06-12 21:07:03 -04:00
water111 c235280b91
[decomp] clean up files 50-100 (#1443)
* [decomp] clean up files 50-100

* update file, fix crash on too many prims

* spelling is hard
2022-06-12 12:58:10 -04:00
water111 7bf19759d3
fix goalc crash and clang warnings (#1441) 2022-06-11 16:52:27 -04:00
Tyler Wilding 9fdf0bbc2f
tools: Add cutscene player / subtitle editor window (#1429)
* stash

* temp

* tools: subtitle tool works! just gotta fill out the db / polish UX

* tools: added configuration for every subtitle we have so far

* tools: add some colors to the editor, time for repl controls and make it run the code!

* tools: continuing polish of tool, getting very close

* tools: finished UX polish, just need to write deserializers

* tools: added deserializer for subtitle data

* tools: exported subtitle files, all data appears intact

* tools: more UX polish and test all the cutscenes, majority work

* assets: update subtitle files

* lint: formatting and cleanup

* lint: codacy lints
2022-06-11 16:32:27 +01:00
ManDude 8ba89dd95e
fix IOP getting stuck on music load (#1437)
* fix IOP getting stuck on music load

* fix regression? and clang

* fix a decomp

* fix another regression

* another

* fix "all actors"

* another regression!
2022-06-10 19:04:16 -04:00
ManDude 3ce301ad0d
some static-screen decomp fixes (#1435)
* some decomp fixes

* memcard robustness

* fix wrong bank in savefile being picked

* wtf???

* remove deleted memcard code
2022-06-10 18:20:00 +01:00
ManDude 7ce58f709f
process-spawn + pretty printer improvements (#1428)
* some jp support to fix some errors in the original game

* music fade toggle

* recognize `process-new` macros!!

* strip casts in this macro

* rename macro

* fix cast typecheck

* update source 1

* detect kernel stack case

* less boilerplate

* `manipy-spawn` special case

* pretty printer improvements

* revert dumb thing from earlier

* use shell detection on `send-event`

* fix some events

* remove unused argument

* detect `static-attack-info` and add `CondNoElse` to shell detect

* better `attack-info` detect

* support `process-spawn` in multi-lets

* detect `rand-float-gen` pt 1

* detect as return value

* detect in `countdown` and  `dotimes`

* oops this wasnt working

* fancier `send-event`s

* clang

* update source!!

* fix tests

* fine jeez

* uh okay

* fix some accidental regressions

* fix more regressions

* regression fixes

* fix big bug...

* extra safety!
2022-06-10 02:18:08 +01:00
water111 ecb2781a89
[decompiler] cleanup to get atomic ops working on jak2 inputs (#1426)
* [decompiler] cleanup to get atomic ops working on jak2 inputs

* clang format
2022-06-08 18:34:52 -04:00
water111 aff2f2e10c
[decompiler] setup before making IR2 type inspector (#1423) 2022-06-06 17:58:49 -04:00
Hat Kid 4a298fbe7b
[discord-rpc] fix status not being updated while indoors (#1421)
fix time of day display not being updated if indoors
2022-06-05 18:40:31 -04:00
water111 0e91709063
fix a few compiler warnings (#1419) 2022-06-05 15:00:35 -04:00
Hat Kid d7b307144c
[discord-rpc] Add time of day (#1418)
* add time of day field

* add time of day functions

* add time of day check
2022-06-05 11:45:07 -04:00
ManDude d01c16f451
[game] music player (#1416)
* music flava hack toggle

* fix hint subtitles not being considered offscreen

* music player works

* fixes + citadel, maincave, lavatube music

* add remaining tracks

* fix test

* fixes

* fix lib
2022-06-04 14:53:49 -04:00
ManDude b173734e1b
"quit game" option in title + reduce particle cap (30720 2D -> 15360 2D) (#1410)
* add "quit game" option to title

* reduce amount of particles in particle system

* increase merc2 memory

* enable extra particles by default

* fix tests
2022-06-02 21:40:37 -04:00
water111 f89054baad
[graphics] add missing blend used in final boss fight (#1406) 2022-06-01 21:00:47 -04:00
water111 5165a7c185
[graphics] fix edges of small eyes (#1405) 2022-06-01 20:20:14 -04:00
water111 63174b401d
[game] prevent NaNs when there's a zero area triangle in edgegrab (#1404) 2022-06-01 19:48:48 -04:00
water111 ec9c7a55ce
hook up merc2 to fog intensity, flip some min/max fogs (#1403)
* hook up merc2 to fog intensity, flip some min/max fogs

* zero initialize let stats
2022-06-01 19:07:28 -04:00
ManDude e3051f90ae
small shader optimizations (#1402)
* small shader optimizations

* revert camera invert
2022-06-01 18:34:19 -04:00
ManDude b2a1afddd9
add an extra hud element for battlecontroller battles (#1397)
* update hud decomp

* properly

* pc hud element experiment + hud decomp fixes

* bug fixes

* extra hud elements toggle

* first frame weirdness fixes + comments

* Update game_subtitle_en.gs

* Update hud-classes-pc.gc
2022-05-31 22:19:37 -04:00
ManDude 44664be7e1
village1, jungle, beach and firecanyon subtitles (#1388)
* vi1 subtitles + minor fixes

* beach subtitles

* minor fix

* jungle subtitle

* Update iso_queue.cpp

* firecanyon subtitles
2022-05-30 15:15:21 -04:00
water111 7fc0a07c88
[graphics] improve blending when depth write is disabled (#1386) 2022-05-30 13:05:49 -04:00
water111 dad84ec249
[graphics] merc2 fix, texture crash bug fix (#1385)
* [graphics] merc2 fix, texture crash bug fix

* still boot if deci2 fails to init
2022-05-30 11:06:11 -04:00
Hat Kid 750255e5b2
Discord RPC enhancements/additions (#1162)
* various discord rpc additions

* fix formatting

* revert changes in game-task-h and task-control-h

* discord-rpc: refactor boss and racer/flut checks

now works via checking process states

* fix codacy
2022-05-29 15:06:39 -04:00
water111 2e31d82fb2
Loader improvements (#1378)
* 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

* first pass at loader updates, tie is still bad

* temp

* improved loader

* run iop less often
2022-05-28 20:12:33 -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
Matt Dallmeyer 4ff05077eb
Use "Inverted" terminology for cam options, add "Restore Original" option (#1361)
* use normal/inverted and add option to restore original jak 1 defaults

* fix bad merge

* PR feedback
2022-05-23 20:56:42 +01:00
water111 13c4da7ff8
make linux tests pass again (#1371)
* make linux tests pass again

* format
2022-05-21 20:55:29 -04:00
water111 1432971e62
fix misc bugs preventing the game from starting (#1369)
* fix misc bugs preventing the game from starting

* winodws fix
2022-05-21 16:51:09 -04:00
Tyler Wilding 8d71146b81
game/deci2: Add a timeout on waiting for a client to connect to DECI2 (#1367)
game/deci2: Add a timeout to waiting for a client to connect
2022-05-21 15:49:01 -04:00
ManDude 19944ebe10
anim-tester-x + cam flip fixes + logxor! decomp (#1359)
* `anim-tester-x` + cam flip fixes + `logxor!` decomp

