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.
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
And everything else needed for them!
A couple functions are bad currently.
- fixes#1929 - untested on linux
- fixes#1924 - now you need to type `,` before a lambda you want to put
in a pair.
- fix debugger symbol table in jak 2
- made the decompiler output `(meters 2)` instead of `(meters 2.0)`
- fixed a bug with the bitfield enum special -1 case
- made bad game text decomp not exit the decompiler
- added `editable-player` and `script`
eg
```
(set! (-> obj sound-pre-open) (static-sound-spec "airlock-slider"))
```
it is the same as jak 1, but the `fo-curve` option is set to 1
sometimes.
Fixes a crash when there's a `(new 'static 'something :field <some
anonymous function with a particular set of errors in the decompler>)`.
The output will now be
```
(set! *duck-mods* (new 'static 'surface
:name 'duck
...
:mult-hook <lambda at L615>
:flags (surface-flag duck)
)
```
fixes https://github.com/open-goal/jak-project/issues/1882
* some jp support to fix some errors in the original game
* music fade toggle
* recognize `process-new` macros!!
* strip casts in this macro
* rename macro
* fix cast typecheck
* update source 1
* detect kernel stack case
* less boilerplate
* `manipy-spawn` special case
* pretty printer improvements
* revert dumb thing from earlier
* use shell detection on `send-event`
* fix some events
* remove unused argument
* detect `static-attack-info` and add `CondNoElse` to shell detect
* better `attack-info` detect
* support `process-spawn` in multi-lets
* detect `rand-float-gen` pt 1
* detect as return value
* detect in `countdown` and `dotimes`
* oops this wasnt working
* fancier `send-event`s
* clang
* update source!!
* fix tests
* fine jeez
* uh okay
* fix some accidental regressions
* fix more regressions
* regression fixes
* fix big bug...
* extra safety!
* 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
* 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
* begin generic merc
* more generic stuff
* generic dma generation not crashing, at least until high-speed-reject
* c
* unpacker for generic
* starting to work
* small fixes
* more fixes
* more progress
* cleanup
* fix tests
* no custom imgui assert on windows
* decomp: Add texture-upload to ref tests
* maybe 50% done?
* 5 functions to go!
* decomp: stuck in `navigate`
* work-around fp issue
* some cleanup and label casts
* working on supporting asm instructions -- this is currently WRONG
* support ASM operations
* fixes for asm op support
* decomp: finish the vast majority of `navigate`
* format
* update test though i think this suggests a regression!
* decomp: cleanup some more of navigate
* decomp: finish `rolling-lightning-mole`
* revert `r0` handling for `pcpyud` and `pextuw`
* update ref tests
* lint
* fix a failing test
* help
* navigate mostly works now, with some potential bugs
* remove my debugging logs
* update ref tests
* review feedback cleanup
* these are all likely fine
* can't get the crab to chase me anymore
* the crab is back
* fix a couple macros in ref tests
* `default-menu` cleanup
* add `find-instance-by-name` func
* improve debugger slightly hopefully
* fix IOP PLAY buffer overrun bug
* fix `default-menu` more
* automatically convert ints in static pairs to/from bintegers
* fix test
* clang
* fix a few more lambdas
* update refs
* add custom menu cuz cool
* oopsie! also make `default-level` and `halfpipe` go away
* add camera teleport menu
* update types in debug menu
* begin work
* work
* working objs
* exporting
* it works
* before some time of day fixes
* add time of day interp and also fix zbuffer
* some small blending fixes
* improve randomess
* clean up extraction and missing blend mode
* culling, time of day, more level fixes
* more cleanup
* cleanup memory usage
* windows fix
* add (most) PAL changes to `main`
* fix examplecam movement
* fix up camera code
* Use `score` system when decompiling structures
* typo
* restore asserts
* decomp: mostly finish `cam-master`
* decomp/scripts: lots of work in cam-states
* stash
* Merge remote-tracking branch 'water111/master' into decomp/camera-master
Updated submodule third-party/googletest
* decompiler: Add support for non power of 2 offsets for inline arr access
* decomp: mostly finish `cam-states` need to fix a macro issue
* blocked: `cam-master` decompiler crash when adding casts
* decomp: finish `cam-states-dbg`
* decomp: mostly finish `pov-camera` with the exception of joint-related code
* decomp: `cam-debug` finished decompiling, no way does this compile yet though
* decomp: considerable work done in `cam-layout`
* decomp: `cam-layout` almost done!
