Commit Graph

130 Commits

Author SHA1 Message Date
water111 e0acc2d15f [jak2, jak3] Unstretch moon and sun (#3822)
Fix the issue where the moon gets wide when using PC aspect ratios


![image](https://github.com/user-attachments/assets/db0ad274-5ee4-4ec3-92b6-650d295f8622)

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-04 12:39:23 -05:00
water111 266b423efa [jak3] Avoid language 255 issue (#3818)
In Jak 3, the default PC settings file would have a language of 255
because it runs before the first settings update. This would cause the
game to crash the second time it is started.

I also added this simple imgui window to see the names of streams in the
"SPU" memory, which has been useful for debugging

![image](https://github.com/user-attachments/assets/0a9d6af7-c423-4d8a-a461-faf45e350f33)

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-01-04 11:39:28 -05:00
Hat Kid 0e5aed329e jak3: fix missing shadow for wings (#3803) 2024-12-14 18:36:53 +01:00
Hat Kid 51d008f9ab decompiler: detect and turn inverse mult to div (#3795)
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2024-12-07 23:10:49 +01:00
Hat Kid e18dbb6256 jak3: fix cloth disappearing after 600 orbs (#3790)
After collecting 600 orbs, cloth systems that didn't have any
`alt-tex-name`s defined would vanish because the `static-cloth-params`
macro doesn't default them to `#f`.
2024-12-02 17:43:41 +01:00
Hat Kid 6a06291e6e jak1, jak2: add get-texture macro (#3778)
Ports the `get-texture` macro added in Jak 3 to Jak 1 and 2.
2024-11-26 11:29:34 +01:00
Hat Kid 2ff49b9905 jak3: fix ragdolls settling too early (#3775)
`none` methods strike again

Fixes #3774
2024-11-22 02:36:50 +01:00
water111 24ad5515f8 [jak3] workaround for intro crash on screen filter (#3770)
Simple workaround to put an effect in a different bucket. I don't think
there's a difference in the result, but this is just easier to handle on
the PC renderer side.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-11-17 12:09:22 -05:00
Hat Kid 7543acfb8a jak3: speedrunner mode (#3761)
Base implementation of the popup menu and speedrunner mode in Jak 3.
Autosplitter is untested because I'm on Linux.

Also a couple of other misc changes:

- Model replacements can now have custom bone weights. Needs the "Use
Custom Bone Weights" property (provided by the OpenGOAL Blender plugin)
enabled in Blender.
- Better error message for lump syntax errors in custom level JSON
files.
2024-11-17 06:45:34 +01:00
water111 5e3cb8faa6 [jak3] Fix stack layout for car spawn (#3765)
Fix for cars spawning under ground or in weird places

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-11-16 17:52:14 -05:00
Hat Kid af5cb9b1cb jak3: subtitle3, vag-player (#3758) 2024-11-12 02:45:16 +01:00
water111 1e530714b7 [jak3] Fix for precd extraction (#3744)
It looks like one of the tie models in this level has bad color data in
the lowest LOD. For now, just skip extracting the lowest lod for this
TIE only.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-11-03 11:43:27 -05:00
water111 1962fbfb51 [jak2,3] Support loading clut blender animated textures to the pool (#3735)
Animated textures that use the clut blender can now upload them to the
texture pool, so they can get read by the eye renderer. This will also
fix darkjak's eyelids in jak 2.


![image](https://github.com/user-attachments/assets/5edbd20d-53c9-42c6-937d-6263823b8b45)

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-27 09:21:44 -04:00
water111 d82b6209b6 [jak3] Fix neosat particles and tentacle (#3722)
Fixes issue with not handling texture flipping flags in sprite renderer
(new jak 3 feature). As far as I can tell, there is no visible
difference because the textures that use this flag are symmetric.

Fix issue with not adding an `and` with `0xf` on the offset into the xy
table. This is added only in jak 3, where `vi07`'s upper bits are
sometimes nonzero, but doesn't hurt to have in all three games.
```
  iaddi vi09, vi00, 0xf      |  nop                      
  iand vi07, vi07, vi09      |  nop  
```

![image](https://github.com/user-attachments/assets/559d749a-957a-47dc-af6a-5b4b7d72a65b)

Fix issue with inf/nan causing the tentacle to not appear:

![image](https://github.com/user-attachments/assets/7c316cdf-7ff8-452d-b4af-ddb8d5ba4e44)

