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?
- decompile `lights.gc`
- decompile remaining `target-death` function, you can die now
- fix float issue with `matrix-from-two-vectors-smooth!` making jak face
the wrong way in the slide thing
The VU programs for the ocean renderer have changed a bit and
`ocean-texture` has a bunch of new stuff, otherwise things are
relatively similar to Jak 1.
This is the first time I used mips2c and I'm not sure I did it 100%
right, so that should be double-checked.
The only interesting one is `collide-hash`, which is untested.
The other two are very likely unused. I skipped the annoying code in
`collide-probe` because it's not used and the same as jak 1.
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>
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)
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`
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.
Some notes:
- `draw-prototype-inline-array-shrub` can probably be decompiled but I'm
not comfortable doing this function myself. It's got a ton of inline
assembly (or at least I think it's inline assembly) and is very long. I
left this marked as asm for now but I am confident in the function
definition.
- The VU program is identical to Jak 1 (yay)
- There's some new `dma-test` stuff at the end of the file, not really
sure what it's doing but it runs in the top-level.
- 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
The merc VU1 program is identical to Jak 1. Jak 2's merc is doing some
new texture login stuff and the DMA buffer setup is a bit different, but
overall very similar.
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
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 .
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)?