Commit graph

726 commits

Author SHA1 Message Date
Hat Kid ebc90d57ed
jak2: fill out names for text-id enum (#2640) 2023-05-17 00:48:44 +01:00
ManDude 0dccd048ef
better decomp of set-subtask-hook!, sub-task-list array and *-setting! macros (#2654)
Improves code readability considerably.
2023-05-16 23:08:35 +01:00
ManDude cf048a9e37
small cleanup to progress-draw.gc and set-font-color (#2653) 2023-05-15 20:45:28 +01:00
ManDude e30ecb361f
small jak 2 bug fixes (#2649)
- elec gates now always render at max quality if you have PS2 lods
disabled. the original render distances are so low that the one in
caspad is impossible to see in normal gameplay.
- `fort-entry-gate-11` and `com-airlock-outer-13` are specifically
banned from the all actors hack because they are placed in a bad spot
and Naughty Dog did not program the airlocks very well.
- fixed NPC talk distance being bad for 1 frame.
- fix `sew-scare-grunt` erroneously keeping its spool anim active if you
killed the enemy.
2023-05-15 17:26:25 +01:00
Tyler Wilding 08b9a631dc
New Crowdin updates (#2645) 2023-05-14 01:28:13 -04:00
water111 b79f28fe07
[jak2] combined shadow work PR (#2632)
This PR is a combination of
https://github.com/open-goal/jak-project/pull/2507 and some additional
changes to port Shadow VU1 to OpenGL. As far as I can tell, it's
working.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-05-07 12:12:21 -04:00
ManDude 6884b0f73e
start blit-displays decomp & renderer + improve decompilation of some DMA macros (#2616)
Adds sprite distort, fixes buggy sprite rendering in progress, adds
scissoring support (used in various scrolling menus) and a very basic
implementation of `blit-displays`. This is enough to make the fade
effect in the progress menu work, along with all the menus working
properly without needing to use the REPL. This does not make screen
flipping and the filter when failing a mission work.

Added support in the decompiler for detecting `dma-buffer-add-gs-set`
and `dma-buffer-add-gs-set-flusha` and updated all of the Jak 2 code to
use it. Readability improved!

Fixes decompiler issue with `with-dma-buffer-add-bucket` not inlining
forms which broke syntax. Fixes store error warnings showing up for
non-existent stores, there is now a dedicated pass for this at the end.

I started work on making `BITBLTBUF` stuff work in the DirectRenderer,
but stopped for now because it wasn't strictly necessary. It will still
assert like before.
2023-05-04 18:34:09 -04:00
ManDude 0d3e272876
fix many instances of bad bone data being used (#2580)
Fixes cutscenes starting way too early and various cutscene softlocks.

Fixes #2579
Fixes #2577 

Supersedes #2578
2023-04-29 11:13:56 -04:00
ManDude 0ce5835818
Create a new format for particle definitions (defpart) (#2572)
Updates the decompiler for the new format and there's new macros. This
new format should be easier to read/parse.

Also rewrote `sp-init-fields!` (both jak 1 and 2) from assembly to GOAL.

Hopefully I did not miss any regressions in Jak 1/2 while updating the
files, it's a lot.
2023-04-29 11:01:47 -04:00
Hat Kid 77123652b9
jak2: fix 3d hud elements not drawing (#2527)
The skull gem is not moving, but I'm assuming that's a texture
animation.

![image](https://user-images.githubusercontent.com/6624576/232855762-6c296419-a8b3-47b6-a02f-ab7079f145c6.png)
2023-04-25 18:57:38 -04:00
Tyler Wilding 0ffb912a04
formatter: add tree-sitter dependency and commit early draft work on a proper code formatter (#2536) 2023-04-24 23:46:55 -04:00
ManDude 4cc3430073
fix some decomp types and get rid of in-game frame time perception (#2535) 2023-04-24 00:21:12 +01:00
ManDude c44256144e
[jak2] bring other version fixes to source (#2528)
- [x] compare NTSC-K
- [x] compare NTSC-J
- [x] compare PAL
- [x] figure out version order
- [x] ~~write delta patch for spanish text~~ no need for now

Fixes #2530
2023-04-23 20:11:08 +01:00
Tyler Wilding 57508009df
d/jak2: decompile missing function in whack (#2521) 2023-04-17 22:26:46 -04:00
Tyler Wilding 138b1729ad
d/jak2: fix dig-sinking-plats in dig3 (#2519) 2023-04-17 21:20:54 -04:00
water111 a27083f4ee
[jak 2] Add generic and warp (#2495) 2023-04-16 18:05:35 -04:00
ManDude 7d11c6e100
fix jak 2 text encoding/decoding + minor decomp type fixes (#2476)
Now all text in all non-Korean languages is built correctly.
2023-04-14 02:09:12 +01:00
water111 1f4872b25d
[jak2] fix hitting enemies after they die (#2475)
Closes #2473 

The return type of a method was wrong.
2023-04-12 20:43:04 -04:00
Tyler Wilding 028153d48e
d/jak2: cleaning up some old decomp issues (#2462) 2023-04-08 23:29:33 -04:00
ManDude 59e0c5e264
decomp bigmap (#2460)
Probably the last major missing file.

