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
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
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
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
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
ManDude
e1e6695e92
[jak2] merc lod hacks + region debugger + make level heap less massive ( #2285 )
2023-02-27 18:45:32 +00:00
ManDude
63ff337169
[jak2] fix crash with *print-column* loading the wrong memory ( #2281 )
...
`inspect` also prints with the correct indent now as a result.
2023-02-26 21:04:05 +00:00
water111
ed38adc2a7
[tie] support per-proto visibility flags ( #2212 )
...
Jak 2 adds a feature to disable protos in TIE. It's used to hide things
like steps for a future mission in ruins, and also to hide the static
version of the tower when it switches to the merc version for the
cutscene:

2023-02-11 12:00:05 -05:00
water111
4eea31c3e9
[jak 2] texture ( #1866 )
...
- Decompile and patch `texture.gc` for PC
- Improve decompiler when offset doesn't fit in immediate (for types
larger than 8k and some scratchpad accesses)
- Fix symbol->string issues in both jak 1 and 2
- Fix bug with VIF interrupt used to profile VU code (hooked up to
OpenGLRenderer BucketRenderers in PC port)
- Support `~o` in `format`.
- Uncomment stuff in `merc.gc` that now works!

fixes https://github.com/open-goal/jak-project/issues/1850
2022-09-11 14:17:55 -04:00
water111
cf35cac428
[ckernel] add remaining jak2 functions ( #1611 )
2022-07-05 13:58:09 -04:00
water111
e630b50690
[ckernel] split by game version ( #1559 )
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* temp
* split up kprint, other than format
* start kmachine
* split kmachine
* split kscheme
* split klink
* split klisten
* split remaining
* jak2 ckernel gets to nokernel loop
2022-06-26 18:17:11 -04:00