Commit Graph

1065 Commits

Author SHA1 Message Date
OpenGOAL Bot 4db30a5720 CI: Periodic Controller Database Update (#4135)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2026-03-17 01:17:57 -04:00
OpenGOAL Bot c9351fd6de CI: Periodic Controller Database Update (#4132)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2026-03-09 23:38:43 -04:00
OpenGOAL Bot 9dbadfdef9 CI: Periodic Controller Database Update (#4129)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2026-03-02 18:32:57 -05:00
Tyler Wilding d3cc739e43 jakx: Commit existing work from other PRs (#4112)
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>
2025-12-31 21:08:44 -05:00
massimilianodelliubaldini 40b088a02f IOP, DMA: Silence VAG audio on first chunk upload (#4048)
Fixes https://github.com/open-goal/jak-project/issues/2635 by zeroing
out the volume of the VAG command on the first chunk upload. This isn't
a "true" fix because I'm only addressing the symptom instead of the
actual problem.

But this did allow me to complete Mountain Temple without a single chirp
of static from the `mtn-step-plat-rocks` explosion sounds. They were
completely silent until I hit their buttons. All other sounds in the
game, to my untrained ears, sounded unaffected.

As an additional concern, I clear the IOP threads' `waitType` whenever
their `state` is set to Ready. This didn't seem to affect the sound bug,
but it seemed to be "the right thing to do." Will happily remove this
from the PR if it's deemed unnecessary, extraneous, or ought to be
addressed separately.
2025-12-29 20:35:44 -05:00
OpenGOAL Bot 60cf8f7b46 CI: Periodic Controller Database Update (#4108)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-12-29 20:35:28 -05:00
Tyler Wilding c0b15878e1 New Crowdin updates (#4107) 2025-12-28 17:35:29 -05:00
Aloqas f4512a41dd Jak 3 Finnish translation + Update Jak 1 & 2 translations (#4028)
Massive overhaul of Finnish translations

I guess it's time to finally push this out

I'll go insane if I have to proofread one more time :P
Every time I just realize my translations sucked and I keep tweaking
everything

---------

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2025-12-28 15:12:26 -05:00
OpenGOAL Bot f8d5aaffe9 CI: Periodic Controller Database Update (#4102)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-12-15 23:11:33 -05:00
water111 11c35a05ca [jak3] Add slow-time blur and fix color filter (#4037)
This implements the blur effect when time is slow and fixes some issues
with the color filter. Previously the color filter didn't work if the
multiplier was > 1.


https://github.com/user-attachments/assets/7198d2ff-98cb-4708-9ef7-800edc0bacf6
2025-12-08 18:20:58 -05:00
OpenGOAL Bot f17cb85273 CI: Periodic Controller Database Update (#4084)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-12-08 17:54:15 -05:00
Ziemas 5f1676d921 IOP: Fix WakeupThread waking up threads with other waittypes (#4047)
StreamListThread should have been deadlocked waiting for the
uninitialized LfoList semaphore, instead it'd get woken up by
WakeupThread erroneously.
2025-12-08 17:44:45 -05:00
Matt Dallmeyer 512696b625 [jak3] Support dpad pacman controls (#4083)
Not sure if we really want this change in vanilla openGOAL, but I had it
working on a branch so figured I'd PR it.
2025-12-08 17:43:04 -05:00
water111 5681aa64a5 Fix generic2 zbuffer and jak3 progress menu crash (#4091)
Fix Generic2 bug where a tricky way to disable z-buffer writing wasn't
being detected. This should fix some lightning or other effects:
<img width="968" height="982" alt="image"
src="https://github.com/user-attachments/assets/cf3225c1-9ea4-45ed-86e3-2ad3b9a6b1ee"
/>


Also fixed an original game issue(?) where a hud box could be used
uninitialized . Sometimes this would end up drawing a really large box
area which would overflow the DMA buffer and cause confusing crashes.
2025-12-07 22:18:51 -05:00
Matt Dallmeyer 2e7bbf2110 [jak3] Implement city-peace and desert-peace cheats (#4079)
https://www.youtube.com/watch?v=VrEfiMFvUKU
2025-11-20 16:27:01 +01:00
OpenGOAL Bot 1f8362d991 CI: Periodic Controller Database Update (#4077)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-11-10 16:36:44 -05:00
Grateful Forest 0fa93ce7b8 jak1: subtitle fixes (#4063)
Listened with RIG 500 headphones:

The farmer:
<img width="1920" height="1080" alt="1"
src="https://github.com/user-attachments/assets/0f399461-653e-412a-8e33-6a33e7f59277"
/>

I really could not hear that "spitting", percussive sound of the "p" for
"pack". I think it's unlikely the line is "pack" or "packed into the
pen".
The strong, healthy bass of "b" is more likely. Furthermore, he points
visually over his shoulder in the same moment, physically referring to
his own "back" as if referencing the past or a previous state.

The geologist:
<img width="1920" height="1080" alt="2"
src="https://github.com/user-attachments/assets/7ff7f4c3-2ded-41c1-84c7-1f6b44c5b081"
/>
"Lighting" to "lightning" would match consistency to the other
references to lightning moles. Listening to the sound, you can hear the
distinctly "nasally" sound of the "n" connecting the "light" and "ing".
2025-11-04 16:40:22 -05:00
OpenGOAL Bot e0fd06977f CI: Periodic Controller Database Update (#4062)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-11-03 16:59:50 -05:00
Matt Dallmeyer e594b23469 [jak3] Collision Renderer - support new pat-events and pat-materials (#4049)
before
<img width="3840" height="2160" alt="image"
src="https://github.com/user-attachments/assets/23740c18-f9f4-4049-adb4-fdcc3f6a0123"
/>

after
<img width="3840" height="2160" alt="image"
src="https://github.com/user-attachments/assets/19d0538c-5a17-4694-a368-e2b077333305"
/>

event mode with some new colors:
<img width="3840" height="2110" alt="image"
src="https://github.com/user-attachments/assets/a76f157c-b702-4e2f-943a-841964a0ebb6"
/>

material mode with some new colors:
<img width="3840" height="2110" alt="image"
src="https://github.com/user-attachments/assets/b698065d-4225-4e57-b9f5-cb176c20c94f"
/>
2025-10-17 21:41:09 +02:00
Alex 3f75e5d504 Add support for brightness and contrast modifiers (#4041) 2025-10-07 21:53:16 +01:00
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 2cd64522c4 [jak3] fix bomb and war factory ocean culling (#4036)
Fix textures on the bomb (just a simple typo fix):
<img width="1638" height="1067" alt="2025-10-05_18-22"
src="https://github.com/user-attachments/assets/d31fedd4-b4f3-4e65-8457-a67068b137be"
/>

Fix issue with ocean culling when in the war factory. In this level, the
make the background rotate by defining a different camera matrix. We
need to use that matrix when culling the ocean, since it rotates too.
This is different on PC because the original game stashed the camera
frustum planes in some vf registers for background drawing.

<img width="1638" height="671" alt="image"
src="https://github.com/user-attachments/assets/feb5f931-e71f-411e-8a29-e8d970f70078"
/>
2025-10-05 19:37:05 -04:00
water111 652c90cdc2 Increase print buffer size (#4035)
Fix for the crash reported in
https://github.com/open-goal/jak-project/issues/4034
2025-10-05 17:39:40 -04:00
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
Tyler Wilding 9e8470e398 New Crowdin updates (#4027) 2025-09-26 20:36:15 -04:00
OpenGOAL Bot 0cb22064d7 CI: Periodic Controller Database Update (#4019)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-09-26 19:11:19 -04:00
OpenGOAL Bot aad1b53ce3 CI: Periodic Controller Database Update (#4017)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-09-02 19:23:29 -04:00
gsanjin 6b2ded266b Add Bosnian language to Jak 1 (#4011)
Added Bosnian language - game and subtitles, complete translation of Jak
1.

---------

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2025-08-29 21:14:27 -04:00
OpenGOAL Bot ccda20a5d4 CI: Periodic Controller Database Update (#4010)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-08-26 19:41:25 -04:00
OpenGOAL Bot d825d9dd25 CI: Periodic Controller Database Update (#4004)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-08-19 19:29:00 -04:00
Hat Kid 98c1aa4f8f jak3: fix was-pre-game crash and egg-spider bbush (#4000)
Fixes #3997: The script for the orb that is spawned when getting a medal
in the satellite game was using the wrong entity name.
Fixes #3998: The `spider-manager` process was invalid for one frame,
causing the score to be set to the value of `#f`, winning the game
instantly.

