Adds the following files:
- `amphibian`
- `centurion`
- `ginsu`
- `grenadier`
- `hopper`
- `metalmonk`
- `monster-frog`
- `predator-graph`
- `predator-h`
- `predator`
- `rapid-gunner`
- `rhino`
- `rhino-wall`
- `tomb-baby-spider`
Also adds the DGOs for the following levels:
- Mar's Tomb
- Mountain Temple
- Drill Platform
- Sacred Site (Sage Hut)
Manual patches:
- The decompiler emits `(b! #t cfg-17)` in `(trans hostile hopper)`
without putting a `(label cfg-17)` anywhere
- Added cast to `art-joint-anim` in `(code broken rhino-wall)` and
`(code hit rhino-wall)`
Other notes:
- `amphibian` seems to occasionally crash when using its tongue attack.
Haven't investigated this yet
- `ginsu` crashes after being killed somewhere in the `deactivate`
method, possibly because of its `part-spawner`
- Predators aren't spawning in the forest hunt mission, not sure if
`forest-obs` might be needed for that or if it's something else
- The `rhino-wall` STR animation seems to load (albeit a bit broken due
to missing VAG stream playback), but causes the viewport to shrink as
soon as it's played
- I added `pegasus::74` to the `event_handler_hack` bool in
`variable_naming.cpp` because I got a `none` cast after changing the
return value of `enemy::74`
- lets you split up your `startup.gc` file into two sections
- one that runs on initial startup / reloads
- the other that runs when you listen to a target
- allows for customization of the keybinds added a month or so ago
- removes a useless flag (--startup-cmd) and marks others for
deprecation.
- added another help prompt that lists all the keybinds and what they do
Co-authored-by: water <awaterford111445@gmail.com>
The things that aren't working right now:
- returning the board (maybe cutscene related?)
- draft until i see if this can be sorted out
- seems to need streaming audio as well, the `scene-player` gets
properly initialized from what i can tell
- had to hack around the streaming audio parts.
Two main problems fixed here:
- offline tests will fail on a comparison failure (a mistake from the
re-write)
- art-group-info is committed to the repo and shared with every thread
(running the tests with 1 thread, for example on the CI, and locally
were producing different results)
art files are still not provided to the jak2 offline tests:
- `*-ag` files are not being output
- `art-elts.gc` is not complete, as a handful of files claim to be
missing stuff
lastly, in jak1's offline tests we were also running `tpage` and `*-vis`
files through the decompiler. This omits that (they came from the
`all_objs.json` file) -- is this an issue?
I did some manual modifications in a few places to work around some
truly mysterious control flow, and some unsupported stack array stuff.
Also fixes a bug in decompiling static improper lists.
As far as I can tell, guns work, other than some graphical issues and
the crazy particle spawning issue, but I strongly suspect these are
problems with the sparticle/graphics side.
- Split up DGOs between threads in the multithreaded offline test
- fix some random warnings
- make the sig paths decompile a bit nicer to make some files smaller
Running reference tests/decompiler should now be possible on macos
(arm). Most of the changes were just cleaning up places where we were
sloppy with ifdefs, but there were two interesting ones:
- `Printer.cpp` was updated to not use a recursive function for printing
lists, to avoid stack overflow
- I replaced xxhash with another version of the same library that
supports arm (the one that comes in zstd). The interface is C instead of
C++ but it's not bad to use. I confirmed that the extractor succeeds on
jak 1 iso so it looks like this gives us the same results as the old
library.
A big one...
I figure even if we would like to change the way the particle/scene code
is output -- it'd be easier to find patterns with it all decompiled.
I've updated my script so it can easily be used to mass update these
files:
```bash
task update-gsrc-glob GLOB="**/*-part*.gc"
```
> for example will update gsrc files with `part` in their name -- if
they are in ref tests (so uncompleted ones aren't touched)
I found a few issues along the way that I'll have to make issues for
soon.
This solves two main problems:
- the looming threat of running out of memory since every thread would
consume duplicate (and probably not needed) resources
- though I will point out, jak 2's offline tests seem to hardly use any
memory even with 400+ files, duplicated across many threads. Where as
jak 1 does indeed use tons more memory. So I think there is something
going on besides just the source files
- condense the output so it's much easier to see what is happening / how
close the test is to completing.
- one annoying thing about the multiple thread change was errors were
typically buried far in the middle of the output, this fixes that
- refactors the offline test code in general to be a lot more modular
The pretty printing is not enabled by default, run with `-p` or
`--pretty-print` if you want to use it
https://user-images.githubusercontent.com/13153231/205513212-a65c20d4-ce36-44f6-826a-cd475505dbf9.mp4
Mostly easy / particle def files. I did a bit in `ruins` but CFG
failures and missing `drawable` functions make it untestable for now so
I've put that on pause.
- target-part
- ;; ERROR: Failed to convert to atomic ops: Variable could not be
constructed from register r0 in `process-drawable-shock-wall-effect`
- gun-part
- missing sparticle decompiling case it seems related to `L155`
This is pretty rough but...im excited to see it working :)
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.
Offline tests ignore comments in their comparison, but there's no reason
to strip them from the file that goes into the reference test folder
when doing the typical update routine.
This just generates superfluous diffs for all the files already done
prior to this change and is meaningless (the lines are dropped anyway)
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>
- fix issue described in
https://github.com/open-goal/jak-project/issues/1939
- fix `text`, which was manually patched with the wrong offset (was
reading the symbol value off by one byte)
- clean up some random useless prints
- make the offline tests keep trying if there's a comparison error,
clean up the output a bit so the diffs are all at the end.
The offline-tests are going to end up taking too long for jak 2, I did
some rough math and by the end of it we'll be spending almost 2 minutes
for a full offline test on my machine.
These changes allow us to throw hardware at the problem
Still some work to do to make the output nicer, but seems to be fairly
reliable. By default it still uses 1 thread, use `num_threads` to change
this.
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)
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.
A few issues:
- lwidea's fr3 is getting loaded and unloaded all the time
- the debug line drawing clipping is wrong (doesn't seem wrong in pcsx2,
so I think this is on us)
- nothing actually using vis data yet
- at a large distance, our view frustum culling seems slightly too
aggressive (might be that viewport scissoring is wrong)
- in the city, things seem darker as you move away. unclear how this is
happening (fog?)
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`