Nick0778
fea7d3a15d
[jak3] Fix Daxter's death quotes scenes not playing ( #4243 )
...
This PR fixes a bug in `target-death.gc` that was causing Daxter's death
quotes scenes to not play in OpenGoal.
Basically, these scenes weren’t working because `sv-96` was assigned an
invalid level, and as a result the `s4-1` check always returned `#f`.
So, the `(when s4-1 ...)` block that contains the logic for these scenes
was never executed.
<img width="1118" height="911" alt="png1"
src="https://github.com/user-attachments/assets/b92505f0-fa9b-4499-a113-b7524265c314 "
/>
## Before the fix:
https://github.com/user-attachments/assets/58e2f412-814b-40ff-ab64-d22054a7232e
## After the fix:
https://github.com/user-attachments/assets/bf6ac0da-1a62-4cb4-b363-20af898dac7f
2026-04-26 16:10:15 -04:00
water111
637990314b
wip: better stack var support ( #4222 )
...
Closes #736
---------
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com >
2026-04-19 00:14:44 +02:00
Hat Kid
cfe3ec9229
decomp3: cam-debug, hover-nav-edit, pilot-recorder ( #4203 )
...
Should be the last remaining files aside from `anim-tester` which we
already have a better replacement for.
2026-04-09 06:27:00 +02:00
Hat Kid
3f686854e6
decomp3: vivsol-edit, editable and nav mesh editor files ( #4200 )
...
- `visvol-edit`
- `editable`
- `editable-player`
- `mysql-nav-graph`
- `nav-graph-editor`
- `nav-mesh-editor-h`
- `nav-mesh-editor`
The SQL data is not filled in yet.
2026-04-08 17:42:13 +02:00
Tyler Wilding
1f1fdf834b
jak3: support mirror mode ( #4170 )
...
Similar changes as have been done in the previous two games. Test the
following things:
- normal gameplay
- defend spargus turret
- satellite
- that desert mission where you shoot the gun
- that turret mission in haven forest
At a glance, i think that's everything...?
~~Didn't debug the crash yet either, hoping this is sufficient~~ (fixed,
thanks hatkid, needed to disable some blit related code)
Closes #4160
2026-04-05 17:52:15 -04:00
Tyler Wilding
c3cc91c9ba
jak2/3: update enemy method name related to playing sound effects ( #4176 )
...
Was investigating https://github.com/open-goal/jak-project/issues/3012
and found out it's no longer an issue, fixed at some point.
Updated the method name, it actually looks like quite a few methods were
nicely named / documented in jak 3, so i might automate backporting that
documentation (likely a bunch that can go all the way back to jak 1 as
well).
Closes #3012
2026-04-05 01:14:14 -04:00
Hat Kid
0385c76811
decomp: support part-tracker-spawn in jak2, part group constants ( #4082 )
2025-11-20 16:22:29 +01:00
Hat Kid
73dd982fdc
jak3: misc high fps fixes ( #4055 )
...
Fixes for:
- `prebot` sword attack and projectile speed (fixes #4050 )
- Fast first person camera turning speed (fixes #4051 )
- Slow turret camera turning speed (fixes #4052 )
- `flyingsaw` movement and rotation speed (fixes #4053 )
- Green eco drain rate on jetboard during `forest-kill-plants` mission
(fixes #4054 )
- `skeet` rotation speed
- `maker-grenade` tumble speed
- Jetboard spin speed
- `hud-skill` rotation speed (also for jak2)
- `gun-dark-shot` projectile speed (also for jak2)
- `target-float` up/down speed (also for jak2)
- Texscroll speed
- Slow walk anim after landing from a jump
2025-10-17 14:28:22 +02:00
Alex
48903fc6f8
[jak3] fix stereo vag commands causing memory corruption ( #4040 )
...
All stereo VAG commands would write to an out-of-bounds array element
and corrupt the whole VAG queue list.
Fixes random sound-related crashes including a consistent Light Jak
Freeze crash.
2025-10-07 01:34:51 +01:00
water111
c8a1643e9f
[jak3] Add zoom blur and color filter effect ( #4031 )
...
Add the zoom blur effect, used by cutscene effects and a few weapons:
https://github.com/user-attachments/assets/8d231b34-faf8-4b88-a636-edf2b5477ff9
And color filtering
https://github.com/user-attachments/assets/67db5933-4b29-4c77-ad56-5025cbefa328
There's still two blit-displays not covered: scanlines and the light jak
slow motion effect.
