mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 21:27:52 -04:00
f6bdc07990
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.
818 lines
27 KiB
Common Lisp
818 lines
27 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; name: main.gc
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;; name in dgo: main
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;; dgos: ENGINE, GAME
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;; DECOMP BEGINS
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(defun set-letterbox-frames ((arg0 time-frame))
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"Set the remaining time until letterboxing is removed.
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This uses the current clock ratio of the process and the game-clock.
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This overrides any previous letterboxing."
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(with-pp
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(set! (-> *game-info* letterbox-time)
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(+ (-> *display* base-clock frame-counter)
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(the int (/ (* (the float arg0) (-> *display* game-clock clock-ratio)) (-> pp clock clock-ratio)))
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)
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)
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(none)
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)
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)
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(defun letterbox ()
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"Draw letterbox bars."
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(let* ((s5-0 (-> *display* frames (-> *display* on-screen) global-buf))
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(gp-0 (-> s5-0 base))
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)
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(draw-sprite2d-xy-absolute s5-0 0 0 512 46 (new 'static 'rgba :a #x80))
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(draw-sprite2d-xy-absolute s5-0 0 370 512 47 (new 'static 'rgba :a #x80))
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(let ((a3-2 (-> s5-0 base)))
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(let ((v1-7 (the-as dma-packet (-> s5-0 base))))
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(set! (-> v1-7 dma) (new 'static 'dma-tag :id (dma-tag-id next)))
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(set! (-> v1-7 vif0) (new 'static 'vif-tag))
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(set! (-> v1-7 vif1) (new 'static 'vif-tag))
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(set! (-> s5-0 base) (the-as pointer (&+ v1-7 16)))
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)
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(dma-bucket-insert-tag
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(-> *display* frames (-> *display* on-screen) bucket-group)
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(bucket-id screen-filter)
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gp-0
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(the-as (pointer dma-tag) a3-2)
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)
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)
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)
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(none)
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)
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(defun set-blackout-frames ((arg0 time-frame))
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"Set the remaining time until blackout is removed.
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Unlike letterbox, this only can increase the time, unless
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you request 0, in which case blackout is disabled immediately"
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(with-pp
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(if (zero? arg0)
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(set! (-> *game-info* blackout-time) (-> *display* base-clock frame-counter))
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(set! (-> *game-info* blackout-time)
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(the-as time-frame
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(max (-> *game-info* blackout-time)
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(+ (-> *display* base-clock frame-counter)
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(the int (/ (* (the float arg0) (-> *display* game-clock clock-ratio)) (-> pp clock clock-ratio)))
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arg0
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)
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)
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)
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)
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)
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(none)
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)
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)
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(defun blackout ()
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"Draw blackout over the whole screen.
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This isn't used - instead they adjust some GS setting to fade the whole
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screen to black, which is much faster than drawing over the entire screen."
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(let* ((s5-0 (-> *display* frames (-> *display* on-screen) global-buf))
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(gp-0 (-> s5-0 base))
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)
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(draw-sprite2d-xy-absolute s5-0 0 0 512 416 (new 'static 'rgba :a #x80))
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(let ((a3-1 (-> s5-0 base)))
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(let ((v1-6 (the-as object (-> s5-0 base))))
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(set! (-> (the-as dma-packet v1-6) dma) (new 'static 'dma-tag :id (dma-tag-id next)))
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(set! (-> (the-as dma-packet v1-6) vif0) (new 'static 'vif-tag))
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(set! (-> (the-as dma-packet v1-6) vif1) (new 'static 'vif-tag))
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(set! (-> s5-0 base) (&+ (the-as pointer v1-6) 16))
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)
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(dma-bucket-insert-tag
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(-> *display* frames (-> *display* on-screen) bucket-group)
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(bucket-id debug-no-zbuf2)
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gp-0
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(the-as (pointer dma-tag) a3-1)
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)
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)
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)
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(none)
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)
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(defun paused? ()
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"Are we paused, or in some menu that should make us pause?"
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(or (= *master-mode* 'pause) (= *master-mode* 'progress) (= *master-mode* 'menu) (= *master-mode* 'freeze))
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)
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(defun movie? ()
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"Are we in a movie?"
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(logtest? (-> *kernel-context* prevent-from-run) (process-mask movie))
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)
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(defun demo? ()
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"Are we a demo version?"
