Commit Graph

1022 Commits

Author SHA1 Message Date
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
Tyler Wilding 77586b7fa9 game: default MSAA to off (#3943)
There's a suspicion that MSAA might be what causes the black screen
problem for some users, additionally this can cause perf issues for
people with really bad PCs so this is probably a better default.

Needs testing before merging, i think this is all inclusive though.
2025-06-03 23:58:05 -04:00
OpenGOAL Bot 0dfa6be94c CI: Periodic Controller Database Update (#3939)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-06-02 23:09:50 -04:00
water111 653604080f default button pressure to 0 (#3938)
This should solve the issue where buttons are held down until you push
them the same time. This would cause the cars in jak 3 to not move until
you pushed square/circle and "released" the brake.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-06-01 21:15:09 -04:00
water111 882c45f077 [jak3] Fix crash with shadow in precursor ship (#3934)
When the `dp-bipedal`s get blown up by the nuke gun, their bones go to
NaNs on the last frame. The shadow renderer doesn't handle this well and
draws all possible triangles as single tris. This overflows the vif
`unpack` field and triggered an assert when sizes inside the shadow
renderer weren't consistent.

My guess is that this works on the real game either because:
- their shadow renderer draws garbage data, but you can't tell because
the screen is white from the nuke
- no NaN on PS2 means that the shadow renderer behaved differently, not
using all single tris.

As a workaround, if the bones are NaN, the shadow renderer treats them
as 0, meaning there is no shadow drawn.

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-06-01 18:58:02 -04:00
water111 228dfd82d1 [jak3] Small bug fixes (#3933)
Fixes the pillars being transparent (but is a bit of a hack), the desert
sand not having texture filtering, and the "No memory card" on the title
screen with debug mode off.

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-06-01 13:24:28 -04:00
Tyler Wilding b6649d2433 Properly set window size when switching from borderless/fullscreen -> windowed mode (#3923)
Prior to SDL3, borderless windows were kinda a hack, they cleaned all of
that up. The side-effect of that is that the C++ code keeps track of the
current window size (it does this for framebuffer sizing, but also to
set the size of the window).

This is now an issue because SDL is properly firing events when you
change to borderless mode, so our window size gets updated to the size
of the entire monitor. When you switch to windowed mode from borderless,
it now seems like it didn't work (it did, its just still taking up the
entire screen).

This could be better cleaned up if more settings are extracted out of
GOAL and put into C++ so they can be managed and accessed where they
belong. But for now, this is a minimally invasive fix.

Fixes #3917
2025-05-31 18:47:02 -04:00
OpenGOAL Bot 3736554d66 CI: Periodic Controller Database Update (#3928)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-05-27 19:11:21 -04:00
Alex a6c21a9814 Implement analog stick sensitivity setting, default it to 133% (#3919)
This is a simple multiplier to the gamepad axis input value received
from SDL events. Normally the values it provides cannot satisfy the
square range of the stick input. This is usually fine but it might play
differently with different controllers and compared to consoles,
especially considering the DualShock 1/2 have automatic calibration
which works in mysterious ways. The setting is there so any user can
adjust it for their controllers.

Saved to and loaded from the input-settings.json file.

133% matches PCSX2's default setting and is generally a good value to
map the square stick range within most modern(ish) controllers' circular
stick motion.

Progress menu option added to Jak 1 and 2. Setting can be changed from
50% all the way to 200%.

~~Renamed the analog deadzone options to stick deadzone since they don't
apply to the other analog buttons and only the (analog, yes) sticks.~~
2025-05-27 16:01:06 +01:00
OpenGOAL Bot 52df5a2d64 CI: Periodic Controller Database Update (#3918)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-05-22 16:40:24 -04:00
MuchWhittering a271111f14 Fixed typo in US English subs. (#3914)
Coveyor -> Conveyor
2025-05-15 00:20:40 -04:00
Tyler Wilding 0837af95c3 game: ensure SDL subsystems are cleaned up prior to quitting SDL (#3913)
For dualsense controllers, when the game exits we explicitly clear any
trigger effects. This was happening after SDL was already terminated, so
the hardware handles were already lost.

From a practical standpoint though, this mostly just cleans up logs.
2025-05-13 17:51:00 -04:00
ZedB0T 5873c881e1 Hide imgui only on key press, instead of while pressed. (#3911)
The imgui bar is currently toggled repeatedly if the key is held down,
this can lead to annoyances where the key is held for a short time and
cycles back to "show" or "hide" when that's not what the user wants.
Current behavior: 


https://github.com/user-attachments/assets/5d719364-9949-4ba2-bf72-7d432650a614

Fixed behavior


https://github.com/user-attachments/assets/b816f502-c155-4d86-adb7-41ca1a7a40cf
2025-05-12 21:58:41 -04:00
OpenGOAL Bot 032142323a CI: Periodic Controller Database Update (#3912)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-05-12 20:54:41 -04:00
OpenGOAL Bot c1480cdaa4 CI: Periodic Controller Database Update (#3900)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-05-09 16:51:46 -04:00
ZedB0T 3906262fd4 Toggle Cpp openGL with F12 / Alt + Enter / Anything else (#3901)
This is a successor to #3230