2025-10-04 17:06:18 -04:00
Hat Kid
c61a69d751
jak3: wip pc progress code ( #3898 )
2025-04-16 20:57:43 +02:00
water111
2a4d3d7a4a
[decompiler] More inline vector functions ( #3861 )
...
This adds more recognition for inlined vector functions to the
decompiler, which can clean up a bunch of ugly looking code/`rlet`s.

Unfortunately, this changes the numbering of ops in the decomp, since
all the vector instructions get combined in a single "operation" by the
decompiler. I really tried to avoid having this ever happen in the
decompiler and this is one of the few cases where it has. So I had to
update a bunch of type casts.
For that reason I haven't turned this on in Jak 2 yet, although I am
planning to do that at some point. (probably at the same time as porting
back a bunch of jak 3 improvements to jak 2)
---------
Co-authored-by: water111 <awaterford1111445@gmail.com >
2025-02-16 15:59:17 -05:00
water111
48cb9bb787
[decompiler] as-type and font method support ( #3855 )
...
Add support for `as-type` macro, and detecting inline font methods. This
works in all three games but I've only updated jak 3's goal_src for now.
Eventually I will go back and work through the others, but I want to get
more decompiler features in first.

---------
Co-authored-by: water111 <awaterford1111445@gmail.com >
2025-02-01 21:23:11 -05:00
water111
7348e6a4ff
[decompiler] Update vector ops, reduce casts ( #3849 )
...
Update the decompiler to use the new vf macros.
Also, fix a bunch of silly casting issues where accessing inline fields
with an offset of 0 would be better than a cast:

---------
Co-authored-by: water111 <awaterford1111445@gmail.com >
2025-01-20 16:32:58 -05:00
water111
98d6618a8b
[decompiler] Detect vector*! ( #3846 )
...
Detect use of `vector*!`, which is inlined in jak 2 and jak 3.
---------
Co-authored-by: water111 <awaterford1111445@gmail.com >
2025-01-20 12:21:28 -05:00
water111
3ee2b4423c
[decompiler] Cleanup for Jak 3 ( #3845 )
...
This PR does a few cleanups:
- improve method names/comments/flags for `enemy.gc` and a few other
files
- fix `new-stack-matrix0` not working for jak 3
- add `matrix-copy!` detection for jak 3
- add `vector-copy!` detection
---------
Co-authored-by: water111 <awaterford1111445@gmail.com >
2025-01-20 10:31:29 -05:00
Hat Kid
51d008f9ab
decompiler: detect and turn inverse mult to div ( #3795 )
...
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com >
2024-12-07 23:10:49 +01:00
Hat Kid
6a06291e6e
jak1, jak2: add get-texture macro ( #3778 )
...
Ports the `get-texture` macro added in Jak 3 to Jak 1 and 2.
2024-11-26 11:29:34 +01:00
Hat Kid
2ff49b9905
jak3: fix ragdolls settling too early ( #3775 )
...
`none` methods strike again
Fixes #3774
2024-11-22 02:36:50 +01:00
Hat Kid
af5cb9b1cb
jak3: subtitle3, vag-player ( #3758 )
2024-11-12 02:45:16 +01:00
water111
f60a155c0f
[jak3] Fix crash with volcano platforms ( #3676 )
...
Ended up being a simple fix to a stack type in rigid-body.
Co-authored-by: water111 <awaterford1111445@gmail.com >
2024-09-22 13:09:41 -04:00
Hat Kid
7053090541
jak3: decomp bigmap, blit-displays, fix progress crash ( #3657 )
...
`bigmap` and `blit-displays` mostly work. `blit-displays` is still
missing all of the special effects that were added in Jak 3 (brightness
and contrast settings, screen blur effect, etc.).
`bigmap` is missing the player marker texture (`hud-target-marker`) for
some reason, it's part of `tpage-17` which is coming from
`progress-minimap` and should already be included. The icons also
currently stretch when using aspect ratios other than 4:3.
The progress menu now also works for the most part. The draw order is a
bit messed up because some code was initially drawing things with the
ocean bucket, which was changed to use `hud-draw-hud-alpha` instead for
now. The texture for the volume and brightness/contrast sliders still
looks wrong.
