water111
f50c0e56e9
[jak2] use art constants ( #2097 )
2023-01-07 10:32:03 -05:00
water111
d454dfbcd8
add target-board-handler ( #2068 )
2022-12-30 15:23:46 -05:00
water111
e0ebc5a68e
[decomp] target-handler ( #2027 )
2022-11-20 09:21:25 -05:00
water111
928b18f01c
clean up to target-handler ( #2026 )
2022-11-19 17:58:51 -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
water111
f39b993f79
[decommp] generic-obs ( #2013 )
2022-11-12 17:56:07 -05:00
water111
3909a251cc
[decomp] clean up some names/types ( #2011 )
...
cutting down on some of the most common `unknown` methods, before we add
too much gameplay code
2022-11-11 20:18:13 -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
136136e498
[decomp] start work on collide ( #2008 )
...
Adds `collide-shape` and a few other related ones.
2022-11-11 12:01:45 -05:00
water111
811b5de6cb
[decomp] collide-mesh ( #1999 )
2022-10-30 15:54:10 -04:00
Tyler Wilding
50076537b7
d/jak2: finish sidekick, target-carry and battle. Close to finishing target-death and warp-gate ( #1990 )
2022-10-29 18:27:31 -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
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
ManDude
af5009a29e
[decomp] make defpart and defpartgroup work in jak 2 ( #1947 )
2022-10-09 12:53:44 -04:00
water111
3d4dfb2077
[decomp] Decompile some time-of-day stuff, support new style Jak 2 time of day ( #1943 )
...
- Add "tfrag-water" tfrag tree support (may just be the same as Jak 1's
'dirt' for the settings)
- Add "tfrag-trans" tfrag tree support, reusing "trans-tfrag" from jak
1.
- Add a hack to `LinkedObjectFileCreation` to handle `oracle`, which is
accidentally multiply defined as a type leftover from jak 1 (an entity
in village1), and level info for jak 2.
- Add `VI1.DGO`
- add `time-of-day.gc`, and a few other stub functions so it works
- Set up some time of day stuff in GOAL for jak 2/PC renderers
- Clean up time of day in c++ renderers, support the more complicated
weight system used by jak 2 (backward compatible with jak 1, thankfully)
The mood functions now run, so this could cause problems if they rely on
stuff we don't have yet. But it seems fine for ctysluma and prison for
now.








2022-10-08 13:33:03 -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
Hat Kid
a53c06fe2b
decomp: target, target-board, board-states ( #1915 )
...
Just missing `target-board-handler` because it errored with `Bad delay
slot in clean_up_cond_no_else_final` and I wasn't able to figure out
where the asm branch was.
Commented out `target-board-clone-anim` because it crashes even after
adding `clone-anim` and `clone-anim-once`.
2022-09-25 12:07:37 -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:

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
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
ManDude
f1f18e7e05
[decomp2] joint-mod, chain-physics, loader ( #1816 )
...
* prep
* Update repo-settings-mark.bat
* Update repo-settings-unmark.bat
* decomp `joint-mod`
* add `joint-mod-ik-callback` to ref exceptions
* `chain-physics`
* Update jak2_ntsc_v1.jsonc
* update bat scripts
* `loader`
* pretty
* refs
* support `process->handle` (and `ppointer->handle`?)
* refs
* source and fixes
* fix `ja` detect
* `ja` macro implement
* fix a method
* update source
* merge fixes
* annoying fixes
* format
* arg
* hack
* fix test
2022-09-02 18:13:38 -04:00
Hat Kid
52bb1c4915
decomp: board-h, board-util, gun-util, darkjak-h ( #1817 )
...
* decomp: `board-util`, `gun-util`, `darkjak-h`
* address changes and decompile `board-h`
* fix `board-util`
* remove `_type_` from `projectile` method
* fix `gun-h.gc`
* Update gun-h.gc
2022-09-01 18:25:42 -04:00