Commit Graph

1498 Commits

Author SHA1 Message Date
water111 aa2cad59ff joint 2026-08-18 10:35:31 -07:00
water111 931ca1db10 collide-func 2026-08-18 09:12:09 -07:00
water111 2f4a418102 up to gsound 2026-08-17 09:14:26 -07:00
water111 a4351b6304 up to cam-update-h 2026-08-11 23:32:24 -07:00
water111 91e4f0b3f8 temp 2026-08-10 23:23:53 -07:00
water111 90d6ee7451 clean up to entity-h 2026-08-10 00:28:14 -07:00
water111 14762d74c3 clean up to joint-h 2026-08-09 00:01:57 -07:00
water111 6a9f5e540f clean up geometry 2026-08-08 00:07:40 -07:00
water111 0667197a05 wip geometry 2026-08-08 01:44:11 -04:00
water111 6fd094fc17 clean up to quaternion 2026-08-07 22:42:03 -04:00
water111 03f60d7d37 cleanup pov camera 2026-08-07 21:28:35 -04:00
water111 3f5d1e2aaf compiling and running 2026-08-07 21:25:56 -04:00
water111 2929a106aa first pass at cam cleanup 2026-08-07 20:58:40 -04:00
water111 5a9cca8dc2 clean up cam-combiner 2026-08-07 15:02:30 -04:00
water111 e8a1415bf5 clean up anim folder comments 2026-08-01 00:38:03 -07:00
water111 dfb75fc594 improve macro detection 2026-07-28 12:00:35 -07:00
water111 1e4935a164 more cleanup 2026-07-26 16:22:15 -04:00
water111 124711f584 remove pointless comments 2026-07-26 14:55:16 -04:00
water111 9b8906b1a5 more files 2026-07-26 14:45:39 -04:00
water111 a11c6de73e file updates 2026-07-26 14:43:53 -04:00
Matt Dallmeyer fcbcfb549a [jak1] Reinstate NaN check in nav code (#4359)
Inadvertently removed as part of improved decompiler stack variable
support #4222

We suspect this is the reason some nav-enemies have been randomly
disappearing in recent mods/versions

Thanks Evelyn for catching the regression
2026-07-23 22:44:51 +02:00
rafalekkB 37f3562d06 Jak 2 - Polish base game text translation + updating font db (#4332)
basically initial commit to add support for polish base game text

needs work before you could push to master

im a little rusty so testing along side me if everything is working
would be appreciated

<img width="1919" height="1107" alt="jak2 pl menu"
src="https://github.com/user-attachments/assets/862dcbe0-1c6a-4b9e-9565-7aa91b0a9115"
/>
2026-07-18 16:32:50 -04:00
Matt Dallmeyer 726b48b0c4 [jak1] Prevent debug crash in subtitle code (#4348)
fixes this crash
https://gist.github.com/dallmeyer/0a5520379a3b96725af152bde66f63e8 which
can be reproduced by doing a HUD buffer on the bottom of LPC cell in
debug mode
2026-07-18 16:31:12 -04:00
Matt Dallmeyer 425f143fcc Update def-actor to version 8 for jak3 (#4342)
v7 is copy/paste from jak2

https://github.com/open-goal/jak-project/blob/697337166da69af6515e97c5a9894b8ba2abc93c/goal_src/jak2/engine/data/art-h.gc#L423
https://github.com/open-goal/jak-project/blob/697337166da69af6515e97c5a9894b8ba2abc93c/goal_src/jak2/engine/load/file-io.gc#L109

but jak 3 uses v8

https://github.com/open-goal/jak-project/blob/697337166da69af6515e97c5a9894b8ba2abc93c/goal_src/jak3/engine/load/file-io.gc#L198-L199

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2026-07-14 04:32:00 +02:00
Matt Dallmeyer 697337166d [jak1] Patch autosave/progress lock in speedrun mode (#4340)
We already skip the "first autosave warning" prompt in speedrunner mode,
this just moves the check up a bit earlier, where it feels more
appropriate imo.

This also prevents a potential softlock from occurring in speedrunner
mode only, if you manage to bring up the progress menu while the first
autosave occurs/finishes (e.g. by pause buffering 7th scout fly, or one
of the citadel sage cells).