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2025-04-26 23:17:27 +02:00
Hat Kid c61a69d751 jak3: wip pc progress code (#3898) 2025-04-16 20:57:43 +02:00
OpenGOAL Bot 7a086fcadb CI: Periodic Controller Database Update (#3897)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-04-14 19:01:01 -04:00
Tyler Wilding 647282d896 deps: update fmt to 11.1.4 (#3880)
Fixes #3886
2025-04-12 15:59:13 -04:00
OpenGOAL Bot 5415c83def CI: Periodic Controller Database Update (#3894)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-04-09 23:10:20 -04:00
OpenGOALBot 1fa9363414 ci: updated controller database 2025-03-24 16:23:09 +00:00
OpenGOALBot 6696346f77 ci: updated controller database 2025-03-10 16:19:20 +00:00
Tyler Wilding 1f6438e517 deps: update to SDL3 (#3852)
This PR updates to SDL3, and with it, adds a handful of new features.
Everything seems to work but I'm going to look over the code once last
time before merging, some of the API changes are hard to spot.

Fixes #2773

### Pressure sensitivity support for DS3 Controllers

SDL3 adds pressure sensitivity support for DS3 controllers on windows. I
have not tested on linux. The option is disabled by default.

On windows you will need https://docs.nefarius.at/projects/DsHidMini/
and to be using SXS mode.

### DualSense and Xbox One Trigger Effects

If enabled, Jak 2 will have certain trigger effects.  They are:
   - xbox1:
     - small vibrate when collecting dark eco
     - big vibrate when changing to dark jak
     - vibrate when shooting gun, proportional to gun type
   - ps5:
     - resistance when changing to dark jak
     - different gun shooting effects
       - red (resistance)
       - yellow (weapon trigger)
       - blue (vibrates)
       - purple (less resistance)
> **Gun Shooting effects are only enabled if the new "Swap R1 and R2"
option is enabled**

There are more effects that could be used in `dualsense_effects.cpp`,
but I only exposed the ones I needed to OpenGOAL. If a modder wants to
use some of the others and wires them up end-to-end, please consider
contributing that upstream.

### New ImGUI Menu

Added new imgui options for selecting the active controller, for those
people that struggle to select the initial controller.


![image](https://github.com/user-attachments/assets/48ff2985-d9ef-417a-b1f2-a25c74595935)

### Testing

The highlights of what I tested successfully:
   - display
     - [x] all mode switch permutations
     - [x] launch with all modes saved
- [x] switch monitors / unplug monitor that was active, how does it
handle it
     - [x] load with alternate monitor saved and all modes
     - [x] allowing hidpi doesnt break macos
   - controls
     - [x] keyboard and mouse still work
     - [x] pressure sensitivity on linux
2025-03-02 16:36:22 -05:00
Tyler Wilding 3c5b1fbfba New Crowdin updates - February 2024 (#3867) 2025-02-28 21:41:36 -05:00
Tyler Wilding 9759841e3b New Crowdin updates - February 2024 (#3857) 2025-02-28 19:31:50 -05:00
OpenGOAL Bot 04a10b27cd CI: Periodic Controller Database Update (#3865)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-02-27 21:16:11 -05:00
manuelx98 e656ef943b Jak 2: Italian translation (Hints) (#3590)
Used a PR since many things can't be changed using Crowdin, such as
timings.
Same team as the italian Jak 1 translation.
This PR won't include subtitles, which will be included later on in a
separate PR, once things will be worked on.
Still needs to be revised by the team.

---------

Co-authored-by: pex93 <44973506+pex93@users.noreply.github.com>
Co-authored-by: Francesco <107510301+XedoIT@users.noreply.github.com>
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2025-02-17 00:56:00 -05:00
Tyler Wilding 41ed4b1d7e ci: update to ubuntu 22.04 (#3860)
Ubuntu 20.04 is hitting it's next EOL stage in april
https://endoflife.date/ubuntu
And it's being removed from github actions in april to go along with
that
https://github.blog/changelog/2025-01-15-github-actions-ubuntu-20-runner-image-brownout-dates-and-other-breaking-changes/

Getting ahead of this before we have random failures, I'll update the
launcher along with this change for this month.

On the bright side, we can finally update clang-format!
2025-02-16 17:40:52 -05:00
water111 af9a8dd7f1 [graphics] Fix issue with envmap math (#3862)
A few people in the discord noticed that the shiny part of the subrails
looks different between PS2 and OpenGOAL. I looked into this and found a
bug where the length of the normals was half what they should have been.
Earlier this didn't matter because I normalized them in the shader, but
at some point I removed that when refactoring other parts.