Fixes #3653
Fixes #3656
2024-09-07 14:18:30 +02:00
Hat Kid
bc66d416b4
decompiler: call-parent-state-handler and suspend-for macros ( #3625 )
...
Also fix `hud-draw-pris2` bucket in Jak 3 to make subtitles work and
foreground HUD envmap.
2024-09-04 19:35:54 +02:00
water111
9d0009715e
[jak3] Fix alpha for prims, entity-table ( #3609 )
...
Fix issue where light-trail is invisible and some actors not spawning
due to out of memory.
2024-07-27 12:46:33 -04:00
water111
3856ae505a
[jak3] Some cleanup/fixes around curve and light-trail ( #3608 )
...
They still don't work yet, this is just naming/comments to help with
debug.
The vehicle tracks are now at least trying to draw, but like the others,
don't actually show up.
2024-07-27 11:17:39 -04:00
water111
82a23c747e
[jak3] prim rendering for cloth ( #3607 )
2024-07-26 20:31:32 -04:00
water111
e81431bd21
[wip] Jak 3 Overlord ( #3567 )
2024-07-26 09:42:28 -04:00
Hat Kid
bdded9ad8c
jak3: add missing texture animations ( #3577 )
...
This refactors some of the texture animation code a bit to better
support multiple games and adds most of the missing texture animations
for Jak 3 with a couple of exceptions/bugs:
- `hanga-sprite`: Despite `move_to_pool` being set for this anim, it's
not showing up in-game, but it does display properly in the ImGUI debug
window.

- `factoryc-alpha`: Some conveyors do not have the animation for some
reason.

- This spot in Spargus seems to use texture animations, but it looks
like it maps to the `fora-water-dest` texture/slot, which comes from
`foresta-water`. Because the texture is not initialized, the texture
shows up black on first load, but it does show up after loading
`foresta`.


- `hfrag` texture anim is not handled yet. Probably needs some special
casing.
2024-07-15 02:25:18 +02:00
ManDude
ea1271cfd0
[jak3] implement autocollect and city turbo board cheats, fix actor heap and level flags ( #3541 )
2024-05-31 16:41:35 +01:00
Matt Dallmeyer
70ea2a1f67
jak3 - fill out some text-id entries ( #3494 )
...
Slam Dozer > Ram Rod
2024-05-30 21:49:10 -04:00
ManDude
645e649a9c
jak3: shadow culling hack + finish region debugging tools + fix bigmap crashes ( #3532 )
2024-05-23 23:43:38 +01:00
water111
271007e552
Start setting up texture animation for jak 3. ( #3524 )
...
For now, this just adds sky (clouds and fog), darkjak, and skull gem.
There are some unknown issues with drawing the skull gems still, but I
think it's unrelated to texture animations.
Also fixes https://github.com/open-goal/jak-project/issues/3523
2024-05-18 11:23:48 -04:00
Hat Kid
c12a5d777c
decomp3: decompile remaining mission code ( #3515 )
...
This should make all missions playable with the exception of the end of
`precursor-destroy-ship` because `precurd` asserts on level extraction.
- `trail`
- `trail-graph`
- `wastrail-graph`
- `cty-protect`
- `protect-gunship`
- `protect-path`
- `protect-script`
- `assault-cams`
- `assault-enemies`
- `assault-path`
- `assault-script`
- `assault-shared`
- `assault-task`
- `hover-nav-precura`
- `precura-mood`
- `precura-obs`
- `precura-obs2`
- `precura-part`
- `precurc-mood`
- `precurc-obs`
- `precurc-part`
- `precurd-obs`
- `precurd-part`
- `precurd-scenes`
2024-05-16 16:21:44 +02:00
ManDude
ebbbedabc5
jak3: fix hud sprite crash + add entity debugger ( #3516 )
2024-05-13 04:09:25 +01:00
water111
e0b1d8c21e
Jak3 sky ( #3514 )
2024-05-12 09:36:50 -04:00
Hat Kid
6b3844bf99
decomp3: more misc files ( #3513 )
...
4 missions to go!