* Update anim-tester-x.gc
2022-05-21 15:47:41 -04:00
Ziemas 07cc0ddc35
Initial Sound Implementation (#1325) 2022-05-19 16:54:36 -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
Matt Dallmeyer 84b2ba43be
Camera inversion/flipped support for main first+third person cameras (#1355)
* Split cam inversion settings into first/third person settings. Connect settings to controls for main first/third person cameras

* inverted -> flipped everywhere

* cam-billy first-person camera impl

* respect camera inversion in cam-stick (debug option only), launcher cams

* refactor into common functions

* couple more cams

* tweak menu text and size, fix function ordering

* convert to macros, more descriptive names

* pc port comments

* one missed comment

* menu text/size/display tweaks

* respect flipped in main debug cam
2022-05-11 18:28:27 -04:00
OpenGOALBot f76f4fac63 Updating Controller Database 2022-05-09 16:26:18 +00:00
Tyler Wilding 7b6d732a77
goalc: Add TCP server socket in REPL process (#1335)
* goalc: cleanup goalc's main method and add nrepl listener socket

* deps: add standalone ASIO for sockets

* lint: formatting

* common: make a common interface for creating a server socket

* goalc: setup new repl server

* deps: remove asio

* goalc: debug issues, nrepl is working again

* git: rename files

* attempt to fix linux function call

* test

* scripts: make the error message even more obvious....

* goalc: make suggested changes, still can't reconnect properly

* game: pull out single-client logic from XSocketServer

* nrepl: supports multiple clients and disconnection/reconnects

* goalc: some minor fixes for tests

* goalc: save repl history when the compiler reloads

* common: add include for linux networking

* a few small changes to fix tests

* is it the assert?

* change thread start order and add a print to an assert

Co-authored-by: water <awaterford111445@gmail.com>
2022-05-06 18:19:37 -04:00
water111 e8911758f0
[graphics] small improvements (#1351)
* faster texture upload lookup

* fix debug menu

* cleanup

* one more
2022-05-02 21:26:17 -04:00
OpenGOALBot b40cbea366 Updating Controller Database 2022-05-02 16:26:12 +00:00
water111 347572d9df
support non-debug-mode (#1347) 2022-04-30 14:55:13 -04:00
ManDude 3ed009924f
collision renderer v2 (#1344)
* collision renderer v2

* update code

* update again!

* Update collision.vert

* Update collide-target-h.gc

* fix code

* bleh

* gah

* minor fixes

* fix stupidity

* skip filters

* fix subtitle that i missed

* remove assert that doesn't work!

* Update hint-control.gc
2022-04-30 14:48:24 -04:00
water111 caf4aed127
[gfx] remove the generic v1 renderer, cleanup (#1345)
* remove the generic v1 renderer, cleanup

* rm the toggle too
2022-04-30 13:10:33 -04:00
water111 a51536de8d
[graphics] tie generic (#1341)
* [gtie] tie inst and proto functions

* first chain input to generic ee looks good

* m

* works

* ugh

* add tie generic

* rm debug print

* rm generic ties from fr3
2022-04-29 23:44:53 -04:00
ManDude 08d701bb26
overlapping memcpy -> memmove (#1342) 2022-04-29 20:07:58 -04:00
ManDude f9313d8260
subtitles for 3 more levels (#1340)
* rework "all actors" option a bit

* update mistycannon

* `vi1`, `mis`, `fin` subtitles

* two pov-camera ones i missed!
2022-04-26 18:21:20 -04:00
water111 61766d2d22
Collision mesh extraction (#1330)
* temp

* extract collision mesh

* temp

* improve

* toggle, cleanup
2022-04-25 21:53:23 -04:00
ManDude 1bede6954d
ambient & hint subtitles and subtitles for citadel + training (#1337)
* hint & ambient subtitle support + `training` & `village1` subs

* update refs

* Update game_subtitle_en.gs

* Update game_subtitle_en.gs

* update source

* more subtitles

* Update game_subtitle_en.gs

* Update game_subtitle_en.gs

* tests

* typo.
2022-04-25 20:01:39 -04:00
OpenGOALBot 5842081e46 Updating Controller Database 2022-04-25 16:22:36 +00:00
ManDude 8eb0796f8e
subtitle editing and text project compiler rework (#1331)
* add a `subtitle` bucket and rename buckets 67 and 68

* automatic `heap-base`

* subtitles editor

* adjust default params

* bug

* Update subtitle.gc

* fix blue color inconsistency in progress

* void.

* Update subtitle.gc

* Update subtitle.gc

* Extend `heap-base` detection to check for errors

* sometimes it's actually manually set!

* remove broken error check

* rework how compiling text files works

* try out subtitles source v2

* bugfix

* oops

* Update game_text_common.cpp
2022-04-24 15:15:16 -04:00
Tyler Wilding 0d4b5f8df4
game: add SDL controller database (#1328)
* game: add SDL controller database

* lint: formatting
2022-04-20 18:20:59 -04:00
water111 79222cb82a
[overlord] fix fakeiso close bug (#1315) 2022-04-17 21:12:36 -04:00
water111 789c57916e
Add timeline style profiler (#1312)
* small speedups to extractor

* faster extraction

* add profiler

* spellin

* guess at windows includes

* windows nominmax garbage
2022-04-17 21:12:24 -04:00
towai f45a06126d
Add better support for cpad1 (#1314)
* cpad1 keybinds and gamepad hooks in working state

* move pad info into arrays indexable by pad

* nice up the code some (mostly de-boilerplate) and improve pad detection

* last modification to remove unnecessarily duplicated code

* Fix formatting

* literally why did i add a newline after running clang-format
2022-04-17 21:11:25 -04:00
ManDude 0cdeed9be7
minor windows fixes (#1311)
* [pp2] put `define` dest on a single line

* update source!

* Update type_analysis.cpp

* update old credits & racer code

* change clang-cl args (REALLY force avx)

* Update credits_REF.gc

* comment small unused code

* add timer to decompiler

* fix unnecessary copy-constructors (no speed increase)

* fixes

* Update expression_build.cpp

* wtf is this thing anyway

* im bored.

* clang

* fix!

* Revert "fix!"

This reverts commit 5b1ce6c718.

* Revert "clang"

This reverts commit 5e67d9ccd1.

* Revert "im bored."

This reverts commit 070e957ce8.

* Revert "Update expression_build.cpp"

This reverts commit b94d092fc5.

* Revert "fixes"

This reverts commit f3d871f60a.

* Revert "fix unnecessary copy-constructors (no speed increase)"

This reverts commit 9100725802.

* Keep the random inoffensive changes

* Revert "Update type_analysis.cpp"

This reverts commit d2456a5c75.

* Update type_analysis.cpp
2022-04-17 21:11:09 -04:00
Tyler Wilding ab063bf7b0
extractor: split up extraction process and allow overriding data dir path (#1302)
* extractor: split up extraction process and allow overriding `data` dir path

* lint: formatting

* deps: add CLI11 dependency

* extractor: refactor CLI arg handling
2022-04-15 18:01:47 -04:00
Ziemas 9168e20e18
Overlord fixes (#1301)
* srpc: Implement part of VBlank_Handler

And call it on RPC message for lack of better ways

* ssound: Fix distance calculation

avoids negative array index

* srpc: fix sound id assignment

* srpc: bail out on missing sound id

* ssound: Fixes for angle and volume calculation

* srpc: Fix VAG filename stuff

* ssound: Fix CalculateAngle

* ssound: UpdateAutoVol fixes

* srpc: Fix up SET_PARAM command
2022-04-13 18:50:35 -04:00
Tyler Wilding c4a92571b2
Improve ASSERT macro, fix linux file paths in Taskfile and hopefully fix the windows release (#1295)
* ci: fix windows releases (hopefully)

* scripts: fix Taskfile file references for linux

* asserts: add `ASSERT_MSG` macro and ensure `stdout` is flushed before `abort`ing

* asserts: refactor all `assert(false);` with a preceeding message instances

* lint: format

* temp...

