85 Commits

Author SHA1 Message Date
Hat Kid 1dff571820 game: support splash screens (#4236)
Closes #1496 

This brings back the SCE splash screens. Also adds a runtime flag
`-nosplash` to skip it. Right now, it's on by default, but open to
changes on that (maybe always disable in debug to speed up start times,
etc.).
2026-04-20 03:19:08 +02:00
Tyler Wilding 006d24b29a game: Support korean in Jak 2 and Jak 3 (#3988)
Resolves #3075 

TODO before merge:
- [x] Properly draw non-korean strings while in korean mode (language
selection)
- [x] Check jak 3
- [x] Translation scaffolding (allow korean characters, add to Crowdin,
fix japanese locale, etc)
- [x] Check translation of text lines
- [x] Check translation of subtitle lines
- [x] Cleanup PR / some performance optimization (it's take a bit too
long to build the text and it shouldn't since the information is in a
giant lookup table)
- [x] Wait until release is cut

I confirmed the font textures are identical between Jak 2 and Jak 3, so
thank god for that.

Some examples of converting the korean encoding to utf-8. These show off
all scenarios, pure korean / korean with ascii and japanese / korean
with replacements (flags):
<img width="316" height="611" alt="Screenshot 2025-07-26 191511"
src="https://github.com/user-attachments/assets/614383ba-8049-4bf4-937e-24ad3e605d41"
/>
<img width="254" height="220" alt="Screenshot 2025-07-26 191529"
src="https://github.com/user-attachments/assets/1f6e5a6c-8527-4f98-a988-925ec66e437d"
/>

And it working in game. `Input Options` is a custom not-yet-translated
string. It now shows up properly instead of a disgusting block of
glyphs, and all the original strings are hopefully the same
semantically!:
<img width="550" height="493" alt="Screenshot 2025-07-26 202838"
src="https://github.com/user-attachments/assets/9ebdf6c0-f5a3-4a30-84a1-e5840809a1a2"
/>

Quite the challenge. The crux of the problem is -- Naughty Dog came up
with their own encoding for representing korean syllable blocks, and
that source information is lost so it has to be reverse engineered.
Instead of trying to figure out their encoding from the text -- I went
at it from the angle of just "how do i draw every single korean
character using their glyph set".

One might think this is way too time consuming but it's important to
remember:
- Korean letters are designed to be composable from a relatively small
number of glyphs (more on this later)
- Someone at naughty dog did basically this exact process
- There is no other way! While there are loose patterns, there isn't an
overarching rhyme or reason, they just picked the right glyph for the
writing context (more on this later). And there are even situations
where there IS NO good looking glyph, or the one ND chose looks awful
and unreadable (we could technically fix this by adjusting the
positioning of the glyphs but....no more)!

Information on their encoding that gets passed to `convert-korean-text`:
- It's a raw stream of bytes
- It can contain normal font letters
- Every syllable block begins with: `0x04 <num_glyphs> <...the glyph
bytes...>`
- DO NOT confuse `num_glyphs` with num jamo, because some glyphs can
have multiple jamo!
- Every section of normal text starts with `0x03`. For example a space
would be `0x03 0x20`
- There are a very select few number of jamo glyphs on a secondary
texture page, these glyph bytes are preceeded with a `0x05`. These jamo
are a variant of some of the final vowels, moving them as low down as
possible.

Crash course on korean writing:
- Nice resource as this is basically what we are doing -
https://glyphsapp.com/learn/creating-a-hangeul-font
- Korean syllable blocks have either 2 or 3 jamo. Jamo are basically
letters and are the individual pieces that make up the syllable blocks.
- The jamo are split up into "initial", "medial" and "final" categories.
Within the "medial" category there are obvious visual variants:
  - Horizontal
  - Vertical
  - Combination (horizontal + a vertical)
- These jamo are laid out in 6 main pre-defined "orientations":
  - initial + vertical medial
  - initial + horizontal medial
  - initial + combination
  - initial + vertical medial + final
  - initial + horizontal medial + final
  - initial + combination + final
- Sometimes, for stylistic reasons, jamo will be written in different
ways (ie. if there is nothing below a vertical vowel will be extended).
  - Annoying, and ND's glyph set supports this stylistic choice!
- There are some combination of jamo that are never used, and some that
are only used for a single word in the entire language!

