Commit Graph

89 Commits

Author SHA1 Message Date
Hat Kid 2c825ab7bf jak2: add warning text when changing frame rate for the first time (#3092) 2023-10-17 18:29:02 +02:00
Tyler Wilding 8b3b96761d g/j2: Integrate highscores with Speedrun.com/JakSpeedruns.com when speedrunner mode is enabled (#3037) 2023-10-11 20:43:55 -04:00
ManDude 27980218aa [jak2] fix minor original game visual bugs (#3072)
Fixes #2994 the underport and consite icons being green (same color as
the goal, likely copy-pasta).

Fixes the hundredths timer in the race timer actually being a 60ths
timer.
2023-10-09 22:39:35 +01:00
water111 0e31a9c407 [decompiler] Handle find-parent-method (#3018)
This change adds a few new features:
- Decompiler automatically knows the type of `find-parent-method` use in
jak 1 and jak2 when used in a method or virtual state handler.
- Decompiler inserts a call to `call-parent-method` or
`find-parent-state`
- Removed most casts related to these functions

There are still a few minor issues around this:
- There are still some casts needed when using `post` methods, as `post`
is just a `function`, and needs a cast to `(function none)` or similar.
It didn't seem easy to change the type of `post`, so I'm not going to
worry about it for this PR. It only shows up in like 3 places in jak 2.
(and 0 in jak 1)
- If "call the handler if it's not #f" logic should probably be another
macro.

Fixes #805
2023-09-30 11:06:09 -04:00
ManDude 1f4044b9ff Jak 2 controller LED implementation (#3035)
Adds controller LED features to Jak 2:
- progressive flickering denoting health
- copies tomb simon says puzzle colors
- unique colors for each gun
- orange color for being indax
- yellow color for being in mech
- purple color for being darkjak
- blue color for being in board
- red flash when wanted.

May add more features later?

Also did some minor clean-up on some types.
2023-09-28 02:47:09 +01:00
Hat Kid fc43870d85 decompiler: obj -> this, set-time! and time-elapsed? macros (#3026)
This renames the method object in `defmethod`s to `this` and adds
detection for the `set-time!` and `time-elapsed?` macros.

Definitely my biggest PR yet...
2023-09-26 15:17:00 +01:00
ManDude 1ff55d5015 fix (font-flags left) name + fix right flag not reflecting in debug text box (#3020)
Fixes #3016 
Fixes #3017
2023-09-24 03:00:09 +01:00
Tyler Wilding 10910400fa g/j2: Fill out game options menu (#3003) 2023-09-23 15:08:13 -04:00
ManDude 4871f5dfc7 [jak2] also allow analog for play select fast scroll (#3015) 2023-09-23 16:46:21 +01:00
Tyler Wilding 2e43e18e1d g/j2: speed up level-select menu scrolling (#3013) 2023-09-23 09:54:18 -04:00
ManDude ff924f6b00 improve decomp of state handlers and art groups (#3014)
- state handlers that are not inlined lambdas have smarter type
checking, getting rid of 99.9% of the casts emitted (they were not
useful)
- art groups were not being properly linked to their "master" groups.
- `max` in `ja` in Jak 2 was not being detected.

Another huge PR...
2023-09-23 09:53:50 -04:00
ManDude fe491c2b5e [opengoal] make none a child of object (#3001)
Previously, `object` and `none` were both top-level types. This made
decompilation rather messy as they have no LCA and resulted in a lot of
variables coming out as type `none` which is very very wrong and
additionally there were plenty of casts to `object`. This changes it so
`none` becomes a child of `object` (it is still represented by
`NullType` which remains unusable in compilation).

This change makes `object` the sole top-level type, and the type that
can represent *any* GOAL object. I believe this matches the original
GOAL built-in type structure. A function that has a return type of
`object` can now return an integer or a `none` at the same time.
However, keep in mind that the return value of `(none)` is still
undefined, just as before. This also makes a cast to `object`
meaningless in 90% of the situations it showed up in (as every single
thing is already an `object`) and the decompiler will no longer emit
them. Casts to `none` are also reduced. Yay!

Additionally, state handlers also don't get the final `(none)` printed
out anymore. The return type of a state handler is completely
meaningless outside the event handler (which is return type `object`
anyway) so there are no limitations on what the last form needs to be. I
did this instead of making them return `object` to trick the decompiler
into not trying to output a variable to be used as a return value
(internally, in the decompiler they still have return type `none`, but
they have `object` elsewhere).