* fix compiler errors

* assert: allow for string literals in `ASSERT_MSG`

* lint: formatting

* revert temp change for testing
2022-04-12 18:48:27 -04:00
ManDude a7eee4fdc9
[game] pc port progress menu (#1281)
* fix typo

* more typo

* shorten discord rpc text

* allow expanding enums after the fact (untested)

* make `game_text` work similar to subtitles

* update progress decomp

* update some types + `do-not-decompile` in bitfield

* fixes and fall back to original progress code

* update `progress` decomp with new enums

* update config files

* fix enums and debug menu

* always allocate (but not use) a lot of particles

* small rework to display mode options

* revert resolution/aspect-ratio symbol mess

* begin the override stuff

* make `progress-draw` more readable

* more fixes

* codacy good boy points

* first step overriding code

* finish progress overrides, game options menu fully functional!

* minor fixes

* Update game.gp

* Update sparticle-launcher.gc

* clang

* change camera controls text

* oops

* some cleanup

* derp

* nice job

* implement menu scrolling lol

* make scrollable menus less cramped, fix arrows

* make some carousell things i guess

* add msaa carousell to test

* oops

* Update progress-pc.gc

* make `pc-get-screen-size` (untested)

* resolution menu

* input fixes

* return when selecting resolution

* scroll fixes

* Update progress-pc.gc

* add "fit to screen" button

* bug

* complete resolutions menu

* aspect ratio menu

* subtitles language

* subtitle speaker

* final adjustments

* ref test

* fix tests

* fix ref!

* reduce redundancy a bit

* fix mem leaks?

* save settings on progress exit

* fix init reorder

* remove unused code

* rename goal project-like files to the project extension

* sha display toggle

* aspect ratio settings fixes

* dont store text db's in compiler

* properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
water111 b408c78698
skip creating trees that are never setup (#1294) 2022-04-10 21:57:00 -04:00
water111 e0be847b8a
fix (#1291) 2022-04-10 12:25:35 -04:00
water111 2d32d2aba5
fix crash when using keyboard controls (#1286) 2022-04-07 20:02:33 -04:00
water111 1db96c72ab
[goalc] macro expansion in integer constants (#1282)
* [goalc] macro expansion in integer constants

* working

* didn't break it yet

* support conditional compilation

* fix up some more small bugs

* fix duplicate evaluation of bitfield definitions

* paranoid
2022-04-07 19:13:22 -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
water 2e31c9f09b toggle for old format 2022-04-03 13:56:45 -04:00
Ziemas 4310bb1419
A few overlord fixes (#1273)
* Fix RPC Player buffer size

* Fix calculateFallofVolume

* Fix CalculateAngle
2022-04-02 10:46:42 -04:00
water111 f8b00ea358
[graphics] use multidraws in tie/tfrag/shrub (#1269) 2022-04-01 19:35:23 -04:00
Ziemas 6f28633bc4
overlord: Fix LookupSoundIndex (#1267) 2022-03-31 19:30:03 -04:00
Tyler Wilding 67b4afc506
Display the currently built commit sha when debugging the game (#1266)
* generate a string constant with the currently built commit sha

* draw the commit sha on the top left
2022-03-31 19:29:48 -04:00
water111 79683a44b1
[graphics] shrub (#1261)
* update

* renderer appears to work
2022-03-29 21:38:48 -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
water111 4ea8c01e02
small fixes (#1256) 2022-03-26 21:23:20 -04:00
water111 8d9b0b493b
[graphics] shadow volumes (#1247)
* shadow volumes drawing

* fix bugs in clipping case

* add shadow

* fix Q register bugs

* fix bugs
2022-03-26 19:56:54 -04:00
water111 e38832365c
Loader improvements and blackout (#1254)
* temp

* also tfrag

* fix order
2022-03-26 15:53:44 -04:00
water111 be0075a4e4
[gameplay] fix disappearing boulders (#1252)
* fix disappearing boulders

* format'
2022-03-25 21:24:18 -04:00
Charlie Bruce 8d4d251bec
Input scheme quick fixes (#1242)
* Invert right-hand joystick X axis to match PS2 controller to Xbox input

* Add keyboard mapping for analog axes. Change keyboard mapping to make gameplay with a QWERTY keyboard feel more natural.

* Also map IJKL for camera movement

* Tidy up

* Clang formatting fixes

* Remove right X-axis inversion - not needed

* Clang formatting fix
2022-03-25 18:26:42 -04:00
water111 4a0ac6c155
[graphics] first half of shadow renderer (#1246)
* start on dma stuff

* temp

* temp

* add shadow cpu
2022-03-22 21:42:37 -04:00
water111 299b0c22bc
[graphics] Fix memory bug in ocean (#1245) 2022-03-22 21:15:03 -04:00
Ziemas 766b328c97
Overlord sound player (#1239)
* Accept player RPC commands in overlord

* Remove the .projectile file

I use emacs for everything so I don't want it to only look at the goal code.

* Fill out most of the unique player structs

* Decompile most of ssound.c

* Silence some spam

* Comment out WaitSema instance

* Add a file with definitions for snd_ functions

Makes it compile without commenting them out.

Maybe it'd be nice to maintain the original API usage in overlord for
similarity and shim them to whatever API the player uses.

* Make SoundBank statically sized again.

Didn't realise this was used in an array. MSVC should be happy again.

Not sure what the actual size of these should be.

* Fix logic issue

* Finish RPC Loader

* More RPC_Player

* Play RPC command

* All the RPC commands added

* Call Music/Bank loaders

* audio: add almost all `.MUS` and `.SBK` files to build process

* Include TWEAKVAL in build output

* Load banks and music tweaks

* Comment out spam

* Sound struct unk -> is music

* Also test if empty1.sbk was found

For the sake of tests.

* Get rid of PC_DEBUG_SOUND_ENABLE

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2022-03-22 18:53:36 -04:00
Tyler Wilding 014da6f59d
game: auto-save pc-settings to user's home directory as well as memcard files (#1233)
* cmake: reduce warning spam especially from libs

* runtime: add FS helper functions

* game: save/restore pc-settings | add original aspect option

* game: overwrite unloadable settings with defaults

* temp: unable to set the games aspect-ratio in the boot else crash?