With all that in mind, my basic process was:
- Scan the game's entire corpus of korean text, that includes subtitles.
It's very easy to look at the font texture's glyphs and assign them to
their respective jamo
- This let me construct a mapping and see which glyphs were used under
which context
- I then shoved this information into a 2-D matrix in excel, and created
an in-game tool to check every single jamo permutation to fill in the
gaps / change them if naughty dogs was bad. Most of the time, ND's
encoding was fine.
-
https://docs.google.com/spreadsheets/d/e/2PACX-1vTtyMeb5-mL5rXseS9YllVj32BGCISOGZFic6nkRV5Er5aLZ9CLq1Hj_rTY7pRCn-wrQDH1rvTqUHwB/pubhtml?gid=886895534&single=true
anything in red is an addition / modification on my part.
- This was the most lengthy part but not as long as you may think, you
can do a lot of pruning. For example if you are checking a 3-jamo
variant (the ones with the most permutations) and you've verified that
the medial jamo is as far up vertically as it can be, and you are using
the lowest final jamo that are available -- there is nothing to check or
improve -- for better or worse! So those end up being the permutations
between the initial and medial instead of a three-way permutation
nightmare.
- Also, while it is a 2d matrix, there's a lot of pruning even within
that. For example, for the first 3 orientations, you dont have to care
about final vowels at all.
- At the end, I'm left with a lookup table that I can use the encode the
best looking korean syllable blocks possible given the context of the
jamo combination.
2025-08-16 19:35:47 -04:00
Tyler Wilding 647282d896 deps: update fmt to 11.1.4 (#3880)
Fixes #3886
2025-04-12 15:59:13 -04:00
water111 79e4e36878 [gk] Increase print buffer, add size check (#3826)
This should fix the crash when entering the freedom HQ elevator. It was
caused by a large number of prints, one for each process in the city
being killed by `check-for-rougue-process`, which would overflow the
print buffer. So I increased the print buffer.

Detecting buffer overflow here is hard because lots of things are
allowed to write to it, including the user's GOAL print methods. I added
a basic check that will assert when there's 1k or less space in the
buffer. It won't catch every overflow, but it would have caught this
one.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-05 11:05:09 -05:00
massimilianodelliubaldini 4c2e1a8a90 Remove 128 character buffer causing long filenames to crash gk (#3771)
Several users have reported that ArchipelaGOAL is not launching
properly, even when using the OpenGOAL Launcher. The window pops up with
a black screen, and then quits. The only way they can run it is if they
double click gk.exe.

This comes down to the Launcher providing gk.exe with the `config_path`
parameter, which leads the program to find `archipelagoal-settings.gc`.
Here is an example from me:

```
D:\Applications\Games\OpenGOAL\features\jak1\mods\JakMods\_settings\archipelagoal\OpenGOAL\jak1\settings/Mods/archipelagoal-settings.gc
```

If a user's base OpenGOAL install directory is long enough, this path
becomes longer than 128 characters. This overflows the character buffer
in `kopen` which is used to open file streams. If you're only slightly
over the limit like myself, at 135 characters, you may not have noticed
a problem. But some users have paths a little longer, like 168
characters, and they report the issue is consistent.

Water111 suggested we remove the 128 character buffer and use the
filename data directly. This fix requires no changes to the Launcher,
just to the kernel, and every mod could stand to benefit from this fix.
2024-11-28 17:14:09 -05:00
Hat Kid 7543acfb8a jak3: speedrunner mode (#3761)
Base implementation of the popup menu and speedrunner mode in Jak 3.
Autosplitter is untested because I'm on Linux.

Also a couple of other misc changes:

- Model replacements can now have custom bone weights. Needs the "Use
Custom Bone Weights" property (provided by the OpenGOAL Blender plugin)
enabled in Blender.
- Better error message for lump syntax errors in custom level JSON
files.
2024-11-17 06:45:34 +01:00
water111 321a113dd7 [jak3] Fix overlord soundbank unload, fix warnings (#3762)
Fix compiler warnings, and a bug where the `snd_handle` of
`SoundBankInfo` was never set, leading to sound banks never unloading.