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-19 14:05:42 -04:00
Hat Kid c623190bff decompiler: fix secret-disable form in defskelgroup detection (#3713) 2024-10-14 02:07:08 +02:00
water111 10008caad1 [jak3] Add merc fade and support for no texture flag (#3710)
Fixes https://github.com/open-goal/jak-project/issues/3709


https://github.com/user-attachments/assets/9fadf624-60b8-460f-9887-693712cc36c0

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-05 14:47:13 -04:00
water111 452f1329dd [jak3] fix envmap texture and strength (#3704)
Fix the envmap texture using the eye texture by default (will require a
re-extract to fix), fix envmap strength in all three games being off by
2x. (oops)

With envmap scale fix:

![image](https://github.com/user-attachments/assets/3b0ef8b7-cbdc-4402-8a12-af368538c16e)

without envmap scale fix (but with texture fix):

![image](https://github.com/user-attachments/assets/fd72d75b-f0bb-455c-a7c9-56916fbd4a67)

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-05 12:53:57 -04:00
water111 b8c77c65f5 [jak3] Fix flashing with maker projectiles (#3702)
Fix https://github.com/open-goal/jak-project/issues/3701, and possibly
other issues where projectiles were invisible/messed up. The use of
`align16` with the -16 was subtracting 16 in cases when the pointer was
already aligned, causing a bad value to be loaded for the quaternion.

I also renamed some variables and did some manual cleanup on a method in
process-drawable, since this one comes up a lot during debugging.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-05 11:40:03 -04:00
Tyler Wilding 5b8bb8fe23 game: dont filter resolutions in windowed mode (#3688)
I'll test this more thoroughly tomorrow, quick change to allow picking
resolutions that would normally be filtered out, while in windowed mode.
2024-09-30 20:18:01 -04:00
Hat Kid 7de5eb9fc0 jak3: misc fixes (#3686)
- Fix global heap display in cheat mode
- Fix `tpl-watcher` NaNs after they fire their laser (`vf0` was being
clobbered) (Fixes #3684)
- Fix `artifact-race` talkers (Fixes #3685)
2024-09-23 18:41:34 +02:00
water111 f60a155c0f [jak3] Fix crash with volcano platforms (#3676)
Ended up being a simple fix to a stack type in rigid-body.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-09-22 13:09:41 -04:00
water111 4e33746634 [jak3] Fix bomb bot bombs disappearing (#3674)
This is basically applying the same fix as `vector<-cspace!`, which
we've been doing since jak 1.

They often make bugs where they use bones before they are properly
initialized. On PS2, it's relatively harmless - it results in stuff
going to the origin for 1 frame (where it collides with nothing, since
the collide cache was filled somewhere else), then going back to normal.

On PC, using these uninitialized bones results in NaNs. This is because
`0 * (1 / w)` where `w = 0` done in the `update-transforms` is `NaN` on
PC, but 0 on PS2. These NaNs propagate to the velocity, and you get
stuck with everything being NaN.


![image](https://github.com/user-attachments/assets/f575fed5-4543-4f72-b7d1-c5c8be8036f8)

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-09-22 12:41:38 -04:00
Hat Kid 7053090541 jak3: decomp bigmap, blit-displays, fix progress crash (#3657)
`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 #3653
Fixes #3656
2024-09-07 14:18:30 +02:00
Hat Kid bc66d416b4 decompiler: call-parent-state-handler and suspend-for macros (#3625)
Also fix `hud-draw-pris2` bucket in Jak 3 to make subtitles work and
foreground HUD envmap.
2024-09-04 19:35:54 +02:00
Matt Dallmeyer 4fd0a57046 Create abutton-idx enum, replace magic numbers across codebase (#3646)
Found out the hard way that the `abutton` array for pressure sensitivity
uses a different order than the `pad-buttons` enum, so I created a new
enum for abutton indexing.

I replaced any magic numbers across the codebase where it made sense,
e.g.
`(-> *cpad-list* cpads (-> self control unknown-cpad-info00 number)
abutton 6)`
becomes
`(-> *cpad-list* cpads (-> self control unknown-cpad-info00 number)
abutton (abutton-idx x))`
2024-09-01 09:29:23 -04:00
Tyler Wilding d819d6da05 game: cleanup some display settings related code, forbid invalid game-size resolutions (#3601)
Fixes https://github.com/open-goal/jak-project/issues/3563

These users have the following spamming in logs:
> OpenGL error 0x502 S8246 T824C: GL_INVALID_OPERATION error generated.
Source and destination dimensions must be identical with the current
filtering modes.

And the solution is to correctly set their game-size. The way this
change accomplishes that is by confirming whether or not the set
`game-size` is a valid resolution informed by SDL, if not, it defaults
to the monitor's currently set display mode's resolution.

