Commit Graph

1011 Commits

Author SHA1 Message Date
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
OpenGOAL Bot ea61985e21 CI: Periodic Controller Database Update (#3809)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-12-30 20:10:22 -05:00
water111 0e55ff6108 [jak3] Fix issue where some vag streams never queue (#3805)
Accidentally incrementing `s` twice in the loop, so queued streams in
slot 1, and 3 were skipped by the overlord.
This would usually cause the audio to never start playing because the
game would wait for the audio to successfully get queued.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-12-14 13:33:38 -05:00
water111 a3e8f0f91a [Jak3] Adjust overlord SPU dma to avoid audio hangs (#3804)
Change jak 3 SPU DMA to run the interrupt handler "immediately" (or at
least before `DMA_SendToSPUAndSync` returns).

This fixes an issue where audio can hang during fast cutscene playback.
I'm hoping it fixes more issues with looping/stuck audio as well, but
this needs more testing.

I originally wanted to do it this way, but thought that it didn't work -
from Jak 2 it seemed like things broke if the DMA was too fast. But, at
least for Jak 3, everything seems to work like this. This will remove a
huge source of non-deterministic timing in audio stuff and hopefully
make things easier to debug. It also means that a large portion of
streaming audio code will never have to run - from the game's point of
view there's always the next SPU buffer available.

If this works well, I might revisit jak 2 as well.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-12-14 12:36:24 -05:00
OpenGOAL Bot 0edb88dc69 CI: Periodic Controller Database Update (#3779)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-12-10 16:53:36 -05:00
Hat Kid c476b84182 custom models: option to copy mod/eye draws from original model (#3800)
Two new flags were added to the Blender plugin to allow reusing the mod
and/or eye draws of the original model that is being replaced. Works
pretty well for eyes, but the blerc draws can cause some Z-fighting with
the non-moving parts of the model.

Also a small refactor to the merc replacement code to de-duplicate some
code by moving stuff to `gltf_util.cpp`.
2024-12-09 20:49:56 +01:00
ZedB0T 6e4e5d2bf7 Add option to hide the imgui bar with a click event (#3791)
Should cover edge cases where the bar is displayed and a keyboard type
device is not connected to the system (Steam deck/touch input based
device instead).

While it should probably be impossible to display the bar in the first
place on such devices it apparently isnt ->
https://www.reddit.com/r/jakanddaxter/comments/1h4mht1/how_to_remove_grey_bar_at_top_on_steamdeck/

And even ignoring the whole steamdeck/no keyboard thing adding another
way to hide it that is visible on the bar should help reduce people
asking about how to hide it. (And hopefully help people who dont
ask/dont know where to ask!)



https://github.com/user-attachments/assets/7f132781-675c-451e-8b39-2a78fa098b9e
2024-12-07 13:42:39 -05:00
water111 1029516f6d [sound] Add instance limits (#3769)
Add instance limits to the sound library, and a `dump-info` command to
`sndplay` to print out all the sounds/flags in an SBK file.

This is based on the decompiled 989snd library @Ziemas is working on
(https://github.com/Ziemas/dec989snd/blob/main/src/sndhand.c#L77)

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-12-07 13:41:45 -05:00
massimilianodelliubaldini 4c2e1a8a90 Remove 128 character buffer causing long filenames to crash gk (#3771)
Several users have reported that ArchipelaGOAL is not launching
properly, even when using the OpenGOAL Launcher. The window pops up with
a black screen, and then quits. The only way they can run it is if they
double click gk.exe.

This comes down to the Launcher providing gk.exe with the `config_path`
parameter, which leads the program to find `archipelagoal-settings.gc`.
Here is an example from me:

```
D:\Applications\Games\OpenGOAL\features\jak1\mods\JakMods\_settings\archipelagoal\OpenGOAL\jak1\settings/Mods/archipelagoal-settings.gc
```

If a user's base OpenGOAL install directory is long enough, this path
becomes longer than 128 characters. This overflows the character buffer
in `kopen` which is used to open file streams. If you're only slightly
over the limit like myself, at 135 characters, you may not have noticed
a problem. But some users have paths a little longer, like 168
characters, and they report the issue is consistent.

Water111 suggested we remove the 128 character buffer and use the
filename data directly. This fix requires no changes to the Launcher,
just to the kernel, and every mod could stand to benefit from this fix.
2024-11-28 17:14:09 -05:00
Hat Kid 7848ba05b8 jak3: fix music not pausing (#3783) 2024-11-27 15:46:41 +01:00
Hat Kid c263bc2114 custom models: envmap support (#3777)
Custom models and model replacements now support environment mapping.

Also fixed some cases in Jak 3 where tfrags had missing textures
(defaulting to texture 0 from tpage 0, which in Jak 3 is the default eye
texture) and replaced them with more suitable alternatives.

Fixes #3776 


https://github.com/user-attachments/assets/7c11b0de-b254-40cb-9719-11238dfb3d43


![image](https://github.com/user-attachments/assets/4cc60b55-4965-4cb8-b29d-096560e7b3aa)


![image](https://github.com/user-attachments/assets/cb46d0d1-57d7-482c-b235-15d0e633f62c)
2024-11-23 14:32:55 +01:00
Brendan Shanks 8f445bda3e Create separate x86_64 and ARM64 macOS targets. (#3760)
Create explicit x86_64 and ARM64 macOS build targets, so it's clear that
the CI is building x86_64 binaries (on both Intel and ARM64 build
machines). Also, use the `CMAKE_APPLE_SILICON_PROCESSOR` CMake variable
(which sets `CMAKE_SYSTEM_PROCESSOR`) so `BUILD_X86_ON_MACOS` is not
necessary.

And update the README.
2024-11-17 15:59:57 -05:00