Commit Graph

55 Commits

Author SHA1 Message Date
Tyler Wilding 90d5e83d9e d/jak2: finish forest-obs (#2266) 2023-02-26 09:49:16 -05:00
ManDude 190fa4bbe8 [windows] make the games start up in the user's preferred system UI language (#2267)
Where applicable, of course.

My system language is set to English so I actually can't test this. If
anyone has their Windows language (NOT LOCALE) set to Spanish, German,
French, Italian or Japanese please test this.

Fixes #1734 

Also fixes the opengoal debugger on Windows and fixes the decomp for
`menu` which was causing some crashes related to input handling.
2023-02-26 09:46:57 -05:00
ManDude 4b8b2abbed port pckernel to Jak 2 (#2248)
Adds the `pckernel` system to Jak 2, allowing you to do the PC-specific
things that Jak 1 lets you do like change game resolution, etc.

In other to reduce the amount of code duplication for something that
we're gonna be changing a lot over time, I split it into a few more code
files. In this new system, `pckernel-h.gc`, `pckernel-common.gc`
(previously `pckernel.gc`) and `pc-debug-common.gc` are the files that
should be shared across all games (I hacked the Jak 2 project to pull
these files from the Jak 1 folder), while `pckernel-impl.gc`,
`pckernel.gc` and `pc-debug-methods.gc` are their respective
game-specific counterparts that should be loaded after. I'm not fully
happy with this, I think it's slightly messy, but it cleanly separates
code that should be game-specific and not accidentally copied around and
code that should be the same for all games anyway.
2023-02-25 10:19:32 -05:00
ManDude 324def1303 split new pc features in some files into their own code files + address some old issues + ripple graphics improvements (#2216)
Moves PC-specific entity and debug menu things to `entity-debug.gc` and
`default-menu-pc.gc` respectively and makes `(declare-file (debug))`
work as it should (no need to wrap the entire file in `(when
*debug-segment*` now!).

Also changes the DGO descriptor format so that it's less verbose. It
might break custom levels, but the format change is very simple so it
should not be difficult for anyone to update to the new format. Sadly,
you lose the completely useless ability to use DGO object names that
don't match the source file name. The horror!

I've also gone ahead and expanded the force envmap option to also force
the ripple effect to be active. I did not notice any performance or
visual drawbacks from this. Gets rid of some distracting LOD and some
water pools appearing super flat (and pitch back for dark eco).

Fixes #1424
2023-02-13 21:39:14 +00:00
water111 e26efcc4f3 [jak 2] add lightning renderer (#2203)
Implements the jak 2 lightning renderer as an alternate path through
Generic2. Also set up some generic stuff in the goal code.

There is a problem with the texture pool, which doesn't support the case
where two textures have the same tbp, but different cluts. So lightning
is often the wrong color (usually red).
2023-02-09 19:11:13 -05:00
water111 45f7770ca2 [decomp] finish up nav-graph, traffic-engine, traffic-manager, height-map (#2191)
Some of these were almost done, just needed a few more types.
2023-02-05 18:16:58 -05:00
Tyler Wilding a83bd49426 d/jak2: finish onin-game and resolve type-hinting (array object) elements (#2188)
Fixes https://github.com/open-goal/jak-project/issues/2047
2023-02-04 20:36:30 -05:00
Tyler Wilding b72383964f d/jak2: cleaning up the remainder of unblocked / unclaimed files (#2171)
Co-authored-by: water <awaterford111445@gmail.com>
2023-01-31 18:32:50 -05:00
Tyler Wilding abf61a94fb docs: add support for :override-doc in method declarations as well as documenting state handlers (#2139)
Adding support for better child-type method docstrings. This is a
problem unique to methods.

Usually, a child-type will have the same signature and a common name
will apply, but the implementation is different. This means, you
probably want a different docstring to describe what is happening.

