Commit graph

522 commits

Author SHA1 Message Date
water111 c983475751
[jak2] tiny fix to grunt (#2040) 2022-11-29 21:11:36 -05:00
Tyler Wilding cdb61f69f8
d/jak2: finish decompiling enemy-h | enemy | grunt and flitter (#2023) 2022-11-29 19:19:05 -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 928b18f01c
clean up to target-handler (#2026) 2022-11-19 17:58:51 -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 3c393845c7
[decomp] finish lightning-draw (#2019) 2022-11-13 12:05:49 -05:00
Tyler Wilding c8abafcb7a
d/jak2: partial cleanup pass from main -> gun-part (#2017) 2022-11-13 11:38:25 -05:00
water111 f39b993f79
[decommp] generic-obs (#2013) 2022-11-12 17:56:07 -05:00
Tyler Wilding 84ef64398e
d/jak2: finish process-drawable, collide-reaction-target, target-anim, almost target-part and gun-part (#2012)
- target-part
- ;; ERROR: Failed to convert to atomic ops: Variable could not be
constructed from register r0 in `process-drawable-shock-wall-effect`
- gun-part
  - missing sparticle decompiling case it seems related to `L155`

This is pretty rough but...im excited to see it working :)
2022-11-12 11:19:04 -05:00
water111 3909a251cc
[decomp] clean up some names/types (#2011)
cutting down on some of the most common `unknown` methods, before we add
too much gameplay code
2022-11-11 20:18:13 -05:00
water111 b90b6c9aff
small cleanup on camera code (#2010)
fixes https://github.com/open-goal/jak-project/issues/1960 and patches
scratchpad use in cam-debug
2022-11-11 17:27:09 -05:00
water111 b2b47eec5c
[decomp] spatial-hash (#2009) 2022-11-11 16:23:26 -05:00
water111 136136e498
[decomp] start work on collide (#2008)
Adds `collide-shape` and a few other related ones.
2022-11-11 12:01:45 -05:00
Tyler Wilding 190fe6968f
d/jak2: finish guard-projectile | metalhead-projectile | guard-conversation and start crimson-guard-level (#2006)
Related issue - https://github.com/open-goal/jak-project/issues/2005
2022-11-06 14:30:43 -05:00
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 50076537b7
d/jak2: finish sidekick, target-carry and battle. Close to finishing target-death and warp-gate (#1990) 2022-10-29 18:27:31 -04:00
Tyler Wilding 760e11a087
d/jak2: finish scene-actor, scene-looper, race-part, rigid-body-plat, debug-part, voicebox (#1987)
Co-authored-by: water <awaterford111445@gmail.com>
2022-10-29 16:42:57 -04:00
Tyler Wilding d13155bfd0
d/jak2: Decompile palace-ocean, ctysluma-part, nav-enemy-h and a bunch of work on enemy and nav-mesh related files (#1984)
Couldn't finish any of the enemy/nav-enemy related files for one reason
or another, but quite a bit of work that will be easier to merge and
iterate on instead of keeping track of the branch.

enemy/idle-control has some very weird focus related code.

nav-mesh/nav-control still has a bunch of CFG resolution problems that
need to be manually resolved.

Co-authored-by: water <awaterford111445@gmail.com>
2022-10-29 16:28:52 -04:00
ManDude b0e8cba6f1
[decomp2] game-save (#1988)
memory card code was not done!
2022-10-29 16:08:04 -04:00
Ziemas 3b3ed9efbe
Fix GCC build (#1992)
Not sure why but using the static members here caused a linker error,
but they're only used in one place so I just passed them as constants.
2022-10-29 15:25:21 -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
Tyler Wilding 41c3423767
d/jak2: finish viewer, texture-finish, process-taskable, main-collide, prototype and los-control (#1975) 2022-10-22 13:26:28 -04:00
water111 ddd60fca48
[decompiler] handle pointer to symbol value, clean up prints on offline test (#1978)
- fix issue described in
https://github.com/open-goal/jak-project/issues/1939
- fix `text`, which was manually patched with the wrong offset (was
reading the symbol value off by one byte)
- clean up some random useless prints
- make the offline tests keep trying if there's a comparison error,
clean up the output a bit so the diffs are all at the end.
2022-10-16 18:19:59 -04:00
Tyler Wilding e7bb0fb68d
d/jak2: decompile ambient | speech and bigmap-data (#1954)
fma-sphere not completed due to #1888
2022-10-16 18:09:15 -04:00
water111 0712e6d4db
remove casts that were only needed to prevent hangs (#1977) 2022-10-16 17:14:35 -04:00
water111 46f11b1b47
add level ref test (#1973)
There's a few functions that have to be excluded, but I think it's still
useful to have this.
2022-10-15 18:36:32 -04:00
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
water111 a10d60c42c
[decompiler] nicer static giftags (#1970)
```
      :gif0 (new 'static 'gif-tag64
        :nloop #x4
        :eop #x1
        :pre #x1
        :prim (new 'static 'gs-prim :prim (gs-prim-type tri-strip) :iip #x1 :tme #x1 :fge #x1 :abe #x1)
        :nreg #x3
        )
      :gif1 (new 'static 'gif-tag-regs :regs0 (gif-reg-id st) :regs1 (gif-reg-id rgbaq) :regs2 (gif-reg-id xyzf2))
```
instead of
```
:gif (new 'static 'array uint64 2 #x303e400000008004 #x412)
```
2022-10-15 10:59:09 -04:00
water111 b6f0ef52b3
[decomp] fixes for loader and game-info (#1968)
Fixes for the functions that weren't decompiled. `initialize` in
`game-info.gc` was fixed manually.
2022-10-14 20:47:59 -04:00
Hat Kid da5aef8d60
decomp: finish target-[util|darkjak|swim|gun] | water | water-anim | crates | dark-eco-pool, fix skelgroup detection, add failed store/load warnings and clean up jak 3 config (#1958)
Almost done:
- `target-handler` (`(none)` event handler casts and CFG error)
- `target2` (`(none)` event handler casts)
- `powerups` (`cloud-track` does some weird stuff with `handle`s)
- `gun-states` (CFG error)