In that scenario, the `auto-save` process gets stuck in `done` state in
this loop because `progress-allowed?` is false due to the pending
powercell cutscene, and so we keep resetting `state-time`:

https://github.com/open-goal/jak-project/blob/d8710bb2f645528e598e2bd799708d9d945f76c6/goal_src/jak1/engine/game/game-save.gc#L1172-L1174
(in normal circumstances, this prevents the autosave prompt from popping
up during and shortly after the cell cutscene)

The problem is that the `progress` code has a sort of mirrored check,
where it will only `enter!` the next state if there is no `auto-save`
process:

https://github.com/open-goal/jak-project/blob/d8710bb2f645528e598e2bd799708d9d945f76c6/goal_src/jak1/pc/progress-pc.gc#L3600-L3609

Here's an example of the locked progress screen, I run some code in the
REPL to show the game is still running, and then use a breakpoint and
continue to artificially get past the `time-elapsed?` check in the
`auto-save` code

https://youtu.be/4eZlQbRq6l8
2026-07-10 22:49:52 -04:00
Matt Dallmeyer 2fff3306d1 [jak2/jak3] Speedrun menu - add Act 2/3, Open Orbs categories (#4314)
Adds these speedrun categories which require special setup:
- Jak 2
  - Act 2
  - Act 3
  - All Open Orbs (Endgame)
- Jak 3
  - Act 2
  - Act 3
  - Post-Game
  - Post-Game Hero Mode

https://github.com/open-goal/jak-project/issues/4214
2026-06-27 16:26:33 -04:00
Hat Kid 0f9beb4610 decompiler: detect light-trail-tracker-spawn macro (#4317) 2026-06-17 18:57:59 +02:00
Tyler Wilding a3e004f475 d/jx: Another round of files (#4311)
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2026-06-15 09:56:10 -04:00
Matt Dallmeyer 58d957a305 [jak3] track-skill: Better check for orbs collected from crate (#4312)
The one crate with gold triple orb in temple doesn't update `(-> e extra
perm user-int8 1)` the way I was expecting based on how the one crate
that drops two orbs behaved. This check fixes that and is a bit simpler
2026-06-15 06:23:12 +01:00
Hat Kid 41fd0b6cec custom levels: support camera entities and custom keyframe values (#4310) 2026-06-13 00:29:24 +02:00
Matt Dallmeyer feaa7fb873 [jak1] Show max of flying-lurker distances on HUD (#4309)
previously only showed the distance from `flying-lurker-1`, but any of
the 3 getting 500m can cause you to fail, so we should show the max
2026-06-11 07:26:41 +01:00
Matt Dallmeyer 396fd63c93 [jak3] Include orbs in crates for track skill debug option (#4275)
<img width="2756" height="2066" alt="image"
src="https://github.com/user-attachments/assets/88034b10-c502-4df0-b5b8-6d6357eed433"
/>
2026-06-10 19:48:38 -04:00
Hat Kid a5ef456e8b loader: allow manual reload of fr3 data (#4304)
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.
2026-06-07 16:45:33 +02:00
Hat Kid 25e105aa5d jak2/3: implement ocean envmap (#4303)
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
2026-06-07 07:27:43 +02:00
Matt Dallmeyer b948e954d0 [jak2/3] Fix dark/light eco HUD not flashing after save file is X hours old (#4285)
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=16235
https://youtu.be/3V2GneLSY14?t=16619
2026-06-06 17:32:12 +01:00
Hat Kid 1254d93fbe custom levels: support custom regions in jak2/3 (#4300)
This adds support for generating pairs with `DataObjectGenerator` and
defining your own regions and `actor-group`s in custom levels.
2026-06-03 18:39:21 +02:00
Alex 89da645162 jak3: make actor LOD setting affect lightning quality in elec gates (#4292)
Carrying this over from Jak 2, where it significantly improved the elec
gates' look at a distance.
2026-05-31 16:55:46 +02:00
Hat Kid 122de4ecf5 jak1: clean up control-info names and other misc cleanup (#4295)
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.
2026-05-31 15:08:41 +02:00
tripp fd17e337d6 jak2: add missing inline declaration in vector*! (#4287)
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.
2026-05-30 17:21:25 -04:00
Hat Kid 4e77d6ea61 jak1: fix mole crash on foot (#4294)
Another classic case of missing event args, though this one is fatal on
PS2 as well.
2026-05-30 11:14:29 +02:00
Tyler Wilding 704972dd6a decomp: resolve first batch of trivial files (#4266) 2026-05-08 18:54:05 -04:00
Hat Kid 580b190371 jak3: fix dark eco vent powerup anim (#4269)
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
2026-05-06 04:29:15 +02:00
Hat Kid c4bc4d3ff4 jak3: fix region regression (#4264) 2026-05-04 21:47:47 +02:00
Aloqas 553edd3e68 jak2/jak3: Add subtitle speakers (#4230)
Adds subtitle speaker names to jak2/jak3 cutscenes, as well as the
progress menu option