Currently this is possible to do via `:replace`. The problem with
replace is two fold:
- a replaced method ends up in the generated `deftype`...because you
usually change the signature!
- we don't put docstrings in the `deftype` in normal GOAL, this is just
something we do for the `all-types` file (they go in the `defmethod`
instead)
- more importantly, this means anytime you now want to change the
parent's name/args/return type -- you have to apply that change
everywhere.

So this is a better design you can now just declare the method like so:
```clj
(:override-doc "my new docstring" <method_id>)
```

And internally a pseudo-replaced method will be added, but it will
inherit everything from the parent (except the docstring of course)

Unrelated - I also made all the keyword args for declaring methods not
depend on ordering

This also adds support for documenting virtual and non-virtual state
handlers. For example:

```clj
  (:states
    (part-tester-idle (:event "test") symbol))
```

or

```clj
(idle () _type_ :state (:event "test") 20)
```

I will probably add the ability to give some sort of over-view docstring
at a later date.

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-21 20:45:45 -05:00
Tyler Wilding dd0a8a17b2 docs - first chunk of work documenting the files I glossed over (#2130)
- started documenting the files I glossed over, some are totally done,
others are just partially done
- I changed the decompiler to automatically initialize the
art-group-info from the json file. This makes updating gsrc, even a
single file at a time, have consistent naming
- Though I disabled this functionality for jak 1, as I have no idea if
using the ntsc art groups will cause a regression for different versions
- fix indentation for docstrings -- it still doesn't look great, but
this is now a formatting concern, rather than the docstring having a
bunch of happen-stance leading whitespace.
2023-01-15 11:33:39 -05:00
water111 0e43c96e52 [decomp] hud, hud-classes, add some new basic alignment options, fix type bug (#2084) 2023-01-02 10:05:22 -05:00
water111 0cddf6b6a5 W/nav debugging (#2077)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-01-01 12:11:18 -05:00
water111 602765db6e [decomp] drawable, memory-usage (#2070) 2022-12-30 18:23:53 -05:00
Tyler Wilding 6181c6c997 decomp: output mips2c method/function declarations to the _disasm.gc file (#2054)
When working with mips2c recently, I noticed adding the
`defmethod-mips2c` or `def-mips2c` code was a manual step. This is a bit
tedious to have to go and do yourself, but more importantly you have to
manually go and find the right spot in the source file else you might be
declaring it too early or too late.

This will automatically output the declaration for methods, and a
half-finished comment for the functions. I wasn't able to fully output
the function one because it seems the signature info from `all-types`
doesn't make it all the way through -- but maybe I'm wrong or this is an
easy fix?
2022-12-30 12:03:06 -05:00
water111 7a1a64acba target code bugfixes (#2034) 2022-11-21 20:25:20 -05:00
Tyler Wilding bf83f2442d d/jak2: cleanup more of editable and editable-player (#2029)
- Rough start of the SQLite integration to facilitate the SQL queries
- Cleanup and disable a little bit of code so the game no longer crashes
when entering the editor
- Implement some of the mouse data stuff


![image](https://user-images.githubusercontent.com/13153231/202881481-95bc0a2a-ac3d-4f65-aff1-b9f7ee5ee345.png)


https://user-images.githubusercontent.com/13153231/202881484-399747e7-dcdb-4e09-93e9-b561a45c8a18.mp4

This is a very old branch so best to get it merged now that it's at a
decent point so it can be iterated on.
2022-11-19 23:28:20 -05:00
water111 029983270e [decomp] target cleanup (#2021)
everything up to collide-reaction-target (which is mostly done, but
could use a few more names)