The game relies on unloading soundbanks to make sure certain sounds
don't play, like the blue gun 1 fire noise when using blue gun 2.

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-11-16 15:04:56 -05:00
Hat Kid 10d7dabfd7 game: move pc-encode-utf8-string to common kmachine code (#3742)
Also adds formatter rules for a couple of macros.
2024-11-03 01:28:48 +01:00
water111 e81431bd21 [wip] Jak 3 Overlord (#3567) 2024-07-26 09:42:28 -04:00
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
water111 807ca7465f fix c++ compiler warnings, extract_merc assert (#3488)
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2024-05-03 17:29:18 +01:00
Tyler Wilding a021c392ec game: allow overriding the config directory location (#3477)
This is primarily driven for proper mod-support. Mods would like to
isolate their settings and saves (potentially) and that is currently
done by find-and-replacing code before building. Bad!

Additionally, this has the side-effect of allowing for portable
installations of the game so, win-win.

Testing in progress, i'll merge once it is ready.
2024-04-28 15:29:20 -04:00
Matt Dallmeyer 86d770aeeb Fix "logical not is only applied to the left hand side of comparison" warnings (#3484) 2024-04-26 16:27:11 +01:00
Tyler Wilding 60db0e5ef9 deps: update fmt to latest version (#3403)
This updates `fmt` to the latest version and moves to just being a copy
of their repo to make updating easier (no editing their cmake / figuring
out which files to minimally include).

The motivation for this is now that we switched to C++ 20, there were a
ton of deprecated function usages that is going away in future compiler
versions. This gets rid of all those warnings.
2024-03-05 22:11:52 -05:00
Tyler Wilding db66ae4627 g/j2: Dynamic speedrun mode categories and implement a significant amount of a practice mode (#3378)
For example, `AppData/OpenGOAL/jak2/features/speedrun-categories.json`
is defined as such:
```json
[
  {
    "cheats": 0,
    "completed_task": 0,
    "continue_point_name": "",
    "features": 0,
    "forbidden_features": 992,
    "name": "Gunless",
    "secrets": 0
  },
  {
    "cheats": 1,
    "completed_task": 29,
    "continue_point_name": "ctypal-shaft",
    "features": 1024,
    "forbidden_features": 0,
    "name": "Turbo Jetboard - After Praxis 1",
    "secrets": 0
  }
]
```
> These entries can be created using the in-game menu as well.


https://github.com/open-goal/jak-project/assets/13153231/9b17a116-4aa9-40ad-b9f5-02b04e0ad4f3

---------

Co-authored-by: dallmeyer <2515356+dallmeyer@users.noreply.github.com>
2024-02-23 19:04:44 -05:00
ManDude d67b441dac Change important printfs to lg::print (#3355)
This allows them to be logged into a file, useful for debugging.

With this, GOAL `format` and C-kernel `Msg` (and its variants) will be
logged.
2024-02-01 18:01:41 +00:00
water111 4f537d4a71 [jak3] Set up ckernel (#3308)
This sets up the C Kernel for Jak 3, and makes it possible to build and
load code built with `goalc --jak3`.

There's not too much interesting here, other than they switched to a
system where symbol IDs (unique numbers less than 2^14) are generated at
compile time, and those get included in the object file itself.

This is kind of annoying, since it means all tools that produce a GOAL
object file need to work together to assign unique symbol IDs. And since
the symbol IDs can't conflict, and are only a number between 0 and 2^14,
you can't just hash and hope for no collisions.

We work around this by ignoring the IDs and re-assigning our own. I
think this is very similar to what the C Kernel did on early builds of
Jak 3 which supported loading old format level files, which didn't have
the IDs included.

