Commit Graph

126 Commits

Author SHA1 Message Date
Tyler Wilding a0a4ec7df5 game: fix level select for untranslated languages and fix infinite recursion edge-case in lookup-text! (#3969)
The main bug this fixes is not being able to use level select when your
language isn't translated. Why? Because they use the result from
`lookup-text!` to determine if a menu item should be drawn or not. No
text found, no menu item.

However this uncovered a long-standing bug in my fallback extension to
this code. If you call this function with a text-id that doesnt even
have an english string, it will recursively keep calling itself until it
crashes. Of course the first few tasks in the game are dummies and have
no valid text-id so this had to be fixed.

Should be fixed for all 3 games.
2025-07-02 22:44:02 -04:00
SuperSamus 5522c3d500 [high fps] fix blinking in all games (#3759)
Fixes both interval and animation speed. (jak1 previously only had a fix
for the former.)
This should close #3518, and one of the issues of #1499.

The solution is not the cleanest. The results are going to be wrong in
case the FPS doesn't reach the maximum set.
A better solution would be to make `random-time` a float, so that it can
be subtracted by `time-adjust-ratio`, but I don't know if changing a
type for this purpose is allowed here. Tell me if I should do that
instead.

Tested only on jak2.

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2025-06-01 18:50:33 -04:00
Hat Kid c61a69d751 jak3: wip pc progress code (#3898) 2025-04-16 20:57:43 +02:00
water111 23118be428 [jak3] Fix crash in subrails (#3863)
After the change to vector ops, subrails was crashing. This fixes the
crash by fixing a stack type and also marks those new vector op
functions as inline.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-02-16 17:40:23 -05:00
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.


![image](https://github.com/user-attachments/assets/1f7b4627-81bd-481b-b828-76b9f7ba13b3)

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.


![image](https://github.com/user-attachments/assets/5c31bf85-97b4-437c-bc4b-dc054e60551e)

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-02-01 21:23:11 -05:00
Hat Kid 710f3ac117 custom levels: etie and build actor support for jak2/3 (#3851)
Custom levels for Jak 2/3 now support envmapped TIE geometry. The TIE
extract was also changed to ignore materials that have the specular flag
set, but are missing a roughness texture.

Jak 2/3 now also support the `build-actor` tool.

The `build-custom-level` and `build-actor` macros now have a few new
options:

- Both now have a `force-run` option (`#f` by default) that, when set to
`#t`, will always run level/art group generation even if the output
files are up to date.
- `build-custom-level` has a `gen-fr3` option (`#t` by default) that,
when set to `#f`, will skip generating the FR3 file for the custom level
and only generate the GOAL level file to skip the potentially slow
process of finding and adding art groups and textures. Useful for when
you want to temporarily edit only the GOAL side of the level (such as
entity placement, etc.).
- `build-actor` has a `texture-bucket` option (default 0) which will
determine what DMA sink group the model will be placed in, which is
useful to determine the draw order of the model. Previously, this was
omitted, resulting in shadows not drawing over custom actors because the
actors were put in a bucket that is drawn after shadows (this behavior
can be restored with `:texture-bucket #f`).
2025-02-01 18:04:26 +01:00
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:

![image](https://github.com/user-attachments/assets/885bbb07-634f-47b8-99f5-5a947941cdde)

---------

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
water111 341f6117d5 Fix camera-other (#3843)
There's a feature to draw levels with a different camera matrix. This
uses `camera-temp-other`, `camera-rot-other`, etc instead of
`camera-temp`, `camera-rot`... I assumed that `trans-other` was the
"other" version of `trans`, but it turns out this isn't true -
`trans-other` is combined with `quat-other` and the original camera
matrix.

This fixes the issue by using the translation part of
`inv-camera-rot-other` for othercam levels only. (it works in all cases,
but I didn't want to use it for normal levels since I think it will be
less accurate)

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-18 17:44:38 -05:00
Tyler Wilding 6f093f98ff gsrc: Add convenience macros for masking VF operations (#3824)
Migrates all code, there should be no change in the compilation output
(linter should check this)

At first i was considering making these builtins, which short of a bunch
of code generation, would require some sort of dynamic definition in
`Atoms.cpp`. This isn't hard but, i figured it would be better to keep
it simple and just generate the OG macros.