This also moves the selected display id, and the display mode into the
C++ settings -- closer to where it's actually managed and used. I'm
tempted to do this eventually for the resolutions as well but that stuff
is much more burdensome. This hopefully simplifies debugging, reduces
startup flickering, and removes back-and-forth complexity. Hopefully
this makes debugging display related problems easier. It also adds a
bunch more logging to the related code.
2024-07-27 22:29:14 -04:00
Hat Kid ce978638fe jak3: add darkjak highres texture anim (#3611)
Eyes don't work yet
2024-07-28 02:45:00 +02:00
water111 9d0009715e [jak3] Fix alpha for prims, entity-table (#3609)
Fix issue where light-trail is invisible and some actors not spawning
due to out of memory.
2024-07-27 12:46:33 -04:00
water111 3856ae505a [jak3] Some cleanup/fixes around curve and light-trail (#3608)
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.
2024-07-27 11:17:39 -04:00
water111 82a23c747e [jak3] prim rendering for cloth (#3607) 2024-07-26 20:31:32 -04:00
water111 f0b46ff2e5 [jak3] A few bug fixes (#3606)
A few minor fixes:

- Fix crash in overlord3 during final boss
https://github.com/open-goal/jak-project/issues/3605
- Update goal_src for `scene-actor.gc`, which was not updated after a
bug fix for decompiling skelgroups, making some cutscene actors
invisible due to using the wrong joint for culling checks.
- Stop using `-1` as an invalid value for texture id's in Merc.cpp. This
could sometimes cause Merc2.cpp to accidentally skip updating the OpenGL
texture. This fixes the bug where skull gems sometimes didn't have the
animated textures.
2024-07-26 13:48:43 -04:00
water111 9d80ada016 [jak3] Fix eye slot assignment and textures (#3603)
I found two issues with Jak 3 eyes. The first was simple - we were
missing a `-pc` texture upload in `texture.gc` for `pris2` textures,
which has eye textures for a few characters, like torn or damas.

The second was a little more annoying. Unlike jak 2 and jak 1, jak 3 can
dynamically assign eye slots when merc models are loaded. This involves
modifying eye data to tell the eye renderer where to render, and
modifying the merc model's adgif shaders to point to the correct eye
texture. The modification to the merc adgif shader is problematic since
our PC port of merc assumes this slot is constant.

My solution here was to bypass this whole slot system entirely for jak
3. I modified the GOAL eye renderer to tell the c++ eye renderer the
name of the merc-ctrl containing the eye. Then, the PC C++ Merc renderer
can just look up the merc-ctrl by name. To make this fit nicely in the
existing memory layout, I used a 64-bit fnv hash of the name. (which
honestly is how we should have handled a lot of other texture/model
names stuff...)

Unrelated fix to Overlord2 so it handles the case where file size
changes after the game starts, I had this in jak2/jak1 and forgot it for
jak 3.
2024-07-26 11:42:52 -04:00
water111 e81431bd21 [wip] Jak 3 Overlord (#3567) 2024-07-26 09:42:28 -04:00
Hat Kid 365fae4913 jak3: fix bbush rings (#3593)
Fixes #3592
2024-07-17 21:49:07 +02:00
Hat Kid 1c170b741c jak3: fix robo-hover hand cannon nans (#3584)
Fixes #3583.

The callback function for the hand cannon joint mods was initialized
prior to calling `ja-post`, propagating NaNs.
2024-07-15 16:28:28 +02:00
Brent Hickey b8f1ee5289 [high fps] Increase input buffer for jak1 and jak3 (#3578)
Applying https://github.com/open-goal/jak-project/pull/3178 to jak1 and
jak3

This also fixes cloud speed in jak3

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2024-07-15 02:56:10 +02:00
Hat Kid bdded9ad8c jak3: add missing texture animations (#3577)
This refactors some of the texture animation code a bit to better
support multiple games and adds most of the missing texture animations
for Jak 3 with a couple of exceptions/bugs:

- `hanga-sprite`: Despite `move_to_pool` being set for this anim, it's
not showing up in-game, but it does display properly in the ImGUI debug
window.

![image](https://github.com/open-goal/jak-project/assets/6624576/29df8e17-8831-412b-b9b7-7704d6bd7813)
- `factoryc-alpha`: Some conveyors do not have the animation for some
reason.

