Commit Graph

69 Commits

Author SHA1 Message Date
Tyler Wilding eb703ee96e
REPL related improvements and fixes (#3545)
Motivated by - https://github.com/open-goal/opengoal-vscode/pull/358

This addresses the following:
- Fixes #2939 spam edge-case
- Stop picking a different nREPL port based on the game mode by default,
this causes friction for tools in the average usecase (having a REPL
open for a single game, and wanting to connect to it). `goalc` spins up
fine even if the port is already bound to.
- For people that need/want this behaviour, adding per-game
configuration to the `repl-config.json` is on my todo list.
- Allows `goalc` to permit redefining symbols, including functions. This
is defaulted to off via the `repl-config.json` but it allows you to for
example, change the definition of a function without having to restart
and rebuild the entire game.
![Screenshot 2024-06-02
124558](https://github.com/open-goal/jak-project/assets/13153231/28f81f6e-b7b8-4172-9787-f96e4ab1305b)
- Updates the welcome message to include a bunch of useful metadata
up-front. Cleaned up all the startup logs that appear when starting
goalc, many of whom's information is now included in the welcome
message.
  - Before:

![image](https://github.com/open-goal/jak-project/assets/13153231/814c2374-4808-408e-9ed6-67114902a1d9)

  - After:
![Screenshot 2024-06-01
235954](https://github.com/open-goal/jak-project/assets/13153231/f3f459fb-2cbb-46ba-a90f-318243d4b3b3)
2024-06-03 00:14:52 -04:00
Tyler Wilding 456d1ba536
goalc: add a performance report feature (#3519)
Adds a quick perf report feature to `goalc` that lets you compare how
much faster / slower it takes to compile the projects, with some simple
features like filtering the files, adjusting for how large of a margin
of error in the speeds you care about, and which test iteration you want
to compare against.

This is something I plan to use as I work more in `goalc` as an easy way
to track / show the results.


![image](https://github.com/open-goal/jak-project/assets/13153231/26f140c7-66d7-4162-994a-a71061e22857)
2024-05-15 22:52:16 -04:00
Tyler Wilding d1ece445d4
Dependency graph work - Part 1 - Preliminary work (#3505)
Relates to #1353 

This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.

The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.

Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.

Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
2024-05-12 12:37:59 -04:00
water111 cc8801a27b
[goalc] speed up jak3 compilation (#3454)
I noticed that jak 3's compilation was spending a lot of time accessing
the `unordered_map`s we use to store constants and symbol types.

 
I repurposed the `EnvironmentMap` originally made for GOOS for this. It
turns out that we were copying the entire constant map whenever we
encountered a `deftype`, and fixed that too.

This speeds up jak3 compiles from ~16 to 11 seconds for me.
2024-04-06 16:01:17 -04:00
water111 376194a3e7
Jak 3, fixes for animation issues, rm debug print (#3453) 2024-04-06 15:09:02 -04:00
Tyler Wilding 0a15ac1669
goalc: Fix new symbol trie's performance inefficiencies (#3443)
I believe this brings things back in line to where it was before:
Here are the first handful of files before the changes:
```
0.014 | gcommon.gc
0.006 | gkernel-h.gc
0.025 | gkernel.gc
0.002 | pskernel.gc
0.01 | gstring.gc
0.004 | gstate.gc
0.001 | kernel.gd
0.001 | types-h.gc
0.002 | vu1-macros.gc
0.003 | math.gc
0.01 | vector-h.gc
0.001 | gravity-h.gc
0.001 | bounding-box-h.gc
0.001 | matrix-h.gc
0.001 | quaternion-h.gc
0.001 | euler-h.gc
```
> first compile
```
0.161 | gcommon.gc
0.126 | gkernel-h.gc
0.174 | gkernel.gc
0.046 | pskernel.gc
0.08 | gstring.gc
0.048 | gstate.gc
0.001 | kernel.gd
0.052 | types-h.gc
0.009 | vu1-macros.gc
0.059 | math.gc
0.228 | vector-h.gc
0.026 | gravity-h.gc
0.006 | bounding-box-h.gc
0.002 | matrix-h.gc
0.028 | quaternion-h.gc
0.026 | euler-h.gc
```
> make a change in gcommon and recompile

