Commit Graph

2008 Commits

Author SHA1 Message Date
Hat Kid 3ce2edf4b6 decomp: ctywide-speech (#2612) 2023-05-03 09:09:39 +02:00
OpenGOAL Bot 8a59adffd5 CI: Periodic Controller Database Update (#2610)
Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2023-05-01 19:08:50 -04:00
dependabot[bot] 63e9e6724b Bump peter-evans/create-pull-request from 4 to 5 (#2609)
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2023-04-30 23:13:52 -04:00
Tyler Wilding 28a5a417bc game: don't exit prematurely when rebooting in debug (#2608)
I'm not sure what has changed here...but rebooting in debug mode now
hangs.

- It seems to exit the GFX loop prematurely because `MasterExit` is
still set to `RESTART_IN_DEBUG`
https://github.com/open-goal/jak-project/blob/master/game/runtime.cpp#L431
- And then it gets stuck waiting for the DECI thread to close

This works, but im not sure if it's the right fix / what has changed to
require this.
2023-04-30 23:06:11 -04:00
water111 ef23fecd90 [goalc] default to non-immediate lambdas if not requested (#2604)
This fixes a long time issue with `lambda`. The `lambda` is a bit
overloaded in OpenGOAL: it's used in the implementation of `let`, and
also to define local anonymous functions.

```
(defmacro let (bindings &rest body)
  `((lambda :inline #t ,(apply first bindings) ,@body)
    ,@(apply second bindings)))
```

```
(defmacro defun (name bindings &rest body)
  (let ((docstring ""))
    (when (and (> (length body) 1) (string? (first body)))
      (set! docstring (first body))
      (set! body (cdr body)))
    `(define ,name ,docstring (lambda :name ,name ,bindings ,@body))))
```

In the first case of a `let`, a `return` from inside the `let` should
return from the functioning containing the `let`, not the scope of the
`lambda`. In the second case, we should return from the lambda. The way
we told the different between these cases was if the `lambda` was used
"immeidately", in the head of an expression (like it would be for the
`let` macro). But, this falsely triggers when an anonymous function is
used immediately: eg
```
((lambda () (return #f)))
```
should generate and call a real x86 function that returns immediately.

This should fix some death/mission failed stuff in jak 2.
2023-04-30 19:00:27 -04:00
ManDude 34b4020569 alternate method for scaling screen warp effects with aspect ratio (#2603)
Changes the scaling method used for the fort turret cam and under cam
effects. It should be more "accurate" now while not getting nauseating.
2023-04-30 23:12:20 +01:00
ZedB0T 9bed693533 Initial Jak 2 Autosplit Support (#2239)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
2023-04-30 17:38:05 -04:00
Tyler Wilding 6d52e002b9 i18n: init translation files that can be used by crowdin (#1760) 2023-04-30 17:22:56 -04:00
Tyler Wilding 728ef59477 ci: speed up unit-test execution (#2586)
Co-authored-by: water111 <48171810+water111@users.noreply.github.com>
v0.1.35
2023-04-30 14:27:08 -04:00
Tyler Wilding cc878c1055 settings: handle corrupted json settings files (#2600)
Fixes #2597
2023-04-30 14:14:40 -04:00
water111 5c9aa3facd [jak2] try to speed up compile a bit (#2596) 2023-04-30 14:13:52 -04:00
Tyler Wilding cb1daa032c g/j2: remove temporary hack to allow the avalanche to play (#2599)
No longer needed after the latest changes in the overlord PR that
recently merged.

Fixes #2509
2023-04-30 18:58:45 +01:00
ManDude 19899f6e5a [jak2] Fix temp stacks being created outside process stack (#2595)
Somehow this was only causing issues (afaik) with
`draw-decoration-load-save` getting corrupted, perhaps because other
processes either use the shared dram stack or the gigantic spr stack.
2023-04-30 12:17:42 -04:00
ManDude b37f255066 fix minimap stretch (#2593) 2023-04-30 04:23:56 +01:00
ManDude d67b95c68f allow quoting :key symbols + further optimize defpart (#2592)
This should hopefully improve build times in general, especially for
files with `defpart`.
2023-04-30 02:46:14 +01:00
ManDude 44193caef0 [jak2] more specific cutscene detection (#2590)
Fixes some instances of the camera entering cutscene mode when we don't
want that.
2023-04-30 01:23:53 +01:00
ManDude bc30e00b2f attempting to slightly optimize defpart (#2587) 2023-04-29 22:28:07 +01:00
Tyler Wilding 5e987cc0e2 jak2: overlord rework (#2544)
Fixes #2545
Fixes #2546
Fixes #2547
Fixes #2548
Fixes #2549
Fixes #2550
Fixes #2551
Fixes #2552
Fixes #2553
Fixes #2554
Fixes #2555
Fixes #2556
Fixes #2557
Fixes #2558
Fixes #2559
Fixes #2560
Fixes #2561
Fixes #2562
Fixes #2563
Fixes #2564
Fixes #2565
Fixes #2567
Fixes #2566
Fixes #2568
Fixes #2569
Fixes #2570
Fixes #2522
Fixes #2571