The bigmap fetches the correct level and map info, but doesn't actually
render anything right now.


![image](https://user-images.githubusercontent.com/7569514/230701921-e3fde09e-9faa-4725-b7e6-5a02a77346bd.png)

![image](https://user-images.githubusercontent.com/7569514/230701928-fbe0847b-b79a-4275-83ec-b9c1d847d17d.png)
2023-04-08 20:30:27 +01:00
ManDude 332326268a
make directrenderer in sprite work + rename game-text-id to text-id + move pc debug settings (#2459) 2023-04-08 04:32:35 +01:00
Hat Kid f4085a4362
jak1: clean up all dummy methods (#2457)
Cleans up every `dummy-*` and `TODO-RENAME-*` method up with either
proper names or by renaming them to `[type-name]-method-[method-id]`
similar to Jak 2's `all-types`.

Also fixes the bad format string in `collide-cache` and adds the event
handler hack to Jak 1.

The game boots and runs fine, but I might have missed a PAL patch or
other manual patches here and there, please double-check if possible.
2023-04-05 18:41:05 -04:00
Tyler Wilding 3c22eb061f
d/jak2: helldog (#2445)
The last of the missions that had a missing file.

I manually fixed some casting related to a `handle->process`, since this
is the last file...whatever not worth stressing about. But probably an
issue that will crop up in the future.

Co-authored-by: water <awaterford111445@gmail.com>
2023-03-31 18:38:34 -04:00
Hat Kid 318c76775c
decomp: shuttle (#2444) 2023-03-31 18:17:47 -04:00
water111 57b5117cae
[jak2] decomp neon-baron-part, fix merc fog disable (#2443)
- decompile `neon-baron-part`, which also has the hideout door for some
reason
- improve a few error messages in static data decompilation
- fix bug with disabling fog in merc
2023-03-31 17:47:38 -04:00
water111 976e08fe97
[jak2] add vortex renderer (#2441)
Add the vortex renderer. The vortex texture isn't there yet (it uses the
same texture as clouds), so it uses a checkerboard. But the
colors/vertices seem right.
2023-03-29 20:28:48 -04:00
Dillon Pentz 4f6b6e4c82
[jak1] deduplicate jak1_pal label_types entries (#2435)
Removes entries from the jak1/pal/label_types.jsonc file that are exact
matches in the ntsc_v1 file.
2023-03-29 18:25:28 -04:00
Dillon Pentz d6c5d32cd3
[jak2] add pal decomp support (#2434)
Unsure what hacks or type casts might eventually be needed for the PAL
version, but these changes are enough to get things to extract and run
the game (though the extract phase requires iso_data to be in a jak2_pal
folder, but the build still looks for jak2 in iso_data and
decompiler_out).
2023-03-27 00:11:10 -05:00
ManDude 013a4f4612
[jak2] entity debug improvements and add a hack to make airlocks faster because we can + fix defend stadium (#2432) 2023-03-27 02:55:16 +01:00
ManDude 7170db51ea
fix bad defpartgroup decomp and improve entity debug display a bit (#2423)
- Makes very nasty bugs fixed in #2402 print onscreen when detected
instead of to the console.

![image](https://user-images.githubusercontent.com/7569514/227754516-d508376e-8b23-4af6-bc44-e4d33d586e17.png)
- Fixes `valid?` decomp
- Moves `entity-debug.gc` to the end of `COMMON.CGO` so we can check for
keys in a few more commonly-used actor types.
- Entity debug display (jak 2) now properly parses the `art-name` tag of
part spawners, which gets overwritten at runtime.
- Fixes #2422 . Decompiler was writing out part group rotation for the
scale part, so all of those part groups had a zero in one (or all) of
the axes. This "only" affected 38 groups, including all of the flame
pots in tomb, jetpack guard, wasp, onin tent seal of mar, dark eco pill
and a few other things.

![image](https://cdn.discordapp.com/attachments/995787558816595968/1089395776880390174/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1089395777253671013/image.png)
2023-03-26 05:13:54 +01:00
ManDude cc16f62428
[jak2] fix bad actors using unloaded types (#2402)
Actors that use types from a level that got unloaded should now get
killed immediately instead of continuing to exist and eventually crash
the game.

