Commit graph

2119 commits

Author SHA1 Message Date
ManDude 50d93a3f79
update collision renderer for jak 2 (#2508)
Doesn't actually do anything in Jak 2 because the collide mesh isn't
extracted, but the functionality is all there. Also updated the renderer
a bit to keep the colors more readable.
2023-04-16 22:56:19 -04:00
water111 40c30cc0ab
[jak2] fix generic crashes (#2505)
Fixes crashes when killing the big spider, killing predator metal heads,
and watching the end cutscene. The presursor guy is the wrong color, but
I don't have time to look into this today.
2023-04-16 22:55:18 -04:00
water111 a27083f4ee
[jak 2] Add generic and warp (#2495) 2023-04-16 18:05:35 -04:00
ManDude 99fe918a1a
fix viewport not being set for probe draw (#2489) 2023-04-15 03:09:39 +01:00
water111 c7f2a23abf
[jak2] misc fixes to renderers (#2488)
Fixes decal on tfrag:

![image](https://user-images.githubusercontent.com/48171810/232174352-11153941-e1f9-4472-becb-f266c2a309e5.png)

Sets up jak 2 alpha shrub test settings. They are still too dark, but
there's no longer incorrect alpha test:

![image](https://user-images.githubusercontent.com/48171810/232174590-f9caa6c5-f190-4c78-b720-5f4055490d47.png)

Fix decal on shrub, a feature used in exactly one place in jak 1:

![image](https://user-images.githubusercontent.com/48171810/232174614-8ea65ca5-a183-45f7-ae79-6bf06a937007.png)

Fixed issue with u16 overflow in castle on the alpha channel, causing
flickering. It barely overflowed, which made me suspicious that we had
some error somewhere. But I think that there code is robust against
overflows.
2023-04-14 21:13:45 -04:00
ManDude ba12d804f7
jak 2 memcard support (#2482) 2023-04-14 20:39:58 +01:00
ManDude e004780f73
add a toggle for faster airlocks and elevators and enable by default (#2478) 2023-04-14 07:53:14 +01:00
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
water111 6b6a565d1a
[jak2] more nav-related nan fixes (#2472)
Fixes citizens that disappear (permanently) when being pushed into a
"wall" which is the border of a nav mesh that is exactly aligned with
coordinate axes.
2023-04-12 19:43:31 -04:00
water111 7b2322777a
[jak2] fix disappearing guard (#2470)
This bug feels very similar to punch glitch, where code worked on PS2
only because some value didn't reach exactly 1.0 or 0.0 with ps2-style
floating rounding. It might be better to track down the source of the
"only 1.0 on PC" value, rather than patching downstream code to handle
it, but I can't easily find it in this case - there's a lot of code that
touches this heading value. (it's also possible this bug happens on ps2,
but the result is the guard appears to face the wrong direction, rather
than disappearing).

Detailed debug notes:
Ran a process that just calls this function:
```
(defun print-guard-info ()
  (let ((proc (process-by-name "crimson-guard-level-42" *active-pool*)))
    (when proc
      (format *stdcon* "PROC: ~A~%" (-> proc state))
      (let* ((pd (the process-drawable proc))
             (css (-> pd node-list))
             (cs (-> css data 15))
             )
        (format *stdcon* "joint: ~A~%" (-> cs joint))
        (format *stdcon* "pos: ~`vector`P~%" (-> cs bone position))
        )
      )
    )
  )
```
it prints out the state, and the bone position for some bone that
happens to be on the upper body. It goes to NaN when the upper half
disappears, in the state `tazer-hostile`.

Modified the code in this state to call this function in a bunch of
places:
```
(defun guard-nan-debug ((guard process-drawable) (info string))
  (when (string= (-> guard name) "crimson-guard-level-42")
    (format 0 "[guard-nan] ~S : ~`vector`P~%" info (-> guard node-list data 15 bone position))
    )
  )
```
which prints the bone position to stdout.

This shows that the problem happens after `post`, but before `trans`:
```
[guard-nan] post-end : #<vector 2723306.0000  269921.0312  388825.2187       1.0000 @ #x1f1350>
[guard-nan] trans-start : #<vector          NaN          NaN          NaN          NaN @ #x1f1350>
```
this is probably as part of the bone math.