Fixes #1703 
Fixes #830 
Fixes #928
2023-09-22 10:54:49 +01:00
Tyler Wilding d701a54c43 g/j2: Implement speedrunner mode in jak 2 (#2976) 2023-09-16 23:23:29 -04:00
Hat Kid d784561d43 gsrc: add more og:preserve-this comments (#2996) 2023-09-16 13:39:51 +02:00
Hat Kid 49e798f88c jak2: macro detection for launch-particles and seconds-per-frame, add og:preserve-this comments for manual patches (#2974)
This PR adds detection of the `launch-particles` and `seconds-per-frame`
macros to the decompiler, removing a lot of bloat and hiding many
process register uses.

I also added `og:preserve-this` comments to as many manual patches and
comments as I could, which will soon be used in conjunction with CI to
hopefully catch any regressions in future big decomp update PRs.

I have some concerns about the `launch-particles` macro (more details in
`sparticle-launcher.gc`) , but thus far, I have not seen anything break
yet.

---------

Co-authored-by: water <awaterford111445@gmail.com>
2023-09-10 11:48:56 -04:00
Tyler Wilding 8154c4659d g/j2: Start adding game options to jak 2's menu (#2968) 2023-09-09 15:58:57 -04:00
Hat Kid 572efbf9cb jak2: add frame rate option to graphics menu (#2962)
This PR adds a frame rate option to the graphics menu for some of the
most common refresh rates.

Jak 2 has much better support for variable frame rates than Jak 1 out of
the box, but there are still some edge cases, most prominently the fact
that sprites are still limited to the 300 tick system, which is most
noticeable on glow sprites. For this, I abused the glow boost debug
setting to scale the glow based on the frame rate.

While testing, I noticed two other cases that I have also patched,
there's likely to be many more that are yet to be found, but aside from
that, the game is playable as normal.



https://github.com/open-goal/jak-project/assets/6624576/ad4db24f-cd27-4237-a155-0db7008160f3
2023-09-09 10:59:00 -04:00
ManDude f85ed7457d Placeholder strings for future Jak 2 features + minor subtitle editor fixes (#2943) 2023-08-30 16:58:06 +01:00
ManDude 329f13b610 [jak2] minimap improvements (#2929)
Smoothens minimap icon motion and fixes the target icon being squished
depending on the angle it's facing.
2023-08-22 18:14:03 +01:00
ManDude 04269ffa86 [jak2] fill in a lot of flags for decomp + mouse macros (#2927)
Also changed the default type of enums to `int64` (same as `int`).
2023-08-22 16:39:52 +01:00
ManDude f5b771174e [jak2] small minor fixes (#2909)
- fix deci2 hang when closing the game in retail mode.
- change bigmap to always filter because the pixels look really ugly.
- don't start the game in fullscreen by default if we're debugging.
2023-08-16 18:31:27 -04:00
ManDude e7f2f2ad49 [jak2] music player cheat menu (#2900) 2023-08-16 17:53:38 +01:00
water111 0c5e01643e [jak 2] bigmap, fix texture filtering on map icons (#2906)
![image](https://github.com/open-goal/jak-project/assets/48171810/4c285f31-c874-424a-8510-d181ba0f88d5)


![image](https://github.com/open-goal/jak-project/assets/48171810/6baa29ef-df92-435e-ad2f-9a42d56e6f17)

and the minimap has filtering now:

![image](https://github.com/open-goal/jak-project/assets/48171810/7cb2b0c9-5c86-426e-b028-dddcc3d649f7)

It's mostly implemented in C++ using the texture animator.
2023-08-15 21:53:06 -04:00
ManDude 39d989cfcc [jak2] prepare scf-get-territory usage (#2890) 2023-08-08 17:21:29 +01:00
ManDude 7757483f01 [jak2] progress: make custom aspect ratio menu (#2888)
New menu for setting a custom aspect ratio.


![image](https://github.com/open-goal/jak-project/assets/7569514/33f81bc4-0219-4aba-b4ed-81394e4e4ceb)

![image](https://github.com/open-goal/jak-project/assets/7569514/9ddc3059-3ddf-4b35-afa5-11b9005e087c)

![image](https://github.com/open-goal/jak-project/assets/7569514/f3a16342-b38d-4082-ac18-1f82db349191)

![image](https://github.com/open-goal/jak-project/assets/7569514/69963cfe-2963-44f8-bde9-c0205c467d6c)
2023-08-07 16:32:28 +01:00
ManDude 9aa9b9d8e0 [jak2] get new cheats working (#2885) 2023-08-07 00:15:53 +01:00
ManDude a626b6b60d [jak2] graphic options menu proof of concept (#2849)
![imagem](https://github.com/open-goal/jak-project/assets/7569514/b8eaa0b6-7c51-4bd8-96ac-5fb2e0d08c4a)

![imagem](https://github.com/open-goal/jak-project/assets/7569514/d2742cef-98d4-43e4-a48d-cc1996e41612)

(The "Custom" option does not do anything right now.)
2023-07-29 18:08:44 +01:00
ManDude 05b7b571c8 [jak2] make progress menu work for widescreen + various other fixes (#2843)
Lots of manual fixes to make the text and other UI elements in the
progress fit within the small 4x3 view.