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(or (= *kernel-boot-message* 'demo) (= *kernel-boot-message* 'demo-shared))
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)
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;; the "master-mode" is a single "mode" for the game:
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;; - 'game: normal play
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;; - 'pause: select pause (with PAUSE on screen)
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;; - 'freeze: a pause, but without PAUSE on screen
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;; - 'menu: debug menu system open
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;; - 'progress: progress menu open (start menu)
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(define *last-master-mode* 'game)
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(defun set-master-mode ((arg0 symbol))
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"Change the master mode, updating pause masks in the kernel/sound system as needed."
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(when (!= arg0 *master-mode*)
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(set! *last-master-mode* *master-mode*)
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(set! *master-mode* arg0)
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;; transition stuff:
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(case *master-mode*
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(('pause)
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;; entering pause, set pause bit in masks
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(if (not *debug-pause*)
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(logior! (-> *setting-control* user-default process-mask) (process-mask pause))
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)
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(logclear! (-> *setting-control* user-default process-mask) (process-mask freeze menu))
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(set! *pause-lock* #f)
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(sound-group-pause (sound-group sfx music dialog sog3 ambient dialog2 sog6 sog7))
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(set! (-> *game-info* pause-start-time) (-> *display* real-clock frame-counter))
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)
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(('freeze)
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(logior! (-> *setting-control* user-default process-mask) (process-mask freeze))
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(logclear! (-> *setting-control* user-default process-mask) (process-mask pause menu))
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(sound-group-pause (sound-group sfx ambient))
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(set! (-> *game-info* pause-start-time) (-> *display* real-clock frame-counter))
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)
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(('menu)
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(logior! (-> *setting-control* user-default process-mask) (process-mask menu))
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(logclear! (-> *setting-control* user-default process-mask) (process-mask freeze pause progress))
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(sound-group-pause (sound-group sfx music dialog sog3 ambient dialog2 sog6 sog7))
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(set! *pause-lock* #f)
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)
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(('progress)
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;; entering progress, start the process
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(logclear! (-> *setting-control* user-default process-mask) (process-mask freeze pause menu))
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(sound-group-pause (sound-group sfx music dialog sog3 ambient dialog2 sog6 sog7))
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(when (not *progress-process*)
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(activate-progress *dproc* 'main)
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(if (not *progress-process*) ;; process didn't start, back to game.
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(set-master-mode 'game)
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)
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)
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(set! (-> *game-info* pause-start-time) (-> *display* real-clock frame-counter))
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)
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(('game)
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(logclear! (-> *setting-control* user-default process-mask) (process-mask freeze pause menu))
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(sound-group-continue (sound-group sfx music dialog sog3 ambient dialog2 sog6 sog7))
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)
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)
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;; update from setting-control to kernel
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(apply-settings *setting-control*)
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)
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;; tell the debug menu system we changed modes.
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(if *debug-segment*
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(menu-respond-to-pause)
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)
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0
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(none)
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)
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(defun pause-allowed? ()
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"Are you allowed to pause?"
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(not (or (< (-> *display* base-clock frame-counter) (-> *game-info* blackout-time))
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(!= (-> *setting-control* user-current bg-a) 0.0)
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(!= (-> *setting-control* user-current bg-a-force) 0.0)
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(not (-> *setting-control* user-current allow-pause))
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(handle->process (-> *game-info* auto-save-proc))
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(= *master-mode* 'freeze)
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(not *target*)
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*master-exit*
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(not *common-text*)
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)
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)
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)
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(defun toggle-pause ()
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"Update the current master mode because a pause has been requested.
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This can reject the transition, or decide to go to any mode."
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(case *master-mode*
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(('game)
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(set-master-mode
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(cond
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((and (logtest? (-> *cpad-list* cpads 0 valid) 128)
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*target*
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(>= (-> *display* base-clock frame-counter) (-> *game-info* blackout-time))
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(= (-> *setting-control* user-current bg-a) 0.0)
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(and (= (-> *setting-control* user-current bg-a-force) 0.0)
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(< (seconds 1003) (-> *display* real-clock frame-counter))
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)
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)
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;; in 'game, controller fell out, target is spawned, can pause if it's allowed, and not in progress.
