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`
Fixes#1886 which was introduced in #1756
Changed to only read the dpad inputs for hud toggle if L2/R2 were
considered held (they're not read during a pause buffer)
- 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
Fixes https://github.com/open-goal/jak-project/issues/1821 by adding a
special case for `new` method calls where the argument with type
`symbol` is actually an address to uninitialized structure on the stack.
Fixes https://github.com/open-goal/jak-project/issues/1849 (or at least
the cause of the issue Vaser gave in chat, and one random one I found in
`debug-sphere`)
Fixes https://github.com/open-goal/jak-project/issues/1853
Fixes https://github.com/open-goal/jak-project/issues/1857 by moving the
cast into the cond if the body is a single form and the destination type
is a bitfield/enum which is likely to work well. Seems to work on the
examples we could find in jak 1 and jak 2.
Also fixes an issue with casts on the result of `handle->process` (a
common place to use casts)
the output of process->handle is a plain process. Most of the time, you
end up casting this to a more specific. If you add a cast on every use
of the variable, the decompiler will decide to change the type of that
variable to the more specific type, and this breaks the handle cast.
so previously it was impossible to get code like
```
(let* ((s2-0 (the-as swingpole (handle->process (-> self control hack))))
(gp-0 (-> s2-0 dir))
)
```
But now it will work
This shows the current settings needed to help provide information when
verifying a run, also it removes the two calls to show the version in
main.gc and instead does it within the speedrun/auto splitting scope.
- Shows Version
- Shows if Speedrunner mode is on (technically pointless since the text
only displays when it is enabled this more just serves to show that
there IS a speedrunner mode to viewers and stuff (josh) So hopefully it
may cut down on submissions with the mode off)
- Shows if cutscene skips is enabled/disabled.
Tested on 16x9 4x3 the really weird one and borderless/fullscreen
[![IMAGE ALT TEXT
HERE](https://img.youtube.com/vi/qDC-beEg5Es/0.jpg)](https://www.youtube.com/watch?v=qDC-beEg5Es)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
* 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
* 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
* wip
* getting stuff set up so we can actually run test cases
* better handle block entry stuff
* types2 working on gstring
* comments
* math ref working
* up to first stack stuff
* stack fixes
* bounding box
* math stuff is working
* float fixes
* temp debug for (method 9 profile-array)
* stupid stupid bug
* debugging
* everything is broken
* some amount of type stuff works
* bitfield
* texture bitfields not working
* temp
* types
* more stuff
* type check
* temp
* float related fixes for light and res problems
* revisit broken files, fix bugs
* more types
* vector debug
* bug fixes for decompiler crashes in harder functions
* update goal_src
* 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
* 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
* 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
* hud - show total counters on dpad up, level counters on dpad down
* make views toggle-able, extend hud timeout on toggle, decompilation cleanup
* review feedback round 1
* refactor draw-hud methods
* scaled version of draw-string-xy working, need to adjust hud labels still
* adjust scale/position of hud counters
* remove unnecessary adjustments
* update comments
* dont crash on inline static value array
* [goalc] add support for non-static inline arrays of values
* add a kernel group to jak1
* move and cleanup pc debug code
* random cleanup in `hud-classes`
* pc port fix for gondola spools
* format
* address feedback (wow it was actually just changing 1 line all along...)
* minor decomp cleanup
* ref test
* fix invincibility cheat not working properly and fixed requirement
* typo
* added YMD for japan version of the game
* remove language cheat
* use language checks instead of territory checks in title logo
* forgot this call
* 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
* 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
* 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
* 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
* Fix rat game camera speed > 60fps
* (Mostly) fix swamp balance platforms at high fps
I think there's other physics stuff factoring into this, but these changes should cover what's specific to the platforms.
* forgot notes
* Fix baby spider wiggling too fast on high fps
* Rat game camera now takes into account lag frames
* 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
* add secrets menu, music player and some more pc settings
* remove todos
* rename string funcs
* replace cases
* add `game-text-id->string` function, refactor player menu generation
* remove process check, `cons` -> `dcons`, `strncpy`
* Enable L2 'boost if cheatmode is on and PC PORT
Nice QOL
* Enable daxter intro CS skip in retail mode on PC_PORT
* Add empty jak1 folder in ISO_DATA
We can revert this if we want but yeah I just think its more convenient by a tiny tiny tiny amount
* Fix typo in comment to be consistant
This probably isn't a typo but like a EU/US thing or something however I changed it just to be consistent with the other 382 instances in the port.
* Add gitignore back to root ISO_Data folder
* Remove early mention of Jak 2
* Update .gitignore
!**/.gitignore
* 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
* 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
* 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
* Fix floating rigidbodies at high FPS
- Caused the 'player impact' sound to play many times
- Simulation speed was also sped up in general (platforms would snap back to the neutral angle/position much faster)
* Fix lightning moles being a pain to chase on higher framerates
* Add high fps note
* Fix swamp rats wiggling too fast on high fps
* Fix 'kermit' moving super fast while airborne on high fps
* Fix low health animation for high fps
* Fix low eco animation for high fps
* Fix launcher cam rotating too fast with the analog stick at high fps
* Tweak high fps comments
* Fix zoomer heat HUD flashing too quickly on high fps
* Forgot a comment
* [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
* 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