Fixes issues with gun-part and target-part
2022-11-13 19:09:34 -05:00
Tyler Wilding c8abafcb7a d/jak2: partial cleanup pass from main -> gun-part (#2017) 2022-11-13 11:38:25 -05:00
water111 f39b993f79 [decommp] generic-obs (#2013) 2022-11-12 17:56:07 -05:00
water111 b90b6c9aff small cleanup on camera code (#2010)
fixes https://github.com/open-goal/jak-project/issues/1960 and patches
scratchpad use in cam-debug
2022-11-11 17:27:09 -05:00
water111 811b5de6cb [decomp] collide-mesh (#1999) 2022-10-30 15:54:10 -04:00
Tyler Wilding 760e11a087 d/jak2: finish scene-actor, scene-looper, race-part, rigid-body-plat, debug-part, voicebox (#1987)
Co-authored-by: water <awaterford111445@gmail.com>
2022-10-29 16:42:57 -04:00
Tyler Wilding d13155bfd0 d/jak2: Decompile palace-ocean, ctysluma-part, nav-enemy-h and a bunch of work on enemy and nav-mesh related files (#1984)
Couldn't finish any of the enemy/nav-enemy related files for one reason
or another, but quite a bit of work that will be easier to merge and
iterate on instead of keeping track of the branch.

enemy/idle-control has some very weird focus related code.

nav-mesh/nav-control still has a bunch of CFG resolution problems that
need to be manually resolved.

Co-authored-by: water <awaterford111445@gmail.com>
2022-10-29 16:28:52 -04:00
ManDude b0e8cba6f1 [decomp2] game-save (#1988)
memory card code was not done!
2022-10-29 16:08:04 -04:00
Tyler Wilding 84497712ff d/jak2: finish task-arrow | carry-h | projectile | gun-[red|yellow|blue]-shot (#1864) 2022-10-29 15:22:57 -04:00
Tyler Wilding 41c3423767 d/jak2: finish viewer, texture-finish, process-taskable, main-collide, prototype and los-control (#1975) 2022-10-22 13:26:28 -04:00
Hat Kid da5aef8d60 decomp: finish target-[util|darkjak|swim|gun] | water | water-anim | crates | dark-eco-pool, fix skelgroup detection, add failed store/load warnings and clean up jak 3 config (#1958)
Almost done:
- `target-handler` (`(none)` event handler casts and CFG error)
- `target2` (`(none)` event handler casts)
- `powerups` (`cloud-track` does some weird stuff with `handle`s)
- `gun-states` (CFG error)

Some progress in:
- `water-flow`

Additionally:

- Clean up the two year old Jak 3 config file and add a config skeleton
(disassembling seems to not have worked, but I was able to dump obj
files and the `all_scripts` file)
- Fix automatic skelgroup detection and `defskelgroup` macro for Jak 2
(closes #1950)
- When a function decompiles without any major errors, a warning is
generated with the op id for each unresolved load and store that will
likely fail to compile (closes #1933)
2022-10-14 19:35:57 -04:00
Tyler Wilding f6bdc07990 d/jak2: finish progress menu code and initialize the camera (#1945)
This PR does a few main things:
- finish decompiling the progress related code
- implemented changes necessary to load the text files end-to-end
   - japanese/korean character encodings were not added
- finish more camera code, which is required to spawn the progress menu
/ init the default language settings needed for text
  - initialized the camera as well

Still havn't opened the menu as there are a lot of checks around
`*target*` which I havn't yet gone through and attempted to comment out.
2022-10-11 18:30:26 -04:00
water111 9a04c7e311 [decomp] sparticle, sparticle-launcher, set up sprite (#1949)
- fix crash with unhandled sparticle definition (happens with the weird
array int32s that I don't understand yet)
- update mips2c stuff
- add part-tester
- fix some issues around texture uploads
 

![image](https://user-images.githubusercontent.com/48171810/194784675-54e3dc58-7846-450d-a1e9-cefd841dda94.png)
2022-10-09 19:56:07 -04:00
ManDude af5009a29e [decomp] make defpart and defpartgroup work in jak 2 (#1947) 2022-10-09 12:53:44 -04:00
water111 405a144815 [decomp] finish up debug.gc, get boundary rendering working (#1944)
![image](https://user-images.githubusercontent.com/48171810/194726152-74167185-0297-4982-8ed9-42936ad80fe7.png)
2022-10-08 17:02:40 -04:00
Tyler Wilding be1e40a041 d/jak2: decompile conveyor | elevator | plat | bouncer | basebutton | base-plat | most of sampler | simple-nav-sphere | simple-focus | elec-gate and blocking-plane (#1942)
Most of these have been atleast partially documented / named / cleaned
up as well.