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(if (or *progress-process* (not (-> *setting-control* user-current allow-pause)))
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*master-mode*
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'pause
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)
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)
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;; game -> debug menu when pressing select/start with L3.
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((and (cpad-pressed? 0 select start) (cpad-hold? 0 l3) *debug-segment*)
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'menu
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)
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;; select in debug pauses (also check R2 here for the frame-advance feature)
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((and (or (cpad-hold? 0 select) (cpad-hold? 0 r2)) *debug-segment*)
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'pause
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)
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;; not debugging, not pressing start, should pause if possible
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((and (not *debug-segment*) (zero? (logand (-> *cpad-list* cpads 0 button0-abs 0) (pad-buttons start))))
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(if (pause-allowed?)
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'pause
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*master-mode* ;; and if we can't, reject
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)
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)
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;; if we can't open progress, fall back to pause
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((not (progress-allowed?))
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(if (pause-allowed?)
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'pause
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*master-mode* ;; otherwise reject
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)
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)
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((cpad-hold? 0 start) ;; finally, if we're pressing start and pausing is impossible, open progress
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'progress
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)
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(else
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*master-mode* ;; otherwise reject
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)
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)
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)
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)
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(('menu)
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(set-master-mode (cond
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((and *debug-segment* (cpad-hold? 0 l3) (cpad-pressed? 0 select start))
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'menu
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)
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((cpad-hold? 0 select r2)
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(if *debug-segment*
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'pause
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*master-mode*
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)
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)
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((cpad-hold? 0 r3 r2 triangle circle)
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'game
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)
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((cpad-hold? 0 start)
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'game
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)
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(else
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*master-mode*
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)
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)
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)
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(set! *pause-lock* #f)
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)
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(('pause)
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(set-master-mode (cond
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((and (cpad-pressed? 0 select start) (cpad-hold? 0 l3) *debug-segment*)
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'menu
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)
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((and (not *debug-segment*) (cpad-hold? 0 select))
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'game
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)
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((and *cheat-mode* (cpad-hold? 0 select r2))
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'game
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)
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((cpad-hold? 0 start)
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'game
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)
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(else
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*master-mode*
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)
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)
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)
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(set! *pause-lock* (and *cheat-mode* (cpad-hold? 0 r2)))
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)
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(('freeze)
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(set-master-mode (if (and (cpad-pressed? 0 select start) (cpad-hold? 0 l3) *debug-segment*)
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'menu
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*master-mode*
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)
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)
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)
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(('progress)
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(if (cpad-hold? 0 start)
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(hide-progress-screen)
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)
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(set! *pause-lock* (and *cheat-mode* (cpad-hold? 0 r2)))
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)
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)
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0
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)
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;; TODO screen filter
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(define *cheat-temp* (the-as (pointer int32) (malloc 'global 20)))
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(define *master-exit* #f)
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(define *progress-cheat* #f)
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(define *first-boot* #t)
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;; TODO cheats
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;; Rough loop outline:
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;; (while *run*
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;; - suspend ;; runs actors
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;; - display-loop-main ;; runs the drawing/per frame updates
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;; - per-frame updates for level, global effets
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;; - draw-hook ;; generates DMA data
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;; - sync-path ;; waits for previous frame to finish render
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;; - end-display
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;; - swap-display
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;; - display-frame-finish
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;; - display-sync
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;; - display-frame-start
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;; )
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(defun end-display ((arg0 display))
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"Update debug drawing:
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- debug draws (triangles, spheres, etc)
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- profile bars
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- file info
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- console
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- other info (iop, memcard, pause)
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This function runs after DMA sync.
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It's not clear why they did this - in the Jak 1 PC port, it is fine to move this to before sync.
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Possibly they wanted to leave the bus alone for graphics DMA."
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;; DMA buffer for memory usage counting.
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(let ((s5-0 (-> (if *debug-segment*
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(-> arg0 frames (-> arg0 on-screen) debug-buf)
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(-> arg0 frames (-> arg0 on-screen) global-buf)
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)
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base
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)
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)
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)
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;; debug draw, profile bars, deci count, file info
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(when *debug-segment*
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;; do all debug drawing.
