Commit Graph

167 Commits

Author SHA1 Message Date
Tyler Wilding 005fd46a96 formatter: handle multi-quoted expressions 2024-05-25 13:29:25 -04:00
Tyler Wilding 0e4b6f2c11 format/j1: fix empty list handling 2024-05-24 22:46:55 -04:00
Tyler Wilding f00dbf15fe format/j1: fix loop mistake 2024-05-24 21:51:38 -04:00
Tyler Wilding ba88a54902 format/j1: re-format all files to catch any improvements made along the way 2024-05-24 01:45:27 -04:00
Tyler Wilding 6d183980db format/j1: 75% done 2024-05-23 01:12:44 -04:00
Tyler Wilding eadd3e877c format/j1: halfway done 2024-05-21 00:40:31 -04:00
Tyler Wilding d637daf3f1 format/j1: another 15% of the codebase done 2024-05-20 15:04:15 -04:00
Tyler Wilding 32ec1c0100 format/j1: made it through about 10% of files 2024-05-18 21:50:46 -04:00
Tyler Wilding 588b27cbcf g/j1: remove redundant type name in defmethods that were missed
`defmethod\s(?!new\b)[^\s]+\s[^(]`
2024-05-18 15:23:45 -04:00
Tyler Wilding 44c08d23a5 format/j1: first 25ish files 2024-05-18 15:08:39 -04:00
Tyler Wilding d1ece445d4 Dependency graph work - Part 1 - Preliminary work (#3505)
Relates to #1353 

This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.

The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.

Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.

Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
2024-05-12 12:37:59 -04:00
ManDude cf79ca04e9 fix another jak 1 level name (#3503) 2024-05-03 08:34:36 +01:00
ManDude 5705359df9 [jak3] fix some flag names and a wcar crash (#3498) 2024-05-01 08:44:26 +01:00
ManDude 8344ac6963 use only the real level name in the Loader (#3495)
This fixes issues with certain Jak 3 levels not rendering because there
is a mismatch between the DGO name, nickname and real level name (bsp
name).

FR3s use a different filename, so you can delete the ones you have after
this is merged.

This affects custom levels, but I don't have that toolchain set up so
someone else will have to test that.
2024-04-30 17:12:57 +01:00
ManDude e4c57d6ac9 more debug information when RPC buffers exhaust (#3490) 2024-04-29 16:37:04 +01:00
Matt Dallmeyer ccd2c9eaf1 Fix bad speedrun Select pause behavior (#3464)
fixes this crap - happens if you use the Select variation of the
speedrun menu combo (hold L1+R1+X) during movies


https://github.com/open-goal/jak-project/assets/2515356/52ffe700-0662-42d5-aa7d-1d9d71bb94fb

With the changes in this PR, it now behaves as you'd expect - the same
as a normal Select pause

For reference, original changes adding the combo on Select -
https://github.com/open-goal/jak-project/pull/2196/files
2024-04-14 15:51:30 -04:00
Hat Kid dacb704ef6 decomp3: more engine stuff, fix ja macro detection for jak 2/3, unmerged let matcher, part-tracker-spawn macro (#3436)
- `aligner`
- `effect-control`
- `pov-camera`
- `powerups`
- `los-control-h`
- `airlock`
- `water-anim`
- `blocking-plane`
- `proc-focusable-spawner`
- `idle-control`
- `enemy-h`
- `nav-enemy-h`
- `enemy`
- `enemy-states`
- `particle-curves`
- `base-plat`
- `plat`
- `bouncer`
- `elevator`
- `rigid-body`
- `rigid-body-queue`
- `process-taskable`
- `scene-actor`
- `warp-gate`
- `guard-projectile`
- `metalhead-projectile`
- `los-control`
- `joint-exploder`
- `ragdoll-test`
- `debris`
- `shield-sphere`
- `text`
- `target-launch`
2024-03-30 10:28:02 -04:00
water111 82fb2cc26a Port bones.gc math to GOAL (#3425)
Reverse engineer the skinning matrix calculation and port to GOAL. This
is about 3x faster than the MIPS2c version.

As usual, there is a `*use-new-bones*` flag to go back to the old
version.

