The game stores the last 3 frames of input (50ms of time at 60fps) and
often checks if a button was pressed within those 3 saved frames as a
condition.
When transitioning states, it often checks if some input was received
during the previous state (within those 3 frames) in order to quickly
transition out. A good example of this is when transitioning to
standing, it checks if you can jump this frame and if you had pressed X
recently, and if so, transition immediately to jump. This allows
transitions between states to feel more smooth/forgiving by letting you
jump at a later time when you are transitioning from falling->standing
than if you were only falling.
At 165fps the last 3 frames is only 18ms of time so the input windows
for these smooth transitions are almost 3x shorter.
This PR saves 15 input frames (enough to cover 50ms of time at 300fps)
for each controller and adds a (recently-pressed?) macro that checks all
15 frames. However, it only updates the necessary frames in history
based on the current frame rate. This way, 60fps continues to only check
against 3 input frames, 165fps checks against 9, 240fps checks against
12, and 300fps checks all 15.
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
I finally read through all the joint code and wrote up some
documentation. I think this will be really helpful when we try to
understand all the functions in `process-drawable`, or if somebody ever
wants to import/export animations.
This switches all three games to using a new faster GOAL joint
decompressor. It is on by default, but you can go back to the old
version by setting `*use-new-decompressor*` to false.
Also fix the log-related crash, fix the clock speed used in timer math.
Currently only tracks enemy kills, and how they were killed. There is
currently no menu for this, but I've already added most of the text for
it. Also did a bunch of misc decompilation fixes and renamed some
methods.
Fixes#3277Fixes#3278
Adds the opengoal cheats to the secrets menu. Only cheats that are fully
functional and unlockable are there right now, which is eight cheats.
This update will reset most Jak 2 settings.
Also fixes#3274 .
Makes the glow sprite renderer flush when full capacity is reached,
instead of at the end. Also allows us to reduce the textures used for it
(finally). Worst case scenario there's 4-5 flushes per frame.
Fixes incessant flickering in the dig.
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
- the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
((vec vector :inline)
(flags int32 :overlay-at (-> vec w))
)
)
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes#3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.
Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes#3093.
---------
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
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.
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
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.
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...