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(debug-draw-buffers)
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(with-dma-buffer-add-bucket ((s3-0 (-> arg0 frames (-> arg0 on-screen) debug-buf)) (bucket-id debug-no-zbuf2))
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(when (or *display-profile* *stats-profile-bars*)
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(setup-categories! (-> arg0 frames (-> arg0 on-screen) profile-array))
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(let ((a2-0 7))
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(if *display-profile*
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(draw-bars! *profile-array* s3-0 a2-0)
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)
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)
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(if (and (!= *master-mode* 'menu) *stats-profile-bars*)
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(draw-text! *profile-array*)
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)
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)
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(when *display-deci-count*
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(let ((s2-0 draw-string-xy))
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(format (clear *temp-string*) "~D" *deci-count*)
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(s2-0 *temp-string* s3-0 448 210 (font-color default-#cddbcd) (font-flags shadow))
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)
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)
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(display-file-info)
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)
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)
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;; draw console buffer
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(let ((buf (if *debug-segment*
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(-> arg0 frames (-> arg0 on-screen) debug-buf)
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(-> arg0 frames (-> arg0 on-screen) global-buf)
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)
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)
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)
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(with-dma-buffer-add-bucket ((s3-0 buf) (bucket-id debug-no-zbuf2))
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(if (and (= *master-mode* 'pause)
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(and (!= *cheat-mode* 'camera) (or (zero? *screen-shot-work*) (= (-> *screen-shot-work* count) -1)))
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)
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(draw-string-xy
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(lookup-text! *common-text* (game-text-id pause) #f)
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buf
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256
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(if (< (-> *display* base-clock frame-counter) (-> *game-info* letterbox-time))
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352
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320
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)
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(font-color precursor-#ec3b00)
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(font-flags shadow kerning middle large)
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)
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)
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(let ((s2-2 (the int (-> *font-context* origin y))))
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(cond
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((or (movie?) (< (-> *display* base-clock frame-counter) (-> *game-info* letterbox-time)))
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(+! s2-2 56)
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)
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(*display-profile*
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(+! s2-2 48)
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)
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)
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(when (or (zero? *screen-shot-work*) (= (-> *screen-shot-work* count) -1))
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(let* ((v1-82
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(draw-string-xy
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*stdcon0*
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buf
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(the int (-> *font-context* origin x))
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s2-2
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(font-color default-#cddbcd)
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(font-flags shadow)
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)
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)
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(a3-6 (+ s2-2 (the int (* 2.0 (the-as float (-> v1-82 b))))))
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)
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(draw-string-xy
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*stdcon1*
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buf
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(the int (-> *font-context* origin x))
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a3-6
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(font-color default-#cddbcd)
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(font-flags shadow)
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)
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)
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)
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)
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(if *display-iop-info*
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(show-iop-info buf)
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)
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(if *display-memcard-info*
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(show-mc-info buf)
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)
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)
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)
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(let ((v1-101 *dma-mem-usage*))
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(when (nonzero? v1-101)
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(set! (-> v1-101 length) (max 88 (-> v1-101 length)))
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(set! (-> v1-101 data 87 name) "debug")
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(+! (-> v1-101 data 87 count) 1)
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(+! (-> v1-101 data 87 used) (&-
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(-> (if *debug-segment*
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(-> arg0 frames (-> arg0 on-screen) debug-buf)
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(-> arg0 frames (-> arg0 on-screen) global-buf)
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)
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base
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)
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(the-as uint s5-0)
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)
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)
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(set! (-> v1-101 data 87 total) (-> v1-101 data 87 used))
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)
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)
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)
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(set! *stdcon* (clear *stdcon0*))
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0
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(none)
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)
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(defun display-loop-main ((arg0 display))
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"Run the engine.
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This function is called after actors update."
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(local-vars (a0-94 int) (a0-96 int))
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(with-pp
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; ;; LOAD LEVEL
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(if (-> *level* loading-level)
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(load-continue (-> *level* loading-level))
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)
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|
|
|
; ;; Run blerc to modify foreground models
|
|
; (with-profiler 'merc *profile-merc-color*
|
|
; (blerc-execute)
|
|
; (blerc-init)
|
|
; )
|
|
|
|
; ;; Run other merc effects that modify vertices
|
|
; (texscroll-execute)
|
|
; (ripple-execute)
|
|
; (region-execute)
|
|
|
|
;; final call to update joints before drawing.