![image](https://cdn.discordapp.com/attachments/995787558816595968/1132986451664056423/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133064077460131840/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133074288564510780/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133117633898762280/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133117633470922842/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133135949610627225/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133146823968706621/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133153504417042593/image.png)

I've also changed the select start menus to not have that giant space in
each option. It's behind a toggle in the code right now.

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133146382006489138/image.png)

Additionally:
- fixed city billboard particles
- fix stadium crash from original game
- fix an accidental regression
2023-07-26 17:20:22 +01:00
ManDude 33858cbae6 increase max minimap icons 64 -> 256 (#2826)
Some missions add way too many icons so the limit is reached. It seems
safe to increase by a large amount.

Fixes #2779
2023-07-11 22:14:42 +01:00
ManDude da3caf7b28 [decompiler] fix in-place ops not getting detected sometimes (#2810) 2023-07-08 07:34:38 +01:00
ManDude 31cc69d7f6 fix some rare enum detection bugs (#2808) 2023-07-06 18:32:42 +01:00
ManDude ebd8643d28 rework jak 2 goal file structure (#2806)
Changes the DGO build order so that the city gets compiled first, and a
random guess at an "order" of which levels people might edit more often.
Most of the data-only borrow files are moved to the end as well.

Also moves around files in the `goal_src` tree to a structure that makes
a bit more sense, some files were either in the completely wrong place,
their folders had strange names, were too deep for no reason or were
just too far away from other relevant files. This structure should make
it easier to guess a file's location.
2023-07-06 15:23:25 +01:00
ManDude b50b9eadb2 [decompiler] new features + fixes, + other jak2 fixes (#2796)
Fixes empty boxed arrays of strings breaking some decomp
(`ctywide-speech` and `race-info`).

Adds `decomp-as` tag to decompiler types so that the static data
decompiler can use macros like `meters` and `seconds` on fields that
aren't of type `meters` or `time-frame`.

Adds `override` tag to decompiler types which overrides the type of
field with that name. The type must be a child type of the original
field's type (or the same type, but why would you do this?).

Fixes the camera being offset for `drillmtn` after loading `palout`
once.

This is a huge refactor sadly.
2023-07-04 17:23:24 -04:00
ManDude f25f26362d faster progress toggle (off by default) (#2785)
I set it to 150% speed, going much higher made it feel very strange.
2023-06-30 06:34:29 +01:00
Hat Kid d8cca2bf83 game: refactor discord code and improve jak 2 support (#2714)
The Discord RPC code has been cleaned up and split up between game
versions.

For Jak 2, the Discord integration now shows large images for all levels
(with corresponding day and nighttime variants if required) and small
images for time of day and various states like being on the jetboard,
driving a zoomer, playing as Daxter, etc.

TODO:
- [x] mission specific images and detection
- [x] detect side missions properly
- [x] `onin-game` detection


![image](https://github.com/open-goal/jak-project/assets/6624576/35ec273f-404c-4475-a7c7-06121a17b1a5)

![image](https://github.com/open-goal/jak-project/assets/6624576/8456f5e2-4f96-4c72-ae9e-d930d76c93af)

![image](https://github.com/open-goal/jak-project/assets/6624576/9a17a0ec-c9bd-40fa-8556-f139712d8f07)

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-06-17 05:16:40 +01:00
ManDude 18ddd1613c Jak 2 pc subtitle support (#2672)
Adds support for adding custom subtitles to Jak 2 audio. Comes with a
new editor for the new system and format. Compared to the Jak 1 system,
this is much simpler to make an editor for.

Comes with a few subtitles already made as an example.
Cutscenes are not officially supported but you can technically subtitle
those with editor, so please don't right now.