---------

Co-authored-by: water <awaterford111445@gmail.com>
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-04-29 16:13:57 -04:00
ManDude 2feb231105 less branches for division + fix divide by zeros (#2585)
Slight change to float divide operations (again). Now it only turns into
inverse multiplication if the float is a power of 2 (positive or
negative). Non-zero immediate divisors will be compiled as regular float
divisions but will forgo the extra branches and checks for divide by
zero.

Also fixes #2584
2023-04-29 21:10:51 +01:00
ManDude 0d3e272876 fix many instances of bad bone data being used (#2580)
Fixes cutscenes starting way too early and various cutscene softlocks.

Fixes #2579
Fixes #2577 

Supersedes #2578
2023-04-29 11:13:56 -04:00
Hat Kid aff67d6bb7 jak2: fix warp effect for robotank and underb on other aspect ratios (#2574) 2023-04-29 11:03:13 -04:00
Tyler Wilding 8260920c2d subtitles-editor: Allow removing lines and fix some issues (#2573)
Allows for removing a line in the subtitle editor finally, also fixed
the following:

- The path the editor used didn't include the game name
- Loading the subtitle project is too slow to do on startup now
(4-5seconds in a debug build), do it on demand now
2023-04-29 11:02:18 -04:00
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
Hat Kid 77123652b9 jak2: fix 3d hud elements not drawing (#2527)
The skull gem is not moving, but I'm assuming that's a texture
animation.

![image](https://user-images.githubusercontent.com/6624576/232855762-6c296419-a8b3-47b6-a02f-ab7079f145c6.png)
2023-04-25 18:57:38 -04:00
Tyler Wilding 0ffb912a04 formatter: add tree-sitter dependency and commit early draft work on a proper code formatter (#2536) 2023-04-24 23:46:55 -04:00
Tyler Wilding 83f43b7153 scripts: support new jak 2 decompiler config versions via task (#2543) 2023-04-24 20:14:59 -04:00
OpenGOAL Bot 4ca697b81a CI: Periodic Controller Database Update (#2542)
Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2023-04-24 17:12:48 -04:00
ManDude d84859e431 Fix bad lsack level borrow (#2540)
Fixes crash when completing city side missions with
`city-krew-collection-introduction` open.

Fixes #2539
2023-04-24 15:49:30 +01:00
ManDude 21b902cddf Do not swap between clocks for airlocks speed (#2537)
Fixes crash at the end of various missions.

Fixes #2456
2023-04-24 01:53:40 +01:00
ManDude 4cc3430073 fix some decomp types and get rid of in-game frame time perception (#2535) 2023-04-24 00:21:12 +01:00
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
Tyler Wilding a264b6539b game: Remove temporary CLI arg shim in gk (#2532) 2023-04-22 14:13:57 -04:00
Tyler Wilding 47d85f896e d/jak2: temp fix for rewarding orbs from talker speeches (#2523) 2023-04-17 23:04:16 -04:00
Tyler Wilding 57508009df d/jak2: decompile missing function in whack (#2521) 2023-04-17 22:26:46 -04:00
Tyler Wilding 138b1729ad d/jak2: fix dig-sinking-plats in dig3 (#2519) 2023-04-17 21:20:54 -04:00
water111 9ba86c8b6a more generic fixes (#2515)
Fixes issue where warp effect looks wrong near the edge of the screen -
there was an unhandled `REGION_CLAMP` texture setting.

Fixes a potential bug where "warp page" things wouldn't be drawn at all
because there is no PC warp bucket. Unclear if anything actually fits
this category, but it doesn't hurt.

Turn on PC-format texture uploads for the water page so the precursor
guy uses the right texture. It has to use generic because it abuses the
generic death query thing to spawn particles.