- `ctygenb-part`
- `power-game`
- `vinroom-part`
- `vinroom-scenes`
- `gungame-part`
- `gungame-scenes`
- `hiphog-obs`
- `hiphog-part`
- `hiphog-scenes`
- `hover-nav-lpattack`
- `king-rider`
- `rubble-attack`
- `rubble-obs`
- `rubble-part`
- `rubblea-init`
- `rublcst-scenes`
- `mood-funcs2`
- `gun-dummy-art`
- `gun-dummy-part`
- `gun-dummy`
- `gungame-data`
- `gungame-manager`
- `gungame-obs`
- `blow-tower-data`
- `blow-tower-extra`
- `blow-tower-obs2`
- `blow-tower-obs`
- `blow-tower-part`
- `blow-tower-script`
- `blow-tower-shared`
- `blow-tower-speech`
- `cty-blow-tower`
2024-05-11 17:57:26 -04:00
Hat Kid
4dd2bab06e
jak3: fix local space particle info crash ( #3511 )
2024-05-10 16:14:50 +02:00
water111
5b04be2fa0
Add hfrag, clean up some background renderer stuff ( #3509 )
...
This adds hfrag, but with a few remaining issues:
- The textures aren't animated. Instead, it just uses one texture.
- The texture filtering isn't as good as at it could be.
I also cleaned up a few issues with the background renderers:
- Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub
- Moved time-of-day color packing stuff to FR3 creation, rather than at
level load. This appears to reduce the frame time spikes when a level is
first drawn by about 5 or 6 ms in big levels.
- Cleaned up the x86 specific stuff used in time of day. Now there's
only one place where we have an `ifdef`, rather than spreading it all
over the rendering code.
2024-05-09 20:11:43 -04:00
Hat Kid
949508d0ed
decomp3: traffic/citizen/faction code, desert-rescue ( #3506 )
...
- `cty-faction-h`
- `nav-graph`
- `citizen-h`
- `citizen`
- `civilian`
- `traffic-engine`
- `traffic-manager`
- `cty-attack-controller`
- `cty-faction`
- `formation-object`
- `formations`
- `squad-control-city-h`
- `squad-control-city`
- `traffic-util`
- `wlander-female`
- `wlander-h`
- `wlander-male`
- `speech-manager`
- `desert-rescue`
- `desresc-path`
- `neo-satellite`
- `rope-prim-system-h`
- `rope-prim-system`
- `rope-system`
- `wland-passenger`
- `cty-guard-projectile`
- `ctywide-init`
- `ff-squad-control`
- `guard-grenade`
- `guard-rifle`
- `guard-states`
- `guard-tazer`
- `ctywide-speech`
- `citizen-chick`
- `citizen-fat`
- `citizen-norm`
- `guard`
- `bike`
- `car`
- `test-bike`
- `vehicle-rider`
- `desert-rescue-bbush`
- `ff-squad-control-h`
- `flee-info`
- `guard-h`
- `mission-squad-control`
- `kg-squad-control`
- `kg-squad-member-h`
- `kg-squad-member`
- `mh-squad-control`
- `mh-squad-member-h`
- `mh-squad-member`
- `ctywide-obs-h`
- `ctywide-obs`
- `ctywide-part`
- `ctywide-scenes`
- `ctywide-tasks`
- `ctywide-texture`
- `billiards`
- `guide-arrow`
- `kg-vehicles`
- `flying-turret`
- `roboguard-city`
- `citizen-enemy`
- `metalhead-flitter`
- `metalhead-grunt`
- `metalhead-predator`
- `spydroid`
- `kg-squad-control-h`
- `mh-squad-control-h`
- `krimson-wall`
- `ctyport-obs`
- `ctyinda-obs`
- `ctyinda-part`
- `ctyindb-obs`
- `ctyindb-part`
- `ctyport-attack`
- `h-torpedo`
- `ctyport-part`
- `ctyport-scenes`
- `external-player-control`
- `desert-chase-path-h`
- `desert-chase-path`
- `desert-chase`
- `desert-jump`
- `wcar-catapult`
- `bombbot-h`
- `bombbot`
- `bombbot-path`
- `cty-hijack-missile`
- `cty-hijack`
- `ctyport-attack-bbush`
- `ctysluma-part`
- `ctyslumb-part`
- `ctyslumc-obs`
- `ctyslumc-part`
- `searchlight`
- `cty-destroy-grid`
- `ctyfarm-obs`
- `ctyfarma-part`
- `ctyfarmb-part`
- `freehq-part`
- `freehq-scenes`
- `onintent-scenes`
- `onintent-part`
- `cty-sniper-battery`
- `cty-sniper-turret`
- `intro-obs`
- `intro-part`
- `intro-scenes`
- `palcab-part`
- `palroof-part`
2024-05-09 19:18:55 -04:00
Hat Kid
3ff3760621
jak3: add discord rpc and fix some decomp ( #3500 )
2024-05-01 13:49:26 +02:00
ManDude
5705359df9
[jak3] fix some flag names and a wcar crash ( #3498 )
2024-05-01 08:44:26 +01:00
Matt Dallmeyer
0d4e3928eb
decomp3 title-obs, credits-h ( #3476 )
2024-04-29 20:23:31 +02:00
Hat Kid
e2e5289788
decomp3: font widescreen and shadow hacks, generic renderer, misc files ( #3483 )
...