As far as I can tell, this shouldn't cause any problems. It defeats all
of their fancy tricks to save memory by not storing the symbol string,
but we don't care.
2024-01-16 19:24:02 -05:00
Tyler Wilding 708c15788b g/j2: switch to OpenGOAL speedrun.com leaderboards (#3265)
Boards that have no runs yet look kinda awkward but i'd rather just wait
until those fill out (won't take long) rather than add another string to
be translated.
2023-12-19 19:06:55 -05:00
water111 f17427bc26 [jak2] Fix unicode issue with GAME.CGO load (#3254)
Fix for https://github.com/open-goal/jak-project/issues/3244
2023-12-09 18:11:24 -05:00
ManDude 299a25b997 [jak2] better handling of invalid formats (#3171)
see #3143
2023-11-06 22:05:51 +00:00
water111 6067c25f67 [jak2] Pass 0x01 through format (#3143) 2023-11-04 20:02:28 -04:00
water111 85725401d2 [jak2] Hopefully improve sky performance (#3130)
Switches the slime look up table to be a texture, since I guess intel
drivers are terrible and putting the array in the shader makes it
extremely slow.

Also, a few minor changes:
- removed art-groups from the test-zone levels since this causes the
compiler to re-decompile the game, and makes the launcher slower. (left
it in commented out)
- Switched `decompile_code` to false by default in jak 2, in case people
run the decompiler and don't want to wait forever
- Fixed build warnings
2023-11-04 09:33:16 -04:00
Tyler Wilding 8b3b96761d g/j2: Integrate highscores with Speedrun.com/JakSpeedruns.com when speedrunner mode is enabled (#3037) 2023-10-11 20:43:55 -04:00
ManDude dfeb88b35d [jak2] fully implement *user* (#3046)
Fixes #1918
2023-10-01 04:28:30 +01:00
water111 0e31a9c407 [decompiler] Handle find-parent-method (#3018)
This change adds a few new features:
- Decompiler automatically knows the type of `find-parent-method` use in
jak 1 and jak2 when used in a method or virtual state handler.
- Decompiler inserts a call to `call-parent-method` or
`find-parent-state`
- Removed most casts related to these functions

There are still a few minor issues around this:
- There are still some casts needed when using `post` methods, as `post`
is just a `function`, and needs a cast to `(function none)` or similar.
It didn't seem easy to change the type of `post`, so I'm not going to
worry about it for this PR. It only shows up in like 3 places in jak 2.
(and 0 in jak 1)
- If "call the handler if it's not #f" logic should probably be another
macro.

Fixes #805
2023-09-30 11:06:09 -04:00
ManDude 61c4fc4b91 [jak2] fully implement collide mesh renderer (#3010)
Fixes #2983
2023-09-22 15:50:16 +01:00
Hat Kid cbbbd661d9 [jak2] ckernel: implement loado and load_and_link (#3005) 2023-09-18 12:21:18 +02:00
Tyler Wilding d701a54c43 g/j2: Implement speedrunner mode in jak 2 (#2976) 2023-09-16 23:23:29 -04:00
Tyler Wilding d048f420a0 g/j2: Some more work on the SQL editor - dump and seed light data (#2954) 2023-09-08 21:21:02 -04:00
Hat Kid 74b9ad5a05 ckernel: fix file paths for art groups and tpages (#2932) 2023-08-25 18:33:26 +02:00
ManDude f5b771174e [jak2] small minor fixes (#2909)
- fix deci2 hang when closing the game in retail mode.
- change bigmap to always filter because the pixels look really ugly.
- don't start the game in fullscreen by default if we're debugging.
2023-08-16 18:31:27 -04:00
Tyler Wilding e0bc7ce732 Get the project compiling on Apple Silicon macOS natively (arm64) (#2827)
I havn't tested it yet, but I can almost guarantee that atleast `goalc`
will not work in the slightest!

But the project is atleast fully compiling. My hope is to start
translating some AVX to NEON next / get `goalc` working...eventually.
2023-07-16 11:13:48 -04:00
water111 6f244b11ef [jak2] Work-in-progress texture animations (#2819) 2023-07-14 18:17:54 -04:00
ManDude 4185123bd8 fix mouse mispositioning when letterboxed (#2818)
Not sure if this is the best way to go about it.