Workaround for some issues with rebuilding level files after changing
engine files. Not a perfect solution, but probably good enough.
2023-04-17 13:53:38 -04:00
OpenGOAL Bot 633b5cd53c CI: Periodic Controller Database Update (#2514)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2023-04-17 13:53:08 -04:00
Tyler Wilding bacacc0f99 g/j2: temporarily disable some gui-control code to fix rock avalanche (#2510)
Related to https://github.com/open-goal/jak-project/issues/2509
2023-04-17 13:52:49 -04:00
ManDude 7a0048872a [jak2] Disable envmap hack if warp effect is enabled (#2511) 2023-04-17 06:10:51 +01:00
ManDude 50d93a3f79 update collision renderer for jak 2 (#2508)
Doesn't actually do anything in Jak 2 because the collide mesh isn't
extracted, but the functionality is all there. Also updated the renderer
a bit to keep the colors more readable.
2023-04-16 22:56:19 -04:00
water111 40c30cc0ab [jak2] fix generic crashes (#2505)
Fixes crashes when killing the big spider, killing predator metal heads,
and watching the end cutscene. The presursor guy is the wrong color, but
I don't have time to look into this today.
2023-04-16 22:55:18 -04:00
water111 a27083f4ee [jak 2] Add generic and warp (#2495) 2023-04-16 18:05:35 -04:00
ManDude 99fe918a1a fix viewport not being set for probe draw (#2489) 2023-04-15 03:09:39 +01:00
water111 c7f2a23abf [jak2] misc fixes to renderers (#2488)
Fixes decal on tfrag:

![image](https://user-images.githubusercontent.com/48171810/232174352-11153941-e1f9-4472-becb-f266c2a309e5.png)

Sets up jak 2 alpha shrub test settings. They are still too dark, but
there's no longer incorrect alpha test:

![image](https://user-images.githubusercontent.com/48171810/232174590-f9caa6c5-f190-4c78-b720-5f4055490d47.png)

Fix decal on shrub, a feature used in exactly one place in jak 1:

![image](https://user-images.githubusercontent.com/48171810/232174614-8ea65ca5-a183-45f7-ae79-6bf06a937007.png)

Fixed issue with u16 overflow in castle on the alpha channel, causing
flickering. It barely overflowed, which made me suspicious that we had
some error somewhere. But I think that there code is robust against
overflows.
2023-04-14 21:13:45 -04:00
ManDude ba12d804f7 jak 2 memcard support (#2482) 2023-04-14 20:39:58 +01:00
ManDude e004780f73 add a toggle for faster airlocks and elevators and enable by default (#2478) 2023-04-14 07:53:14 +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
water111 1f4872b25d [jak2] fix hitting enemies after they die (#2475)
Closes #2473 

The return type of a method was wrong.
2023-04-12 20:43:04 -04:00
water111 6b6a565d1a [jak2] more nav-related nan fixes (#2472)
Fixes citizens that disappear (permanently) when being pushed into a
"wall" which is the border of a nav mesh that is exactly aligned with
coordinate axes.
2023-04-12 19:43:31 -04:00
water111 7b2322777a [jak2] fix disappearing guard (#2470)
This bug feels very similar to punch glitch, where code worked on PS2
only because some value didn't reach exactly 1.0 or 0.0 with ps2-style
floating rounding. It might be better to track down the source of the
"only 1.0 on PC" value, rather than patching downstream code to handle
it, but I can't easily find it in this case - there's a lot of code that
touches this heading value. (it's also possible this bug happens on ps2,
but the result is the guard appears to face the wrong direction, rather
than disappearing).

Detailed debug notes:
Ran a process that just calls this function:
```
(defun print-guard-info ()
  (let ((proc (process-by-name "crimson-guard-level-42" *active-pool*)))
    (when proc
      (format *stdcon* "PROC: ~A~%" (-> proc state))
      (let* ((pd (the process-drawable proc))
             (css (-> pd node-list))
             (cs (-> css data 15))
             )
        (format *stdcon* "joint: ~A~%" (-> cs joint))
        (format *stdcon* "pos: ~`vector`P~%" (-> cs bone position))
        )
      )
    )
  )
```
it prints out the state, and the bone position for some bone that
happens to be on the upper body. It goes to NaN when the upper half
disappears, in the state `tazer-hostile`.