- `pecker-ingame`
- `des-bbush-tasks`
- `des-burning-bush`
- `des-bush-part`
- `des-bush`
- `mh-centipede`
- `mh-centipede-part`
- `mh-wasp`
- `mh-wasp-part`
- `needle-fish`
- `des-bush-time-chase`
- `timer-path`
- `mission-squad-control-h`
- `mh-bat`
- `hover-nav-factoryd`
- `hover-nav-factoryc`
- `conveyor`
- `fac-part`
- `factory-part`
- `factoryc-mood`
- `factoryc-obs`
- `factoryc-obs2`
- `lfaccar-init`
- `factory-boss-part`
- `factory-boss-scenes`
- `factory-boss-setup`
- `factory-boss-states`
- `factory-mood`
- `factoryc-manager`
- `lfacrm1-mood`
- `lfacrm2-mood`
- `missile-bot`
- `sew-laser-turret`
- `ai-task-h`
- `ash-h`
- `ash-shot`
- `ash-states`
- `ash-task`
- `ash`
- `bot-h`
- `bot-states`
- `bot`
- `ash-oasis-course`
- `oasis-defense`
- `comb-field`
- `comb-mood`
- `comb-obs`
- `comb-part`
- `comb-scenes`
- `comb-sentry`
- `comb-travel`
- `comba-init`
- `combx-scenes`
- `h-sled`
- `destroy-dark-eco`
- `fac-gunturret`
- `fac-robotank-turret`
- `fac-robotank`
- `fac-tower`
- `factory-h`
- `factory-hud`
- `factory-manager`
- `factorya-init`
- `ffight-projectile`
- `ftank-projectile`
- `fturret-projectile`
- `h-warf`
- `warf-projectile`
2024-04-28 08:59:46 -04:00
ManDude
889fdcd79c
jak3: fix some collide decomp + fix projectiles aiming at intangible objects ( #3485 )
...
Say goodbye to half of the laser needle shots spinning around doing
nothing. This is toggleable with `fix-projectile-focus` in the pc
settings.
2024-04-26 16:22:26 +01:00
Hat Kid
58a5440c8a
decomp3: more misc files ( #3466 )
...
Makes a bunch of missions mostly playable, including:
- `arena-training-1`
- `arena-fight-1`
- `wascity-chase`
- `arena-fight-2`
- `arena-fight-3`
- `volcano-darkeco`
- `desert-hover`
- `nest-eggs`
- `temple-climb`
- `temple-oracle`
- `temple-tests`
- `desert-beast-battle`
- `desert-turtle-training`
- `desert-course-race`
- `desert-artifact-race1`
- `wascity-leaper-race`
- `wascity-pre-game`
- `sewer-met-hum`
- `forest-kill-plants`
- `forest-ring-chase`
- `temple-defend`
- `tower-destroy`
- `desert-glide`
---
Files:
- `ripple`
- `waswide-mood`
- `sig-rider`
- `nst-tasks`
- `nst-part`
- `nst-gas`
- `nst-eggs-h`
- `nst-obs`
- `nst-mood`
- `egg-spider`
- `wasdoors-init`
- `wasall-tasks`
- `wvehicle-race`
- `wcar-marauder`
- `wcar-marauder-b`
- `turret-control`
- `was-squad-control`
- `turtle-training`
- `kleever-rider`
- `course-race`
- `artifact-race`
- `desert-hover`
- `desbeast-path-h`
- `des-beast`
- `desertg-obs`
- `desertf-obs`
- `desertd-obs`
- `desert-dust-storm`
- `des-cactus`
- `race-hud`
- `race-info`
- `race-manager`
- `tizard`
- `flyingsaw`
- `hover-training`
- `temple-mood`
- `temple-obs`
- `temple-obs2`
- `temple-part`
- `temple-scenes`
- `templex-mood`
- `templex-obs`
- `templex-part`
- `tomb-baby-spider`
