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.
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.
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.
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?)
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
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`
- 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
* 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
* 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>
* 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>
* 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
* 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
* 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
* 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
* 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>
* 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
* 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
* 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
* 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
* 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
* 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
* [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
* 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 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
* [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
* 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