To check, I added some prints to `execute-math-engine`, before and after
the call to `do-joint-math`:
```
[guard-nan-math] pre-math : #<vector 2722236.5000  268609.5312  385339.9062       1.0000 @ #x1f1350>
[guard-nan-math] post-math : #<vector          NaN          NaN          NaN          NaN @ #x1f1350>
```

The first part of `do-joint-math` is calling the
`generate-frame-function`, which does animation blending to compute a
bunch of joint transforms. I dumped these:
```
              (let ((jaf (the-as joint-anim-frame (+ 2400 (scratchpad-object int)))))
                (format 0 "generate frame:~%")
                (format 0 "~`matrix`I~%" (-> jaf matrices 0))
                (format 0 "~`matrix`I~%" (-> jaf matrices 1))
                (dotimes (i (-> obj mgeo num-joints))
                  (format 0 "~`transformq`P~%" (-> jaf data i))
                  )
                )
```
and confirmed that they always look good.

The next part is "prebind", which allows something to modify the
`joint-anim-frame`. Nothing does this on the guard.

The next part is what I've named the "root bind", which computes the
transform of the root bone based on the process-drawable root's
position.

```
                (when (the-as (function cspace transformq none) t9-3)
                    (when *djm-debug* (format 0 "djm: first bind func ptrs #x~X #x~X~%" cspace<-transformq! t9-3))
                    (when *djm-debug* (format 0 "djm: first bind func input: ~`transformq`P~%" (-> v1-20 param1)))

                    ((the-as (function object object object none) t9-3) v1-20 (-> v1-20 param1) (-> v1-20 param2))
                    (when *djm-debug* (format 0 "djm: first bind func result:~%~`matrix`I~%" (-> v1-20 bone transform)))

                    )
```
in this case, the first print confirms that we're using
`cspace<-transformq!` as the root binding function.

When the guard entirely disappears, it is caused by the root of the
process drawable having NaNs as its `quat`:
```
djm: first bind func input: #<transformq @ #x1f04f0
		trans:2724817.7500  262144.0000  388891.1875       1.0000 
		quat:           NaN          NaN          NaN          NaN 
		scale:      1.0000       1.0000       1.0000       1.0000>
djm: first bind func result:
[001f0e70] matrix
	[         NaN] [         NaN] [         NaN] [         NaN]
	[         NaN] [         NaN] [         NaN] [         NaN]
	[         NaN] [         NaN] [         NaN] [         NaN]
	[2724817.7500] [ 262144.0000] [ 388891.1875] [      1.0000]
```

After this, it's possible to get the lower half of the guard to return,
but I believe the real problem is this first `quat` being NaN. Then the
nans probably spread everywhere.

So now we now to look for the `(-> guard root quat)` becoming NaN:
```
(defun guard-nan-debug ((guard process-drawable) (info string))
  (when (string= (-> guard name) "crimson-guard-level-42")
    (format 0 "[guard-nan] ~S : ~`vector`P~%" info (-> guard root quat))
    )
  )
```

and we see this happens in post somewhere
```
[guard-nan] post-start : #<vector       0.0000      -1.0000       0.0000       0.0000 @ #x1f0500>
[guard-nan] post-end : #<vector          NaN          NaN          NaN          NaN @ #x1f0500>
```

Looking at individual methods
```
[guard-nan] before-142 : #<vector       0.0000      -1.0000       0.0000       0.0000 @ #x1f0500>
            heading: #<vector       0.0000       0.0000      -1.0000       0.0000 @ #x3432670>
[guard-nan] before-143 : #<vector          NaN          NaN          NaN          NaN @ #x1f0500>
            heading: #<vector       0.0000       0.0000      -1.0000       0.0000 @ #x3432670>
```
It looks like the problem is converting this heading to a quaternion.
2023-04-11 20:03:40 -04:00
Tyler Wilding 909190b9a7
gk: fix "reboot in debug" option not working properly when gk has no args (#2469) 2023-04-11 17:58:19 -04:00
OpenGOAL Bot 86dfd92f00
CI: Periodic Controller Database Update (#2466)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2023-04-11 17:58:00 -04:00
Tyler Wilding 2a227699fe
cli: ensure an overridden project path is absolute (#2464)
Fixes #1771