Co-authored-by: water <awaterford111445@gmail.com>
2022-10-08 12:42:52 -04:00
ManDude 4e48ba21c1 [decompiler] make (not (logtest? work (#1934) 2022-09-30 18:26:52 -04:00
ManDude 9351bf782e [decomp2] game-info, game-task and task-control (#1884)
And everything else needed for them!

A couple functions are bad currently.

- fixes #1929 - untested on linux
- fixes #1924 - now you need to type `,` before a lambda you want to put
in a pair.
- fix debugger symbol table in jak 2
- made the decompiler output `(meters 2)` instead of `(meters 2.0)`
- fixed a bug with the bitfield enum special -1 case
- made bad game text decomp not exit the decompiler
- added `editable-player` and `script`
2022-09-27 19:44:20 -04:00
water111 e3a4627eeb [decompiler] recognize jak 2 vector-float*!, fix some vector inline casting bugs (#1926) 2022-09-26 20:57:44 -04:00
water111 5c7a3384e5 [jak2] static sound macro (#1919)
eg
```
(set! (-> obj sound-pre-open) (static-sound-spec "airlock-slider"))
```
it is the same as jak 1, but the `fo-curve` option is set to 1
sometimes.
2022-09-25 16:19:06 -04:00
water111 6227c6d6a8 More array special cases (#1913)
also make jak 1 and jak 2 behave the same way, to reduce confusion. It
wasn't too bad to update jak 1.
2022-09-24 16:10:13 -04:00
Tyler Wilding 123e7fd87b d/jak2: some work in memory-usage | nav-graph-h and finish pov-camera and aligner (#1901) 2022-09-24 14:47:03 -04:00
water111 1b45aab3cc [decompile] subdivide, wind-work, tie-work, bsp, focus (#1897)
- decompile `subdivide`, `wind-work`, `tie-work`, `bsp`, `focus`
- support `ppacb` in compiler
- don't assert when bitfield stuff fails due to constant propgataion
weirdness
- finish up history
- div/mod unsigned assert fix in decompiler
- empty assert fix in decompiler for failed `add` type prop
- make jak 1 performance counters "work" (just measure time)
- fix cast/typos on pcgtb/vftoi15
2022-09-17 14:58:25 -04:00
water111 6a1bde4168 [decomp] fix up debug menu rendering, add a few others (#1892)
![image](https://user-images.githubusercontent.com/48171810/190832869-e609d346-9c4a-43fb-ad94-2a9690521adc.png)
actor vis boxes for PRI.DGO
2022-09-16 20:42:33 -04:00
Tyler Wilding 82e0517275 d/jak2: get script decompiling, no ref tests yet (#1877)
Has boxed array accessing that prevents me from adding anything to ref
tests (the entire file is lambdas so the access pattern that i would
like to ignore happens at the top-level, can't ignore it.

This code actually already has quite a bit of original docstrings so
it's not too bad in that regard considering a `script-context` can have
16 arbitrary objects. It seems they rarely put more than a single object
in the context and the types are usually obvious / are actually type
checked!
2022-09-14 19:37:12 -04:00
Tyler Wilding 4620f96574 d/jak2: mostly finish mysql-nav-graph and fix docstring handling around with-pp/local-vars (#1869) 2022-09-13 18:15:02 -04:00
water111 4eea31c3e9 [jak 2] texture (#1866)
- Decompile and patch `texture.gc` for PC
- Improve decompiler when offset doesn't fit in immediate (for types
larger than 8k and some scratchpad accesses)
- Fix symbol->string issues in both jak 1 and 2
- Fix bug with VIF interrupt used to profile VU code (hooked up to
OpenGLRenderer BucketRenderers in PC port)
- Support `~o` in `format`.
- Uncomment stuff in `merc.gc` that now works!

