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.
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>
This attempts to get into master whatever work was done in this PR /
it's earlier PR https://github.com/open-goal/jak-project/pull/3965
I don't want this work to be lost / floating around in massive PRs.
However the changes are:
- switch to ntsc_v1 instead of PAL as the development target, as we have
done for all other games
- remove most of the copied-from-jak2/3 changes as they need to be
confirmed during the decompilation process not just assumed
- avoids committing any changes to `game/kernel/common` as it was not
clear to me if these were changes made in jak x's kernel that were not
properly broken out into it's own functions. We don't want to
accidentally introduce bugs into jak1-3's kernel code.
- in other words, if the change in the kernel only happens in jak x...it
should likely be specific to jak x's kernel, not common.
---------
Co-authored-by: VodBox <dillon@vodbox.io>
Co-authored-by: yodah <greenboyyodah@gmail.com>
Fixes#3151 by applying the same fix as #2686 to another Mips2C
function.
Tested by mashing Jak's body into the bad collision walls for 30 minutes
without a single crash.
When the `dp-bipedal`s get blown up by the nuke gun, their bones go to
NaNs on the last frame. The shadow renderer doesn't handle this well and
draws all possible triangles as single tris. This overflows the vif
`unpack` field and triggered an assert when sizes inside the shadow
renderer weren't consistent.
My guess is that this works on the real game either because:
- their shadow renderer draws garbage data, but you can't tell because
the screen is white from the nuke
- no NaN on PS2 means that the shadow renderer behaved differently, not
using all single tris.
As a workaround, if the bones are NaN, the shadow renderer treats them
as 0, meaning there is no shadow drawn.
---------
Co-authored-by: water111 <awaterford1111445@gmail.com>
Kind of silly fix.
The cloth update function sometimes runs before the "setup" is done
(`need-setup` is set), which divides by zero in a bunch of places. This
fix prevents NaNs from spreading during this time.
Co-authored-by: water111 <awaterford1111445@gmail.com>
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>
This includes all the collision stuff needed to spawn `target`,
decompiles the sparticle code and adds some of the PC hacks needed for
merc to run (it doesn't work quite right and looks bad, likely due to a
combination of code copied from Jak 2 and the time of day hacks).
There are a bunch of temporary hacks (see commits) in place to prevent
the game from crashing quite as much, but it is still extremely prone to
doing so due to lots of missing functions/potentially bad decomp.
---------
Co-authored-by: water <awaterford111445@gmail.com>
The `test-play` macro is back, though it doesn't call `play` yet. We can
at least load all of `game.cgo`, which involves loading a lot of the
code we've decompiled, loading/linking objects files compiled by
OpenGOAL (like dir-tpages), and loading/linking Jak's art-groups (for
jak 3 they are stored v5 format that I added to the linker).
There were no major issues - just a few forgotten mips2c entries and
minor bugs/functions that needed stubs. Most of the work was updating
the linker. Hopefully I'll never have to touch that code again - I think
it supports everything we need for jak 3!
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.
I finally read through all the joint code and wrote up some
documentation. I think this will be really helpful when we try to
understand all the functions in `process-drawable`, or if somebody ever
wants to import/export animations.
This switches all three games to using a new faster GOAL joint
decompressor. It is on by default, but you can go back to the old
version by setting `*use-new-decompressor*` to false.
Also fix the log-related crash, fix the clock speed used in timer math.
Some files were in the `banned_objects` list and were thus excluded from
the `all_objs` file.
Also implements the `pexcw` instruction which is only used in `hfrag`
code.
This moves the blerc math from mips2c to the Merc2 renderer, and uses
floats instead.
We could potentially do this on the GPU, which would be even faster, but
this isn't that slow in the first place.
Should fix https://github.com/open-goal/jak-project/issues/2679
Here's a test program that will trigger the bug when near these guards:
```lisp
(define *cquery* (new 'global 'collide-query))
(defun test-bad-collide ()
(let ((lower (new 'static 'vector :x 1681893.8750 :y 61314.2031 :z 345208.6562 :w 1.))
(upper (new 'static 'vector :x 1701603.8750 :y 67624.0625 :z 357881.0312 :w 1.))
;(cquery (new 'stack-no-clear 'collide-query))
)
(set! (-> *cquery* collide-with) (the-as collide-spec 1))
(set! (-> *cquery* ignore-process0) #f)
(set! (-> *cquery* ignore-process1) #f)
(set! (-> *cquery* ignore-pat) (new 'static 'pat-surface :noentity #x1 :nojak #x1 :probe #x1 :noendlessfall #x1))
(set! (-> *cquery* action-mask) (collide-action solid))
(set! (-> *cquery* bbox min quad) (-> lower quad))
(set! (-> *cquery* bbox max quad) (-> upper quad))
(format 0 "doing collide...~%")
(fill-using-bounding-box *collide-cache* *cquery*)
(format 0 "have ~d and ~d~%" (-> *collide-cache* num-tris) (-> *collide-cache* num-prims))
)
(none)
)
```
As far as I can tell, there's a totally invalid collide-hash with an
inside `axis-scale.z`. On the PS2, it gets ignore because of how
float->int works for floats that are too big. On PC, it ends up using a
negative value and loop forever.
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.
Fixes crashes when killing the big spider, killing predator metal heads,
and watching the end cutscene. The presursor guy is the wrong color, but
I don't have time to look into this today.
Add the vortex renderer. The vortex texture isn't there yet (it uses the
same texture as clouds), so it uses a checkerboard. But the
colors/vertices seem right.
This PR adds a feature to merc2 to update vertices. This will be needed
to efficient do effects like blerc/ripple/texture scroll. It's enabled
for blerc in jak 1 and jak 2, but with a few disclaimers:
- currently we still use the mips2c blerc implementation, which is slow
and has some "jittering" because of integer precision. When porting to
PC, there was an additional synchronization problem because blerc
overwrites the merc data as its being read by the renderers. I _think_
this wasn't an issue on PS2 because the blerc dma is higher priority
than the VIF1 DMA, but I'm not certain. Either way, I had to add a mutex
for this on PC to avoid very slight flickering/gaps. This isn't ideal
for performance, but still beats generic by a significant amount in
every place I tested. If you see merc taking 2ms to draw, it is likely
because it is stuck waiting on blerc to finish. This will go away once
blerc itself is ported to C++.
- in jak 1, we end up using generic in some cases where we could use
merc. In particular maia in village3 hut. This will be fixed later once
we can use merc in more places. I don't want to mess with the
merc/generic selection logic when we're hopefully going to get rid of it
soon.
- There is no support for ripple or texture scroll. These use generic on
jak 1, and remain broken on jak 2.
- Like with `emerc`, jak 1 has a toggle to go back to the old behavior
`*blerc-hack*`.
- In most cases, toggling this causes no visual differences. One
exception is Gol's teeth. I believe this is caused by texture coordinate
rounding issues, where generic has an additional float -> int -> float
compared to PC merc. It is very hard to notice so I'm not going to worry
about it.