mirror of
https://github.com/open-goal/jak-project
synced 2026-05-23 23:05:43 -04:00
206 lines
6.7 KiB
C++
206 lines
6.7 KiB
C++
#include "third-party/CLI11.hpp"
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#include "common/log/log.h"
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#include "common/util/FileUtil.h"
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#include "decompiler/Disasm/OpcodeInfo.h"
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#include "decompiler/ObjectFile/ObjectFileDB.h"
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#include "decompiler/level_extractor/extract_level.h"
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#include "decompiler/config.h"
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#include "goalc/compiler/Compiler.h"
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#include "common/util/read_iso_file.h"
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void setup_global_decompiler_stuff(std::optional<std::filesystem::path> project_path_override) {
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decompiler::init_opcode_info();
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file_util::setup_project_path(project_path_override);
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}
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void extract_files(std::filesystem::path data_dir_path, std::filesystem::path extracted_iso_path) {
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fmt::print("Note: input isn't a folder, assuming it's an ISO file...\n");
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std::filesystem::create_directories(extracted_iso_path);
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auto fp = fopen(data_dir_path.string().c_str(), "rb");
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ASSERT_MSG(fp, "failed to open input ISO file\n");
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unpack_iso_files(fp, extracted_iso_path);
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fclose(fp);
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}
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int validate(std::filesystem::path path_to_iso_files) {
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if (!std::filesystem::exists(path_to_iso_files / "DGO")) {
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fmt::print("Error: input folder doesn't have a DGO folder. Is this the right input?\n");
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return 1;
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}
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return 0;
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}
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void decompile(std::filesystem::path jak1_input_files) {
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using namespace decompiler;
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Config config = read_config_file(
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(file_util::get_jak_project_dir() / "decompiler" / "config" / "jak1_ntsc_black_label.jsonc")
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.string(),
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{});
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std::vector<std::string> dgos, objs;
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// grab all DGOS we need (level + common)
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for (const auto& dgo_name : config.dgo_names) {
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std::string common_name = "GAME.CGO";
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if (dgo_name.length() > 3 && dgo_name.substr(dgo_name.length() - 3) == "DGO") {
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// ends in DGO, it's a level
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dgos.push_back((jak1_input_files / dgo_name).string());
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} else if (dgo_name.length() >= common_name.length() &&
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dgo_name.substr(dgo_name.length() - common_name.length()) == common_name) {
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// it's COMMON.CGO, we need that too.
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dgos.push_back((jak1_input_files / dgo_name).string());
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}
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}
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// grab all the object files we need (just text)
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for (const auto& obj_name : config.object_file_names) {
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if (obj_name.length() > 3 && obj_name.substr(obj_name.length() - 3) == "TXT") {
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// ends in DGO, it's a level
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objs.push_back((jak1_input_files / obj_name).string());
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}
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}
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// set up objects
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ObjectFileDB db(dgos, config.obj_file_name_map_file, objs, {}, config);
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// save object files
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auto out_folder = (file_util::get_jak_project_dir() / "decompiler_out" / "jak1").string();
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auto raw_obj_folder = file_util::combine_path(out_folder, "raw_obj");
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file_util::create_dir_if_needed(raw_obj_folder);
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db.dump_raw_objects(raw_obj_folder);
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// analyze object file link data
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db.process_link_data(config);
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db.find_code(config);
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db.process_labels();
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// text files
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{
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auto result = db.process_game_text_files(config);
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if (!result.empty()) {
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file_util::write_text_file(file_util::get_file_path({"assets", "game_text.txt"}), result);
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}
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}
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// textures
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decompiler::TextureDB tex_db;
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file_util::write_text_file(file_util::get_file_path({"assets", "tpage-dir.txt"}),
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db.process_tpages(tex_db));
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// texture replacements
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auto replacements_path = file_util::get_file_path({"texture_replacements"});
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if (std::filesystem::exists(replacements_path)) {
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tex_db.replace_textures(replacements_path);
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}
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// game count
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{
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auto result = db.process_game_count_file();
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if (!result.empty()) {
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file_util::write_text_file(file_util::get_file_path({"assets", "game_count.txt"}), result);
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}
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}
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// levels
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{
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extract_all_levels(db, tex_db, config.levels_to_extract, "GAME.CGO", config.hacks,
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config.rip_levels);
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}
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}
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void compile(std::filesystem::path extracted_iso_path) {
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Compiler compiler;
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compiler.make_system().set_constant("*iso-data*", absolute(extracted_iso_path).string());
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compiler.make_system().set_constant("*use-iso-data-path*", true);
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compiler.make_system().load_project_file(
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(file_util::get_jak_project_dir() / "goal_src" / "game.gp").string());
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compiler.run_front_end_on_string("(mi)");
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}
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void launch_game() {
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system((file_util::get_jak_project_dir() / "../gk").string().c_str());
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}
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int main(int argc, char** argv) {
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std::filesystem::path data_dir_path;
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std::filesystem::path project_path_override;
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bool flag_runall = false;
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bool flag_extract = false;
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bool flag_validate = false;
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bool flag_decompile = false;
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bool flag_compile = false;
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bool flag_play = false;
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lg::initialize();
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CLI::App app{"OpenGOAL Level Extraction Tool"};
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app.add_option("game-files-path", data_dir_path,
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"The path to the folder with the ISO extracted or the ISO itself")
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->check(CLI::ExistingPath)
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->required();
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app.add_option("--proj-path", project_path_override,
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"Explicitly set the location of the 'data/' folder")
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->check(CLI::ExistingPath);
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app.add_flag("-a,--all", flag_runall, "Run all steps, from extraction to playing the game");
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app.add_flag("-e,--extract", flag_extract, "Extract the ISO");
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app.add_flag("-v,--validate", flag_validate, "Validate the ISO / game files");
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app.add_flag("-d,--decompile", flag_decompile, "Decompile the game data");
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app.add_flag("-c,--compile", flag_compile, "Compile the game");
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app.add_flag("-p,--play", flag_play, "Play the game");
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app.validate_positionals();
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CLI11_PARSE(app, argc, argv);
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fmt::print("Working Directory - {}\n", std::filesystem::current_path().string());
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// If no flag is set, we default to running everything
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if (!flag_extract && !flag_validate && !flag_decompile && !flag_compile && !flag_play) {
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fmt::print("Running all steps, no flags provided!\n");
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flag_runall = true;
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}
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// todo: print revision here.
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if (!project_path_override.empty()) {
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setup_global_decompiler_stuff(std::make_optional(project_path_override));
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} else {
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setup_global_decompiler_stuff(std::nullopt);
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}
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auto path_to_iso_files = file_util::get_jak_project_dir() / "extracted_iso";
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// make sure the input looks right
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if (!std::filesystem::exists(data_dir_path)) {
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fmt::print("Error: input folder {} does not exist\n", data_dir_path.string());
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return 1;
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}
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if (flag_runall || flag_extract) {
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if (!std::filesystem::is_directory(path_to_iso_files)) {
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extract_files(data_dir_path, path_to_iso_files);
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}
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}
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if (flag_runall || flag_validate) {
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auto ok = validate(path_to_iso_files);
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if (ok != 0) {
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return ok;
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}
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}
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if (flag_runall || flag_decompile) {
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decompile(path_to_iso_files);
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}
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if (flag_runall || flag_compile) {
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compile(path_to_iso_files);
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}
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if (flag_runall || flag_play) {
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launch_game();
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}
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return 0;
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}
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