- `target-turret-shot`
- `target-turret`
- `beast-battle-path`
- `des-beast-2`
- `mh-flyer`
- `scorpion-gun`
- `hover-enemy-h`
- `hover-enemy`
- `hover-formation-h`
- `hover-formation`
- `hover-nav-control-h`
- `hover-nav-control`
- `flamer-hover`
- `hover-nav-templea`
- `robo-hover`
- `hover-nav-sewb`
- `hover-nav-sewg`
- `hover-nav-sewj`
- `hover-nav-sewl`
- `hover-nav-sewo`
- `hover-nav-towera`
- `tower-mood`
- `tower-obs`
- `tower-scenes`
- `tower-part`
- `eco-green-collider`
- `forest-bridges`
- `forest-kill-plants`
- `forest-mood`
- `forest-ring-chase`
- `forest-tasks`
- `forest-part`
- `foresta-obs`
- `hover-nav-foresta`
- `mh-plant`
- `dp-bipedal-part`
- `dp-bipedal-shot`
- `dp-bipedal`
- `neo-spawner`
- `for-turret`
- `for-turret-shot`
- `neo-wasp`
- `neo-wasp-part`
- `volcanox-scenes`
- `volcanox-mood`
- `volcano-scenes`
- `volcano-mood`
- `volcano-obs`
- `volcano-obs2`
- `chain-physics`
- `rigid-body-plat`
- `volcano-part`
- `flamer-lava`
- `flitter`
- `spiky-frog`
- `flut-wild`
- `target-indax`
- `target-indax-hang`
- `mantis`
- `volcanox-obs`
- `spyder`
- `wcar-faccar`
- `mhcity-obs2`
- `mhcity-part`
- `mhcity-obs`
- `dm-mine-spider`
- `rapid-gunner`
- `stadium-mood`
- `stadium-scenes`
- `stadiuma-mood`
- `stadiuma-part`
- `kanga-lizard`
- `marauder`
- `arena-scenes`
- `wasstada-mood`
- `wasstada-obs`
- `wasstada-part`
- `wasstadb-obs`
- `wasstadc-obs`
- `dm-flyer`
- `maker-part`
- `maker-projectile`
- `skeet-part`
- `wascity-turret`
- `wasgun-h`
- `wasgun-hud`
- `wasgun-manager`
- `nav-graph-h`
- `traffic-engine-h`
- `waswide-init`
- `cty-borrow-manager-h`
- `cty-borrow-manager`
- `desert-part`
- `height-map-h`
- `height-map`
- `traffic-height-map`
- `vehicle-control`
- `hvehicle-h`
- `hvehicle`
- `hvehicle-effects`
- `hvehicle-physics`
- `hvehicle-util`
- `glider-h`
- `glider-hud`
- `glider-manager`
- `glider-ring`
- `glider-ring-part`
- `h-glider`
- `hanga-init`
- `was-pre-game`
- `was-leaper-race`
- `flut-racer`
- `desert-scenes`
- `desert-lizard-h`
- `desert-lizard-task`
- `desert-lizard`
- `throne-scenes`
- `waspal-mood`
- `waspala-obs`
- `waspala-part`
- `deswalk-obs`
- `deswalk-part`
- `terraformer-drone`
- `terraformer-head`
- `terraformer-part`
- `terraformer-setup`
2024-04-22 18:43:51 +02:00
ManDude
e601a3dcb3
[jak3] implement pckernel ( #3472 )
...
Most debug features do not work, but that's fine.
2024-04-15 19:26:48 +01:00
ManDude
20b76e318d
[jak3] remove some stubs and fix health bar ( #3468 )
2024-04-15 16:24:29 +01:00
water111
dd4f255260
[jak3] Minimap texture fix ( #3465 )
2024-04-13 09:47:23 -04:00
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
water111
5299bc441f
[jak3] Fix defskelgroup ( #3460 )
...
Fixes https://github.com/open-goal/jak-project/issues/3459
2024-04-07 13:07:30 -04:00