* runtime: save memcard files to user directory as well

* runtime: fix `pckernel` load order which resolves setting the orig aspect ratio

* lint: format

* cmake: revert warning suppression, it's just causing problems it seems

* fix the order of the rest of `pckernel` and creation of obj file paths

* lint: formatting

* game: don't save settings on startup even if they are corrupted
2022-03-20 20:29:44 -04:00
water111 44459757b5
use common ocean renderer for mid too (#1241) 2022-03-18 20:58:53 -04:00
water111 da00b1ff13
optimize ocean renderer (#1240) 2022-03-17 21:59:10 -04:00
water111 d136aec00f
[graphics] fix ocean alpha and ocean near depth (#1236)
* fix up some graphics bugs

* less of a hack fix
2022-03-16 21:28:02 -04:00
water111 c80147119d
[graphics] ocean near (#1234)
* dma for ocean near

* add first attempt at ocean near
2022-03-15 23:12:40 -04:00
water111 ef0f7635d3
[graphics] Ocean Mid (in progress) (#1232)
* first pass at ocean mid

* fix some bugs

* fix seams

* cleanup

* temp

* fix mipmap
2022-03-14 19:47:29 -04:00
water111 b2131d43e3
decompile goal code for ocean mid (#1231) 2022-03-12 12:58:04 -05:00
water111 bb85eaf167
add ocean-vu0 mips2c and decomp ocean-texture (#1230)
* add ocean-vu0 mips2c and decomp ocean-texture

* vu1 texture setup

* temp

* unoptimized version working

* optimized version by default

* update ref test
2022-03-11 22:27:11 -05:00
water111 2a78d0a190
[graphics] revert bad change to sprite shader (#1225)
* revert bad change to sprite shader

* only revert half the change

* fix order
2022-03-08 19:39:48 -05:00
water111 e6023e69b7
fix envmap bugs in generic2 (#1229) 2022-03-08 19:28:54 -05:00
water111 43612b0750
add ocean far big triangle stuff (#1224) 2022-03-07 20:28:53 -05:00
water111 a6fa04a83d
[graphics] port generic VU1 to OpenGL (#1221)
* temp

* name the obvious ones

* un-pipelined the fast case in generic vu1

* generic2 dma

* pass2

* first pass at opengl

* many fixes

* fix hud, strip

* windows fix

* final tweaks

* memcard folder

* add missing include
2022-03-06 19:56:43 -05:00
ManDude 968531ee51
[game] rewrite memcard and game-save code (#1222)
* rewrite memcard and game-save code

* fix memcard status and bank check

* more robustness

* fix bank pick on card update

* fix load file bugs

* bug fixes and final touches

* add timers and turn off prints

* optimization?

* update pics

* make money starburst slightly easier to see

* fix first time save bug

* reduce filesystem load a bit

* too bright

* Optimize `file_is_present`
2022-03-06 18:58:22 -05:00
water111 d3d198c363
fix memory corruption during merc death (#1220) 2022-03-04 19:15:45 -05:00
water111 7c3ab1f468
do eye rendering on the GPU (#1219) 2022-03-04 18:22:01 -05:00
water111 251ee98d96
add back direct in sprite (#1215) 2022-03-02 22:37:11 -05:00
water111 67946a4274
enable filter by default and fix up bucket hacks (#1214) 2022-03-02 21:40:52 -05:00
water111 a5b383c78a
[graphics] Rewrite of texture system (#1212)
* loading cleanup

* temp

* add texture replacement

* fix windows

* oops

* fix windows

* final cleanup
2022-03-02 20:01:37 -05:00
ManDude 3a54a521e3
[runtime] bug & crash fixes (#1211)
* bug & crash fixes

* relax fog hack slightly

* buff particles more

* borderless hack

* tone down sprite hack

* int consts in `deftype` + increase sparticle queue

* move a menu button around

* clang + test fixes

* less confusing image

* add test for new deftype feature
2022-03-01 20:15:15 -05:00
water111 68a1f2d012
[graphics] Add a specialized renderer for handling merc/generic output data (#1207)
* second try at writing the direct renderer

* finish direct2

* more optimization
2022-02-27 17:23:12 -05:00
ManDude 42806d504f
[game] HUD/sprite fixes for widescreen + a few other things (#1203)
* mood palette debugging

* fix HUD sprites (most of them)

* racer hud fixes

* automtic widescreen adjust for racer and power hud (crappy)

* add money starburst toggle!

* cheat codes (SECRET!!!)

* fix tests

* fix error

* fix tests

* always for 16x9 for cutscenes

* better lod hacks

* full alphabet

* fog hack for less ugliness + particle density hack
2022-02-27 16:44:43 -05:00
water111 382ec1d1c5
add fog (#1204) 2022-02-25 23:25:49 -05:00
water111 b55de36b27
fix texturing settings (#1201) 2022-02-25 16:53:39 -05:00
water111 107ccedb9d
fix plant and frog sps (#1200) 2022-02-25 15:10:39 -05:00
water111 2c37ba1fb3
[graphics] Fix texture selection in Direct (#1199)
* temp

* cleanup2

* clang

* fix warnings
2022-02-25 14:44:31 -05:00
ManDude 8adac544cf
Allow symbol table expansion. (#1191)
* Allow symbol table expansion.

* fix debugger

* fix bits_for_sym

* use a `static_assert` over `throw`
2022-02-24 22:43:00 -05:00
water111 9c00b0c135
[graphics] generic merc (#1192)
* begin generic merc

* more generic stuff

* generic dma generation not crashing, at least until high-speed-reject

* c

* unpacker for generic

* starting to work

* small fixes

* more fixes

* more progress

* cleanup

* fix tests

* no custom imgui assert on windows
2022-02-24 22:33:10 -05:00
water111 bbb7213281
various sprite fixes (#1185) 2022-02-19 20:43:03 -05:00
ManDude af447aeab7
[game] subtitles support (tools + goal + text file). (#1174)
* add subtitles support (tools + goal + text file).

* add to build system proper

* better handling of line speakers

* billy test subtitles

* adjust timings

* better handling of subtitle timing + citadel subs

* press square to toggle cutscene subtitles

* improve DirectRenderer performance

* clang

* dont error out if there's no user files

* make system supports multiple inputs for subtitles

* clang

* oh no typo!!

* avoid future issues

* fix warp gate crash

* remove no longer necessary code in DirectRenderer

* remove temp prints

* delete triplicate code

* i found a better way

* fix make issues with subtitles

* force avx compilation
2022-02-19 13:10:10 -05:00
water111 f91d1f4056
fix bug in collide-probe (#1180)
* fix bug in collide-probe

* add debug print
2022-02-18 23:01:05 -05:00
water111 5135ea9659
[graphics] reduce the size of fr3 files (#1175)
* first pass

* first pass at shrinking fr3s

* only need to load vertices once

* avx2 detect and switch

* fix build

* another ifx'

* one more

* fix the sky and stupid math bug in size check
2022-02-16 22:13:18 -05:00
water111 c9fc4f0bf9
[graphics] eyes (#1169)
* first draft eye renderer

* working

* working
2022-02-15 19:37:51 -05:00
ManDude b36199f4f8
add MSAA 4x + lod picking for TIE & tfrag (#1167)
* MSAA

* support different TIE lods

* tfrag lod picking

* always compress screenshots

* mute annoying nvidia opengl message

* use a string here instead

* oops

* more mistakes...
2022-02-15 18:42:48 -05:00
ManDude ae05fde45a
cleanup code, fix some bugs (and potential bugs), add actor LOD modifiers (#1163) 2022-02-13 19:19:56 -05:00
ManDude e91c581c2a
fix the filenames for the code files + minor fixes (#1159)
* some changes to make the `anim-tester` kinda work

* types for `lava` (who cares)

* fix divide by zero macros

* cleanup filenames

* fix tests + minor bug
2022-02-13 00:12:05 -05:00
Tyler Wilding ffb04ddd10
Documentation cleanup and some feature improvements (#1155)
* ci: switch to codacy for coverage

