Three changes:
1. Add lazy merging/replacing for texture `rgba_bytes`.
2. Use a single thread when decompiling with texture replacements.
3. Drop textures after serializing and before compression.
These changes should enable users to install **massive** texture packs
without issue.
When `do_zoom_blur` sets up its draw, it doesn't update the blend
settings, so it ends up inheriting the previous values.
In retail mode, the previous draw is from a texture animation, which
sets up the blend in a specific way that causes it to draw a white
texture over the screen. In debug mode, right before the zoom blur is
drawn, the debug text is drawn, which modifies the blend settings to
something that makes the blur look as it should.
Closes#4206
This adds some buttons to the loader debug menu and GOAL functions to
allow you to manually force a reload of a level's FR3 data (including
the common level), allowing for live texture replacements, model swaps
and custom level modifications without requiring a game restart or
waiting for the loader to fully discard a level.
Implements the envmap for the ocean generated by
`ocean-method-89`/`ocean-method-88`.
While the resulting envmap looks accurate compared to PCSX2 in
Renderdoc, the end result does not seem 100% identical, but it is a big
improvement over the default placeholder texture.
Closes#3417
Once `(-> *display* game-clock frame-counter)` gets too large, in the
HUD flashing math the `sin` function breaks down at high values. It's
effectively reading the number of ticks (times a multiplier) as degrees,
so we can modulo that by 360 to avoid breaking `sin`
This applies to both the eco meter and the dark jak icon in jak 2 - the
icon stops flashing twice as early because it's multiplied by x4 vs the
eco meter x2.
example:
you can see dark jak icon stops flashing around 2:36:02
https://youtu.be/3V2GneLSY14?t=9362
and dark eco meter stops flashing between 4:30 and 4:37
https://youtu.be/3V2GneLSY14?t=16235https://youtu.be/3V2GneLSY14?t=16619
In some rare cases, the master art group and model names do not match
for some animations (`collectables-ag` is a prime example for Jak 2/3,
which contains multiple different models).
Inside the build actor tool's dummy `merc-fragment`'s `merc-fp-data`,
the `shader-cnt` is set to `1`, which means that `login-adgifs` runs for
the fragment and attempts to login the texture. We don't need to do this
for custom actors and it can cause crashes during level unloading when
textures get unlinked, so we can just set the `shader-cnt` to `0` to
prevent this.
After spending the last month staring at and comparing Jak 3 and Jak 1
versions of a bunch of `target` code for my jetboard mod, I figured this
would be a good opportunity to revive this ancient PR #1714 along with
some other small misc fixes/improvements.
Instead of directly replacing the old fields, I decided to opt for using
overlay fields to maintain backwards compatibility with existing manual
patches, files without ref tests and mods that might use these fields.
as per the description of #3846
"Detect use of vector*!, which is **inlined in jak 2** and jak 3."
This function was missing the inline declaration resulting in the
compiled output differing.
`SDL_EVENT_JOYSTICK_AXIS_MOTION` is an enum with `Value = 1536`, which
means the code current acts like: `else if (true &&
m_has_pressure_sensitive_buttons)`
Yet another case of the PS2 getting insanely lucky with buggy ND code,
the eco vents send an event to Jak to make him go into the powerup
state, but do not pass any event arguments which determine what
animation to play and at what speed/start frame. For the dark eco vents,
PS2 manages to somehow get the correct value of `7`, but we are not so
lucky.
As a side effect of this fix, we also get the originally intended
behavior for the light eco vents of playing the full powerup animation
from the start at a slower speed, rather than the much shorter one you
see on PS2.
Closes#4268
Adds support for exporting animations for foreground models. It's not
perfect and doesn't handle the Jak 2/3 animations very well in some
cases (scale can often get messed up, especially for the LZO compressed
ones, I have no idea what is going on with the data in those art groups
sometimes, so that'll have to be revisited later...), but it does a
decent job on Jak 1.
Additionally, the `build-actor` tool has also been changed to support
setting the `master-art-group-name` and `master-art-group-index` fields
to allow for custom art groups to link their animations to a different
master art group, which lets you add custom animations to vanilla art
groups.
Closes#1496
This brings back the SCE splash screens. Also adds a runtime flag
`-nosplash` to skip it. Right now, it's on by default, but open to
changes on that (maybe always disable in debug to speed up start times,
etc.).
fixes#3150
the scoring system counts up to 16 (point-scoring) tricks, but the
opengoal-secret display system was ignoring the 16th one, causing score
discrepancies
This bit of ff-squad-control code is trying to sort guards based on
their distance from some shared target. In some cases the
`vector-vector-distance` returns NaN. In the bubble sort below this
change, the < operation always returns #t when NaN is involved, so the
NaN guard gets swapped back and forth endlessly, causing an infinite
loop.
ported the implementation from jak 2 into jak3 pretty much exactly.
added a new color for L2 tricks, and shrunk the text/width a bit so it
wouldn't end up covered by the minimap.
also fixed small bug in jak 2 (and 3) where dismounting jetboard
wouldn't reset the trick display, so displayed score wouldn't match the
granted score
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
addresses:
- starting new game from title screen with speedrun mode on -> shows
intro cutscene, doesn't start autosplitter, verification text not shown
- resetting run during intro cutscene leaves weird desert state across
training course (not an issue if we fix^)
- reset in hero mode after completing training course -> verification
text not shown
- resetting during tentacle grab leaves the water bubble sound playing
forever
Three fixes for fullscreen map screens:
**1. Expand scanlines to cover whole screen**
Instead of just the 4:3 square, scales dynamically without overshooting.
**2. Fix map icon stretching**
On a real PS2, map icons squash incorrectly at 16:9, gets worse with
custom aspects. Fixed but preserves original game bug at PS2 16:9.
**3. Stop fast map scrolling at high FPS**
Same map scroll speed regardless of framerate.
Fixes#4195
Fixes#4177
Also additionally fixes the setting not doing anything to the
terraformer tentacles. Tentacles are no longer considered 'solid' when
dead while the setting is on.