With the changes:
```
0.015 | gcommon.gc
0.018 | gkernel-h.gc
0.039 | gkernel.gc
0.006 | pskernel.gc
0.015 | gstring.gc
0.009 | gstate.gc
0.005 | kernel.gd
0.006 | types-h.gc
0.006 | vu1-macros.gc
0.008 | math.gc
0.017 | vector-h.gc
0.004 | gravity-h.gc
0.004 | bounding-box-h.gc
0.005 | matrix-h.gc
0.005 | quaternion-h.gc
0.003 | euler-h.gc
```
> First compile, no difference expected

```
0.016 | gcommon.gc
0.008 | gkernel-h.gc
0.023 | gkernel.gc
0.002 | pskernel.gc
0.01 | gstring.gc
0.043 | gstate.gc
0.001 | kernel.gd
0.002 | types-h.gc
0.002 | vu1-macros.gc
0.003 | math.gc
0.013 | vector-h.gc
0.001 | gravity-h.gc
0.002 | bounding-box-h.gc
0.002 | matrix-h.gc
0.001 | quaternion-h.gc
0.001 | euler-h.gc
```
> Compile times seem to be back within margin of error -- some are
faster than the first compilation time.
2024-04-01 18:56:55 -04:00
Tyler Wilding 53277a65ad
LSP: A bunch of new OpenGOAL language features (#3437)
- Integrate the AST into the LSP, this makes parsing and tokenizing the
files much easier
- Consolidate most of the symbol info tracking in `goalc` to a single
map. Fixed some issues where the old map would never evict symbols when
re-compiling files. There is still some more to cleanup, but this now
can be used as an incrementally updated source-of-truth for the LSP
- re-compile files when they are saved. Ideally this would be done
everytime they are changed but that:
  - may be too aggressive
- goalc doesn't compile incrementally yet so it likely would be a worse
UX

Features added, see
https://github.com/open-goal/opengoal-vscode/issues/256
- Hover

![image](https://github.com/open-goal/jak-project/assets/13153231/58dadb5d-582c-4c1f-9ffe-eaa4c85a0255)

![image](https://github.com/open-goal/jak-project/assets/13153231/b383adde-57fc-462c-a256-b2de5c30ca9a)
- LSP Status fixed
- Type Hierarchy

![image](https://github.com/open-goal/jak-project/assets/13153231/8e681377-1d4e-4336-ad70-1695a4607340)
- Document Color

![image](https://github.com/open-goal/jak-project/assets/13153231/4e48ccd8-0ed1-4459-a133-5277561e4201)
- Document Symbols
![Screenshot 2024-03-27
004105](https://github.com/open-goal/jak-project/assets/13153231/8e655034-43c4-4261-b6e0-85de00cbfc7f)
- Completions
![Screenshot 2024-03-30
004504](https://github.com/open-goal/jak-project/assets/13153231/d123a187-af90-466b-9eb7-561b2ee97cd1)

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2024-03-30 19:49:07 -04:00
ManDude 09536c68ac
[compiler] asm-only disasm output + fix spacing bug (#3104) 2023-10-29 10:16:14 +00:00
water111 395c98db19
[goalc] Cleaned up speedups (#3066)
Started at 349,880,038 allocations and 42s

- Switched to making `Symbol` in GOOS be a "fixed type", just a wrapper
around a `const char*` pointing to the string in the symbol table. This
is a step toward making a lot of things better, but by itself not a huge
improvement. Some things may be worse due to more temp `std::string`
allocations, but one day all these can be removed. On linux it saved
allocations (347,685,429), and saved a second or two (41 s).
- cache `#t` and `#f` in interpreter, better lookup for special
forms/builtins (hashtable of pointers instead of strings, vector for the
small special form list). Dropped time to 38s.
- special-case in quasiquote when splicing is the last thing in a list.
Allocation dropped to 340,603,082
- custom hash table for environment lookups (lexical vars). Dropped to
36s and 314,637,194
- less allocation in `read_list` 311,613,616. Time about the same.
- `let` and `let*` in Interpreter.cpp 191,988,083, time down to 28s.
2023-10-07 10:48:17 -04:00
Tyler Wilding c87db7e670
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802)
The main thing that was done here was to slightly modify the new
subtitle-v2 JSON schema to be more similar to the existing one so that
it can properly be used in Crowdin.

