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.).
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.
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.
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>
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>
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.
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.
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
- 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.
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)
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.
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.
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.
My mistake -- testing focused too much on preserving the existing
behaviour I clearly forgot to make sure the new stuff worked properly.
Just had to early out and not modify the args if they were in the new
format.
An attempt to cleanup the last CLI interface we have left to cleanup.
- `gk` args now follow the typical convention ie. `--proj-path` instead
of `-proj-path`.
- args that are passed through to the rest of the application / the
game's runtime use the typical convention of following a `--`
- I'm thinking some args shouldn't be handled at this level ie
(`-nodisplay`, `-vm`, `-novm` or `-jak2`) These could be better
documented as legitimate flags and passed in via a nice struct. They
don't seem to be used in `InitParams` but I'll triple check.
There's a temporary shim here so there is no coupled release with the
launcher (right now it executes `gk` with a few args). So I just change
the old args into the new format. After one release cycle, I can change
it in the launcher and delete it here.
I am unsure if this will break the bash shellscript usages -- not sure
which args were usually passed into `$@`

Increase level heaps and borrow heaps. The level heap increase was
likely not needed, but better safe than sorry. We allocate the 128 MB
main heap anyway so there's no harm.
Also fix the crash when using `-boot`. As I thought it was just a
one-line typo in the kernel.
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.
Notable things:
- This assert is hit when trying to save the pc-settings file, NYI
https://github.com/open-goal/jak-project/blob/e630b506903d7f7028dff89702be7f586c2120e7/game/kernel/common/Symbol4.h#L14
so right now settings aren't persisted. But RPC defaults to on
- The existing functions can probably be made generic based off the game
version, but I didn't spend time refactoring them yet as they aren't
really ready to be used in jak 2 yet (we have no screenshots for the
levels for example)
This adds a new ImGUI menu to help filter out the clutter on screen.
https://user-images.githubusercontent.com/13153231/210192912-b1c28319-bacb-449c-ad7f-e7308fb75f50.mp4
This also:
- moves the imgui display bool into a game specific config file (you can
hide it in jak1, and not in jak2)
- the config file also persists the settings from this menu (except the
filters for now, future TODO)
- there is a new `ignore_imgui_hide_keybind` in this file to ignore
hiding it when you press Alt
Running reference tests/decompiler should now be possible on macos
(arm). Most of the changes were just cleaning up places where we were
sloppy with ifdefs, but there were two interesting ones:
- `Printer.cpp` was updated to not use a recursive function for printing
lists, to avoid stack overflow
- I replaced xxhash with another version of the same library that
supports arm (the one that comes in zstd). The interface is C instead of
C++ but it's not bad to use. I confirmed that the extractor succeeds on
jak 1 iso so it looks like this gives us the same results as the old
library.
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`
* game: restore windowed mode settings properly
* game: use the game version for saving settings/saves
* game: prevent windowed mode from being auto-centered on initial init
* game: save and restore window coordinates
* lint: formatting