Fix for a bug in the compiler's `.div.vf` implementation (only happens
if src/dst are the same), and fix for a typo in the register allocator
that would sometimes cause it not to consider xmm8-xmm15.
2024-03-15 20:31:11 -04:00
water111 9f55e41146 [joint] fix missing matrix interpolation (#3394)
I was missing one of the ways that the joint animation was interpolated.
In particular - the `matrix` that defines the root position of the
object.
2024-03-03 15:15:37 -05:00
Tyler Wilding 5eeaffcde0 scripts: new linter script to detect goal_src files with trailing whitespace (#3387)
Removes trailing whitespace from goal_src files, eventually the
formatter will do this as well but it's not ready yet so this is a
decent interim solution.

A competent text editor will also do this / flag it for you.
2024-02-24 14:27:56 -05:00
water111 79d14af0b5 Decompile joint, collide-func, clean up joint decompression code for all games (#3369)
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.
2024-02-11 09:50:07 -05:00
Tyler Wilding 94585e7f87 game: fix intermittent sprite_distort related crash (#3357)
Apparently a long standing bug, with
https://github.com/open-goal/jak-project/pull/3194 making it more likely
to occur.
2024-02-02 17:51:21 -05:00
ManDude 7a8aa71204 [jak2] implement statistics tracker (#3288)
Currently only tracks enemy kills, and how they were killed. There is
currently no menu for this, but I've already added most of the text for
it. Also did a bunch of misc decompilation fixes and renamed some
methods.

Fixes #3277 
Fixes #3278
2024-01-11 22:49:41 +00:00
ManDude 1808596679 save & load game territory setting (#3243) 2023-12-03 18:19:38 +00:00
Tyler Wilding 8258c409d5 New Crowdin updates (#3211) 2023-11-18 14:52:49 -05:00
ManDude 288624b90f fix mistakes in projectiles.gc (#3187)
Fixes #3184
2023-11-11 11:40:29 +00:00
ManDude adada4751d [jak2]do not force UK english on PAL (#3142) 2023-11-04 11:17:40 +00:00
ZedB0T c1e81e1b4b Add fallback text functionality to Jak 2 (#3128) 2023-11-03 21:45:10 -04:00
ManDude a949dada93 rename joint node and art element macros (#3111) 2023-11-01 23:16:00 +00:00
ManDude cd68cb671e deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00
Hat Kid 3c27b3942b decompiler: better automatic detection of art groups and joint-node-index macro detection (#3061) 2023-10-06 16:42:16 +02:00
ManDude 1338fed9c9 fix eco pickup time bug (#3056) 2023-10-02 01:22:05 +01:00
Matt Dallmeyer d149838485 fix draw-string-xy-scaled cropping (#3041)
fixes #3038 


https://github.com/open-goal/jak-project/assets/2515356/5b7a490f-e1fb-4a12-a3d9-b576a2c1d574
2023-10-01 00:17:50 +01:00
water111 0e31a9c407 [decompiler] Handle find-parent-method (#3018)
This change adds a few new features:
- Decompiler automatically knows the type of `find-parent-method` use in
jak 1 and jak2 when used in a method or virtual state handler.
- Decompiler inserts a call to `call-parent-method` or
`find-parent-state`
- Removed most casts related to these functions

There are still a few minor issues around this:
- There are still some casts needed when using `post` methods, as `post`
is just a `function`, and needs a cast to `(function none)` or similar.
It didn't seem easy to change the type of `post`, so I'm not going to
worry about it for this PR. It only shows up in like 3 places in jak 2.
(and 0 in jak 1)
- If "call the handler if it's not #f" logic should probably be another
macro.

Fixes #805
2023-09-30 11:06:09 -04:00
ManDude 1f4044b9ff Jak 2 controller LED implementation (#3035)
Adds controller LED features to Jak 2:
- progressive flickering denoting health
- copies tomb simon says puzzle colors
- unique colors for each gun
- orange color for being indax
- yellow color for being in mech
- purple color for being darkjak
- blue color for being in board
- red flash when wanted.

May add more features later?

Also did some minor clean-up on some types.
2023-09-28 02:47:09 +01:00
ManDude 170cbd7e6c misc low hanging fruit fixes (#3034)
Fixes #2235 
Fixes #2236 
Fixes #2963 
Fixes #3027
2023-09-27 00:59:07 +01:00
ManDude a662150327 [decompiler] do not use time-elapsed? on unsigned comps (#3031) 2023-09-26 18:48:13 +01:00
Hat Kid fc43870d85 decompiler: obj -> this, set-time! and time-elapsed? macros (#3026)
This renames the method object in `defmethod`s to `this` and adds
detection for the `set-time!` and `time-elapsed?` macros.