* docs: update badges

* decomp: allow overriding config flags via CLI

* cleanup: top level file cleanup

* docs: big README overhaul

Attempt to close #1128 and #1086

* decomp: attempt to detect if `iso_data` is missing or wrongly extracted

* game: switch to `fpng` for screenshots, allow for compression

closes #1035

* game: switch vsync control to a checkbox

* lint: format cpp files

* lint: format json files

* docs/scripts: organize taskfile
2022-02-12 17:48:50 -05:00
water111 78cde74d5a
update readme and fix always playing str (#1139)
* update readme deps

* replace assert

* bump timeout

* fix memory corruption in kernel

* use unknown if level name is invalid
2022-02-08 19:02:47 -05:00
Hat Kid bde49ea079
Implement Discord Rich Presence (#1137)
* add discord rpc library

* add discord rpc

* add cutscene check

* fix build (hopefully)

* fix build

* edit paths

* Replace prebuilt discord-rpc lib with repo clone
2022-02-07 23:53:36 -05:00
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
water111 f142f46045
add more comments/docstrings on first 58 files, try new windows-specific framelimiting (#1134)
* cleanup

* type

* link against a library
2022-02-05 16:30:50 -05:00
water111 2342b6fb0f
[graphics] MERC (#1124)
* merc dma generation

* wip very early version of merc

* small fixes

* fix

* fix more merc bugs

* derp fixed min

* oops we did need something weird on max

* merc for everything

* program optimization 1

* more optimization

* windows

* windows 2

* clean up

* fix test

* BLERC
2022-02-03 22:45:41 -05:00
ManDude bd1718dc9c
A lot of fixes (game is 100%'able!) (#1118)
* a crapton of fixes

* Update cavecrystal-light.gc

* damn you

* fix bunnies

* change codegen for int -> float cast (just add sign extension now)

* fix test

* this file is tagged anyway

* fix some stack types

* remove bad camera debug funcs

* add more heap bars and entity pick menu

* finish entity menu and make `music-flava` enum

* fix some `process-taskable` fields

* citadel sage crash fix

* fix citadel drop plats

* fix tests

* fix some casts

* update refs

* finish `village3-obs` and `snow-ball`

* Update README.md

* fix sidekick too

* fix issue?

* more entity inspect hardcoded checks

* more

* use `*display-actor-anim*` for something!

* CRAP

* also clear actor anim when deselecting entity

* *display-actor-anim* already renders this!

* do not display `path` tag info

* entity debug inspect tool

* one more

* make debug string even larger

* missing res tag types

* more polish and more known tags

* last few
2022-01-31 20:44:54 -05:00
water111 8f4dd59b7a
[game] clean up texture stuff (#1120)
* better texture loading

* remove old and bad tfrag renderers
2022-01-28 23:44:03 -05:00
water111 57649d243f
[bones] Part 1: Joint (#1110)
* joints

* bones

* align spr to 16k

* fix bug

* lack of sound hack

* clean up
2022-01-28 21:32:03 -05:00
ManDude eb53f410e5
test game actors and fix up/disable broken ones (#1103)
* test village1, beach, jungle actors

* fix jungle actors

* more anims and fixes

* Update launch.vs.json

* fix bad `robotboss` decomp

* fix `robotboss`

* Update robotboss.gc

* fix `mother-spider-proj`

* fix detach (windows)

* update refs

* village2 spools

* type fixes + a few more spols + add append/not-append to goos

* fix beach, misty, village1, village3, lavatube

* fix snow entities

* fix `target-flut`

* update refs

* forgot one

* fail

* sound fixes

* fix test

* complain if `heap-base` is bad

* correct `add-spheres!` decomp errors

* fix citadel

* fix target `change-state` handler

* fix `final-door` state

* fix `target-flut-falling`

* fix deftypes

* oopsie

* move heap memory display behind a toggle and make it fancy

* Update gstate.gc
2022-01-27 19:33:34 -05:00
water111 35bdc9b1d3
add an optional, less-accurate-but-faster sprite render and fix silly math bug (#1102)
* also add a new sprite renderer

* claaaang

* goal build fix

* fix tests, add stack singleton option

* make all event-message-blocks the same

* diskboot
2022-01-21 21:11:57 -05:00
water111 4648f78733
add vis data to tie/tfrag and better framelimiting/lag (#1100)
* add vis data to tie/tfrag and better fps stuff

* better default
2022-01-20 00:22:03 -05:00
water111 a66eef6034
more small fixes (#1094)
* more small fixes

* better bones fix

* type fix
2022-01-19 19:39:36 -05:00
water111 dc663d8a1f
[game] edge grab, small fixes, add zoomer (#1083)
* fix a few small things

* fix tests

* another fix

* fix tests
2022-01-17 14:36:29 -05:00
water111 e84b5a2346
[collision] implement most of background collision, spawn target! (#1076)
* fill collide cache with bounding box working

* yprobe fully working for background at least

* target

* final cleanup, add a bit more foreground mesh stuff that is untested

* warnings, merge issues

* tests

* revert debug changes, format'

* rendering perf
2022-01-15 16:52:47 -05:00
ManDude 67bb1193a8
[runtime] GPU sprite renderer (#1075)
* sprite_3d first attempt

* fixs

* fix Q usage

* ??

* attempt 2

* Update sprite_3d.vert

* works-ish

* works properly!

* scissor fix

* simplify shader

* texture support except everything is broken for some reason

* stuff

* Update SpriteRenderer.cpp

* meltdown

* Revert "simplify shader"

This reverts commit 97bd9b77be.

* Revert "Revert "simplify shader""

This reverts commit 32fb46ce90.

* fix blend

* fix blend and prim

* fix depth write and texture rendering

* fix bugs

* remove noperspective

* fix and finalize sprite 3D vert shader

* optimize 3D program

* 2D sprites! almost first try

* fixes + merge shader code

* HUD sprite support and clean up code

* oopsie

* fix 3d sprites

* minor cleanup and increase sprite buffer to 8k sprites

* clang

* replace some uses of `glBufferSubData` with `glBufferData`
2022-01-15 12:31:38 -05:00
water111 f6f1cadb8e
collide probe works, amazingly (#1072)
* collide probe works, amazingly

* add ref test
2022-01-10 19:28:17 -05:00
water111 38c805ca7c
unused version of collide line sphere collide list (#1071) 2022-01-09 17:45:19 -05:00
ManDude 76a819b98f
[game] revise build order and add remaining levels + add part-tester to menu (#1069)
* Add remaining levels to build system

* add a particles menu

* Update default-menu.gc

* Update part-tester.gc

* make part tester non-destructive

* Make the "ps2 particles" toggle work!

