<img width="1913" height="1073" alt="image"
src="https://github.com/user-attachments/assets/584ec767-d612-4634-a677-6853fad76924"
/>
- translates base game text in jak3 to polish
- minor fixes for jak2 polish translation
- fixes an error in game_text.gp where every line referenced jak2 folder
instead of jak3
- increases text heap size to 128KB so the game doesn't crash when
loading the translated file
For Act 2/3/Post-game, `set!`-ing the features ends up removing some
features given by task progression (e.g. `darkjak-smack`). Fix is to use
`logior!` instead so that we upsert the hero mode features and leave
task progression features alone.
while `gh release create` will create the tag for you, it only gets
created after the release is published. Which means the final step that
uploads the artifacts fails (it tries to checkout the tag, and it fails,
since it doesn't exist yet)
Last release was bad, went to delete it and remake it. Found out that
immutable releases also means an implicit tag protection that you cannot
disable. This is a good thing, unfortunate that I forgot about it before
deleting the tag.
Anyway...this will resolve it (allows me to push 0.3.8 and it'll still
generate the release notes with the last tag (0.3.6), atleast that's the
theory
fixes an issue from my previous pull request #4278.
this change restores the previous behavior prior and prevents the level
extraction process from creating too many threads, ultimately resulting
in the decompiler failing.
With help from @gratefulforest, I've implemented storing colours for
each time of day for meshes,
and updated the code to store 32 channel colours (8 times of day * 4
rgba channels).
https://github.com/user-attachments/assets/5d2fb82c-40b7-44ad-976f-acd5d4d57e1c
In addition, I've implemented a system @gratefulforest suggested which
makes adding different times of day
really easy for developers.
- If some times of day are missing, they use the closest time of day
that is defined, defaulting to the earlier of the two if there are two
equally closest defined times of day.
- If no times of day are defined, COLOR_0 is used, otherwise white is
used.
Log messages are concise and very informative:
```
[46:23:278] [info] Reading gltf mesh: /home/jakjm/git/jak-project/custom_assets/jak1/levels/test-zone/test-zone2.glb
[46:23:278] [warn] Plane missing some times of day, using sunrise:_EVENING, morning:_EVENING, noon:_TWILIGHT, afternoon:_TWILIGHT, sunset:_TWILIGHT, twilight:_TWILIGHT, evening:_EVENING, green sun:_EVENING
[46:23:278] [error] Cube.001 didn't have any colors, using white.
[46:23:278] [warn] Cube.002 had colors but no times of day, using COLOR_0.
[46:23:278] [warn] Cube.003 missing some times of day, using sunrise:_SUNRISE, morning:_SUNRISE, noon:_SUNRISE, afternoon:_SUNSET, sunset:_SUNSET, twilight:_SUNSET, evening:_SUNSET, green sun:_SUNRISE
[46:23:278] [warn] Cube.004 had colors but no times of day, using COLOR_0.
[46:23:278] [error] Cube.005 didn't have any colors, using white.
```
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
This PR adds the ability to extract sound effects to .wav files for each
of the four games, and music to .wav files for Jak1 and Jak2.
Basically what I have done is create a "fake player" which works the
same as the player from Player.cpp except we just take the raw audio
samples that would be sent to cubeb and then write them to wave files.
I shamelessly stole @Hat-Kid's code for flavas, for parsing the sound
effect names and for finding where the sound banks start for Jak 1 lol.
Fixes the following error when running the "Install Jak" option in VS:
```
CMake Error at third-party/draco/cmake_install.cmake:841 (file):
file INSTALL cannot find
"C:/Users/{WindowsUsername}/Documents/Coding/jak-project/out/build/Release/draco/draco_features.h":
No error.
Call Stack (most recent call first):
cmake_install.cmake:48 (include)
FAILED: [code=1] CMakeFiles/install.util
C:\WINDOWS\system32\cmd.exe /C "cd /D C:\Users\Jack\Documents\Coding\jak-project\out\build\Release && "C:\Program Files\Microsoft Visual Studio\18\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin\cmake.exe" -P cmake_install.cmake"
ninja: build stopped: subcommand failed.
Install succeeded.
```
The build was still useable but the error was bugging me.
Our version of `draco_features.h` is stored in
`third-party/draco/src/draco/draco_features.h` but `draco_install.cmake`
was not updated to reflect this change. Use the already defined
`${draco_features_file_name}` from `draco_options.cmake` to point to the
right place.
Disclosure: I didn't want to spend too much time dealing with cmake so I
pointed Qwen at the problem and it found a very simple solution. Using
`${draco_features_file_name}` to avoid hardcoding is neat. I fully
understand the fix, have tested it and all the descriptions were written
by me.
(AI Assisted)
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
Was trying to go through the README and the documentation on the project
to eventually start contributing and I noticed that this picture wasn't
rendering due to a faulty path in the markdown file.
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.
Breaks the 300 file milestone, also includes the majority of mips2c
functions carried forward. Some functions need some fixes in the c++
code to mips2c properly, and a small handful of the mips2c functions
require manual patching -- all spots were marked with `TODO - fix` that
had to be commented out to get things compiling.
