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.

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
2ff49b9905
jak3: fix ragdolls settling too early ( #3775 )
...
`none` methods strike again
Fixes #3774
2024-11-22 02:36:50 +01:00
water111
5e3cb8faa6
[jak3] Fix stack layout for car spawn ( #3765 )
...
Fix for cars spawning under ground or in weird places
Co-authored-by: water111 <awaterford1111445@gmail.com >
2024-11-16 17:52:14 -05:00
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
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
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
Hat Kid
365fae4913
jak3: fix bbush rings ( #3593 )
...
Fixes #3592
2024-07-17 21:49:07 +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.

- `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
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
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
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
f9e0aa82bc
jak3: fix mirage shot ( #3501 )
2024-05-01 21:57:13 +02:00
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
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
Hat Kid
93afb02cf4
decomp3: spawn target, add merc and particle buckets and some temporary hacks ( #3445 )
...
This includes all the collision stuff needed to spawn `target`,
decompiles the sparticle code and adds some of the PC hacks needed for
merc to run (it doesn't work quite right and looks bad, likely due to a
combination of code copied from Jak 2 and the time of day hacks).
There are a bunch of temporary hacks (see commits) in place to prevent
the game from crashing quite as much, but it is still extremely prone to
doing so due to lots of missing functions/potentially bad decomp.
---------
Co-authored-by: water <awaterford111445@gmail.com >
2024-04-05 00:07:39 -04:00
water111
9b4b54978a
decomp drawable, main ( #3434 )
2024-03-24 12:27:04 -04:00
water111
8d0d05717f
[jak3] misc. headers ( #3345 )
...
trail-h, minimap-h, bigmap-h, capture, memory-usage-h, blit-displays-h,
sky-h, rest of ocean-h
2024-01-27 14:06:21 -05:00