NOTE: Will spam the console whenever a bad actor tries to spawn. I would
like to document all instances of where this happens!
2023-03-24 07:18:43 +00:00
water111 b7fc7383b7
[jak2] fix dark things (#2393) 2023-03-22 20:09:50 -04:00
ManDude dbaf93dc73
Update jak2_config.jsonc (#2392) 2023-03-22 23:48:23 +00:00
ManDude 217a979048
[decompiler] jak 2 cutscene file support (#2390)
fixes #2332 

also fills out the japanese character set
2023-03-22 21:31:13 +00:00
ManDude d46f790973
[jak2] un-hardcode level-related code a bit (#2330)
Makes it less of a headache to change level amounts.
2023-03-19 05:33:04 +00:00
ManDude 198c8e1946
[jak2] improve debugging tools for entity lights and regions (#2327)
also fixes some other random bugs
2023-03-18 06:29:40 +00:00
water111 2fa4a23ea1
[jak 2] ETIE (#2326)
Definitely needs a clean up pass, but I think the functionality is very
close.

There's a few "hacks" still:
- I am using the emerc logic for environment mapping, which doesn't care
about the length of the normals. I can't figure out how the normal
scaling worked in etie. I want to do a little bit more experimentation
with this before merging.
- There is some part about adgifs for TIE and ETIE that I don't
understand. The clearly correct behavior of TIE/ETIE is that the alpha
settings from the adgif shader are overwritten by the settings from the
renderer. But I can't figure out how this happens in all cases.
- Fade out is completely disabled. I think this is fine because the
performance difference isn't bad. But if you are comparing screenshots
with PCSX2, it will make things look a tiny bit different.
2023-03-17 20:35:26 -04:00
ManDude 6670124296
[jak2] use loop to make bucket renderers (less error-prone) (#2324) 2023-03-17 20:10:06 +00:00
ManDude 0cf285ef99
[jak2] decomp cleanup of traffic things + fix stadium crash (#2319) 2023-03-11 22:45:14 +00:00
Hat Kid a1dee19d0d
decomp: finish stadium-obs (#2294)
Co-authored-by: water <awaterford111445@gmail.com>
2023-03-11 15:55:39 -05:00
Tyler Wilding 021bae08ec
d/jak2: fix elevator issues and cleanup script-context new method (#2304)
This fixes the issue where elevators leave you behind (stack structure
related)

At the same time I cleaned up some things I found along the way, most
notably changing `script-context`'s `basic` field to `object` as
non-basics use this method as well.

Fixes #2305
2023-03-09 20:03:43 -05:00
Tyler Wilding 6d99f1bfc1
d/config: re-organize decompiler/config and eliminate most of the duplication (#2185)
Reasons for doing so include:
1. This should stop the confusion around editing the wrong config file's
flags -- when for example, extracting a level. Common settings can be in
one central place, with bespoke overrides being provided for each
version
2. Less verbose way of supporting multiple game versions. You don't have
to duplicate the entire `type_casts` file for example, just add or
override the json objects required.
3. Makes the folder structure consistent, Jak 1's `all-types` is now in
a `jak1` folder, etc.
2023-03-08 20:07:26 -05:00
ZedB0T 43da4088e6
Fix Bombbot crash (#2296) 2023-02-28 20:39:57 +01:00
ManDude 1d0a5ade8d
[jak2] minor decomp cleanup + add force actors and sprite pc hacks (#2291)
I didn't actually visually notice much of a difference with these hacks
unlike in Jak 1, but I also avoided checking the missions thoroughly
since the game crashes very often right now.
2023-02-28 00:35:57 +00:00
Hat Kid adf929d18d
decomp: ruf-*, jinx-*, mog-*, grim-*, hosehead-* files, gun-buoy (#2279) 2023-02-27 18:53:57 -05:00
Matt Dallmeyer 9b80bca589
Add Speedrun Category Extensions (#2195) 2023-02-26 13:42:24 -05:00
Tyler Wilding 90d5e83d9e
d/jak2: finish forest-obs (#2266) 2023-02-26 09:49:16 -05:00
ManDude 190fa4bbe8
[windows] make the games start up in the user's preferred system UI language (#2267)
Where applicable, of course.

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

Fixes #1734 

Also fixes the opengoal debugger on Windows and fixes the decomp for
`menu` which was causing some crashes related to input handling.
2023-02-26 09:46:57 -05:00
water111 928dbebee4
[jak2] fix highly aggressive guard zoomer ambush (#2264)
`*alert-level-settings*` was actually an inline array and we were
indexing past the end of it.
I think this will fix some of the strange on-foot guard behavior too.
2023-02-26 01:31:21 -05:00
water111 909da024fc
[decomp] ctywide-obs (#2250)
finish this up
2023-02-25 14:00:16 -05:00