Modified the code in this state to call this function in a bunch of
places:
```
(defun guard-nan-debug ((guard process-drawable) (info string))
  (when (string= (-> guard name) "crimson-guard-level-42")
    (format 0 "[guard-nan] ~S : ~`vector`P~%" info (-> guard node-list data 15 bone position))
    )
  )
```
which prints the bone position to stdout.

This shows that the problem happens after `post`, but before `trans`:
```
[guard-nan] post-end : #<vector 2723306.0000  269921.0312  388825.2187       1.0000 @ #x1f1350>
[guard-nan] trans-start : #<vector          NaN          NaN          NaN          NaN @ #x1f1350>
```
this is probably as part of the bone math.

To check, I added some prints to `execute-math-engine`, before and after
the call to `do-joint-math`:
```
[guard-nan-math] pre-math : #<vector 2722236.5000  268609.5312  385339.9062       1.0000 @ #x1f1350>
[guard-nan-math] post-math : #<vector          NaN          NaN          NaN          NaN @ #x1f1350>
```

The first part of `do-joint-math` is calling the
`generate-frame-function`, which does animation blending to compute a
bunch of joint transforms. I dumped these:
```
              (let ((jaf (the-as joint-anim-frame (+ 2400 (scratchpad-object int)))))
                (format 0 "generate frame:~%")
                (format 0 "~`matrix`I~%" (-> jaf matrices 0))
                (format 0 "~`matrix`I~%" (-> jaf matrices 1))
                (dotimes (i (-> obj mgeo num-joints))
                  (format 0 "~`transformq`P~%" (-> jaf data i))
                  )
                )
```
and confirmed that they always look good.

The next part is "prebind", which allows something to modify the
`joint-anim-frame`. Nothing does this on the guard.

The next part is what I've named the "root bind", which computes the
transform of the root bone based on the process-drawable root's
position.

```
                (when (the-as (function cspace transformq none) t9-3)
                    (when *djm-debug* (format 0 "djm: first bind func ptrs #x~X #x~X~%" cspace<-transformq! t9-3))
                    (when *djm-debug* (format 0 "djm: first bind func input: ~`transformq`P~%" (-> v1-20 param1)))

                    ((the-as (function object object object none) t9-3) v1-20 (-> v1-20 param1) (-> v1-20 param2))
                    (when *djm-debug* (format 0 "djm: first bind func result:~%~`matrix`I~%" (-> v1-20 bone transform)))

                    )
```
in this case, the first print confirms that we're using
`cspace<-transformq!` as the root binding function.

When the guard entirely disappears, it is caused by the root of the
process drawable having NaNs as its `quat`:
```
djm: first bind func input: #<transformq @ #x1f04f0
		trans:2724817.7500  262144.0000  388891.1875       1.0000 
		quat:           NaN          NaN          NaN          NaN 
		scale:      1.0000       1.0000       1.0000       1.0000>
djm: first bind func result:
[001f0e70] matrix
	[         NaN] [         NaN] [         NaN] [         NaN]
	[         NaN] [         NaN] [         NaN] [         NaN]
	[         NaN] [         NaN] [         NaN] [         NaN]
	[2724817.7500] [ 262144.0000] [ 388891.1875] [      1.0000]
```

After this, it's possible to get the lower half of the guard to return,
but I believe the real problem is this first `quat` being NaN. Then the
nans probably spread everywhere.

So now we now to look for the `(-> guard root quat)` becoming NaN:
```
(defun guard-nan-debug ((guard process-drawable) (info string))
  (when (string= (-> guard name) "crimson-guard-level-42")
    (format 0 "[guard-nan] ~S : ~`vector`P~%" info (-> guard root quat))
    )
  )
```

and we see this happens in post somewhere
```
[guard-nan] post-start : #<vector       0.0000      -1.0000       0.0000       0.0000 @ #x1f0500>
[guard-nan] post-end : #<vector          NaN          NaN          NaN          NaN @ #x1f0500>
```

Looking at individual methods
```
[guard-nan] before-142 : #<vector       0.0000      -1.0000       0.0000       0.0000 @ #x1f0500>
            heading: #<vector       0.0000       0.0000      -1.0000       0.0000 @ #x3432670>
[guard-nan] before-143 : #<vector          NaN          NaN          NaN          NaN @ #x1f0500>
            heading: #<vector       0.0000       0.0000      -1.0000       0.0000 @ #x3432670>
```
It looks like the problem is converting this heading to a quaternion.
2023-04-11 20:03:40 -04:00