Hat Kid
ce978638fe
jak3: add darkjak highres texture anim ( #3611 )
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Eyes don't work yet
2024-07-28 02:45:00 +02:00
Hat Kid
bdded9ad8c
jak3: add missing texture animations ( #3577 )
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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
water111
271007e552
Start setting up texture animation for jak 3. ( #3524 )
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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
5be46c9852
decompiler: allow jak 3 texture and model extraction ( #3080 )
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Added some hacks and stubs to allow extracting textures and models.
2023-10-11 19:32:12 -04:00
water111
5de738aacb
[jak2] Toxic Slime texture animations ( #2922 )
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https://github.com/open-goal/jak-project/assets/48171810/85e68808-09bf-4f74-a16a-6310e2b81cd3
2023-08-19 14:22:30 -04:00
water111
7220f5680e
[jak2] More texture animations, and fixes ( #2847 )
2023-07-29 11:10:26 -04:00
water111
673d2a13ae
[jak2] More progress on texture animations ( #2835 )
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- Add security wall animation
- Add waterfall animations
- Add lava animations
- Update layer values from the game to fix the security wall
- Remove leftover debug in `level.gc` that would break level-specific
animations on the second time you visited the level
- Optionally load animated slot textures to the pool so generic can use
them (fixes skull gems in UI)
2023-07-21 15:04:28 -04:00
water111
72c27a6eaa
[jak2] More texture animations ( #2831 )
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Added framework to do texture animations entirely in C++. Currently only
works on relatively simple ones, and doesn't handle updating all
parameters - only the speeds.
Connected texture animations to merc and tfrag for skull gems, dark
bomb, and scrolling conveyors.
Cleaned up Tfragment/Tfrag3, which used to be two classes. This was one
of the first C++ renderers, so it had a weird design.
2023-07-16 13:02:53 -04:00
water111
d80b1b8119
[jak2] speed up the sky texture animation ( #2829 )
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This saved about 1.6 ms per frame in the city for me (~1.3 saved from
not doing sky twice, 0.3 saved in format lookup tables).
The big texture animator is about 1.0 ms.
![image](https://github.com/open-goal/jak-project/assets/48171810/c7bc7743-308c-4425-ad14-118e2d483fad )
2023-07-15 11:06:32 -04:00
water111
6f244b11ef
[jak2] Work-in-progress texture animations ( #2819 )
2023-07-14 18:17:54 -04:00
water111
b5d21be9c5
W/misc fixes ( #1838 )
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* temp
* temp
* before cleaning up
* cleanup merge
* fix warnings
* merge fix
* clang format
2022-09-05 20:29:12 -04:00
Tyler Wilding
2d595c1ac0
lint: add include sorting config to clang-format ( #1517 )
2022-06-22 23:37:46 -04:00
ManDude
0cdeed9be7
minor windows fixes ( #1311 )
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* [pp2] put `define` dest on a single line
* update source!
* Update type_analysis.cpp
* update old credits & racer code
* change clang-cl args (REALLY force avx)
* Update credits_REF.gc
* comment small unused code
* add timer to decompiler
* fix unnecessary copy-constructors (no speed increase)
* fixes
* Update expression_build.cpp
* wtf is this thing anyway
* im bored.
* clang
* fix!
* Revert "fix!"
This reverts commit 5b1ce6c718
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* Revert "clang"
This reverts commit 5e67d9ccd1
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* Revert "im bored."
This reverts commit 070e957ce8
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* Revert "Update expression_build.cpp"
This reverts commit b94d092fc5
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* Revert "fixes"
This reverts commit f3d871f60a
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* Revert "fix unnecessary copy-constructors (no speed increase)"
This reverts commit 9100725802
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* Keep the random inoffensive changes
* Revert "Update type_analysis.cpp"
This reverts commit d2456a5c75
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* Update type_analysis.cpp
2022-04-17 21:11:09 -04:00
water111
78cde74d5a
update readme and fix always playing str ( #1139 )
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* update readme deps
* replace assert
* bump timeout
* fix memory corruption in kernel
* use unknown if level name is invalid
2022-02-08 19:02:47 -05:00
water111
f0ceea8b2e
[sparticle] 2d hud particles ( #849 )
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* wip, taking a break to work on asm stuff first
* the goal code for sparticle
* mips2c the first sparticle asm function
* temp
* particle processing no longer crashing
* temp
* working texture cache for vi1 and hud textures
* sprites
* cleanup 1
* temp
* temp
* add zstd library
* temp
* working
* tests
* include fix
* uncomment
* better decomp of sparticle stuff, part 1
* update references
2021-09-26 11:41:58 -04:00
water
f25b0f0de2
some clean up
2021-08-08 13:20:54 -04:00