The `Split Boxes` option in jak2/3 currently crashes as soon as you
select it because of the `*debug-region-hide-empty*` code added in
openGOAL. The split boxes aren't true regions, but they reuse the
`debug-draw-region` functions, and crash trying to access `(-> this
region on-enter)`.
<img width="2160" height="1620" alt="image"
src="https://github.com/user-attachments/assets/e8753fcc-8234-40fa-9278-d2dca4dff71a"
/>
yay split boxes
Based on [similar changes we made awhile back for
jak1](https://github.com/open-goal/jak-project/pull/3902) - this way
runners don't need to figure out the -0.3s offset or whatever, and it
won't vary based on where they reset from.
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>
So `target` has some logic here which checks if the pending attack has
the same ID as the last attack, and if so it checks for a 2s grace
period `(-> *TARGET-bank* same-attack-invulnerable-timeout)` before the
attack will actually count:
https://github.com/open-goal/jak-project/blob/7320bfc068acfa385f929b176f61caf3b7aabbbe/goal_src/jak3/engine/target/target-util.gc#L1664-L1674
This `same-attack-invulnerable-timeout` check uses `time-elapsed?`,
which under the hood references `(current-time)` AKA `(-> PP clock
frame-counter)`, which makes sense.
However the code that actually stores the `attack-time` uses a different
clock `(-> *display* base-clock frame-counter)`:
https://github.com/open-goal/jak-project/blob/7320bfc068acfa385f929b176f61caf3b7aabbbe/goal_src/jak3/engine/target/target-util.gc#L1765-L1768
So if these two clocks get out of sync - say the `target` process clock
falls behind the `*display*` clock - then we can end up storing an
`attack-time` that's "in the future" from `target`'s perspective,
effectively increasing the `same-attack-invulnerable-timeout`.
This clock drift can happen in real gameplay - Usual today was having it
happen consistently with the route he was attempting for NoOOB. I was
able to reproduce it consistently in OpenGOAL as well:
- get "invuln 2" (i.e. you have `(target-flags disable-attacks)` but not
`(focus-status dead ignore)`)
- restart mission at the top of temple before the glider mission trigger
- immediately go into the trigger and fall off the cliff (during the
black screen)
- you'll get the glider cutscene, but should respawn back at the bottom
of temple
Somewhere in this^ cutscene/blackout, the two clocks drift apart -
presumably `target`'s clock is paused but the other is not. Later in the
speedrun, this causes the extra long invuln timeout bug, which wastes
time while trying to intentionally lower health.
https://www.youtube.com/watch?v=WD2MLj8ccfg
As far as I can tell, any other code interacting with `attack-time` also
uses `(current-time)` or one of the wrapping macros like `set-time!` or
`time-elapsed?`
Very similar to https://github.com/open-goal/jak-project/pull/4068, but
adjusts the scale based on the process clock. I think this approach is a
little bit better since it shouldn't depend on frame timing at all.
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.
This fixes the metal head tower resolution cutscene having an awkward
amount of blackout at the start unless the framerate dipped to at least
(most?) 33FPS, since its frame num starts in the negative. There may be
other cutscenes that start at negative or higher than zero, but I don't
know of any (did not check thoroughly as that's boring as hell).
I don't really understand what the purpose of this check is in the first
place to be honest.
Fixes for:
- `prebot` sword attack and projectile speed (fixes#4050)
- Fast first person camera turning speed (fixes#4051)
- Slow turret camera turning speed (fixes#4052)
- `flyingsaw` movement and rotation speed (fixes#4053)
- Green eco drain rate on jetboard during `forest-kill-plants` mission
(fixes#4054)
- `skeet` rotation speed
- `maker-grenade` tumble speed
- Jetboard spin speed
- `hud-skill` rotation speed (also for jak2)
- `gun-dark-shot` projectile speed (also for jak2)
- `target-float` up/down speed (also for jak2)
- Texscroll speed
- Slow walk anim after landing from a jump
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.
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"
/>
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.
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>
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>
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>
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`).
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>
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>
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
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`.
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.
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>
- 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)
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.

Co-authored-by: water111 <awaterford1111445@gmail.com>
`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#3653Fixes#3656