![image](https://github.com/open-goal/jak-project/assets/6624576/209ef073-2a81-4e2c-b020-dc2ae0b01196)
- This spot in Spargus seems to use texture animations, but it looks
like it maps to the `fora-water-dest` texture/slot, which comes from
`foresta-water`. Because the texture is not initialized, the texture
shows up black on first load, but it does show up after loading
`foresta`.

![image](https://github.com/open-goal/jak-project/assets/6624576/1e54bab2-f97c-47d5-a92a-a98a52c30178)

![image](https://github.com/open-goal/jak-project/assets/6624576/240b0137-1e9e-4e65-8446-0f78df9802dd)
- `hfrag` texture anim is not handled yet. Probably needs some special
casing.
2024-07-15 02:25:18 +02:00
Hat Kid 08a23793c8 jak3: fix some nan bugs (#3581)
Fixes a couple of NaN bugs, making the Arena and Marauder Stronghold
missions, the leaper corralling mission and final boss playable:

- Fixes #3579:
- After catching a leaper, the `flut` that spawns would have a NaN
`world-sphere`
- Fixes #3580:
- `vf0` was being clobbered after a `suspend`, causing them to spawn at
the origin.
- The Terraformer's `world-sphere` would be NaN until an animation
started playing.
2024-07-15 01:54:52 +02:00
ManDude 39786482a1 jak3: airlock speed hacks + make cutscenes skip properly (#3543) 2024-06-02 15:03:58 +01:00
ManDude f586cb9af2 fix nav mesh debugging crash (#3542) 2024-06-01 00:50:14 +01:00
ManDude ea1271cfd0 [jak3] implement autocollect and city turbo board cheats, fix actor heap and level flags (#3541) 2024-05-31 16:41:35 +01:00
Matt Dallmeyer 70ea2a1f67 jak3 - fill out some text-id entries (#3494)
Slam Dozer > Ram Rod
2024-05-30 21:49:10 -04:00
ManDude 645e649a9c jak3: shadow culling hack + finish region debugging tools + fix bigmap crashes (#3532) 2024-05-23 23:43:38 +01:00
ManDude dd765b41cb jak 3 shadows (#3530)
![image](https://github.com/open-goal/jak-project/assets/7569514/e48dbbb8-82d9-4b9d-8ae4-3f48f7c35ced)
2024-05-23 18:29:42 +01:00
ManDude 0db7be55e6 jak3: sprite limit increase + add bsphere toggle for region faces (#3529) 2024-05-22 16:27:00 +01:00
Hat Kid 62ef9fe49d [wip] build actor tool (#3266)
This does a couple of things:

- The `custom_levels` folder was renamed to `custom_assets` and contains
`levels`, `models` and `texture_replacements` folders for Jak 1, 2 and 3
in order to keep everything regarding custom stuff in one place.
- With this, texture replacements now use separate folders for all games
- A build actor tool was added that generates art groups for custom
actors
- Custom levels can now specify what custom models from the `models`
folder they want to import, this will add them to the level's FR3.
- A `test-zone-obs.gc` file was added, containing a `test-actor` process
that uses a custom model as an example.

The build actor tool is still very WIP, the joints and the default
animation are hardcoded, but it allows for importing any GLB file as a
merc model.
2024-05-18 18:18:25 +02:00
water111 271007e552 Start setting up texture animation for jak 3. (#3524)
For now, this just adds sky (clouds and fog), darkjak, and skull gem.

There are some unknown issues with drawing the skull gems still, but I
think it's unrelated to texture animations.

Also fixes https://github.com/open-goal/jak-project/issues/3523
2024-05-18 11:23:48 -04:00
Hat Kid a61f24a168 jak3: custom level support (#3522) 2024-05-16 21:15:54 +02:00
Hat Kid c12a5d777c decomp3: decompile remaining mission code (#3515)
This should make all missions playable with the exception of the end of
`precursor-destroy-ship` because `precurd` asserts on level extraction.

- `trail`
- `trail-graph`
- `wastrail-graph`
- `cty-protect`
- `protect-gunship`
- `protect-path`
- `protect-script`
- `assault-cams`
- `assault-enemies`
- `assault-path`
- `assault-script`
- `assault-shared`
- `assault-task`
- `hover-nav-precura`
- `precura-mood`
- `precura-obs`
- `precura-obs2`
- `precura-part`
- `precurc-mood`
- `precurc-obs`
- `precurc-part`
- `precurd-obs`
- `precurd-part`
- `precurd-scenes`
2024-05-16 16:21:44 +02:00
ManDude ebbbedabc5 jak3: fix hud sprite crash + add entity debugger (#3516) 2024-05-13 04:09:25 +01:00