* Update kmachine.h

* fix test

* fix test
2022-01-09 17:43:13 -05:00
water111 a96396e140
[collision] add notes on -h files, add some enums (#1068)
* temp

* add enums
2022-01-08 20:57:57 -05:00
ManDude 701108a1b6
[runtime] Fix progress menu aspect ratios (#1055)
* update progress code and fix our frame "scissoring"

* aspect ratio hacks

* expand progress tint for widescreen

* give up and comment things properly

* properly undo hacks
2022-01-08 13:39:17 -05:00
water111 ab6f41d0c6
[gfx] sprite 3d hack and fix graphics dumps (#1057)
* add sprite 3d

* cleanup
2022-01-07 16:13:19 -05:00
water111 5b3098d617
fix sky and tfrag bugs (#1058) 2022-01-07 14:43:43 -05:00
water111 3c42d222cb
[game] improve loading (#1049)
* better load

* fix sky, cleanup
2022-01-07 11:52:24 -05:00
ManDude 2e18cb605a
[runtime] optimize DirectRenderer for multiple textures + optimize sprite renderer (#1054)
* optimize sprite texture flush + update shaders

* fix bugs

* change logic a bit

* crunch PNGs

* hud size fix

* clang

* remove shaders from list

* use really small alpha cut-off point for sprites

* ad `flat` to vertex shaders too

* increase cut-off very slightly

* take *2 into account

* ok for real this should be good enough
2022-01-06 18:47:20 -05:00
water111 474a8494d8
remove gd files, simplify fakeiso (#1053)
* remove gd files, simplify fakeiso

* fix bug in decompiler mistakenly marking functions as asm
2022-01-04 23:36:39 -05:00
ManDude 62c14631af
[files] merge fake duplicate files (#1048)
* merge `orb-cache-top`

* hopefully fix random TIE extractor crash

* merge `ecovalve-ag`

* expand debug gfx buckets

* merge `barrel-ag`, `sack-ag`, `sharkey-ag`

* merge `warp-gate-switch-ag`

* merge everything else

* Update extract_tie.cpp

* add misty level

* oops

* properly add it this time
2022-01-04 20:32:34 -05:00
water111 b999422305
[tie] add wind effect (#1046)
* wip tie wind stuff

* wind

* clang
2022-01-02 19:02:28 -05:00
ManDude c9204f2a9b
Fix Windows asserts (#1045)
* fix release mode asserts

* clang

* dummy
2022-01-02 18:02:10 -05:00
water111 6e4b34be0b
fix goal build error and a few c++ warnings (#1044) 2022-01-02 16:10:09 -05:00
water111 cd9e74819c
improve performance on intel graphics (#1041)
* improve performance on intel graphics

* more tweaks, add a glfinish button

* remove divide in fragment shader

* temp

* add cpu sky blend

* use vao

* change format

* use floats in direct renderer

* format

* format again

* tfrag ice
2021-12-30 19:38:18 -05:00
ManDude 9ff71412e5
[runtime] pckernel implementation (#1032)
* toggle for ripping level models

* Create pckernel.gc

* builds and works

* fix defs

* resolution info works

* native letterboxing

* menu

* Fullscreen buttons

* Update glfw

* fix fullscreen taking over everything for some reason

* fix screenshots and add more menu options

* Cleanup DMA mess in load boundary render code (first try!!)

* Update default-menu.gc

* clang

* fix accidental macros in pairs

* refs

* fix null reference bugs

* add lavatube

* custom aspect ratios work (3D only)

* custom aspect ratios work (3D only)

* fix aspect ratio and non-4x3 debug text

* change `sceOpen`

* deadzone setting

* merge fixes

* check out `debug-pad-display`

* update readme imgs

* settings save works

* oops

* settings read/load (incomplete)

* add `:stop` to debugger and fix detach on Windows

* settings load works

* fullscreen and aspect ratio setting fixes

* swap menu options for convenience

* settings loads automatically properly

* fix panic and font hack edge case

* add rolling, ogre, snow, swamp, sunken b, jungle b

* Fixed borderless on windows please work

* Update fake_iso.txt

* remove error from opengl debug filter

* update refs

* minor tfrag tod palette lookup change

* accidentally nuked all opengl errors
2021-12-30 18:48:37 -05:00
water111 e8db0583c9
fix flashing lava in firecanyon (#1036) 2021-12-28 22:22:19 -05:00
water111 9b0ae373f0
[decomp] collide-func (#1034)
* add mips2c collide functions

* add ref test for collide-func

* fix test
2021-12-28 16:43:13 -05:00
water111 798356802b
[game] make visibility work (#1031)
* make vis work

* update comments
2021-12-28 15:13:46 -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
ManDude 59a12029a0
[decomp] cleanup default-menu, fix dangerous IOP bug, autoconvert ints in pairs to/from bintegers (#997)
* fix a couple macros in ref tests

* `default-menu` cleanup

* add `find-instance-by-name` func

* improve debugger slightly hopefully

* fix IOP PLAY buffer overrun bug

* fix `default-menu` more

* automatically convert ints in static pairs to/from bintegers

* fix test

* clang

* fix a few more lambdas

* update refs

* add custom menu cuz cool

* oopsie! also make `default-level` and `halfpipe` go away

* add camera teleport menu

* update types in debug menu
2021-12-09 18:39:40 -05:00
ManDude e69266bc95
[runtime] fix gamepad race condition, only allow gamepad for pad 0, fix defstatehandler, allow mapping any pad w/ keyboard (#993)
* fix gamepad race condition, only allow gamepad for pad 0, fix `defstatehandler`, allow mapping any pad w/ keyboard

* dont render debug stuff with manylevel hack
2021-12-04 15:34:03 -05:00
water111 28b6584cd4
add ref tests for tfrag (#989) 2021-12-04 13:14:40 -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 25b0e1be7d
[decomp] collectables + works ingame! (#971)
* decomp: `collectables`

* fix types

* `powerups` and fixes

* fixes

* Merge branch 'pr/929' into d/temp/collectables

* fix collide stuff

* update things...

* update

* update

* temp bump global heap mem

* fix `defstate` hooks wrong/unnecessary sets & collide stuff for collectables

* dumb mistakes :)

* stub out broken process-drawable stuff

* update refs

* add `:no-inspect` key and save some memory & remove birth logs

* Update kmachine.h

* clang

* add citadel

* fix no-inspect key

* fix tests!!

* fix stupid mistake in `collide-shape-prim-sphere` alloc

* comment annoying print

* feedback

* fix edge-case probably

* remove `:no-inspect`s
2021-11-23 18:25:57 -05:00
water111 7292cb5765
tfrag improvements (#970)
* tfrag improvements

* cleanup

* one last fix

* clang
2021-11-15 20:07:10 -05:00
ManDude 80a002f8c0
[decomp] entity birth (#964)
* make birthing work

* fix float representation on defskelgroup

* test

* update

* debugger improvements & dont upload aux sprites

* ?

* fix progress

* fixes

* fixes

* Create bea.gd

* fix test

* fix xmm reg clobbering in kernel (water)

* cleanup cam-start

* clear gamepad state every frame

* allow controller connects and disconnects while running
2021-11-15 19:05:28 -05:00
water111 380e7b3580
clean up a few small things (#968) 2021-11-14 12:45:47 -05:00
Tyler Wilding 44c43610ce
game: Get camera code working (#965)
* cmake: disable edit&continue flags

* goos: make the build system work for alternate file paths nicely

* vs: update vs config

* vscode: extend terminal buffer!

* vs: fix presets

* debugger: fix exception handler

* game: add logo to application

* decomp: get `cam-master` to "work" -- manually changed return type

* debugger: fix printing issue

* game: get the camera actually working

* game: neutralize the analog sticks

* game: support analog sticks

* tests: update ref tests

* temp commit - inprogress stuff

* fix `send-macro`

* turn camera stuff back on, seems to work.  Still kernel-dispatch problem though

* address feedback

* formatting
2021-11-13 22:41:15 -05:00
water111 3afd99a8e3
[graphics] partial tfrag implementation (#958)
* temp

* some decomp

* tfrag dma setup

* fix negative label bug

* tfrag dma setup

* tfrag, with pipeline tricks

* kinda works

* cleanup before trying some color stuff

* time of day works

* clean up

* temp before render changes

* a few more fixes

* fix up tests

* clean up

* fix

* fix alignment

* one more cleanup
2021-11-13 20:44:17 -05:00
ManDude ff50cf2552
improve debugger disasm, :sym-name and fix Windows builds (#959)
* improve debugger disasm, `:sym-name` and fix Windows builds

* >:(

* use this inline constexpr thing??