Not required anymore.
Eventually this test should be ran on the ARM version of the compiler in
addition to the x86 one, but im not in a rush, especially since it's
likely that the ARM backend will be less stable as it's literally brand
new.
Got OpenGOAL building and running natively on Apple Silicon.
This is the rest of the port after the smaller arm64 emitter PRs. I was
told pushing one big PR was okay. This covers goalc, the runtime,
linker, kernel and the GOAL asm.
The new paths have native tests. I also found four more emitter bugs
while running it. They're in scalar sqrt, 128-bit stores, scalar max and
indexed stores above 4 GB.
Spent a while cleaning it up so it's easier to read. 4am gotta sleep lol
Closes#3841
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
These dependencies only crop up under the static build i suppose, brotli
was fixed, but now http/2 support is the new failure. Will actually
verify they will work here before merging this time.
Some neon tests, plus the fix they needed to run at all.
`ldr q` and `str q` with a register offset had a bad option field so
they don't
decode. The s8 load was ignoring addr2 and reading from the base on its
own. A
few used post indexed forms, which move the address register.
Rest of the avx list to come.
Alters the opcode constants and the lane index maths, so the pext,
vector shift, shuffle, blend and splat helpers now emit the correct
ZIP1/ZIP2, SHL/SSHR/USHR, INS and DUP machine encodings for 128-bit
vector operations.
Adds an Imm5 field helper, which the lane-insert and duplicate encodings
need.
Follows #4384, from the same Apple Silicon work.
Alters the opcode constants in Base, so these helpers now emit the
correct FADD/FMAX/FMIN machine encodings for 4×f32 vector operations.
Found these while getting OpenGOAL running natively on Apple Silicon.
- Adds `capstone` as a disassembling library that could eventually
replace Zydis (for now left that alone)
- Replicates all of the existing x86 tests to ARM64, fixed a bunch of
underlying issues along the way
- There are a very small handful of tests remaining that need to be
enabled / fixed
This PR adds various fixes to the GLTF exporter:
- Merc and TIE envmaps now properly extract
- Changed joint offset in `convert_per_vertex_data` since we now export
the `align` bone
- The bone accessor for merc models now uses
`TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE`, fixing a decompiler crash when
attempting to reimport an extracted model into the game without first
importing it into Blender and re-exporting
- All model buffers now get merged into one large buffer before export,
saving some space and increasing parsing speed of GLB files
- Tfrags, TIEs and shrubs are now no longer stored in one giant mesh per
tree and get grouped into categories:
- Tfrags will be grouped by the tfrag tree name they come from (normal,
trans, dirt, ice, etc.) and get separated by the texture their material
uses (tfrags are not instanced, so this is the next best solution)
- TIEs and shrubs get grouped by tree index and separated by their proto
name (TIE wind will also be grouped separately)
<img width="1630" height="1716" alt="image"
src="https://github.com/user-attachments/assets/2ce31795-a445-4a0d-982d-413fd51833b2"
/>
<img width="497" height="291" alt="image"
src="https://github.com/user-attachments/assets/a8b44073-a33e-4c40-a5d7-2c7a328a86b4"
/>
<img width="484" height="750" alt="image"
src="https://github.com/user-attachments/assets/15392b94-60f3-4fee-97c5-cc6a50d298d5"
/>
<img width="525" height="684" alt="image"
src="https://github.com/user-attachments/assets/e3814105-7538-4028-9129-63b21d432528"
/>
<img width="1221" height="1298" alt="image"
src="https://github.com/user-attachments/assets/7aefa662-890a-4be8-9540-3e63fff52f28"
/>
On Windows, the pairs produced by custom regions all become bogus,
probably due to some compiler differences.
Changing the pairs that get stored in the regions to not be pointers
should hopefully resolve this.
To be extra sure, I also pulled some `add_word(0)`s out into locals to
avoid any argument evaluation order shenanigans.
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
## Problem
Windows builds break with a current local toolchain (Scoop LLVM 22.1.8,
CMake 4.4.0, VS 2026), in two independent ways:
1. The build stops at curl's deliberate guard: `#error "no non-blocking
method was found/used/set"` in `third-party/curl/lib/nonblock.c`.
2. From the second configure onward, `cmake --build` re-runs CMake in an
endless loop (observed 42 consecutive reconfigure cycles in a single
build). Likely the same mechanism behind the "endlessly building" VS
2026 note in `docs/setup/dev/vs.md`.
## Root cause
1. `third-party/curl/CMake/CurlTests.c` passes `int *` to
`ioctlsocket()`, whose third parameter is `u_long *`. Clang 22 promotes
`-Wincompatible-pointer-types` to a hard error in C, so the
`HAVE_IOCTLSOCKET_FIONBIO` try_compile silently fails and
`curl_config.h` never defines it. Upstream CI does not see this because
the windows-2022 runner image ships an older LLVM. GCC 14 promotes the
same warning to a hard error, which is very likely the `CurlTests.c.obj`
failure reported from MSYS2 in open-goal/jak-project#3551. Upstream curl
hit the identical problem with GCC 14 and fixed the probe in curl 8.8.0
(curl/curl#13578).