Fixes https://github.com/open-goal/jak-project/issues/233
2025-01-11 12:16:05 -05:00
Hat Kid e836f09212 jak3: fix error with subtitle speaker names (#3832) 2025-01-07 11:33:05 +01:00
Hat Kid f883b075fd jak3: port anim-tester-x (#3830) 2025-01-05 20:36:26 +01:00
water111 e0acc2d15f [jak2, jak3] Unstretch moon and sun (#3822)
Fix the issue where the moon gets wide when using PC aspect ratios


![image](https://github.com/user-attachments/assets/db0ad274-5ee4-4ec3-92b6-650d295f8622)

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-04 12:39:23 -05:00
Hat Kid 0e5aed329e jak3: fix missing shadow for wings (#3803) 2024-12-14 18:36:53 +01:00
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 e18dbb6256 jak3: fix cloth disappearing after 600 orbs (#3790)
After collecting 600 orbs, cloth systems that didn't have any
`alt-tex-name`s defined would vanish because the `static-cloth-params`
macro doesn't default them to `#f`.
2024-12-02 17:43:41 +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 7543acfb8a jak3: speedrunner mode (#3761)
Base implementation of the popup menu and speedrunner mode in Jak 3.
Autosplitter is untested because I'm on Linux.

Also a couple of other misc changes:

- Model replacements can now have custom bone weights. Needs the "Use
Custom Bone Weights" property (provided by the OpenGOAL Blender plugin)
enabled in Blender.
- Better error message for lump syntax errors in custom level JSON
files.
2024-11-17 06:45:34 +01:00
Hat Kid af5cb9b1cb jak3: subtitle3, vag-player (#3758) 2024-11-12 02:45:16 +01:00
water111 1962fbfb51 [jak2,3] Support loading clut blender animated textures to the pool (#3735)
Animated textures that use the clut blender can now upload them to the
texture pool, so they can get read by the eye renderer. This will also
fix darkjak's eyelids in jak 2.


![image](https://github.com/user-attachments/assets/5edbd20d-53c9-42c6-937d-6263823b8b45)

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-27 09:21:44 -04:00
Hat Kid c623190bff decompiler: fix secret-disable form in defskelgroup detection (#3713) 2024-10-14 02:07:08 +02:00
water111 10008caad1 [jak3] Add merc fade and support for no texture flag (#3710)
Fixes https://github.com/open-goal/jak-project/issues/3709


https://github.com/user-attachments/assets/9fadf624-60b8-460f-9887-693712cc36c0

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-05 14:47:13 -04:00
water111 452f1329dd [jak3] fix envmap texture and strength (#3704)
Fix the envmap texture using the eye texture by default (will require a
re-extract to fix), fix envmap strength in all three games being off by
2x. (oops)

With envmap scale fix:

![image](https://github.com/user-attachments/assets/3b0ef8b7-cbdc-4402-8a12-af368538c16e)

without envmap scale fix (but with texture fix):

![image](https://github.com/user-attachments/assets/fd72d75b-f0bb-455c-a7c9-56916fbd4a67)

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-05 12:53:57 -04:00
water111 b8c77c65f5 [jak3] Fix flashing with maker projectiles (#3702)
Fix https://github.com/open-goal/jak-project/issues/3701, and possibly
other issues where projectiles were invisible/messed up. The use of
`align16` with the -16 was subtracting 16 in cases when the pointer was
already aligned, causing a bad value to be loaded for the quaternion.

I also renamed some variables and did some manual cleanup on a method in
process-drawable, since this one comes up a lot during debugging.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-05 11:40:03 -04:00
Hat Kid 7de5eb9fc0 jak3: misc fixes (#3686)
- Fix global heap display in cheat mode
- Fix `tpl-watcher` NaNs after they fire their laser (`vf0` was being
clobbered) (Fixes #3684)
- Fix `artifact-race` talkers (Fixes #3685)
2024-09-23 18:41:34 +02:00
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
water111 4e33746634 [jak3] Fix bomb bot bombs disappearing (#3674)
This is basically applying the same fix as `vector<-cspace!`, which
we've been doing since jak 1.

They often make bugs where they use bones before they are properly
initialized. On PS2, it's relatively harmless - it results in stuff
going to the origin for 1 frame (where it collides with nothing, since
the collide cache was filled somewhere else), then going back to normal.

On PC, using these uninitialized bones results in NaNs. This is because
`0 * (1 / w)` where `w = 0` done in the `update-transforms` is `NaN` on
PC, but 0 on PS2. These NaNs propagate to the velocity, and you get
stuck with everything being NaN.


![image](https://github.com/user-attachments/assets/f575fed5-4543-4f72-b7d1-c5c8be8036f8)

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-09-22 12:41:38 -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
Matt Dallmeyer 4fd0a57046 Create abutton-idx enum, replace magic numbers across codebase (#3646)
Found out the hard way that the `abutton` array for pressure sensitivity
uses a different order than the `pad-buttons` enum, so I created a new
enum for abutton indexing.