<img width="962" height="752" alt="Näyttökuva 2026-04-18 005744"
src="https://github.com/user-attachments/assets/66b1cc46-9623-4e43-ad65-df7302a0156d"
/>
2026-05-04 18:49:08 +02:00
Hat Kid e6260e48ab decompiler: support animation export and support master art groups in build-actor tool (#4260)
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.
2026-05-04 17:19:41 +02:00
Matt Dallmeyer a7844c9b5d [jak3] Add roboskip autosplit, allow heromode secret selection (#4257)
addresses a couple issues from
https://github.com/open-goal/jak-project/issues/4214



https://github.com/user-attachments/assets/cc34aa77-3c5e-4b50-9d8b-4a1bf9f58353



https://github.com/user-attachments/assets/91edb7eb-5aab-497a-bdb5-8f6ffc00cbfd
2026-05-04 13:10:02 +02:00
Matt Dallmeyer 5b75cb74df [jak3] Prevent NaN propagation in spydroid attack state (#4237)
Another patch to prevent NaN propagation. Still doesn't address the root
cause of the NaNs, but should fix some mission behavior.

In some cases, crimson-guards will [return NaN vectors for their
`bullseye-joint`](https://github.com/open-goal/jak-project/blob/1dff57182004f058848b26f0f8bfbb111a96e480/goal_src/jak3/engine/ai/enemy.gc#L178-L183).
I suspect the root cause of these NaNs may be related to the guards
missing their torsos

<img width="1202" height="692" alt="image"
src="https://github.com/user-attachments/assets/c1a91266-cd50-44f9-80cb-de9b9415d36b"
/>

In the [spydroid's `attack`
state](https://github.com/open-goal/jak-project/blob/1dff57182004f058848b26f0f8bfbb111a96e480/goal_src/jak3/levels/common/enemy/spydroid.gc#L743-L772),
this NaN value will end up propagating to the spydroid's position.

This in turn causes issues like the infinite looping addressed in #4225.
Or another issue in "Defend HQ From Attack" - every spydroid spawned by
the task manager can end up with NaN positions. The spydroids will be
nowhere to be seen, but the task-manager still considers them alive and
won't spawn any other KG enemies.
2026-05-04 13:09:10 +02:00
Nick0778 fea7d3a15d [jak3] Fix Daxter's death quotes scenes not playing (#4243)
This PR fixes a bug in `target-death.gc` that was causing Daxter's death
quotes scenes to not play in OpenGoal.

Basically, these scenes weren’t working because `sv-96` was assigned an
invalid level, and as a result the `s4-1` check always returned `#f`.
So, the `(when s4-1 ...)` block that contains the logic for these scenes
was never executed.

<img width="1118" height="911" alt="png1"
src="https://github.com/user-attachments/assets/b92505f0-fa9b-4499-a113-b7524265c314"
/>

## Before the fix:


https://github.com/user-attachments/assets/58e2f412-814b-40ff-ab64-d22054a7232e

## After the fix:


https://github.com/user-attachments/assets/bf6ac0da-1a62-4cb4-b363-20af898dac7f
2026-04-26 16:10:15 -04:00
Tyler Wilding 6238f7f567 various decomp cleanups (#4247)
Removed a bunch of stuff, old scripts, cleaned up some decompiler
errors, added a new tool that should help with a future PR
2026-04-25 23:35:19 -04:00
Hat Kid 1dff571820 game: support splash screens (#4236)
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.).
2026-04-20 03:19:08 +02:00