![image](https://user-images.githubusercontent.com/48171810/189505469-941b4a3e-23c7-4740-aa1b-2e461ed19fa9.png)

fixes https://github.com/open-goal/jak-project/issues/1850
2022-09-11 14:17:55 -04:00
Tyler Wilding 017070525a d/jak2: finish vol | cam-layout | menu | default-menu and start working on nav code (#1867)
I also added font-color names since this PR adds quite a few:

![image](https://user-images.githubusercontent.com/13153231/189508209-c8849672-fac5-47cb-9652-f1d4648f0af8.png)
2022-09-11 13:42:46 -04:00
Tyler Wilding 81b6d5fe08 d/jak2: finish find-nearest | trajectory | editable-h and most of editable and editable-player (#1847)
Also made a first-pass of their SQL schema in preparation for getting
that working.
2022-09-10 18:03:17 -04:00
Hat Kid bb777e4bac decomp: logic-target (#1861)
Also adds all names for `focus-status`.

Closes #1859 and updates ref tests for Jak 1 for this edge case.
2022-09-08 18:26:33 -04:00
water111 f3c63f26bb fix let* format, new on stack guessing case, type failure, handle casts (#1860)
Fixes https://github.com/open-goal/jak-project/issues/1821 by adding a
special case for `new` method calls where the argument with type
`symbol` is actually an address to uninitialized structure on the stack.

Fixes https://github.com/open-goal/jak-project/issues/1849 (or at least
the cause of the issue Vaser gave in chat, and one random one I found in
`debug-sphere`)

Fixes https://github.com/open-goal/jak-project/issues/1853

Fixes https://github.com/open-goal/jak-project/issues/1857 by moving the
cast into the cond if the body is a single form and the destination type
is a bitfield/enum which is likely to work well. Seems to work on the
examples we could find in jak 1 and jak 2.

Also fixes an issue with casts on the result of `handle->process` (a
common place to use casts)

the output of process->handle is a plain process. Most of the time, you
end up casting this to a more specific. If you add a cast on every use
of the variable, the decompiler will decide to change the type of that
variable to the more specific type, and this breaks the handle cast.

so previously it was impossible to get code like
```
    (let* ((s2-0 (the-as swingpole (handle->process (-> self control hack))))
           (gp-0 (-> s2-0 dir))
           )
```
But now it will work
2022-09-07 21:58:09 -04:00
ManDude cfb6abb24d [decompiler] rewrite set lets as just sets (#1858)
Rewrites specific kinds of lets where the return value of the `set!`
itself is meant to be used to just be `set!`s. Implemented at the let
rewrite level. Seems to work for Jak 2 so far.

Fixes #1854 .
2022-09-07 18:28:01 -04:00
Ethan Lafrenais 22982d2750 [decomp] jak2: debug, debug-sphere (#1846)
I wasn't able to 100% complete `debug` due to a bunch of level boundary
debug stuff I couldn't figure out. But, I added a ref test and
documented/copied over everything else into goal_src.

Most of the functions that existed in Jak 1 are identical, others got an
extra param or 2 and some now make copies of arguments instead of
modifying them. There's a bunch of new functions, including all of the
debug functions that used to be in `level-boundary` are now in `debug`.
At the very end of `debug` there's also some weird asm functions
checking for some EE memory controller bug (not sure what's up with
that)?
2022-09-07 18:14:34 -04:00
Tyler Wilding 44d59e6b33 d/jak2: finish mood-funcs | mood-funcs2 | almost all of mood and airlock (#1842) 2022-09-06 20:35:00 -04:00