This new system supports multiple subtitles playing at once (even from a
single source!) and will smartly push the subtitles up if there's a
message already playing:

![image](https://github.com/open-goal/jak-project/assets/7569514/033e6374-a05a-4c31-b029-51868153a932)

![image](https://github.com/open-goal/jak-project/assets/7569514/5298aa6d-a183-446e-bdb6-61c4682df917)

Unlike in Jak 1, it will not hide the bottom HUD when subtitles are
active:

![image](https://github.com/open-goal/jak-project/assets/7569514/d466bfc0-55d0-4689-a6e1-b7784b9fff59)

Sadly this leaves us with not much space for the subtitle region (and
the subtitles are shrunk when the minimap is enabled) but when you have
guards and citizens talking all the time, hiding the HUD every time
anyone spoke would get really frustrating.

The subtitle speaker is also color-coded now, because I thought that
would be fun to do.

TODO:
- [x] proper cutscene support.
- [x] merge mode for cutscenes so we don't have to rewrite the script?

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-08 01:04:16 +01:00
ManDude 25fd007233 Update font-color enum (#2670)
Gives proper names to almost every color. It is very apparent that some
colors are context-sensitive/made for a specific purpose, so those
colors were named after that purpose instead of a generic color name.
2023-05-24 06:57:05 +01:00
Tyler Wilding 057ae361bf LSP: OpenGOAL Feature Support - Part 1 (#2668) 2023-05-21 17:24:23 -04:00
ManDude 7c9c956808 vag player + skill tracker debug tools and fix some decomp (#2664)
Also fixed an original game bug in `loader.gc` on a method that's called
quite often, though I have no clue what erroneous behavior it could have
even caused.
2023-05-18 23:12:23 +01:00
Hat Kid 8d28bb3480 jak2: add current-time macro for process clocks (#2662)
Closes #1872

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-05-18 21:33:46 +01:00
Hat Kid ebc90d57ed jak2: fill out names for text-id enum (#2640) 2023-05-17 00:48:44 +01:00
ManDude 0dccd048ef better decomp of set-subtask-hook!, sub-task-list array and *-setting! macros (#2654)
Improves code readability considerably.
2023-05-16 23:08:35 +01:00
ManDude cf048a9e37 small cleanup to progress-draw.gc and set-font-color (#2653) 2023-05-15 20:45:28 +01:00
ManDude 6884b0f73e start blit-displays decomp & renderer + improve decompilation of some DMA macros (#2616)
Adds sprite distort, fixes buggy sprite rendering in progress, adds
scissoring support (used in various scrolling menus) and a very basic
implementation of `blit-displays`. This is enough to make the fade
effect in the progress menu work, along with all the menus working
properly without needing to use the REPL. This does not make screen
flipping and the filter when failing a mission work.

Added support in the decompiler for detecting `dma-buffer-add-gs-set`
and `dma-buffer-add-gs-set-flusha` and updated all of the Jak 2 code to
use it. Readability improved!

Fixes decompiler issue with `with-dma-buffer-add-bucket` not inlining
forms which broke syntax. Fixes store error warnings showing up for
non-existent stores, there is now a dedicated pass for this at the end.

I started work on making `BITBLTBUF` stuff work in the DirectRenderer,
but stopped for now because it wasn't strictly necessary. It will still
assert like before.
2023-05-04 18:34:09 -04:00
ManDude b37f255066 fix minimap stretch (#2593) 2023-04-30 04:23:56 +01:00
ManDude 0ce5835818 Create a new format for particle definitions (defpart) (#2572)
Updates the decompiler for the new format and there's new macros. This
new format should be easier to read/parse.

Also rewrote `sp-init-fields!` (both jak 1 and 2) from assembly to GOAL.

Hopefully I did not miss any regressions in Jak 1/2 while updating the
files, it's a lot.
2023-04-29 11:01:47 -04:00
ManDude c44256144e [jak2] bring other version fixes to source (#2528)
- [x] compare NTSC-K
- [x] compare NTSC-J
- [x] compare PAL
- [x] figure out version order
- [x] ~~write delta patch for spanish text~~ no need for now

Fixes #2530
2023-04-23 20:11:08 +01:00
ManDude ba12d804f7 jak 2 memcard support (#2482) 2023-04-14 20:39:58 +01:00
ManDude 7d11c6e100 fix jak 2 text encoding/decoding + minor decomp type fixes (#2476)
Now all text in all non-Korean languages is built correctly.
2023-04-14 02:09:12 +01:00
ManDude 59e0c5e264 decomp bigmap (#2460)
Probably the last major missing file.

The bigmap fetches the correct level and map info, but doesn't actually
render anything right now.


![image](https://user-images.githubusercontent.com/7569514/230701921-e3fde09e-9faa-4725-b7e6-5a02a77346bd.png)

![image](https://user-images.githubusercontent.com/7569514/230701928-fbe0847b-b79a-4275-83ec-b9c1d847d17d.png)
2023-04-08 20:30:27 +01:00