I'm not completely convinced we have the intensity/tint multiplier
working correctly, but this is at least a step in the right direction.


https://github.com/user-attachments/assets/ee754011-08ac-4bee-94b2-d0e114b952ec



https://github.com/user-attachments/assets/1079635a-0b92-4965-a991-972ef6048ddf

For fun, here's this fix, plus a random doubling of the envmap effect
strength:


https://github.com/user-attachments/assets/726e7b8d-c020-42cf-a594-cad590c0ef7d

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-02-16 16:58:11 -05:00
OpenGOAL Bot b07d0d9ced CI: Periodic Controller Database Update (#3856)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-02-15 22:39:29 -05:00
OpenGOAL Bot 23b86d95c3 CI: Periodic Controller Database Update (#3847)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-01-28 09:19:17 -05:00
water111 ee0600cdbf [jak3] Improve overlord file size handling (#3828)
Try to avoid crashes/corruption if a file changes size after you've
started the game.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-18 16:07:14 -05:00
water111 a29fca982b [jak1] Fix wind (#3837)
I accidentally broke this with the camera matrix improvements, but it's
fixed now.


![image](https://github.com/user-attachments/assets/144ac770-d7bf-414a-8814-062bbe51c39e)

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-18 16:07:01 -05:00
OpenGOAL Bot 9c9af5b488 CI: Periodic Controller Database Update (#3839)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-01-14 00:49:12 -05:00
Tyler Wilding f6fad0630f macos: don't assume that all macOS major versions are simple numeric values (#3836)
Related to https://github.com/open-goal/launcher/pull/664
Likely Fixes https://github.com/open-goal/launcher/issues/663
2025-01-11 15:50:13 -05:00
OpenGOAL Bot 434484e5b5 CI: Periodic Controller Database Update (#3831)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2025-01-11 12:16:14 -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
Aloqas fe648ac7c5 jak3 pc subtitles (#3812)
transcribed subtitles for gameplay and model viewer dialogue

---------

Co-authored-by: blahpy <68830177+blahpy@users.noreply.github.com>
2025-01-05 20:27:48 +01:00
water111 b2c163999d [jak3] Fix cloth nans (#3827)
Kind of silly fix.

The cloth update function sometimes runs before the "setup" is done
(`need-setup` is set), which divides by zero in a bunch of places. This
fix prevents NaNs from spreading during this time.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-05 13:00:01 -05:00
water111 79e4e36878 [gk] Increase print buffer, add size check (#3826)
This should fix the crash when entering the freedom HQ elevator. It was
caused by a large number of prints, one for each process in the city
being killed by `check-for-rougue-process`, which would overflow the
print buffer. So I increased the print buffer.

Detecting buffer overflow here is hard because lots of things are
allowed to write to it, including the user's GOAL print methods. I added
a basic check that will assert when there's 1k or less space in the
buffer. It won't catch every overflow, but it would have caught this
one.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-05 11:05:09 -05:00
water111 e30dc9ecc7 [graphics] Improve some camera math (#3825)
I finally went through and worked out the math for the camera matrix,
and improved how it works for PC rendering. I was able to finally avoid
the double perspective divide issue, which I always thought would cause
accuracy issues.

This will help tfrag, tie (no envmap), shrub, and hfrag have less
z-fighting in cases where the camera and the thing you're looking at are
pretty close, but the entire level is far from the origin - like jak 3
temple. I was able to modify the camera matrix so we don't have to do
all the weird scaling/addition in the shader.

Here's a screenshot from the temple oracle checkpoint, cropped from 4k.
This used to have a lot of fighting issues.


![image](https://github.com/user-attachments/assets/4e11157f-ccf5-4f14-98a9-4a0b34da0cd2)

It doesn't help issues where the thing you're looking at is very far
away (jak 1 mountains, some jak 2 city stuff). It also doesn't help with
jak's skirt/scarf, since those use a different renderer.

There's definitely more to do here, but this is a good starting point
and proof that I can at least figure out the math.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-05 09:57:48 -05:00
water111 2b226fedea [jak3] Update texture remap table (#3821)
Fix for https://github.com/open-goal/jak-project/issues/3820

Jak 2 and 3 use this annoying trick where they store multiple images in
the same texture by just changing the CLUT. This breaks some PC code
because those two textures will have the same TBP address. so there's a
table of remaps to fix this, generated by the decompiler. Unfortunately,
I generated that table before the decompiler loaded the .STR file with
these textures, so it was missing the remaps. This is automatically
generated in the texture folder when you run the decompiler - I just
copied it to the C++ file.


![image](https://github.com/user-attachments/assets/d3ca98d9-5d02-4055-bcb0-7e027a0a49b9)


![image](https://github.com/user-attachments/assets/9514bcbc-0523-466e-83cc-dd9cca7632ec)

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-04 12:24:57 -05:00
water111 266b423efa [jak3] Avoid language 255 issue (#3818)
In Jak 3, the default PC settings file would have a language of 255
because it runs before the first settings update. This would cause the
game to crash the second time it is started.

I also added this simple imgui window to see the names of streams in the
"SPU" memory, which has been useful for debugging

![image](https://github.com/user-attachments/assets/0a9d6af7-c423-4d8a-a461-faf45e350f33)

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-04 11:39:28 -05:00