Fixes for:
- `prebot` sword attack and projectile speed (fixes#4050)
- Fast first person camera turning speed (fixes#4051)
- Slow turret camera turning speed (fixes#4052)
- `flyingsaw` movement and rotation speed (fixes#4053)
- Green eco drain rate on jetboard during `forest-kill-plants` mission
(fixes#4054)
- `skeet` rotation speed
- `maker-grenade` tumble speed
- Jetboard spin speed
- `hud-skill` rotation speed (also for jak2)
- `gun-dark-shot` projectile speed (also for jak2)
- `target-float` up/down speed (also for jak2)
- Texscroll speed
- Slow walk anim after landing from a jump
All stereo VAG commands would write to an out-of-bounds array element
and corrupt the whole VAG queue list.
Fixes random sound-related crashes including a consistent Light Jak
Freeze crash.
This adds more recognition for inlined vector functions to the
decompiler, which can clean up a bunch of ugly looking code/`rlet`s.

Unfortunately, this changes the numbering of ops in the decomp, since
all the vector instructions get combined in a single "operation" by the
decompiler. I really tried to avoid having this ever happen in the
decompiler and this is one of the few cases where it has. So I had to
update a bunch of type casts.
For that reason I haven't turned this on in Jak 2 yet, although I am
planning to do that at some point. (probably at the same time as porting
back a bunch of jak 3 improvements to jak 2)
---------
Co-authored-by: water111 <awaterford1111445@gmail.com>
This PR does a few cleanups:
- improve method names/comments/flags for `enemy.gc` and a few other
files
- fix `new-stack-matrix0` not working for jak 3
- add `matrix-copy!` detection for jak 3
- add `vector-copy!` detection
---------
Co-authored-by: water111 <awaterford1111445@gmail.com>
`bigmap` and `blit-displays` mostly work. `blit-displays` is still
missing all of the special effects that were added in Jak 3 (brightness
and contrast settings, screen blur effect, etc.).
`bigmap` is missing the player marker texture (`hud-target-marker`) for
some reason, it's part of `tpage-17` which is coming from
`progress-minimap` and should already be included. The icons also
currently stretch when using aspect ratios other than 4:3.
The progress menu now also works for the most part. The draw order is a
bit messed up because some code was initially drawing things with the
ocean bucket, which was changed to use `hud-draw-hud-alpha` instead for
now. The texture for the volume and brightness/contrast sliders still
looks wrong.
Fixes#3653Fixes#3656
They still don't work yet, this is just naming/comments to help with
debug.
The vehicle tracks are now at least trying to draw, but like the others,
don't actually show up.
This includes all the collision stuff needed to spawn `target`,
decompiles the sparticle code and adds some of the PC hacks needed for
merc to run (it doesn't work quite right and looks bad, likely due to a
combination of code copied from Jak 2 and the time of day hacks).
There are a bunch of temporary hacks (see commits) in place to prevent
the game from crashing quite as much, but it is still extremely prone to
doing so due to lots of missing functions/potentially bad decomp.
---------
Co-authored-by: water <awaterford111445@gmail.com>
- `fma-sphere`
- `prim-beam-h`
- `cam-start`
- `ragdoll`
- `light-trails-h`
- `light-trails`
- `menu`
- `water`
- `water-flow`
- `hud`
- `hud-classes`
- `progress`
- `progress-draw`
---
The `get-texture` macro replaces calls to `lookup-texture-by-id` and
`lookup-texture-by-id-fast`. The `defpart` macro detection was modified
to print a pair like `(texture-name tpage-name)` for the texture field
that gets turned into a `texture-id` constant. Only used in Jak 3 at the
moment, I'll probably go through the other games at a later point.
Small fix to decompiler when the original compiler uses `ra` register.
This seems to happen in "normal" code very rarely - perhaps they
manually specified this in an `rlet`.
Start figuring out buckets/textures for Jak 3.
The foreground code is not yet modified for PC - I want to wait until
the game is running, since it is too hard to do it now.
- `speech`
- `ambient`
- `water-h`
- `vol-h`
- `generic-obs`
- `carry-h`
- `pilot-h`
- `board-h`
- `gun-h`
- `flut-h`
- `indax-h`
- `lightjak-h`
- `darkjak-h`
- `target-util`
- `history`
- `collide-reaction-target`
- `logic-target`
- `sidekick`
- `projectile`
- `voicebox`
- `ragdoll-edit`
- most of `ragdoll` (not added to gsrc yet)
- `curves`
- `find-nearest`
- `lightjak-wings`
- `target-handler`
- `target-anim`
- `target`
- `target2`
- `target-swim`
- `target-lightjak`
- `target-invisible`
- `target-death`
- `target-gun`
- `gun-util`
- `board-util`
- `target-board`
- `board-states`
- `mech-h`
- `vol`
- `vent`
- `viewer`
- `gem-pool`
- `collectables`
- `crates`
- `secrets-menu`
Additionally:
- Detection of non-virtual state inheritance
- Added a config file that allows overriding the process stack size set
by `stack-size-set!` calls
- Fix for integer multiplication with `r0`
- Fixed detection for the following macros:
- `static-attack-info`
- `defpart` and `defpartgroup` (probably still needs adjustments, uses
Jak 2 implementation at the moment)
- `sound-play` (Jak 3 seems to always call `sound-play-by-name` with a
`sound-group` of 0, so the macro has been temporarily defaulted to use
that)
One somewhat significant change made here that should be noted is that
the return type of `process::init-from-entity!` was changed to `object`.
I've been thinking about this for a while, since it looks a bit nicer
without the `(none)` at the end and I have recently encountered init
methods that early return `0`.
- `pat-h`
- `engines`
- `res-h`
- `res`
- `fact-h`
- `game-info-h`
- `wind-h`
- `merc-h`
- `shadow-vu1-h`
- `shadow-cpu-h`
- `dynamics-h`
- `memcard-h`
- `surface-h`
- part of `gui-h`
- `ambient-h`
- `speech-h`
- `prototype-h`
- `smush-control-h`
- `generic-merc-h`
- `generic-work-h`
- `collide-func-h`
- `collide-mesh-h`
- `collide-shape-h` (only missing the `new` method for `collide-shape`
because we don't have `process-drawable` yet and that also needs joint
stuff etc.)
- `collide-touch-h`
- `collide-edge-grab-h`
- `lightning-h`
This also adds argument name remaps for the `relocate` and `mem-usage`
methods (Jak 1 and 2 ref tests were updated, but not the gsrc).