Draft while I double-check the diff myself

Along the way the following was also done (among other things):
- got rid of as much duplication as was feasible in the serialization
and editor code
- separated the text serialization code from the subtitle code for
better organization
- simplified "base language" in the editor. The new subtitle format has
built-in support for defining a base language so the editor doesn't have
to be used as a crutch. Also, cutscenes only defined in the base come
first in the list now as that is generally the order you'd work from
(what you havn't done first)
- got rid of the GOAL subtitle format code completely
- switched jak 2 text translations to the JSON format as well
- found a few mistakes in the jak 1 subtitle metadata files
- added a couple minor features to the editor
- consolidate and removed complexity, ie. recently all jak 1 hints were
forced to the `named` type, so I got rid of the two types as there isn't
a need anymore.
- removed subtitle editor groups for jak 1, the only reason they existed
was so when the GOAL file was manually written out they were somewhat
organized, the editor has a decent filter control, there's no need for
them.
- removed the GOAL -> JSON python script helper, it's been a month or so
and no one has come forward with existing translations that they need
help with migrating. If they do need it, the script will be in the git
history.

I did some reasonably through testing in Jak1/Jak 2 and everything
seemed to work. But more testing is always a good idea.

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-09 02:53:39 +01:00
ManDude 18ddd1613c
Jak 2 pc subtitle support (#2672)
Adds support for adding custom subtitles to Jak 2 audio. Comes with a
new editor for the new system and format. Compared to the Jak 1 system,
this is much simpler to make an editor for.

Comes with a few subtitles already made as an example.
Cutscenes are not officially supported but you can technically subtitle
those with editor, so please don't right now.

This new system supports multiple subtitles playing at once (even from a
single source!) and will smartly push the subtitles up if there's a
message already playing:

![image](https://github.com/open-goal/jak-project/assets/7569514/033e6374-a05a-4c31-b029-51868153a932)

![image](https://github.com/open-goal/jak-project/assets/7569514/5298aa6d-a183-446e-bdb6-61c4682df917)

Unlike in Jak 1, it will not hide the bottom HUD when subtitles are
active:

![image](https://github.com/open-goal/jak-project/assets/7569514/d466bfc0-55d0-4689-a6e1-b7784b9fff59)

Sadly this leaves us with not much space for the subtitle region (and
the subtitles are shrunk when the minimap is enabled) but when you have
guards and citizens talking all the time, hiding the HUD every time
anyone spoke would get really frustrating.

The subtitle speaker is also color-coded now, because I thought that
would be fun to do.

TODO:
- [x] proper cutscene support.
- [x] merge mode for cutscenes so we don't have to rewrite the script?

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-08 01:04:16 +01:00
Tyler Wilding 057ae361bf
LSP: OpenGOAL Feature Support - Part 1 (#2668) 2023-05-21 17:24:23 -04:00
Tyler Wilding 288c093913
i18n: Create a JSON subtitle format for translating via Crowdin (#2644) 2023-05-18 20:54:59 -04:00
Tyler Wilding 6d52e002b9
i18n: init translation files that can be used by crowdin (#1760) 2023-04-30 17:22:56 -04:00
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 c3310e1833
docs: fix method docstrings and grab `@file` comment blocks to use as a file description (#2289) 2023-02-27 18:58:01 -05:00
water111 3f1f443d58
[jak 2] fix boot, increase level heap sizes (#2252)
Increase level heaps and borrow heaps. The level heap increase was
likely not needed, but better safe than sorry. We allocate the 128 MB
main heap anyway so there's no harm.

Also fix the crash when using `-boot`. As I thought it was just a
one-line typo in the kernel.
2023-02-25 15:20:17 -05:00
water111 e2b7e5c001
[goalc] reduce compiler memory usage (#2247) 2023-02-24 18:32:30 -05:00
Tyler Wilding 39658dfd71
docs: Automatically generate documentation from goal_src code (#2214)
This automatically generates documentation from goal_src docstrings,
think doxygen/java-docs/rust docs/etc. It mostly supports everything
already, but here are the following things that aren't yet complete:
- file descriptions
- high-level documentation to go along with this (think pure markdown
docs describing overall systems that would be co-located in goal_src for
organizational purposes)
- enums
- states
- std-lib functions (all have empty strings right now for docs anyway)

The job of the new `gen-docs` function is solely to generate a bunch of
JSON data which should give you everything you need to generate some
decent documentation (outputting markdown/html/pdf/etc). It is not it's
responsibility to do that nice formatting -- this is by design to
intentionally delegate that responsibility elsewhere. Side-note, this is
about 12-15MB of minified json for jak 2 so far :)

In our normal "goal_src has changed" action -- we will generate this
data, and the website can download it -- use the information to generate
the documentation at build time -- and it will be included in the site.
Likewise, if we wanted to include docs along with releases for offline
viewing, we could do so in a similar fashion (just write a formatting
script to generate said documentation).