Also doubled the PC port texture count, which should hopefully fix the
crash that happens when playing the game all the way through to the end
of the Destroy Dark Eco Tanks mission in one sitting.
2025-08-17 02:21:13 +02:00
Tyler Wilding 006d24b29a game: Support korean in Jak 2 and Jak 3 (#3988)
Resolves #3075 

TODO before merge:
- [x] Properly draw non-korean strings while in korean mode (language
selection)
- [x] Check jak 3
- [x] Translation scaffolding (allow korean characters, add to Crowdin,
fix japanese locale, etc)
- [x] Check translation of text lines
- [x] Check translation of subtitle lines
- [x] Cleanup PR / some performance optimization (it's take a bit too
long to build the text and it shouldn't since the information is in a
giant lookup table)
- [x] Wait until release is cut

I confirmed the font textures are identical between Jak 2 and Jak 3, so
thank god for that.

Some examples of converting the korean encoding to utf-8. These show off
all scenarios, pure korean / korean with ascii and japanese / korean
with replacements (flags):
<img width="316" height="611" alt="Screenshot 2025-07-26 191511"
src="https://github.com/user-attachments/assets/614383ba-8049-4bf4-937e-24ad3e605d41"
/>
<img width="254" height="220" alt="Screenshot 2025-07-26 191529"
src="https://github.com/user-attachments/assets/1f6e5a6c-8527-4f98-a988-925ec66e437d"
/>

And it working in game. `Input Options` is a custom not-yet-translated
string. It now shows up properly instead of a disgusting block of
glyphs, and all the original strings are hopefully the same
semantically!:
<img width="550" height="493" alt="Screenshot 2025-07-26 202838"
src="https://github.com/user-attachments/assets/9ebdf6c0-f5a3-4a30-84a1-e5840809a1a2"
/>

Quite the challenge. The crux of the problem is -- Naughty Dog came up
with their own encoding for representing korean syllable blocks, and
that source information is lost so it has to be reverse engineered.
Instead of trying to figure out their encoding from the text -- I went
at it from the angle of just "how do i draw every single korean
character using their glyph set".

One might think this is way too time consuming but it's important to
remember:
- Korean letters are designed to be composable from a relatively small
number of glyphs (more on this later)
- Someone at naughty dog did basically this exact process
- There is no other way! While there are loose patterns, there isn't an
overarching rhyme or reason, they just picked the right glyph for the
writing context (more on this later). And there are even situations
where there IS NO good looking glyph, or the one ND chose looks awful
and unreadable (we could technically fix this by adjusting the
positioning of the glyphs but....no more)!

Information on their encoding that gets passed to `convert-korean-text`:
- It's a raw stream of bytes
- It can contain normal font letters
- Every syllable block begins with: `0x04 <num_glyphs> <...the glyph
bytes...>`
- DO NOT confuse `num_glyphs` with num jamo, because some glyphs can
have multiple jamo!
- Every section of normal text starts with `0x03`. For example a space
would be `0x03 0x20`
- There are a very select few number of jamo glyphs on a secondary
texture page, these glyph bytes are preceeded with a `0x05`. These jamo
are a variant of some of the final vowels, moving them as low down as
possible.

Crash course on korean writing:
- Nice resource as this is basically what we are doing -
https://glyphsapp.com/learn/creating-a-hangeul-font
- Korean syllable blocks have either 2 or 3 jamo. Jamo are basically
letters and are the individual pieces that make up the syllable blocks.
- The jamo are split up into "initial", "medial" and "final" categories.
Within the "medial" category there are obvious visual variants:
  - Horizontal
  - Vertical
  - Combination (horizontal + a vertical)
- These jamo are laid out in 6 main pre-defined "orientations":
  - initial + vertical medial
  - initial + horizontal medial
  - initial + combination
  - initial + vertical medial + final
  - initial + horizontal medial + final
  - initial + combination + final
- Sometimes, for stylistic reasons, jamo will be written in different
ways (ie. if there is nothing below a vertical vowel will be extended).
  - Annoying, and ND's glyph set supports this stylistic choice!
- There are some combination of jamo that are never used, and some that
are only used for a single word in the entire language!

