- [Running the decompiler](#running-the-decompiler)
- [`goal_src/`](#goal_src)
- [`game` runtime](#game-runtime)
## READ FIRST
The github repositories are for development of the project and tracking active issues. Most of the information you will find here pertains to setting up the project for development purposes and is not relevant to a general user.
There is a discord server where discussion occur https://discord.gg/VZbXMHXzWv
Additionally you can find further information and answers to **frequently asked questions** on the project's main website https://open-goal.github.io/
### How to play the game
To just play the game, follow the steps in this video https://www.youtube.com/watch?v=yQBKCnS5MDY
We don't save any assets from the game - you must use your own legitimately obtained copy of the game.
> Note that this installation method is a temporary stop gap while we work on something more user-friendly.
This project is to port Jak 1 (NTSC, "black label" version) to PC. Over 98% of this game is written in GOAL, a custom Lisp language developed by Naughty Dog. Our strategy is:
- Our GOAL compiler's performance should be around the same as unoptimized C.
- try to match things from the original game and development as possible. For example, the original GOAL compiler supported live modification of code while the game is running, so we do the same, even though it's not required for just porting the game.
- support modifications. It should be possible to make edits to the code without everything else breaking.
To help with decompiling, we've built a decompiler that can process GOAL code and unpack game assets. We manually specify function types and locations where we believe the original code had type casts (or where they feel appropriate) until the decompiler succeeds, then we clean up the output of the decompiled code by adding comments and adjusting formatting, then save it in `goal_src`.
Our decompiler is designed specifically for processing the output of the original GOAL compiler. As a result, when given correct casts, it often produces code that can be directly fed into a compiler and works perfectly. This is continually tested as part of our unit tests.
The remainder of this README is catered towards people interested in building the project from source, typically with the intention on contributing as a developer.
Note: we have found that `clang` and `lld` are significantly faster to compile and link than `gcc`, generate faster code, and have better warning messages. To install these:
We primarily use Visual Studio on Windows for C++ development. Download the latest community edition from [here](https://visualstudio.microsoft.com/vs/). At the time of writing this is Visual Studio 2022.
You will require the `Desktop development with C++` workload. This can be selected during the installation, or after via the `Visual Studio Installer`, modifying the Visual Studio Installation.
On Windows, it's recommended to use a package manager, we use Scoop. Follow the steps on the bottom of the homepage [here](https://scoop.sh/) to get it.
Then build the entire project as `Windows Release (clang)`. You can also press Ctrl+Shift+B as a hotkey for Build All. We currently prefer `clang` on Windows as opposed to `msvc`, though it should work as well!
Check out the `pc_debug`, `examples` and `pc` folders under `goal_src` for some examples of GOAL code we wrote. The debug files that are not loaded automatically by the engine have instructions for how to run them.
3.`goal_src/` - the folder containing all OpenGOAL / GOOS code
4.`game` - aka the runtime written in C++
Let's break down each component.
### `goalc`
Our implementation of GOAL is called OpenGOAL.
All of the compiler source code is in `goalc/`. The compiler is controlled through a prompt which can be used to enter commands to compile, connect to a running GOAL program for interaction, run the OpenGOAL debugger, or, if you are connected to a running GOAL program, can be used as a REPL to run code interactively. In addition to compiling code files, the compiler has features to pack and build data files.
#### Running the compiler
**Environment Agnostic**
If you have installed `task` as recommended above, you can run the compiler with `task repl`
**Linux**
To run the compiler on Linux, there is a script `scripts/shell/gc.sh`.
**Windows**
On Windows, there is a `scripts/batch/gc.bat` scripts and a `scripts/batch/gc-no-lt.bat` script, the latter of which will not attempt to automatically attach to a running target.
The second component to the project is the decompiler.
The decompiler will output code and other data intended to be inspected by humans in the `decompiler_out` folder. Files in this folder will not be used by the compiler.
#### Running the decompiler
You must have a copy of the PS2 game and place all files from the DVD inside a folder corresponding to the game within `iso_data` folder (`jak1` for Jak 1 Black Label, etc.), as seen in this picture:
The decompiler will extract assets to the `assets` folder. These assets will be used by the compiler when building the port, and you may want to turn asset extraction off after running it once.
**Environment Agnostic**
If you have installed `task` as recommended above, you can run the compiler with `task decomp`
- The "C Kernel", which contains the GOAL linker and some low-level GOAL language features. GOAL has a completely custom dynamically linked object file format so in order to load the first GOAL code, you need a linker written in C++. Some low-level functions for memory allocation, communicating with the I/O Processor, symbol table, strings, and the type system are also implemented in C, as these are required for the linker. It also listens for incoming messages from the compiler and passes them to the running game. This also initializes the game, by initializing the PS2 hardware, allocating the GOAL heaps, loading the GOAL kernel off of the DVD, and executing the kernel dispatcher function. This is in the `game/kernel` folder. This should be as close as possible to the game, and all differences should be noted with a comment.
- Implementation of Sony's standard library. GOAL code can call C library functions, and Naughty Dog used some Sony library functions to access files, memory cards, controllers, and communicate with the separate I/O Processor. The library functions are in `game/sce`. Implementations of library features specific to the PC port are located in `game/system`.
- The I/O Processor driver, OVERLORD. The PS2 had a separate CPU called the I/O Processor (IOP) that was directly connected to the DVD drive hardware and the sound hardware. Naughty Dog created a custom driver for the IOP that handled streaming data off of the DVD. It is much more complicated than I first expected. It's located in `game/overlord`. Like the C kernel, we try to keep this as close as possible to the actual game.
- Sound code. Naughty Dog used a third party library for sound called `989SND`. Code for the library and an interface for it is located in `game/sound`.
- PC specific graphics code. We have a functional OpenGL renderer and context that can create a game window and display graphics on it. The specific renderers used by the game however are mostly implemented. Aside from post-processing effects, everything in the game is rendered. This is located in `game/graphics`. While many liberties will be taken to make this work, the end result should very closely match the actual game.
- Extra assets used by the port in some fashion, located in `game/assets`. These include extra text files, icons, etc.