|
|
; (with-profiler 'joints *profile-joints-color*
|
|
; (execute-math-engine)
|
|
; )
|
|
|
|
;; execute the debug hook before doing the big updates
|
|
(with-profiler 'debug *profile-debug-color*
|
|
(let* ((s5-5 *debug-hook*)
|
|
(t9-12 (car s5-5)))
|
|
(while (not (null? s5-5))
|
|
((the-as (function none) t9-12))
|
|
(set! s5-5 (cdr s5-5))
|
|
(set! t9-12 (car s5-5))
|
|
)
|
|
)
|
|
; (main-cheats)
|
|
)
|
|
|
|
;; using the position of the in-game camera, update visiblity and matrices for rendering.
|
|
(with-profiler 'camera *profile-camera-color*
|
|
(update-camera)
|
|
)
|
|
|
|
;; map texture stuff
|
|
; (update *bigmap*)
|
|
|
|
;; continue loading level
|
|
(if (-> *level* loading-level)
|
|
(load-continue (-> *level* loading-level))
|
|
)
|
|
|
|
;; drawing - this runs foreground/background drawing.
|
|
(with-profiler 'draw-hook *profile-draw-hook-color*
|
|
(*draw-hook*)
|
|
)
|
|
|
|
;; another level load
|
|
(if (-> *level* loading-level)
|
|
(load-continue (-> *level* loading-level))
|
|
)
|
|
|
|
; (if *display-color-bars*
|
|
; (draw-color-bars)
|
|
; )
|
|
|
|
;; draw and update menus
|
|
(with-profiler 'menu-hook *profile-menu-hook-color*
|
|
(*menu-hook*)
|
|
)
|
|
|
|
;; load text files as needed from the menu update
|
|
(load-level-text-files -1)
|
|
|
|
;; post-processing filter drawing
|
|
; (if (-> *screen-filter* draw?)
|
|
; (draw *screen-filter*)
|
|
; )
|
|
|
|
;; letterbox drawing
|
|
; (when (or (movie?) (< (-> *display* base-clock frame-counter) (-> *game-info* letterbox-time)))
|
|
; (if (< (-> *game-info* letterbox-time) (-> *display* base-clock frame-counter))
|
|
; (set! (-> *game-info* letterbox-time) (-> *display* base-clock frame-counter))
|
|
; )
|
|
; (if (and (= (-> *setting-control* user-current aspect-ratio) 'aspect4x3)
|
|
; (or (zero? *screen-shot-work*) (= (-> *screen-shot-work* count) -1))
|
|
; )
|
|
; (letterbox)
|
|
; )
|
|
; )
|
|
|
|
;; blackout drawing
|
|
; (when (-> *setting-control* user-current render)
|
|
; (if (< (-> *display* base-clock frame-counter) (-> *game-info* blackout-time))
|
|
; (set! (-> *setting-control* user-default bg-a-force) 1.0)
|
|
; (set! (-> *setting-control* user-default bg-a-force) 0.0)
|
|
; )
|
|
; )
|
|
|
|
;; generate DMA data for doing the main blit
|
|
; (blit-displays)
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
;; END of normal frame
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
;; and we're done with the main frame! end profiling/stat collection
|
|
(when *debug-segment*
|
|
(let ((s5-13 (-> arg0 frames (-> arg0 on-screen) profile-array data 0)))
|
|
(when (and *dproc* *debug-segment*)
|
|
(let* ((v1-294 (+ (-> s5-13 depth) -1))
|
|
(s4-12 (-> s5-13 segment v1-294))
|
|
(s3-12 (-> s5-13 base-time))
|
|
)
|
|
(when (>= v1-294 0)
|
|
(set! (-> s4-12 end-time) (the-as int (- (timer-count (the-as timer-bank #x10000800)) (the-as uint s3-12))))
|
|
(+! (-> s5-13 depth) -1)
|
|
)
|
|
)
|
|
)
|
|
)
|
|
0
|
|
(read! (-> *perf-stats* data (perf-stat-bucket all-code)))
|
|
)
|
|
|
|
;; now wait for the previous frame to finish rendering...
|
|
(when (nonzero? (sync-path 0 0))
|
|
(*dma-timeout-hook*)
|
|
(reset-vif1-path)
|
|
)
|
|
|
|
;; debug drawing
|
|
(end-display arg0)
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
;; display the frame, and start a new one!