With all that in mind, my basic process was:
- Scan the game's entire corpus of korean text, that includes subtitles.
It's very easy to look at the font texture's glyphs and assign them to
their respective jamo
- This let me construct a mapping and see which glyphs were used under
which context
- I then shoved this information into a 2-D matrix in excel, and created
an in-game tool to check every single jamo permutation to fill in the
gaps / change them if naughty dogs was bad. Most of the time, ND's
encoding was fine.
-
https://docs.google.com/spreadsheets/d/e/2PACX-1vTtyMeb5-mL5rXseS9YllVj32BGCISOGZFic6nkRV5Er5aLZ9CLq1Hj_rTY7pRCn-wrQDH1rvTqUHwB/pubhtml?gid=886895534&single=true
anything in red is an addition / modification on my part.
- This was the most lengthy part but not as long as you may think, you
can do a lot of pruning. For example if you are checking a 3-jamo
variant (the ones with the most permutations) and you've verified that
the medial jamo is as far up vertically as it can be, and you are using
the lowest final jamo that are available -- there is nothing to check or
improve -- for better or worse! So those end up being the permutations
between the initial and medial instead of a three-way permutation
nightmare.
- Also, while it is a 2d matrix, there's a lot of pruning even within
that. For example, for the first 3 orientations, you dont have to care
about final vowels at all.
- At the end, I'm left with a lookup table that I can use the encode the
best looking korean syllable blocks possible given the context of the
jamo combination.
2025-08-16 19:35:47 -04:00
OpenGOAL Bot a470820b3e CI: Periodic Controller Database Update (#3995)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-08-16 12:32:22 -04:00
twi 796e0a4e06 Update filesystem.hpp dependency and un-break symlinks (#3990)
The context for this is that i was symlinking files from a mod
installation that were identical to the unmodded game, for space
considerations, because i remembered having success with that in the
past, before the project made the switch to ghc's filesystem library, it
seems. <sub>(I was also much more pressed for space back then, but well,
i thought writing a small program to check for matches and link them for
me would be a good, not-so-difficult exercise...)</sub>

However i quickly started getting weird errors that it couldn't find
GAME.CGO or KERNEL.CGO even when i hadn't touched them. Initially since
i found that it occurred only when symlinking any files that were
earlier alphabetically, i assumed it was some kind of index mismatch,
but it was actually caused by a bug in an older version of
filesystem.hpp causing the `directory_iterator` to read everything after
a symlink as also a symlink, making them fail to be read properly:
https://github.com/gulrak/filesystem/pull/162

Adding `f.is_symlink()` is not as much of a change to the loop's
condition from the previous behavior as it might first appear. It seems
that even without that condition the iterator *was* reading symlinks
before, just incorrectly (and before ghc::filesystem, they were being
read just fine, iirc). With the new version, though, symlinks do have to
be accounted for explicitly.

Given that the library's major and minor version are both the same, i
don't expect there should be any breaking changes to the API, and i
didn't find any when i was testing but there might need to be more
investigation into that before merging. Also, without the added check
for `f.exists()`, the behavior is exactly the same as if, for some
reason, a fakeiso file the game needs just doesn't exist in the first
place (which has no real reason to happen in a normal installation of
the game): there's a decent chance it will either crash at some point
later during runtime, or something will happen like a level failing to
load causing Jak to trip infinitely. I thought it might be helpful to
have it fail right away in the case that, say, someone moved their
vanilla installation and staled their symlinks, but i'll defer to
maintainers' judgement on that point.
2025-07-31 19:53:29 -04:00
Alex 070e233985 Replace PCRTC framebuffer blit with screen quad draw (#3980)
Taking the suggestion from @Calinou
(https://github.com/open-goal/jak-project/pull/3943#issuecomment-3017359144),
this replaces the resolve/render framebuffer -> window framebuffer blit
with an actual drawn tri-strip which covers the entire viewport, which
the PCRTC blackout already does.