* fine use strings then

* please.... please work...

* fix windows debugger oopsie

* display rip as goal addr as well

* [debugger] attempt to backtrace even if landed on some garbage memory

* Update CMakePresets.json
2021-11-12 22:00:41 -05:00
water111 6a606d7222
Start a debug tool for looking through level data (#954)
* temp

* temp

* level inspection tool

* docs

* windows fix
2021-10-31 13:12:50 -04:00
water111 d6e82eedb0
[decomp] fix and decomp part tester (#935)
* temp

* update tests
2021-10-23 20:15:31 -04:00
water111 d6f631383e
decomp more level stuff (#932)
* more level stuff

* vi1 to jun load working, with multiple skies

* small fixes

* add level ref test

* clang
2021-10-23 16:00:49 -04:00
water111 44626cfedd
fix issues and decompile racer-states (#924)
* fix issues and decompile racer-states

* type fix
2021-10-21 22:38:39 -04:00
water111 b7fe8447e2
[decomp] improve types around enter-state (#923)
* clean up

* restore hack
2021-10-20 20:55:25 -04:00
water111 18714ba536
[decomp] load boundaries (#922)
* mostly working

* fixes

* very small fixes

* fix tests

* clang
2021-10-20 19:49:32 -04:00
water111 b2052016e2
[decomp] sky/time of day (#883)
* time of day

* goal code seems to work

* stars at wrong spot

* stars and sun work

* debugging clouds

* fix texture correction

* sky works

* cleanup, add profiler

* clean up

* final clean up

* offline tests

* missing include
2021-10-10 20:07:03 -04:00
ManDude 4665b5a246
change type of seconds and clean up opengl includes (#887)
* change type of `seconds`

* fixes to pc pad input (visual only)

* strip down openGL to the version we're actually using for now (4.3 no extensions)

* turn on this opengl message

* really minor inconsequential change
2021-10-06 19:32:58 -04:00
water111 845802ca45
memory cards (in progress) (#868)
* c++ memory card stuff

* saving kinda works

* load working

* more progress

* clean up
2021-10-01 23:12:34 -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
ManDude d8e659df66
[decomp] flying-lurker (#846)
* `flying-lurker`

* why'd this get left behind?

* also `ambient` and add a `banned_objects` config and fix offline tests

* clang

* fix `ambient-type-sound`
2021-09-21 18:40:38 -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 18df68b1f7
fix text rendering bugs (#841) 2021-09-08 22:04:30 -04:00
ManDude 89ccb8cbc7
[decomp] progress (#780)
* cleanup `main`

* whitespace

* start `progress` decomp pt1

* fill in more stuff

* Update label_types.jsonc

* run cheats

* clang

* make most of `progress` decompile

* `progress` pt 2

* [decompiler] support dynamic format strings

* Make `progress-draw` decompile and almost all `progress`

* make clang shut up

* fix unhandled format string

* fix `progress-draw`

* Update DecompilerTypeSystem.cpp

* fix?

* fixes

* fix a few functions

* make `language-enum`

* warn on weird floats

* fix minor pad bug

* dump stuff in `progress`

* make `progress-screen` enum

* progress progress

* update refs and fix stupid bug

* trying to get it to work

* it works!?

* disable sound functions

* fixes

* final touches

* tests

* tests

* add process allocations

* use the right register for windows

* another try for windows, counting is hard

* one more try

* use process allocations

Co-authored-by: water <awaterford111445@gmail.com>
2021-09-06 20:35:03 -04:00
water111 7099a1964e
[runtime] add process allocations (#834)
* add process allocations

* use the right register for windows

* another try for windows, counting is hard

* one more try
2021-09-06 18:27:24 -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 34e8afa0ee
get started on entity (#793) 2021-08-31 11:05:03 -04:00
water111 ccdfa01a88
Add the imgui library (#785)
* add the imgui library

* use third-party glfw include

* another try at includes

* again

* another try
2021-08-29 14:54:16 -04:00
doctashay 0a6d28e264
OpenGL Cleanup (#786)
* Begin spdlog integration for decompiler

* Replace old prints with spdlog equivalents

* clang-format

* Add Arch Linux documentation

* Remove spdlog (again)...

* improve label system

* clean up menu

* debug menu working, still need to fix tests

* cleanup-gfx

literally just renaming the window and a few debug prints

* fix readme typo

Co-authored-by: water <awaterford111445@gmail.com>
2021-08-29 14:41:35 -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 403bb5f4de
[decomp] game-info (#779)
* support more process stuff

* more of game info

* add ref file

* progress on save
2021-08-22 20:12:47 -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
ManDude 67f236d32b Update opengl.cpp 2021-08-17 08:05:18 +01:00
ManDude b18af4efae fix typo in comment while we're at it 2021-08-17 08:05:01 +01:00
ManDude f05117fb0c clang 2021-08-16 16:01:34 +01:00
ManDude 8e348a8cd1 save & load to file! 2021-08-16 15:43:12 +01:00
ManDude 093526721c save key mapping to memory! 2021-08-16 14:57:15 +01:00
ManDude c1fdb23310 fix crash 2021-08-16 07:46:06 +01:00
ManDude efdc598c09 make pc pad remapping process (incomplete) 2021-08-16 07:44:05 +01:00
ManDude ff3174f292 more cpad stuff + make font-flags 2021-08-16 03:50:36 +01:00
ManDude 4a8295898b Merge branch 'master' into d/cpad-test 2021-08-14 23:24:18 +01:00
ManDude ca8f0f7e93 minor fixes 2021-08-14 23:23:45 +01:00
ManDude ded9d63afa fixes 2021-08-14 21:05:38 +01:00
ManDude af823cdb82 implement cpad stuff 2021-08-14 21:00:50 +01:00
water 23748dfeef start on debug graphics 2021-08-13 21:48:56 -04:00
ManDude af5a9f0951 minor gfx updates 2021-08-14 01:06:16 +01:00
water 43a39b197e fix merge 2021-08-12 19:33:47 -04:00
water ebc580822e clean up 2021-08-12 19:03:33 -04:00
water a65357642d fix debugger 2021-08-11 20:21:58 -04:00
water 3bba86ce18 support mt4hh texture for japanese fonts 2021-08-11 19:36:15 -04:00
ManDude ed19d046f3 Update OpenGLRenderer.cpp 2021-08-11 07:44:35 +01:00
ManDude c87b818d82 stuff 2021-08-11 04:48:56 +01:00
water b85ee3a3a5 fix possible bug in direct renderer 2021-08-10 22:13:34 -04:00
water 2b7a8d8880 another fix 2021-08-10 21:46:12 -04:00
water df94e948bb more fixes 2021-08-10 21:31:15 -04:00
water fb006492c5 build fix 2021-08-09 22:05:07 -04:00
water 9495e91259 online tests pass 2021-08-09 21:54:40 -04:00
water f700438d01 fix merge issues 2021-08-09 21:42:05 -04:00
water 40ecd92272 Merge branch 'master' of https://github.com/water111/jak-project into w/dma-for-font 2021-08-09 21:41:25 -04:00
ManDude a850b5d5cb
revamp the gfx+display systems a bit (#739)
* revamp gfx and display systems a bit

* Use some fancy c++ pointers instead of just raw pointers

* Tidy some things up.