Probably want to do some testing with the launcher to ensure no breaking
changes

before/after:

![image](https://user-images.githubusercontent.com/13153231/230793111-f3217ef7-5932-4dcd-83ee-d5f2c8d245fd.png)
2023-04-11 17:57:47 -04:00
Tyler Wilding 10ac78200b
repl: add gameVersionFolder to repl-config for running the non-default version (#2463)
Adds a decent way to customize the folders the project file expects the
iso data and decompiler data to be in. When you run any version other
than the default, for example Jak 1 PAL, it uses the `gameName`
decompiler config to consume and output it's results.

However the project file will assume `jak1` unless you hard-code it
differently -- basically, it needs to be explicitly told just the
decompiler is told what version to use.

We now have a per-user REPL Config json file, so that can be used to
override the default `jak1` behaviour.

Fixes #1993
2023-04-11 17:57:20 -04:00
ManDude fb62a1fb87
Update README.md (#2468) 2023-04-11 18:37:18 +01:00
Tyler Wilding c8f0f7a8b2
docs/issues: attempt to clarify what version is for the game/OpenGOAL (#2467) 2023-04-10 13:03:53 -04:00
Tyler Wilding 028153d48e
d/jak2: cleaning up some old decomp issues (#2462) 2023-04-08 23:29:33 -04:00
Tyler Wilding 3dbbbd37d4
ci: check for incorrect assert usage in C++ files (#2461) 2023-04-08 16:19:37 -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
water111 15ab5d704d
fix alpha blend bit for jak 1 merc (#2458)
This fixes the sculptor's face shield and red rings on final boss.
2023-04-05 18:56:48 -04:00
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
ZedB0T 366808d2f9
add a temporary gui-control hack to make boulder chase mission completable (#2455)
add a temporary gui-control hack to make boulder chase mission
completable
2023-04-05 18:23:55 -04:00
Luminar Light c0fdd12626
Translate new Jak 1 speedrunning text to Hungarian, plus some minor adjustments (#2242)
I saw that some new speedrunning-related text was added to the English
language, so I decided to translate them. Meanwhile I also made some
minor adjustments/fixes to existing translations.

BUT I have a question...
Do we really need all this text?

![image](https://user-images.githubusercontent.com/18116946/221017680-cae74597-6627-4be3-a548-44f6c005b6a2.png)
They are displayed in a menu that is called 'NEW INDIVIDUAL LEVEL RUN'.
So adding IL after the level names is kind of redundant in my opinion -
the existing level name text entries could be used instead. And the
reason why I care so much is because it is hard to come up with a
"translation" for IL. But if I am forced to, I will come up with
something.

I will keep this PR a draft until I know what the main jak-project
people think about this "IL" issue. And I will adjust my branch
accordingly.
2023-04-05 18:23:22 -04:00
OpenGOAL Bot d686638a6e
CI: Periodic Controller Database Update (#2452)
Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2023-04-03 22:45:00 -04:00
Hat Kid 37af812785
jak2: add some temporary gui-control hacks to make missions completable (#2454) 2023-04-03 23:02:38 +02:00
ManDude 6f1cb2a0a9
fix repl buffer overrun + use a different port for each game version (#2449)
Fixes #2313
2023-04-02 05:57:21 +01:00
Tyler Wilding 57a3254668
lsp: fix route handling json error (#2448) 2023-04-01 19:40:21 -04:00
ManDude b141871bd1
Fix typo (#2447) 2023-03-31 20:27:25 -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
manuelx98 2c98c5a6e0
Italian subtitles (WIP) (#1568)
Draft until all the english subtitles are finished.
Many things still in WIP and everything is subject to change.