I replaced any magic numbers across the codebase where it made sense,
e.g.
`(-> *cpad-list* cpads (-> self control unknown-cpad-info00 number)
abutton 6)`
becomes
`(-> *cpad-list* cpads (-> self control unknown-cpad-info00 number)
abutton (abutton-idx x))`
2024-09-01 09:29:23 -04:00
Hat Kid ce978638fe jak3: add darkjak highres texture anim (#3611)
Eyes don't work yet
2024-07-28 02:45:00 +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 f0b46ff2e5 [jak3] A few bug fixes (#3606)
A few minor fixes:

- Fix crash in overlord3 during final boss
https://github.com/open-goal/jak-project/issues/3605
- Update goal_src for `scene-actor.gc`, which was not updated after a
bug fix for decompiling skelgroups, making some cutscene actors
invisible due to using the wrong joint for culling checks.
- Stop using `-1` as an invalid value for texture id's in Merc.cpp. This
could sometimes cause Merc2.cpp to accidentally skip updating the OpenGL
texture. This fixes the bug where skull gems sometimes didn't have the
animated textures.
2024-07-26 13:48:43 -04:00
water111 9d80ada016 [jak3] Fix eye slot assignment and textures (#3603)
I found two issues with Jak 3 eyes. The first was simple - we were
missing a `-pc` texture upload in `texture.gc` for `pris2` textures,
which has eye textures for a few characters, like torn or damas.

The second was a little more annoying. Unlike jak 2 and jak 1, jak 3 can
dynamically assign eye slots when merc models are loaded. This involves
modifying eye data to tell the eye renderer where to render, and
modifying the merc model's adgif shaders to point to the correct eye
texture. The modification to the merc adgif shader is problematic since
our PC port of merc assumes this slot is constant.

My solution here was to bypass this whole slot system entirely for jak
3. I modified the GOAL eye renderer to tell the c++ eye renderer the
name of the merc-ctrl containing the eye. Then, the PC C++ Merc renderer
can just look up the merc-ctrl by name. To make this fit nicely in the
existing memory layout, I used a 64-bit fnv hash of the name. (which
honestly is how we should have handled a lot of other texture/model
names stuff...)

Unrelated fix to Overlord2 so it handles the case where file size
changes after the game starts, I had this in jak2/jak1 and forgot it for
jak 3.
2024-07-26 11:42:52 -04:00
water111 e81431bd21 [wip] Jak 3 Overlord (#3567) 2024-07-26 09:42:28 -04:00
Brent Hickey b8f1ee5289 [high fps] Increase input buffer for jak1 and jak3 (#3578)
Applying https://github.com/open-goal/jak-project/pull/3178 to jak1 and
jak3

This also fixes cloud speed in jak3

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2024-07-15 02:56:10 +02:00
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.

![image](https://github.com/open-goal/jak-project/assets/6624576/29df8e17-8831-412b-b9b7-7704d6bd7813)
- `factoryc-alpha`: Some conveyors do not have the animation for some
reason.

![image](https://github.com/open-goal/jak-project/assets/6624576/209ef073-2a81-4e2c-b020-dc2ae0b01196)
- 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`.

![image](https://github.com/open-goal/jak-project/assets/6624576/1e54bab2-f97c-47d5-a92a-a98a52c30178)

![image](https://github.com/open-goal/jak-project/assets/6624576/240b0137-1e9e-4e65-8446-0f78df9802dd)
- `hfrag` texture anim is not handled yet. Probably needs some special
casing.
2024-07-15 02:25:18 +02:00
Hat Kid 08a23793c8 jak3: fix some nan bugs (#3581)
Fixes a couple of NaN bugs, making the Arena and Marauder Stronghold
missions, the leaper corralling mission and final boss playable:

- Fixes #3579:
- After catching a leaper, the `flut` that spawns would have a NaN
`world-sphere`
- Fixes #3580:
- `vf0` was being clobbered after a `suspend`, causing them to spawn at
the origin.
- The Terraformer's `world-sphere` would be NaN until an animation
started playing.
2024-07-15 01:54:52 +02:00
ManDude 39786482a1 jak3: airlock speed hacks + make cutscenes skip properly (#3543) 2024-06-02 15:03:58 +01:00
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
ManDude dd765b41cb jak 3 shadows (#3530)
![image](https://github.com/open-goal/jak-project/assets/7569514/e48dbbb8-82d9-4b9d-8ae4-3f48f7c35ced)
2024-05-23 18:29:42 +01:00
ManDude 0db7be55e6 jak3: sprite limit increase + add bsphere toggle for region faces (#3529) 2024-05-22 16:27:00 +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