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>
- `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.
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.
- `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`.
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.
- fix issue described in
https://github.com/open-goal/jak-project/issues/1939
- fix `text`, which was manually patched with the wrong offset (was
reading the symbol value off by one byte)
- clean up some random useless prints
- make the offline tests keep trying if there's a comparison error,
clean up the output a bit so the diffs are all at the end.
Favors the `lg` namespace over `fmt` directly, as this will output the
logs to a file / has log levels.
I also made assertion errors go to a file, this unfortunately means
importing `lg` and hence `fmt` which was attempted to be avoided before.
But I'm not sure how else to do this aspect without re-inventing the
file logging.
We have a lot of commented out prints as well that we should probably
cleanup at some point / switch them to trace level and default to `info`
level.
I noticed the pattern of disabling debug logs behind some boolean,
something to consider cleaning up in the future -- if our logs were more
structured (knowing where they are coming from) then a lot this
boilerplate could be eliminated.
Closes#1358
* docs for ee merc code
* wip
* more extraction stuff
* partial mat1 working
* mat1
* cleanup
* partial mat2 and mat3 support
* merc extraction seems to work
* [decompiler] `defpart` and `defpartgroup`
* support sounds in part defs natively
* make `meters_to_string`
* update refs
* clang
* make macros in pair only work inside `(unquote ...`
* update source
* update finish
* fix
* begin work
* work
* working objs
* exporting
* it works
* before some time of day fixes
* add time of day interp and also fix zbuffer
* some small blending fixes
* improve randomess
* clean up extraction and missing blend mode
* culling, time of day, more level fixes
* more cleanup
* cleanup memory usage
* windows fix
* wip, taking a break to work on asm stuff first
* the goal code for sparticle
* mips2c the first sparticle asm function
* temp
* particle processing no longer crashing
* temp
* working texture cache for vi1 and hud textures
* sprites
* cleanup 1
* temp
* temp
* add zstd library
* temp
* working
* tests
* include fix
* uncomment
* better decomp of sparticle stuff, part 1
* update references