TODO:

* [x]  intro
* [x]  sidekick
* [x]  oracle
* [x]  training
* [x]  village1
* [x]  beach
* [x]  jungle
* [x]  misty
* [x]  firecanyon
* [x]  village2
* [x]  swamp
* [x]  rolling
* [x]  sunken
* [x]  ogre
* [x]  village3
* [x]  snowy
* [x]  spidercave
* [x]  lavatube
* [x]  citadel
* [x]  finalboss
_____________
* [x]  default
_____________
* [x]  timings
* [x]  game_text_it.gs

---------

Co-authored-by: pex93 <44973506+pex93@users.noreply.github.com>
Co-authored-by: OngakuGH <107898664+OngakuGH@users.noreply.github.com>
Co-authored-by: Vas0sky <13967613+Vas0sky@users.noreply.github.com>
Co-authored-by: XedoIT <107510301+XedoIT@users.noreply.github.com>
Co-authored-by: XedoIT <ciccio0152@gmail.com>
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-03-31 18:34:19 -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
Xavier Siguero Mora 1b27257e8a
Updated Spanish translation (#2322) 2023-03-31 16:43:48 -04:00
ManDude 577382ad34
minor cleanup + update fmt + fix some jak 2 visual anomalies (#2442)
Disables the fog hack for Jak 2, where it's not useful and kind of
breaks in most levels which rely on dark vertices that aren't underwater
(e.g. city windows).
2023-03-30 17:49:07 -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
OpenGOAL Bot 651003dcf2
CI: Periodic Controller Database Update (#2436)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2023-03-29 18:24:48 -04:00
ZedB0T f04083d997
Dont overwrite profile data (#2440)
This way a user can take multiple data samples from one/multiple play
sessions quickly. Creates a directory called profile_data that is added
to gitignore to place the data in, and checks to see if a file is there
and if so it creates prof1.json prof2.json prof3.json and so on...
2023-03-29 18:24:28 -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
water111 0b021d1be1
[jak2] fix nav typo (#2430)
add -> multiply.

Fixes https://github.com/open-goal/jak-project/issues/2429
2023-03-26 18:41:59 -04:00
water111 d208ceddce
[jak2] fix enter-state and sprite crash (#2428)
Fixes https://github.com/open-goal/jak-project/issues/2426 and other
sprite crashes with the `HUD` address assert.
Doesn't fix the other sprite issues.

Fixes https://github.com/open-goal/jak-project/issues/2427

Also removes the old sprite renderer, which doesn't work.
2023-03-26 15:41:10 -04:00
water111 9e087cbfcb
[jak2] a few small graphics fixes (#2424)
- better handling of the `disable-fog` settings for merc, should fix the
spotlights. There's a setting in the merc effect, and also a runtime
flag for the draw-control. I'm not actually sure what reads these, but
the draw-control one is definitely used to disable fog on the
spotlights.
- increase merc draw limit to try to fix the issue about partially drawn
citizens in the city
- remove useless debug prints (it's okay to die in init, and the medium
load buffer size mode is understood now)
2023-03-26 12:30:35 -04:00
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
water111 d82ce11e9b
[jak2] update sprite to check matrix == -1 (#2415)
Fixes an issue where glow sprites are drawn twice, sometimes causing the
weird black outlines
2023-03-25 19:46:07 -04:00
water111 58654ce60b
[jak2] Fix degrees conversion for particle rotation (#2413)
Hopefully this will fix all the rotated particles
2023-03-25 18:01:43 -04:00
water111 cbb07fb287
[jak2] Fix texture page dir offset for jak 2 (#2412)
Accidentally used Jak 1's tpage dir size...
2023-03-25 16:34:03 -04:00
water111 0a511da2ce
[jak2] fix flickering and depth writes (#2406)
Fixes some mistakes with merc draw modes. The glass in the palace level
no longer writes to the depth buffer (it's "water"):

![image](https://user-images.githubusercontent.com/48171810/227727825-d6726621-88a8-45a8-9cf3-8d6e9edc3d54.png)

Also fixes the one-frame flickers when level draw orders change. We
might be able to make this more efficient in the future, but this will
at least fix the frame with nothing drawn.
2023-03-25 14:00:54 -04:00