It appears we have no guarantee what state the internal window
framebuffer will be in, so drawing an actual primitive and letting the
fragment shader do all the work seems to be the more
compatible/functional solution here.

Thanks for the suggestion!
2025-07-31 19:46:15 -04:00
OpenGOAL Bot c4585ef6fb CI: Periodic Controller Database Update (#3989)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-07-30 19:22:58 -04:00
OpenGOAL Bot b93caabd1d CI: Periodic Controller Database Update (#3982)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-07-23 19:18:11 -04:00
Tyler Wilding a34ab9aa30 game: fix refresh rate filtering comparison (#3984)
It helps to compare in the right direction -- was having the inverse
effect.
2025-07-17 01:00:51 -04:00
OpenGOAL Bot d5eebdcdfe CI: Periodic Controller Database Update (#3977)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-07-11 20:39:30 -04:00
Tyler Wilding 2d64108af5 display: be more generous when filtering resolutions by refresh rate (#3974)
Some monitors are very specific about their reported refresh rates:
```
[54:37] [debug] [DISPLAY]: Skipping 640x480 as it requires 360.11hz but the monitor is currently set to 360hz
```

The current code truncated the display mode, but would compare against
the reported refresh rate. As per the log, they are obviously not equal.
- Retain the float component and only round it off when sending the
value to GOAL
- Make the comparison more generous, +/- 1.0hz
2025-07-02 22:57:57 -04:00
OpenGOAL Bot ce23af2cb2 CI: Periodic Controller Database Update (#3973)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-07-02 22:20:55 -04:00
OpenGOAL Bot 72c3bd3d30 CI: Periodic Controller Database Update (#3953)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-06-28 21:24:42 -04:00
MuchWhittering 1748086136 Updating UK English spelling - Cutscene (#3962)
Fixing some of the warrior's spelling for British English.
2025-06-28 21:24:36 -04:00
Aloqas 2002cd0188 Some jak 3 transcription fixes (#3893) 2025-06-28 21:23:32 -04:00
massimilianodelliubaldini d352856927 [jak2] Fix Fortress Crash by Patching Mips2C Function (#3963)
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.
2025-06-20 05:33:15 +02:00
Matt Dallmeyer 5ad176507b [jak3] Subtitle typo (#3961) 2025-06-19 17:47:52 +02:00
water111 f5453b96e4 [gfx] Fix eye-related crash, clear color logic (#3957)
When building the eye texture, the background is first set to the top
corner of the iris texture.

A long, long time ago, I implemented this by peeking at the data in the
texture itself. This doesn't work if the iris texture is animated since
the texture will only on the GPU.

To fix this, this PR changes the eye renderer to draw a square over the
entire eye texture using iris texture's top corner, avoiding the need
for getting the texture data on the CPU. I don't remember why I didn't
do this in the first place, but this seems better in every way.

Also `input_data` in TexturePool not being initialized, which was
leading to hard-to-debug crashes when it was randomly initialized to a
sometimes invalid but non-null pointer.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-06-12 00:51:03 -04:00
water111 6c0107f166 remove some spammy overlord prints (#3952)
removing some print statements left over from debugging.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-06-08 11:54:45 -04:00
water111 c08118509b [jak3] Add BRANCH grain, make handler IDs unique (#3950)
Two changes that fix some Jak 3 audio bugs.

In some areas, sound effects would seem to cut off randomly. This was
caused by the sound code reusing IDs, but overlord didn't realize. It
would try to kill a sound effect by ID that had already died, and the ID
was reassigned to a new sound. To fix this, I made the handle IDs always
increment. I also tested starting the ID at large numbers and confirmed
that worked.

I also added support for the BRANCH grain. This makes the
`wastelander-shot` and possibly other sound effects work. It doesn't
support all the features, but this is probably enough.

Fun fact: the wastelander shot is supposed to have 7 variations, but you
always get the same one because they set the sound mask wrong.

I added a line you can uncomment if you want to experience the other 6
variations.

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-06-07 22:34:03 -04:00
Tyler Wilding cdbc241259 New Crowdin updates (#3942) 2025-06-04 00:31:08 -04:00