|
|
;; this will kick off the next dma transfer
|
|
(swap-display arg0)
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
|
|
;; start profiling for the new frame
|
|
(when *debug-segment*
|
|
(start-frame! (-> arg0 frames (-> arg0 on-screen) profile-array data 0))
|
|
;(reset! (-> *perf-stats* data (perf-stat-bucket all-code)))
|
|
)
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
;; START of next frame
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
;; a few things before the actor updates...
|
|
|
|
(set! (-> *time-of-day-context* title-updated) #f)
|
|
|
|
;; update teleport counter
|
|
; (set! *teleport* #f)
|
|
; (when (nonzero? *teleport-count*)
|
|
; (set! *teleport* #t)
|
|
; (set! *teleport-count* (+ *teleport-count* -1))
|
|
; )
|
|
|
|
;; update particles (we're racing the DMA transfer again, do this asap)
|
|
(let ((gp-1 (-> pp clock)))
|
|
(set! (-> pp clock) (-> *display* part-clock))
|
|
(process-particles)
|
|
(set! (-> pp clock) gp-1)
|
|
)
|
|
|
|
;; set up VU0's VIF for collision code run by actors
|
|
; (dma-send
|
|
; (the-as dma-bank #x10008000)
|
|
; (the-as uint (-> *collide-vif0-init* data))
|
|
; (the-as uint (/ (-> *collide-vif0-init* length) 4))
|
|
; )
|
|
|
|
;; send sound commands to IOP
|
|
; (swap-sound-buffers (ear-trans 0) (ear-trans 1) (camera-pos) (camera-angle))
|
|
|
|
;; advance streaming animation
|
|
; (str-play-kick)
|
|
|
|
;; handle spawning/despawning as needed.
|
|
(level-update *level*)
|
|
|
|
;; do some memory card operations, check auto-save
|
|
; (mc-run)
|
|
; (auto-save-check)
|
|
(none)
|
|
)
|
|
)
|
|
|
|
(defbehavior display-loop process ()
|
|
(stack-size-set! (-> self main-thread) 512)
|
|
|
|
;; spawn the matrix process. This is responsible for doing the first pass through joints
|
|
; (process-spawn-function
|
|
; process
|
|
; (lambda :behavior process
|
|
; ()
|
|
; (logclear! (-> self mask) (process-mask freeze pause menu progress entity))
|
|
; (until #f
|
|
; (when *debug-segment*
|
|
; (let ((gp-0 (-> *display* frames (-> *display* on-screen) profile-array data 0))
|
|
; (v1-9 'joints)
|
|
; (s5-0 *profile-joints-color*)
|
|
; )
|
|
; (when (and *dproc* *debug-segment*)
|
|
; (let ((s4-0 (-> gp-0 data (-> gp-0 count))))
|
|
; (let ((s3-0 (-> gp-0 base-time)))
|
|
; (set! (-> s4-0 name) v1-9)
|
|
; (set! (-> s4-0 start-time) (the-as int (- (timer-count (the-as timer-bank #x10000800)) (the-as uint s3-0))))
|
|
; )
|
|
; (set! (-> s4-0 depth) (the-as uint (-> gp-0 depth)))
|
|
; (set! (-> s4-0 color) s5-0)
|
|
; (set! (-> gp-0 segment (-> gp-0 depth)) s4-0)
|
|
; )
|
|
; (+! (-> gp-0 count) 1)
|
|
; (+! (-> gp-0 depth) 1)
|
|
; (set! (-> gp-0 max-depth) (max (-> gp-0 max-depth) (-> gp-0 depth)))
|
|
; )
|
|
; )
|
|
; 0
|
|
; )
|
|
; (execute-math-engine)
|
|
; (when *debug-segment*
|
|
; (let ((gp-1 (-> *display* frames (-> *display* on-screen) profile-array data 0)))
|
|
; (when (and *dproc* *debug-segment*)
|
|
; (let* ((v1-33 (+ (-> gp-1 depth) -1))
|
|
; (s5-1 (-> gp-1 segment v1-33))
|
|
; (s4-1 (-> gp-1 base-time))
|
|
; )
|
|
; (when (>= v1-33 0)
|
|
; (set! (-> s5-1 end-time) (the-as int (- (timer-count (the-as timer-bank #x10000800)) (the-as uint s4-1))))
|
|
; (+! (-> gp-1 depth) -1)
|
|
; )
|
|
; )
|
|
; )
|
|
; )
|
|
; 0
|
|
; )
|
|
; (suspend)
|
|
; )
|
|
; #f
|
|
; (none)
|
|
; )
|
|
; :name "matrix"
|
|
; :from *4k-dead-pool*
|
|
; :to *mid-pool*
|
|
; )
|
|
(let ((gp-1 *display*))
|
|
(set! *teleport* #t)
|
|
(update *setting-control*)
|
|
(init-time-of-day-context *time-of-day-context*)
|
|
(format 0 "about to display-sync~%")
|
|
(display-sync gp-1)
|
|
(format 0 "about to swap-display~%")
|
|
(swap-display gp-1)
|
|
(format 0 "about to install-handler~%")
|
|
(install-handler 3 vblank-handler) ;; TODO: this never gets called.