* clang

* clang 2

* fixes

* fixesss

* error detection when making display
2021-08-09 19:16:39 -04:00
water ee6639b4f7 fix texture filter 2021-08-09 18:59:47 -04:00
water b4846f0491 hook up profiler 2021-08-08 21:50:34 -04:00
water 0dfe6a169d fonts and stuff work 2021-08-08 20:46:14 -04:00
water 124003f5f2 store texture in pool 2021-08-08 15:46:34 -04:00
water f25b0f0de2 some clean up 2021-08-08 13:20:54 -04:00
water 54301a36be texture decoding 2021-08-08 13:12:44 -04:00
water 66f95d3c8a text working with no textures 2021-08-07 21:16:44 -04:00
water ef6204e353 closer 2021-08-07 18:57:13 -04:00
water d1674ea9b6 wip 2021-08-06 22:30:02 -04:00
water 821c2ab42a display loop runs 2021-08-04 21:30:08 -04:00
water111 ef011f4fe8
[goalc] add a build system (#704)
* add first attempt at build system

* fix stupid bug

* try again
2021-07-15 21:37:15 -04:00
water111 656489e942
[decomp] Clean up - part 2 (#687)
* temp

* temp2

* basic case support

* working for or without else

* support more cases

* clean up to drawable headers

* ocean

* format json
2021-07-11 16:35:25 -04:00
water111 1898c7c52a
[decomp] texture (#684)
* temp

* more cleanup

* fix merge issue

* handle no texture correctly
2021-07-09 22:20:37 -04:00
water111 a81aef889a
Level load test (#656)
* tweaks for loading VI1

* temp

* clean up
2021-06-30 19:20:31 -04:00
ManDude 1af0f4a1a7
[decomp] most of level and some game loop functions + couple decomp… (#651)
* [decomp] most of `level` and some game loop functions + couple decompiler fixes

* add ART.CGO to fake-iso
2021-06-29 20:30:52 -04:00
ManDude 997d5b57db
[memdump] Make it work on fields of type (array basic) (#620)
* use `std::function` for this because that's what you're meant to do

* [memdump] Analyze fields of type `(array basic)`

* fix test

* Massively simplify things.
2021-06-23 22:07:17 -04:00
water111 8faded6400
[decompiler] bitfield support for sound-name (#582)
* fix 64-bit fields in 128-bit bitfields

* support sound-name

* fix merge

* support some more sound stuff in overlord
2021-06-12 12:55:38 -04:00
water111 a572587a0e
add types (#559) 2021-06-05 16:58:32 -04:00
Ziemas 62877ed4f3
Overlord: Music tweak struct. (#509) 2021-05-20 18:10:27 -04:00
water111 ec412c7777
[decomp] ramdisk, load-dgo and rpc-h (#496)
* decompile ramdisk load-dgo and rpc-h

* add a bunch of offline tests

* clang-format
2021-05-16 21:07:22 -04:00
water111 53a7d6512f
lock when modifying components (#475) 2021-05-12 22:44:58 -04:00
ManDude fef9b139d7
Force-enable assert on release mode Windows build (#440) 2021-05-10 23:03:56 -04:00
ManDude 370ac4f64a
Change VM dying logic to prevent deadlocks (#433) 2021-05-10 00:00:50 -04:00
water111 62dfa1bf07
[TypeSystem] add heap-base property to types (#431)
* support heap base in the type system

* lock around modification of status
2021-05-09 19:40:36 -04:00
ManDude 2beaa7a340
[decomp] cleanup drawable and ocean stuff (#414)
* use `kmalloc-flags` for goal `kmalloc`

* cleanup some drawable stuff, add offline tests

* cleanup generic-h a bit

* make decompiler work on 16-bit static data

* cleanup ocean stuff

* fix `ocean-spheres`

* oops forgot this

* I forgot to actually make `ocean-tables`
2021-05-03 08:54:49 -04:00
ManDude 8cc63ff35c
Add a debug PS2 VM to the runtime (#401)
* update VS launch target params

* remove redundant VS launch option

* Add a debug PS2 VM to the runtime, currently only for the DMAC

* Formatting

* remove broken assert

* Avoid weird buffer overflow bug

* Test on `VIF0_DMA_BANK`!

* Add a docstring

* patch pointers for the other dma channels

* patch DMAC pointer

* remove dead leftover code

* Change default return value for `get_vm_ptr`
2021-05-01 00:32:19 -04:00
water111 fe336b7b5f
[compiler] fix warnings in repl lib and add macros to autocomplete (#317)
* fix warnings in repl lib and add macros to autocomplete

* fix crash on ctrl-c, build runtime as static lib and make goos prompt look fancier

* some tweaks for linux build
2021-03-11 12:54:16 -05:00
ManDude 9430b4772a
Implement runtime display (test) (#318)
* Implement runtime display (test)

* Update runtime.cpp

* [game display] add "-nodisplay" argument

* style fixes

* Update gfx.cpp

* [deci2server] fix deadlock when killing a Deci2Server

* add libxrandr to linux github test

* correct package name to libxrandr-dev

* set g_main_thread_id in exec_runtime

* add libxinerama to linux test packages

* correct the name

* add libxcursor1 package

* Update linux-workflow.yaml

* add libxi-dev

* fix constructor for g_main_thread_id

* fix submodules + use -nodisplay during tests

* move the gfx loop to its own function and use a lambda for exit conditions

* fix include

* fix include

* fix includes (for real this time)
2021-03-09 23:51:28 -05:00
water111 9074a35b9b
[Decompiler] Fix printing of lets (#314)
* fix let prints and windows warnings

* missing include for windows

* windows again
2021-03-07 12:01:59 -05:00
water111 9d3b056b7a
Fix asize bug, decompile a few files (#293)
* fix bug in asize of basic

* more decomp
2021-02-28 18:05:07 -05:00
water111 5ec9a91eb9
Decompiler fixes + decompiling (#276)
* decomp pad

* more decompilation

* update

* fix test name
2021-02-22 09:36:30 -05:00
water111 4b1b7e9507
[Decompile] DMA and similar (#275)
* add some dma

* clean up

* add progress script and make codacy happy
2021-02-21 11:02:28 -05:00
water111 8775840265
[Decomp] Decompile engine math library types (#272)
* decompile some stuff

* fix typo

* playing around with trigonometry

* more progress on trig

* more trig

* comments and small fixes

* finish trig
2021-02-20 11:42:46 -05:00
water111 f1a93886e7
[Decomp] Decompile gstring (#267)
* decompile gstring

* update

* Update code_status.md

* Update code_status.md

* decompile gstate

* add test for states, hope it passes

* also test throw and catch xmms

* update doc
2021-02-16 20:37:48 -05:00
water111 e01e065170
[gcommon decomp] compiler and decompiler fixes (#239)
* wip

* decompile file-io

* a

* fix
2021-02-07 18:21:00 -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
doctashay e8ad91a454
Arch fixes (#199)
* Change declaration case

Arch Linux is so very picky...

* Remove spdlog (?)
2021-01-17 21:37:08 -05:00