2. The root CMakeLists copies the build tree's `compile_commands.json`
into `<src>/build/` for clangd using `configure_file()`, which registers
its input as a configure dependency. CMake rewrites
`compile_commands.json` late in every generation, after
`CTestTestfile.cmake` and `cmake_install.cmake` (outputs of the same
Ninja regen rule), so once the dependency is registered the rule is
deterministically dirty and every `ninja` invocation re-runs CMake. A
pristine first configure is safe (the file does not exist yet, so the
`if(EXISTS ...)` guard skips the copy), which is why the loop looks
machine- or IDE-specific.
## Fix
1. Per review, re-vendor `third-party/curl` at the `curl-8_21_0` tag
(previously `curl-8_3_0`), which carries the upstream probe fix plus two
years of upstream development; `vendor.yaml` updated to match.
Adjustments the version jump forced:
- curl 8.15 removed the native macOS Secure Transport backend
(`CURL_USE_SECTRANSP`), so macOS now builds curl against OpenSSL like
Linux. The two macOS workflows install Homebrew `openssl@3` and export
`OPENSSL_ROOT_DIR` (keg-only), and the macOS setup docs gained the same
two lines.
- `CURL_BROTLI` / `CURL_ZSTD` switched to AUTO-detection in curl 8.10;
pinned OFF to keep the previous no-compression behavior and avoid
silently linking whatever the CI images happen to have.
- curl's new top-level `BUILD_EXAMPLES` cache option (default ON) leaked
into discord-rpc's identically named option and broke configure at a
nonexistent `examples/send-presence` directory; pinned OFF ahead of the
third-party subdirectories.
The diff is dominated by the mechanical tag-tree swap under
`third-party/curl` (linguist-vendored, collapsed in review). The
hand-written changes are `CMakeLists.txt`, the two macOS workflows,
`docs/setup/system/macos.md`, and `vendor.yaml`.
2. Swap `configure_file()` for `file(COPY ...)`: the same clangd copy
with no configure dependency registered. (`file(COPY_FILE ...
ONLY_IF_DIFFERENT)` would be cleaner still but requires CMake 3.21,
above the declared `cmake_minimum_required(VERSION 3.10)`.)
## Test plan
- [x] Fresh `cmake --preset Release-windows-clang` (LLVM 22, no cache
seeding) completes and logs `Enabled SSL backends: Schannel`; the
FIONBIO probe passes without the previous `#error`
- [x] Full Windows Release build from scratch in the branch worktree
(all 1422 targets)
- [x] goalc-test suite: 1509 passed, 0 failed
- [x] Second consecutive configure with `compile_commands.json` present:
the regen rule in `build.ninja` has no `compile_commands.json` input;
`<src>/build/compile_commands.json` is still refreshed for clangd
- [x] Repeated `ninja` invocations after a full build no longer re-run
CMake
- [x] macOS Intel and ARM CI green (first exercise of the OpenSSL
backend switch)
---
I work off a self-hosted forge, so this GitHub account is quiet; the
configure logs and ninja dirty-node traces from the investigation are
available if anyone wants the raw data.
(AI-assisted)
This adds a debug server to `goalc` that sends JSON over the socket to
communicate with an external debugger using the Debug Adapter Protocol.
This lets us debug GOAL code in a proper debugger with breakpoints, step
over, step in and step out per line, stack frames and supports watches
for global symbols, registers and local variables (local variables only
work within the most recent stack frame). Special registers (`r13`,
`r14`, `r15`, argument registers, etc.) are tracked separately and the
current process register even displays the type of the current `pp` if
possible.
Watches that track addresses holding a reference type generate a list of
field names according to the object's type. All fields will show their
name, type and value and, depending on the type, will try to infer extra
info like symbol names/values, function names for `function` fields,
enum values and more. This also works nested, so any field that is also
a reference type can also be accessed and display its fields, etc.
Dynamic arrays are also supported where possible, e.g. in
`inline-array-class` children and boxed arrays, it will figure out the
value of the `length` field and access the memory up to that point so
all the elements can be accessed and viewed from the `data` field.
Our VS Code extension implements the DAP in
open-goal/opengoal-vscode#375.
Using it is as simple as connecting a REPL to a running game instance
with `(lt)`, compiling with `(mi)` and, with the extension installed,
pressing F5 in VS Code to start the debugger. By default, it will try to
connect to the game that the active `.gc` file is from, the socket port
is different per game (8128 for Jak 1, 8129 for Jak 2, 8130 for Jak 3).
The `launch.json` was updated with two entries for this, the second
entry lets you pick the game/port manually if desired.
~~Not tested on Windows.~~ Only supports x86 for now.
Added the file to have the menus of Jak 1 translated into Galician (main
menu, options, task/missions and their states, as well as some
minigames).
Already tested, at least on Windows 10, 4x3 aspect ratio and 1920x1080p
monitor.
--------
Translated and revised by: SilversHotsuin and Aziamuth
Inadvertently removed as part of improved decompiler stack variable
support #4222
We suspect this is the reason some nav-enemies have been randomly
disappearing in recent mods/versions
Thanks Evelyn for catching the regression