7 Commits

Author SHA1 Message Date
Hat Kid 36f1592b90 decomp3: lightning renderer, nav code, texture remap, fix progress menu crash (#3461)
Also adds:

- BLERC
- Minimap (with missing texture for the map, sprites work)
- Eco Mine files
- Precursor robot boss files
- Sewer files
- Vehicle files
2024-04-12 18:44:38 -04:00
Hat Kid 99866cec88 decomp3: more engine files, get-texture macro, use print method in autogenerated inspect, fix bitfield float print (#3432)
- `fma-sphere`
- `prim-beam-h`
- `cam-start`
- `ragdoll`
- `light-trails-h`
- `light-trails`
- `menu`
- `water`
- `water-flow`
- `hud`
- `hud-classes`
- `progress`
- `progress-draw`

---

The `get-texture` macro replaces calls to `lookup-texture-by-id` and
`lookup-texture-by-id-fast`. The `defpart` macro detection was modified
to print a pair like `(texture-name tpage-name)` for the texture field
that gets turned into a `texture-id` constant. Only used in Jak 3 at the
moment, I'll probably go through the other games at a later point.
2024-03-23 09:25:11 -04:00
water111 13def9a8b2 Decompile foreground and bones (#3427)
Small fix to decompiler when the original compiler uses `ra` register.
This seems to happen in "normal" code very rarely - perhaps they
manually specified this in an `rlet`.

Start figuring out buckets/textures for Jak 3.

The foreground code is not yet modified for PC - I want to wait until
the game is running, since it is too hard to do it now.
2024-03-16 14:50:41 -04:00
Hat Kid 2969833b2d decomp3: more engine stuff, detect non-virtual state inheritance (#3377)
- `speech`
- `ambient`
- `water-h`
- `vol-h`
- `generic-obs`
- `carry-h`
- `pilot-h`
- `board-h`
- `gun-h`
- `flut-h`
- `indax-h`
- `lightjak-h`
- `darkjak-h`
- `target-util`
- `history`
- `collide-reaction-target`
- `logic-target`
- `sidekick`
- `projectile`
- `voicebox`
- `ragdoll-edit`
- most of `ragdoll` (not added to gsrc yet)
- `curves`
- `find-nearest`
- `lightjak-wings`
- `target-handler`
- `target-anim`
- `target`
- `target2`
- `target-swim`
- `target-lightjak`
- `target-invisible`
- `target-death`
- `target-gun`
- `gun-util`
- `board-util`
- `target-board`
- `board-states`
- `mech-h`
- `vol`
- `vent`
- `viewer`
- `gem-pool`
- `collectables`
- `crates`
- `secrets-menu`

Additionally:

- Detection of non-virtual state inheritance
- Added a config file that allows overriding the process stack size set
by `stack-size-set!` calls
- Fix for integer multiplication with `r0`
- Fixed detection for the following macros:
	- `static-attack-info`
- `defpart` and `defpartgroup` (probably still needs adjustments, uses
Jak 2 implementation at the moment)
- `sound-play` (Jak 3 seems to always call `sound-play-by-name` with a
`sound-group` of 0, so the macro has been temporarily defaulted to use
that)

One somewhat significant change made here that should be noted is that
the return type of `process::init-from-entity!` was changed to `object`.
I've been thinking about this for a while, since it looks a bit nicer
without the `(none)` at the end and I have recently encountered init
methods that early return `0`.
2024-03-03 15:15:27 -05:00
Hat Kid 406441038b decomp3: game-info, game-task, game-save, level-info, process-drawable and more (#3374)
- `settings`
- `generic-vu1`
- `generic-vu0`
2024-02-15 11:16:07 +00:00
Hat Kid a4e629ebf9 decompiler: defskelgroup macro detection for jak 3, fix art group dumping for jak 3 and some more decomp work (#3370)
- `transformq`
- `wind-work`
- `progress-static`
- `merc-vu1`
- `emerc-vu1`
- `merc`
- `emerc`
- `cloth-h`
- Most of `cloth`, not added to gsrc yet

Art group dumps were incorrect for Jak 3 because the master art group
fields were at different offsets.
2024-02-11 09:32:06 -05:00
Hat Kid 5a6aab4fab jak3: add goal_src skeleton (#3069) 2023-10-10 15:41:05 +02:00