Less than 100 instructions left to implement, with the vast vast
majority being load-and-stores. These will likely be knocked out quickly
but they require a more involved implementation than just simply
translating the instructions (several need multiple instructions, others
may need reserved registers (x16 or x17 are common for this purpose))
This is a good milestone to get something pushed to master.
ImGUI does have ways to make sure the Internal IDs are unique and
separate from the display label, however I still thought that appending
a count to the end of the name was more clear/understandable.
If you add `ImGui::PushID(i);` Into the loop it appends i to the end of
the internal ID without modifying the display label. The other
alternative would be to use a syntax like
`ImGui::Button((controller_name + "##option1").c_str());` etc....
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-can-i-have-multiple-widgets-with-the-same-label
In both cases I think just adding a number that increments communicates
that its a different controller cleaner to the user.
Closes#4289
This adds the blerc data from merc models to the GLB export as shape
keys, also including the data from animations. Blender is unfortunately
a bit weird about this and only really lets you change what animated
weights are used via the NLA track editor by selecting both the
corresponding armature animation and then the one for the shape keys.
Additionally, due to the way the Blender GLB import works when you have
animated weights on a model + animations as actions for an armature, any
models that have blerc data get an extra useless empty, but this seems
to be harmless.
This PR also fixes materials that use texture animations so they now
have their base texture in the export, rather than using the default
material. Materials now also get named after their base texture for
easier recognition.
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
This PR provides minor typo fixes and harmonizes the French subtitles
with the game's original terminology used in cutscenes and menus.
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
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