|
|
; *touching-list*
|
|
; ((method-of-type touching-list touching-list-method-10))
|
|
; (prepare *collide-rider-pool*)
|
|
; (update-actor-hash)
|
|
; (blerc-init)
|
|
; (dma-send
|
|
; (the-as dma-bank #x10008000)
|
|
; (the-as uint (-> *collide-vif0-init* data))
|
|
; (the-as uint (/ (-> *collide-vif0-init* length) 4))
|
|
; )
|
|
(suspend)
|
|
(set! (-> *setting-control* user-default bg-a) 0.0)
|
|
(set! (-> gp-1 frames 0 start-time) (the-as time-frame (timer-count (the-as timer-bank #x10000800))))
|
|
(set! (-> gp-1 frames 1 start-time) (the-as time-frame (timer-count (the-as timer-bank #x10000800))))
|
|
(set! (-> gp-1 dog-ratio) 1.0)
|
|
(while *run*
|
|
(display-loop-main gp-1)
|
|
(with-profiler 'actors *profile-actors-color*
|
|
(suspend)
|
|
)
|
|
)
|
|
)
|
|
(set! *dproc* #f)
|
|
(format 0 "display is off #<#x~X>.~%" self)
|
|
0
|
|
)
|
|
|
|
(defun on ((arg0 symbol))
|
|
"Start the display loop."
|
|
(when (not *dproc*)
|
|
(when (not arg0)
|
|
(if (= (-> *level* level0 status) 'inactive)
|
|
(bg 'halfpipe)
|
|
)
|
|
)
|
|
(set! *run* #t)
|
|
(set! *dproc* (ppointer->process (process-spawn-function
|
|
process
|
|
display-loop
|
|
:name "display"
|
|
:from *4k-dead-pool*
|
|
:to *display-pool*
|
|
:stack *kernel-dram-stack*
|
|
)
|
|
)
|
|
)
|
|
(format 0 "SKIP: level activation in on~%")
|
|
(cond
|
|
((or (level-get-with-status *level* 'loaded)
|
|
(level-get-with-status *level* 'alive)
|
|
(level-get-with-status *level* 'active)
|
|
)
|
|
(activate-levels! *level*)
|
|
; (when (not arg0)
|
|
; (let ((gp-1 (entity-by-type camera-start)))
|
|
; (when (and gp-1 (type? gp-1 entity-actor))
|
|
; (while (not (camera-teleport-to-entity gp-1))
|
|
; (suspend)
|
|
; )
|
|
; )
|
|
; )
|
|
; )
|
|
; (if (and (= *kernel-boot-message* 'art-group) *kernel-boot-art-group*)
|
|
; (anim-tester-add-object *kernel-boot-art-group*)
|
|
; )
|
|
)
|
|
(else
|
|
(format 0 "startup failed, killing dproc~%")
|
|
(kill-by-name "display" *active-pool*)
|
|
(set! *dproc* #f)
|
|
)
|
|
)
|
|
)
|
|
*dproc*
|
|
)
|
|
|
|
(defun off ()
|
|
(stop 'debug)
|
|
(dotimes (gp-0 (-> *level* length))
|
|
(let ((a0-2 (-> *level* level gp-0)))
|
|
(if (= (-> a0-2 status) 'active)
|
|
(deactivate a0-2)
|
|
)
|
|
)
|
|
)
|
|
(set! *run* #f)
|
|
0
|
|
)
|