Commit Graph

31 Commits

Author SHA1 Message Date
Tyler Wilding 18903f0561 decomp: Copy over new docstrings back to jak 2's common code, write some scripts to help automate this (#3366) 2024-02-04 13:53:06 -05:00
Hat Kid ea93d32acc decomp3: more misc files (#3349)
- `pat-h`
- `engines`
- `res-h`
- `res`
- `fact-h`
- `game-info-h`
- `wind-h`
- `merc-h`
- `shadow-vu1-h`
- `shadow-cpu-h`
- `dynamics-h`
- `memcard-h`
- `surface-h`
- part of `gui-h`
- `ambient-h`
- `speech-h`
- `prototype-h`
- `smush-control-h`
- `generic-merc-h`
- `generic-work-h`
- `collide-func-h`
- `collide-mesh-h`
- `collide-shape-h` (only missing the `new` method for `collide-shape`
because we don't have `process-drawable` yet and that also needs joint
stuff etc.)
- `collide-touch-h`
- `collide-edge-grab-h`
- `lightning-h`

This also adds argument name remaps for the `relocate` and `mem-usage`
methods (Jak 1 and 2 ref tests were updated, but not the gsrc).
2024-01-31 18:25:06 -05:00
ManDude cd68cb671e deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00
Hat Kid fc43870d85 decompiler: obj -> this, set-time! and time-elapsed? macros (#3026)
This renames the method object in `defmethod`s to `this` and adds
detection for the `set-time!` and `time-elapsed?` macros.

Definitely my biggest PR yet...
2023-09-26 15:17:00 +01:00
ManDude 1ff55d5015 fix (font-flags left) name + fix right flag not reflecting in debug text box (#3020)
Fixes #3016 
Fixes #3017
2023-09-24 03:00:09 +01:00
ManDude fe491c2b5e [opengoal] make none a child of object (#3001)
Previously, `object` and `none` were both top-level types. This made
decompilation rather messy as they have no LCA and resulted in a lot of
variables coming out as type `none` which is very very wrong and
additionally there were plenty of casts to `object`. This changes it so
`none` becomes a child of `object` (it is still represented by
`NullType` which remains unusable in compilation).

This change makes `object` the sole top-level type, and the type that
can represent *any* GOAL object. I believe this matches the original
GOAL built-in type structure. A function that has a return type of
`object` can now return an integer or a `none` at the same time.
However, keep in mind that the return value of `(none)` is still
undefined, just as before. This also makes a cast to `object`
meaningless in 90% of the situations it showed up in (as every single
thing is already an `object`) and the decompiler will no longer emit
them. Casts to `none` are also reduced. Yay!

Additionally, state handlers also don't get the final `(none)` printed
out anymore. The return type of a state handler is completely
meaningless outside the event handler (which is return type `object`
anyway) so there are no limitations on what the last form needs to be. I
did this instead of making them return `object` to trick the decompiler
into not trying to output a variable to be used as a return value
(internally, in the decompiler they still have return type `none`, but
they have `object` elsewhere).

Fixes #1703 
Fixes #830 
Fixes #928
2023-09-22 10:54:49 +01:00
Hat Kid 49e798f88c jak2: macro detection for launch-particles and seconds-per-frame, add og:preserve-this comments for manual patches (#2974)
This PR adds detection of the `launch-particles` and `seconds-per-frame`
macros to the decompiler, removing a lot of bloat and hiding many
process register uses.

I also added `og:preserve-this` comments to as many manual patches and
comments as I could, which will soon be used in conjunction with CI to
hopefully catch any regressions in future big decomp update PRs.

I have some concerns about the `launch-particles` macro (more details in
`sparticle-launcher.gc`) , but thus far, I have not seen anything break
yet.

---------

Co-authored-by: water <awaterford111445@gmail.com>
2023-09-10 11:48:56 -04:00
ManDude da3caf7b28 [decompiler] fix in-place ops not getting detected sometimes (#2810) 2023-07-08 07:34:38 +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
ManDude 7c9c956808 vag player + skill tracker debug tools and fix some decomp (#2664)
Also fixed an original game bug in `loader.gc` on a method that's called
quite often, though I have no clue what erroneous behavior it could have
even caused.
2023-05-18 23:12:23 +01:00
Hat Kid 8d28bb3480 jak2: add current-time macro for process clocks (#2662)
Closes #1872

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-05-18 21:33:46 +01:00
ManDude 0dccd048ef better decomp of set-subtask-hook!, sub-task-list array and *-setting! macros (#2654)
Improves code readability considerably.
2023-05-16 23:08:35 +01:00
ManDude 6884b0f73e start blit-displays decomp & renderer + improve decompilation of some DMA macros (#2616)
Adds sprite distort, fixes buggy sprite rendering in progress, adds
scissoring support (used in various scrolling menus) and a very basic
implementation of `blit-displays`. This is enough to make the fade
effect in the progress menu work, along with all the menus working
properly without needing to use the REPL. This does not make screen
flipping and the filter when failing a mission work.