* decomp: `pov-camera` finished, TC tests will fail for now
* decomp: working on resolving issues
* decomp: cam-layout decompiling
* fixing more issues in cam-master...one event handler remains
* skip problematic function in `cam-master` for now
* gsrc: update res macros
* decomp: finish `cam-states`
* decomp: giving up on `cam-debug`
* tests: allow skipping state handlers in ref tests
* decomp: working through cam-layout bugs
* decomp: allow for shifting non-integers
* decomp: finalize `cam-layout` and `cam-master`
* decomp: finalize `cam-states`
* cleanup: bi-annual formatting of the casting files
* formatting
* address feedback - leave the float labels alone for now
* address feedback
* linting/formatting
* update gsrc and ref tests
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
* decomp `fisher`, `robotboss`, `light-eco`, `green-eco-lurker`, `sage-finalboss`, `robotboss-weapon`, `robotboss-misc`
* fixes
* add files
* add `:states` list to `deftype` and fix files
* test state forward decl's on a few more types
* also the refs
* add light-eco
* whatever
* time of day
* goal code seems to work
* stars at wrong spot
* stars and sun work
* debugging clouds
* fix texture correction
* sky works
* cleanup, add profiler
* clean up
* final clean up
* offline tests
* missing include
* wip, taking a break to work on asm stuff first
* the goal code for sparticle
* mips2c the first sparticle asm function
* temp
* particle processing no longer crashing
* temp
* working texture cache for vi1 and hud textures
* sprites
* cleanup 1
* temp
* temp
* add zstd library
* temp
* working
* tests
* include fix
* uncomment
* better decomp of sparticle stuff, part 1
* update references
* `flying-lurker`
* why'd this get left behind?
* also `ambient` and add a `banned_objects` config and fix offline tests
* clang
* fix `ambient-type-sound`
* cleanup `main`
* whitespace
* start `progress` decomp pt1
* fill in more stuff
* Update label_types.jsonc
* run cheats
* clang
* make most of `progress` decompile
* `progress` pt 2
* [decompiler] support dynamic format strings
* Make `progress-draw` decompile and almost all `progress`
* make clang shut up
* fix unhandled format string
* fix `progress-draw`
* Update DecompilerTypeSystem.cpp
* fix?
* fixes
* fix a few functions
* make `language-enum`
* warn on weird floats
* fix minor pad bug
* dump stuff in `progress`
* make `progress-screen` enum
* progress progress
* update refs and fix stupid bug
* trying to get it to work
* it works!?
* disable sound functions
* fixes
* final touches
* tests
* tests
* add process allocations
* use the right register for windows
* another try for windows, counting is hard
* one more try
* use process allocations
Co-authored-by: water <awaterford111445@gmail.com>
* stash
* decomp: finish what is currently possible in `time-of-day`
* need to know how sp-field-init-spec's functions are called
* solved some issues, but going to be blocked by the sparticle-group-item
* decompiler: Add support for `sparticle-launch-group` from static data
* decomp: finish `weather-part`
* add support for non virtual states
* typecheck go
* start on virtual states
* more support for virtual states
* offline passes
* fix tests
* use behavior shortcut instead of lambda
* final cleanup of virtual go
* unused var warnings and fix inconsistent enum decompile order on win vs linux
* fix thread safety bug with goal symbol table and vif1 interrupt handler
* fix type mistake
* decomp: Almost finish `shadow` blocked on static inline-array
* decomp: Add support for `sparticle-launcher` static data
* decomp: finalize `shadow`
* add definitions for sparticle related symbols
* actually fix the crash
* use `kmalloc-flags` for goal `kmalloc`
* cleanup some drawable stuff, add offline tests
* cleanup generic-h a bit
* make decompiler work on 16-bit static data
* cleanup ocean stuff
* fix `ocean-spheres`
* oops forgot this
* I forgot to actually make `ocean-tables`