Lastly this work somewhat paves the way for doing more interesting
things in the LSP like:
- whats the docstring for this symbol?
- autocompleting function arguments
- type checking function arguments
- where is this symbol defined?
- etc

Fixes #2215
2023-02-20 19:49:37 -05:00
Tyler Wilding 00ac12094e
goalc/repl: cleanup of goalc/REPL code and some QoL improvements (#2104)
- lets you split up your `startup.gc` file into two sections
  - one that runs on initial startup / reloads
  - the other that runs when you listen to a target
- allows for customization of the keybinds added a month or so ago
- removes a useless flag (--startup-cmd) and marks others for
deprecation.
- added another help prompt that lists all the keybinds and what they do

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-07 11:24:02 -05:00
Tyler Wilding 2f4146d469
tests: make the offline tests aware of the current terminals row count (#2105)
This fixes the hideous output when your terminal would be too small to
hold all the threads.
2023-01-07 10:35:12 -05:00
Tyler Wilding ac3c4e59b0
goalc/repl: Allow hot-loading files via `ml` with just the object name (#2036)
This allows you to not have to define the entire file path to a source
file to re-compile and load it. Technically a stop-gap until editor
tools are developed around writing OpenGOAL.


![image](https://user-images.githubusercontent.com/13153231/203196148-de61cf4b-42c8-43dc-a7fd-80e6ba6f5ac2.png)

As opposed to `(ml "goal_src/jak2/engine/game/main.gc")` (which still
works)

This is accomplished via the following config (connection attempts is
irrelevant):
```json
{
  "numConnectToTargetAttempts": 1,
  "jak2": {
    "asmFileSearchDirs": [
      "goal_src/jak2"
    ]
  }
}
```

This also provides a way to make game-specific configurations for the
REPL fairly easily.
2022-11-29 19:22:22 -05:00
Tyler Wilding a0a85eb60a
repl: Add a few new quality of life improvements (#2030)
- You can define a `startup.gc` in your user folder, each line will be
executed on startup (deprecates the usefulness of some cli flags)
- You can define a `repl-config.json` file to override REPL settings.
Long-term this is a better approach than a bunch of CLI flags as well
- Via this, you can override the amount of time the repl will attempt to
listen for the target
- At the same time, I think i may have found why on Windows it can
sometimes take forever to timeout when the game dies, will dig into this
later
- Added some keybinds for common operations, shown here


https://user-images.githubusercontent.com/13153231/202890278-1ff2bb06-dddf-4bde-9178-aa0883799167.mp4
> builds the game, connects to it, attaches a debugger and continues,
launches it, gets the backtrace, stops the target -- all with only
keybinds.

If you want these keybinds to work inside VSCode's integrated terminal,
you need to add the following to your settings file
```json
"terminal.integrated.commandsToSkipShell": [
    "-workbench.action.quickOpen",
    "-workbench.action.quickOpenView"
  ]
```
2022-11-20 14:28:41 -05:00
Tyler Wilding 4d751af38e
logs: replace every `fmt::print` with a `lg` call instead (#1368)
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
2022-10-01 11:58:36 -04:00
Tyler Wilding 6446389263
extractor: cleanup, support unicode properly, and add multi-game support (#1609)
* 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
2022-07-05 20:38:13 -04:00
ManDude 9676100039
finish out english subtitles (#1586)
* put some duplicated code in a func

* make jak 2 text "work"

* group up all subtitles c++ code into one folder

* compact single-line subtitles

* fix a couple compiler crashes

* Update game_subtitle_en.gd

* `rolling` and `sunken`

* `swamp`

* `ogre`

* `village3`

* `maincave`

* `snow`

* `lavatube`

* `citadel`

* Update .gitignore

* clang

* fix encoding and decoding for quote

* properly fix quotes

* subtitle deserialize: sort by kind, ID and name

* sub editor: fix line speaker not being converted

* cleanup game text ids 1

* update text ids 2

* update source

* update refs
2022-07-03 17:25:28 -04:00
water111 f763eb6bf0
[jak2] support for multiple out/ directories (#1585)
* [jak2] support for multiple out/ directories

* windows
2022-06-30 21:11:58 -04:00
ManDude 2649fd17ec
subtitle editor fixes + other smaller fixes (#1572)
* [extractor] validate files when extracted as folder

