The current autosplit options for side missions that track
bronze/gold/silver don't actually work (other than the explicit gold
options I added in #4398). This reworks these to track the player's best
rank in these missions (0=unranked, 1=bronze, 2=silver, 3=gold), and I
have the [corresponding autosplitter script
changes](https://github.com/open-goal/speedrunning/pull/35) to split
when reaching gold (rank 3). Should be okay to repurpose some of these
autosplitter fields since we haven't cut a release using them yet.
Along the way I filled out the `game-score` enum, made use of this enum
in place of uints throughout the code, and renamed things for a few
related `game-info` methods.
All stereo VAG commands would write to an out-of-bounds array element
and corrupt the whole VAG queue list.
Fixes random sound-related crashes including a consistent Light Jak
Freeze crash.
`bigmap` and `blit-displays` mostly work. `blit-displays` is still
missing all of the special effects that were added in Jak 3 (brightness
and contrast settings, screen blur effect, etc.).
`bigmap` is missing the player marker texture (`hud-target-marker`) for
some reason, it's part of `tpage-17` which is coming from
`progress-minimap` and should already be included. The icons also
currently stretch when using aspect ratios other than 4:3.
The progress menu now also works for the most part. The draw order is a
bit messed up because some code was initially drawing things with the
ocean bucket, which was changed to use `hud-draw-hud-alpha` instead for
now. The texture for the volume and brightness/contrast sliders still
looks wrong.
Fixes#3653Fixes#3656
This includes all the collision stuff needed to spawn `target`,
decompiles the sparticle code and adds some of the PC hacks needed for
merc to run (it doesn't work quite right and looks bad, likely due to a
combination of code copied from Jak 2 and the time of day hacks).
There are a bunch of temporary hacks (see commits) in place to prevent
the game from crashing quite as much, but it is still extremely prone to
doing so due to lots of missing functions/potentially bad decomp.
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Co-authored-by: water <awaterford111445@gmail.com>
I finally read through all the joint code and wrote up some
documentation. I think this will be really helpful when we try to
understand all the functions in `process-drawable`, or if somebody ever
wants to import/export animations.
This switches all three games to using a new faster GOAL joint
decompressor. It is on by default, but you can go back to the old
version by setting `*use-new-decompressor*` to false.
Also fix the log-related crash, fix the clock speed used in timer math.
- `transformq`
- `wind-work`
- `progress-static`
- `merc-vu1`
- `emerc-vu1`
- `merc`
- `emerc`
- `cloth-h`
- Most of `cloth`, not added to gsrc yet
Art group dumps were incorrect for Jak 3 because the master art group
fields were at different offsets.