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

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

I started work on making `BITBLTBUF` stuff work in the DirectRenderer,
but stopped for now because it wasn't strictly necessary. It will still
assert like before.
2023-05-04 18:34:09 -04:00
ManDude 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
ManDude 217a979048 [decompiler] jak 2 cutscene file support (#2390)
fixes #2332 

also fills out the japanese character set
2023-03-22 21:31:13 +00:00
Hat Kid a857061e96 jak2: focus-test? macro, fix (zero? (logand ...)) -> (not (logtest? ...)) detection (#2321)
There are *a lot* of file changes and while I have carefully gone
through every gsrc change to fix up manual patches, there might still be
spots that I missed.
2023-03-14 22:57:31 -04:00
ManDude 1d0a5ade8d [jak2] minor decomp cleanup + add force actors and sprite pc hacks (#2291)
I didn't actually visually notice much of a difference with these hacks
unlike in Jak 1, but I also avoided checking the missions thoroughly
since the game crashes very often right now.
2023-02-28 00:35:57 +00:00
ManDude 4b8b2abbed port pckernel to Jak 2 (#2248)
Adds the `pckernel` system to Jak 2, allowing you to do the PC-specific
things that Jak 1 lets you do like change game resolution, etc.

In other to reduce the amount of code duplication for something that
we're gonna be changing a lot over time, I split it into a few more code
files. In this new system, `pckernel-h.gc`, `pckernel-common.gc`
(previously `pckernel.gc`) and `pc-debug-common.gc` are the files that
should be shared across all games (I hacked the Jak 2 project to pull
these files from the Jak 1 folder), while `pckernel-impl.gc`,
`pckernel.gc` and `pc-debug-methods.gc` are their respective
game-specific counterparts that should be loaded after. I'm not fully
happy with this, I think it's slightly messy, but it cleanly separates
code that should be game-specific and not accidentally copied around and
code that should be the same for all games anyway.
2023-02-25 10:19:32 -05:00
water111 0e43c96e52 [decomp] hud, hud-classes, add some new basic alignment options, fix type bug (#2084) 2023-01-02 10:05:22 -05:00
water111 308038a20f [decomp] collectables, fix float bug in a few files (#2082)
Fixes https://github.com/open-goal/jak-project/issues/1931
Also decompile collectables.gc
2023-01-01 18:05:31 -05:00
Tyler Wilding 5333aa3fb2 d/jak2: finish decompiling gungame files and tomb-scenes (#2076) 2023-01-01 16:22:44 -05:00
Tyler Wilding 6406ba05a6 d/jak2: finish atoll-scenes (#2069) 2022-12-30 18:23:45 -05:00
Tyler Wilding 1b2db09f51 d/jak2: pass through all simple / non-blocked *-part, *-ocean and *-scenes files (#2048)
A big one...

I figure even if we would like to change the way the particle/scene code
is output -- it'd be easier to find patterns with it all decompiled.

I've updated my script so it can easily be used to mass update these
files:
```bash
task update-gsrc-glob GLOB="**/*-part*.gc"
```
> for example will update gsrc files with `part` in their name -- if
they are in ref tests (so uncompleted ones aren't touched)

I found a few issues along the way that I'll have to make issues for
soon.
2022-12-22 13:57:57 -05:00
water111 f39b993f79 [decommp] generic-obs (#2013) 2022-11-12 17:56:07 -05:00
water111 3909a251cc [decomp] clean up some names/types (#2011)
cutting down on some of the most common `unknown` methods, before we add
too much gameplay code
2022-11-11 20:18:13 -05:00
Tyler Wilding 760e11a087 d/jak2: finish scene-actor, scene-looper, race-part, rigid-body-plat, debug-part, voicebox (#1987)
Co-authored-by: water <awaterford111445@gmail.com>
2022-10-29 16:42:57 -04:00
Tyler Wilding fd7d9c3df5 d/jak2: finish scene (#1971)
`scene-player-init` has some weird `rtype-of` usage (mostly in the
`pair` clause)
2022-10-15 17:43:02 -04:00
Tyler Wilding 2d1b5fa57c d/jak2: finish region as well as some typedef files - ctywide-obs-h | vehicle-h | rigid-body-h (#1935) 2022-10-08 11:45:41 -04:00
Hat Kid 24590ec670 decomp: water-h, pilot-h, gun-h and board-h types (#1801)
* decomp: `water-h`, `pilot-h`, `gun-h` and `board-h` types

* update ref test

* fix arg type

* address changes
2022-08-26 14:57:32 -04:00
water111 f7bd0752f8 [decomp] Decompile first batch of files in engine (#1787)
* wip

* getting stuff set up so we can actually run test cases

* better handle block entry stuff

* types2 working on gstring

* comments

* math ref working

* up to first stack stuff

* stack fixes

* bounding box

* math stuff is working

* float fixes

* temp debug for (method 9 profile-array)

* stupid stupid bug

* debugging

* everything is broken

* some amount of type stuff works

* bitfield

* texture bitfields not working

* temp

* types

* more stuff

* type check

* temp

* float related fixes for light and res problems

* revisit broken files, fix bugs

* more types

* vector debug

* bug fixes for decompiler crashes in harder functions

* update goal_src
2022-08-24 00:29:51 -04:00