* jp text fixes

* move game text version to the text file and fix subtitle editor escape chars

* make bad subtitles not crash the game

* fix texscroll in lag

* fix mood, fix decomp of other versions, fix text decomp

* clang

* fix tests

* oops dammit

* new fixes

* shut up codacy

* fix nonexistant subtitles crashing the game

* fix text hacks and extractor re-use on folders
2022-06-29 19:43:23 -04:00
water111 628ce47b2e
compiler speed improvement (#1547) 2022-06-24 18:21:24 -04:00
Tyler Wilding 2d595c1ac0
lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
ManDude 0212aa10c9
[decomp] better handling of animation code and art files (#1352)
* update refs

* [decompiler] read and process art groups

* finish decompiler art group selection & detect in `ja-group?`

* make art stuff work on offline tests!

* [decompiler] detect `ja-group!` (primitive)

* corrections.

* more

* use new feature on skel groups!

* find `loop!` as well

* fully fledged `ja` macro & decomp + `loop` detect

* fancy fixed point printing!

* update source

* `:num! max` (i knew i should've done this)

* Update jak1_ntsc_black_label.jsonc

* hi imports

* make compiling the game work

* fix `defskelgroup`

* clang

* update refs

* fix chan

* fix seek and finalboss

* fix tests

* delete unused function

* track let rewrite stats

* reorder `rewrite_let`

* Update .gitattributes

* fix bug with `:num! max`

* Update robotboss-part.gc

* Update goal-lib.gc

* document `ja`

* get rid of pc fixes thing

* use std::abs
2022-05-20 02:30:14 +01:00
ManDude 8eb0796f8e
subtitle editing and text project compiler rework (#1331)
* add a `subtitle` bucket and rename buckets 67 and 68

* automatic `heap-base`

* subtitles editor

* adjust default params

* bug

* Update subtitle.gc

* fix blue color inconsistency in progress

* void.

* Update subtitle.gc

* Update subtitle.gc

* Extend `heap-base` detection to check for errors

* sometimes it's actually manually set!

* remove broken error check

* rework how compiling text files works

* try out subtitles source v2

* bugfix

* oops

* Update game_text_common.cpp
2022-04-24 15:15:16 -04:00
ManDude a7eee4fdc9
[game] pc port progress menu (#1281)
* fix typo

* more typo

* shorten discord rpc text

* allow expanding enums after the fact (untested)

* make `game_text` work similar to subtitles

* update progress decomp

* update some types + `do-not-decompile` in bitfield

* fixes and fall back to original progress code

* update `progress` decomp with new enums

* update config files

* fix enums and debug menu

* always allocate (but not use) a lot of particles

* small rework to display mode options

* revert resolution/aspect-ratio symbol mess

* begin the override stuff

* make `progress-draw` more readable

* more fixes

* codacy good boy points

* first step overriding code

* finish progress overrides, game options menu fully functional!

* minor fixes

* Update game.gp

* Update sparticle-launcher.gc

* clang

* change camera controls text

* oops

* some cleanup

* derp

* nice job

* implement menu scrolling lol

* make scrollable menus less cramped, fix arrows

* make some carousell things i guess

* add msaa carousell to test

* oops

* Update progress-pc.gc

* make `pc-get-screen-size` (untested)

* resolution menu

* input fixes

* return when selecting resolution

* scroll fixes

* Update progress-pc.gc

* add "fit to screen" button

* bug

* complete resolutions menu

* aspect ratio menu

* subtitles language

* subtitle speaker

* final adjustments

* ref test

* fix tests

* fix ref!

* reduce redundancy a bit

* fix mem leaks?

* save settings on progress exit

* fix init reorder

* remove unused code

* rename goal project-like files to the project extension

* sha display toggle

* aspect ratio settings fixes

* dont store text db's in compiler

* properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
Tyler Wilding 014da6f59d
game: auto-save pc-settings to user's home directory as well as memcard files (#1233)
* cmake: reduce warning spam especially from libs

* runtime: add FS helper functions

* game: save/restore pc-settings | add original aspect option

* game: overwrite unloadable settings with defaults

* temp: unable to set the games aspect-ratio in the boot else crash?

* runtime: save memcard files to user directory as well

* runtime: fix `pckernel` load order which resolves setting the orig aspect ratio

* lint: format

* cmake: revert warning suppression, it's just causing problems it seems

* fix the order of the rest of `pckernel` and creation of obj file paths

* lint: formatting

* game: don't save settings on startup even if they are corrupted
2022-03-20 20:29:44 -04:00
ManDude af447aeab7
[game] subtitles support (tools + goal + text file). (#1174)
* add subtitles support (tools + goal + text file).