Fixes #2259
2023-07-08 23:05:03 +01:00
Fabian Bergström cf295952b6 Make all project targets compile on Intel MacOS (#2780) 2023-07-01 13:30:11 -04:00
Himham e3fb7c9467 Typo fix LTT_MSG_INSEPCT (#2778)
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-06-29 16:45:53 -04:00
Tyler Wilding 10934f6746 d/j2: Some work on the SQL editors (#2771) 2023-06-25 16:51:46 -04:00
water111 2fc943977f [jak2] GOAL side texture animation stuff (#2766)
It turns out we didn't decompile any of this stuff yet.
2023-06-24 10:11:47 -04:00
water111 6e779d1f1c [jak2] faster startup (#2738)
Trying to make up for some of the startup speed lost in the SDL
transition. This saves about 1s from start (from ~3s), and about 500 MB
of RAM.

- Faster TIE unpack by merging matrix groups, more efficient vertex
transforms, and skipping normal transforms on groups with no normals.
- Refactor generic merc and merc to use a single renderer with multiple
interfaces, rather than many renderers. Removed "LightningRenderer" as a
special thing, but Warp is still special
- Add more profiling stuff to startup and the loader.
- Remove `SDL_INIT_HAPTIC` - this turned out to be needed for
force-feedback steering wheels, and not needed for controller vibration
- Switched `vag-player` to use quicksort instead of the default GOAL
sort (very slow)
2023-06-17 17:23:25 -04:00
Hat Kid d8cca2bf83 game: refactor discord code and improve jak 2 support (#2714)
The Discord RPC code has been cleaned up and split up between game
versions.

For Jak 2, the Discord integration now shows large images for all levels
(with corresponding day and nighttime variants if required) and small
images for time of day and various states like being on the jetboard,
driving a zoomer, playing as Daxter, etc.

TODO:
- [x] mission specific images and detection
- [x] detect side missions properly
- [x] `onin-game` detection


![image](https://github.com/open-goal/jak-project/assets/6624576/35ec273f-404c-4475-a7c7-06121a17b1a5)

![image](https://github.com/open-goal/jak-project/assets/6624576/8456f5e2-4f96-4c72-ae9e-d930d76c93af)

![image](https://github.com/open-goal/jak-project/assets/6624576/9a17a0ec-c9bd-40fa-8556-f139712d8f07)

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-06-17 05:16:40 +01:00
ManDude e2c84d7635 revamp controller LED in jak 1 + reorganize some pc-settings things + fix some jak 2 decomp (#2719) 2023-06-13 19:26:44 +01:00
water111 3bb6bd0e3a [jak2] fix missing drill crane center part (#2692)
We were forcing the drill crane to draw at lod 0, but we should have
listened to the game and drawn it at lod 1.
2023-06-05 18:56:26 -04:00
Tyler Wilding bdaf088d4b game: Migrate from GLFW to SDL2 & attempt to rewrite / simplify display and input code (#2397)
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-04 15:34:37 -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
water111 b79f28fe07 [jak2] combined shadow work PR (#2632)
This PR is a combination of
https://github.com/open-goal/jak-project/pull/2507 and some additional
changes to port Shadow VU1 to OpenGL. As far as I can tell, it's
working.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-05-07 12:12:21 -04:00
ZedB0T 9bed693533 Initial Jak 2 Autosplit Support (#2239)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
2023-04-30 17:38:05 -04:00
ManDude 0ce5835818 Create a new format for particle definitions (defpart) (#2572)
Updates the decompiler for the new format and there's new macros. This
new format should be easier to read/parse.

Also rewrote `sp-init-fields!` (both jak 1 and 2) from assembly to GOAL.

Hopefully I did not miss any regressions in Jak 1/2 while updating the
files, it's a lot.
2023-04-29 11:01:47 -04:00
Tyler Wilding a264b6539b game: Remove temporary CLI arg shim in gk (#2532) 2023-04-22 14:13:57 -04:00
ManDude 2e34514ee5 [jak2] increase size of DMA buffers + potentially fix print buffer bug (#2398)
The actor heap size was increased but not the DMA buffer because I
forgot.
2023-03-23 01:15:07 +00:00
water111 df646282ab [jak 2] fix texture lookup problem (#2373)
This should fix a bunch of texture-related issues by generating a table
of overlapping textures and just... adjusting them slightly so they
don't overlap. It's not the most elegant solution in the world, but I
think it's no worse than the existing hard-coded tpage dir stuff.
2023-03-21 19:41:14 -04:00