Definitely my biggest PR yet...
2023-09-26 15:17:00 +01:00
ManDude 1ff55d5015 fix (font-flags left) name + fix right flag not reflecting in debug text box (#3020)
Fixes #3016 
Fixes #3017
2023-09-24 03:00:09 +01:00
ManDude ff924f6b00 improve decomp of state handlers and art groups (#3014)
- state handlers that are not inlined lambdas have smarter type
checking, getting rid of 99.9% of the casts emitted (they were not
useful)
- art groups were not being properly linked to their "master" groups.
- `max` in `ja` in Jak 2 was not being detected.

Another huge PR...
2023-09-23 09:53:50 -04:00
ManDude 61c4fc4b91 [jak2] fully implement collide mesh renderer (#3010)
Fixes #2983
2023-09-22 15:50:16 +01:00
ManDude fe491c2b5e [opengoal] make none a child of object (#3001)
Previously, `object` and `none` were both top-level types. This made
decompilation rather messy as they have no LCA and resulted in a lot of
variables coming out as type `none` which is very very wrong and
additionally there were plenty of casts to `object`. This changes it so
`none` becomes a child of `object` (it is still represented by
`NullType` which remains unusable in compilation).

This change makes `object` the sole top-level type, and the type that
can represent *any* GOAL object. I believe this matches the original
GOAL built-in type structure. A function that has a return type of
`object` can now return an integer or a `none` at the same time.
However, keep in mind that the return value of `(none)` is still
undefined, just as before. This also makes a cast to `object`
meaningless in 90% of the situations it showed up in (as every single
thing is already an `object`) and the decompiler will no longer emit
them. Casts to `none` are also reduced. Yay!

Additionally, state handlers also don't get the final `(none)` printed
out anymore. The return type of a state handler is completely
meaningless outside the event handler (which is return type `object`
anyway) so there are no limitations on what the last form needs to be. I
did this instead of making them return `object` to trick the decompiler
into not trying to output a variable to be used as a return value
(internally, in the decompiler they still have return type `none`, but
they have `object` elsewhere).

Fixes #1703 
Fixes #830 
Fixes #928
2023-09-22 10:54:49 +01:00
Hat Kid d784561d43 gsrc: add more og:preserve-this comments (#2996) 2023-09-16 13:39:51 +02:00
rafalekkB ed6782d11b Polish translation for Jak 1 (#2961) 2023-09-11 22:05:42 -04:00
Hat Kid 49e798f88c jak2: macro detection for launch-particles and seconds-per-frame, add og:preserve-this comments for manual patches (#2974)
This PR adds detection of the `launch-particles` and `seconds-per-frame`
macros to the decompiler, removing a lot of bloat and hiding many
process register uses.

I also added `og:preserve-this` comments to as many manual patches and
comments as I could, which will soon be used in conjunction with CI to
hopefully catch any regressions in future big decomp update PRs.

I have some concerns about the `launch-particles` macro (more details in
`sparticle-launcher.gc`) , but thus far, I have not seen anything break
yet.

---------

Co-authored-by: water <awaterford111445@gmail.com>
2023-09-10 11:48:56 -04:00
ManDude 46bdd109dd rewrite sp-get-particle and fix some jak 2 region decomp (#2955) 2023-09-03 22:25:59 +01:00
water111 5a80be213c [sprite] Adjust allocation randomization (#2953)
This tries to match the original behavior of the sprite allocation
"randomness", which should reduce the number of very empty sprite blocks
sent to C++.
2023-09-02 09:39:19 -04:00
ManDude 6e8b0e57c7 [extractor] fix territory being set to wrong value (#2946)
Also fixes a minor issue where the JP sound bank wouldn't work (Jak 1).

Fixes #2793
2023-08-30 18:36:10 +01:00
ManDude 04269ffa86 [jak2] fill in a lot of flags for decomp + mouse macros (#2927)
Also changed the default type of enums to `int64` (same as `int`).
2023-08-22 16:39:52 +01:00
Tyler Wilding 66e48195cb jak1: Consolidate art-elts into a single file as is done in jak 2 (#2887)
Fixes #2167

Reduces test flakiness if ran on multiple threads and gets rid of a few
hundred files from the source tree

I believe this also makes #1434 irrelevant and it can be closed.

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-08-18 11:07:24 -04:00