* add to build system proper

* better handling of line speakers

* billy test subtitles

* adjust timings

* better handling of subtitle timing + citadel subs

* press square to toggle cutscene subtitles

* improve DirectRenderer performance

* clang

* dont error out if there's no user files

* make system supports multiple inputs for subtitles

* clang

* oh no typo!!

* avoid future issues

* fix warp gate crash

* remove no longer necessary code in DirectRenderer

* remove temp prints

* delete triplicate code

* i found a better way

* fix make issues with subtitles

* force avx compilation
2022-02-19 13:10:10 -05:00
water111 78cde74d5a
update readme and fix always playing str (#1139)
* update readme deps

* replace assert

* bump timeout

* fix memory corruption in kernel

* use unknown if level name is invalid
2022-02-08 19:02:47 -05:00
water111 7a5562106e
Compiler performance improvements and error clean-up (#782)
* compiler cleanup and error improvement

* fix test
2021-08-24 22:15:26 -04:00
water111 aa58d146c2
[goalc] register allocator v2 (#731)
* clean up allocator interface to be simpler

* working on functions without spills

* working for all

* fix missing includes for windows

* more windows includes

* initialize regs to zero so printing value unintiailized by game code is repeatable
2021-08-01 17:46:55 -04:00
water111 ef011f4fe8
[goalc] add a build system (#704)
* add first attempt at build system

* fix stupid bug

* try again
2021-07-15 21:37:15 -04:00
water111 6366068bc0
Support dir tpages (#671)
* support dir tpages

* fix warnings and bad return

* one more try

* revive the offline test script

* fix this null bug
2021-07-02 14:50:58 -04:00
water111 fe5635227a
[compiler] print a backtrace as part of di (#658)
* print a backtrace as part of di

* missing include
2021-06-30 22:13:15 -04:00
water111 322a4ed9b2
Fix compiler crashes and improve return statements. (#652)
* fix a few small bugs

* fi

* fix merge conflict
2021-06-30 00:11:46 -04:00
ManDude 46b83bda2a
[decomp] `debug` (#607)
* [decomp] `debug`

* shut up
2021-06-19 14:24:55 -04:00
ManDude 784119188c
[decomp] even more `res` (#529)
* [decomp] even more `res`

* [decompiler] make `logand` with pointers and constants return pointer

* [decomp] more work

* update offline tests

* fix tests(?)

* `*res-static-buf*`

* fixes

* fix reference

* [opengoal] make `logand` work directly with pointers

* [decomp] `inspect res-lump`

* use the inline methods

* don't use a math mode for pointers

* [compiler] allow optionally setting disassembly output file

* [x86 disasm] Keep casing consistent between instructions and offsets
2021-06-01 16:07:45 -04:00
water111 0b8a878533
[Compiler] Fix branch targets in disassembly (#379)
* fix diassembly

* update changelog

* fix exit crash

* doc
2021-04-23 15:07:22 -04:00
water111 fe336b7b5f
[compiler] fix warnings in repl lib and add macros to autocomplete (#317)
* fix warnings in repl lib and add macros to autocomplete

* fix crash on ctrl-c, build runtime as static lib and make goos prompt look fancier

* some tweaks for linux build
2021-03-11 12:54:16 -05:00
Tyler Wilding 8bba3d7fd7
REPL: Add clear-screen / auto-complete / basic hints and syntax highlighting (#316)
* swap to replxx from linenoise

* repl: Implement form auto-tab-completion

* repl: color coordinate the prompts

* repl: Add some basic syntax highlighting, bracket pairs and forms (all one color)

* repl: A more consistent starting screen for the repl

* repl: bug fix for auto-complete

* debug linux

* linting
2021-03-07 23:41:21 -05:00
water111 9074a35b9b
[Decompiler] Fix printing of lets (#314)
* fix let prints and windows warnings

* missing include for windows

* windows again
2021-03-07 12:01:59 -05:00
water111 9168f03289
[Compiler] Add `get-info` (#306)
* wip symbol info

* finish implementation
2021-03-04 10:33:59 -05:00
water111 d9aa535dd0
[Decompiler] Fix issues in gcommon (#305)
* fix several issues

* small fixes
2021-03-03 20:52:25 -05:00