Some progress in:
- `water-flow`

Additionally:

- Clean up the two year old Jak 3 config file and add a config skeleton
(disassembling seems to not have worked, but I was able to dump obj
files and the `all_scripts` file)
- Fix automatic skelgroup detection and `defskelgroup` macro for Jak 2
(closes #1950)
- When a function decompiles without any major errors, a warning is
generated with the op id for each unresolved load and store that will
likely fail to compile (closes #1933)
2022-10-14 19:35:57 -04:00
Tyler Wilding e3473c1902
d/jak2: finish cty-guard-turret-button | race-h | height-map-h and a lot of rigid-body (#1957)
Also cleaned up `data_decompiler.cpp` to make it a lot less verbose to
add a special case for an array field.
2022-10-11 23:20:36 -04:00
Brent Hickey f7e1e73809
Decompile los-control-h (#1844)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2022-10-11 19:39:45 -04:00
water111 8827af5efd
add workaround for menu-option-list weirdness (#1961)
The type makes no sense when compared to the actual data there. This
modifies the type slightly, which I think is better than spending a
bunch of effort to special case this in the compiler/decompiler.

If we try this, and it turns out it doesn't work, we can always revisit
it. But I think this will work.
2022-10-11 19:21:10 -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
ManDude af5009a29e
[decomp] make defpart and defpartgroup work in jak 2 (#1947) 2022-10-09 12:53:44 -04:00
water111 405a144815
[decomp] finish up debug.gc, get boundary rendering working (#1944)
![image](https://user-images.githubusercontent.com/48171810/194726152-74167185-0297-4982-8ed9-42936ad80fe7.png)
2022-10-08 17:02:40 -04:00
water111 3d4dfb2077
[decomp] Decompile some time-of-day stuff, support new style Jak 2 time of day (#1943)
- Add "tfrag-water" tfrag tree support (may just be the same as Jak 1's
'dirt' for the settings)
- Add "tfrag-trans" tfrag tree support, reusing "trans-tfrag" from jak
1.
- Add a hack to `LinkedObjectFileCreation` to handle `oracle`, which is
accidentally multiply defined as a type leftover from jak 1 (an entity
in village1), and level info for jak 2.
- Add `VI1.DGO`
- add `time-of-day.gc`, and a few other stub functions so it works
- Set up some time of day stuff in GOAL for jak 2/PC renderers
- Clean up time of day in c++ renderers, support the more complicated
weight system used by jak 2 (backward compatible with jak 1, thankfully)

The mood functions now run, so this could cause problems if they rely on
stuff we don't have yet. But it seems fine for ctysluma and prison for
now.


![image](https://user-images.githubusercontent.com/48171810/194719441-d185f59c-19dc-4cd3-a5c4-00b0cfe1d6c3.png)


![image](https://user-images.githubusercontent.com/48171810/194719449-6e051bf3-0750-42e5-a654-901313dbe479.png)


![image](https://user-images.githubusercontent.com/48171810/194719455-3ca6793e-873a-449a-8e85-9c20ffeb4da3.png)


![image](https://user-images.githubusercontent.com/48171810/194719461-8f27af17-4434-4492-96cd-8c5eec6eafdf.png)


![image](https://user-images.githubusercontent.com/48171810/194719468-720715b9-985a-4acf-928c-eab948cfcb03.png)


![image](https://user-images.githubusercontent.com/48171810/194719486-bfb91e83-f6ca-4585-80ad-3b2c0cbbd5af.png)


![image](https://user-images.githubusercontent.com/48171810/194719492-df065d2f-cb5a-47e3-a248-f5317c42082f.png)


![image](https://user-images.githubusercontent.com/48171810/194719507-91e1f477-ecfe-4d6c-b744-5f24646255ca.png)
2022-10-08 13:33:03 -04:00
Tyler Wilding be1e40a041
d/jak2: decompile conveyor | elevator | plat | bouncer | basebutton | base-plat | most of sampler | simple-nav-sphere | simple-focus | elec-gate and blocking-plane (#1942)
Most of these have been atleast partially documented / named / cleaned
up as well.

Co-authored-by: water <awaterford111445@gmail.com>
2022-10-08 12:42:52 -04:00
Tyler Wilding 2d1b5fa57c
d/jak2: finish region as well as some typedef files - ctywide-obs-h | vehicle-h | rigid-body-h (#1935) 2022-10-08 11:45:41 -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
ManDude 4e48ba21c1
[decompiler] make (not (logtest? work (#1934) 2022-09-30 18:26:52 -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 e3a4627eeb
[decompiler] recognize jak 2 vector-float*!, fix some vector inline casting bugs (#1926) 2022-09-26 20:57:44 -04:00