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>
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.
if you sideflip into grind in the digsite mission, the clasps wont break
because it is considered a `board-spin` attack instead of `board`. This
extends the condition to allow for `board-spin` as well.
~~Should I wrap this in an `#if PC_PORT`?~~ done
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>
Since #3735, loading consite in Jak 2 crashes due to an assert in the
code that handles the PC clut blender DMA. The unused and
half-implemented `kor-transform` texture animation doesn't have any
blenders as the texture names are commented out in the C++ definition
(and it seems that these textures are defined multiple times within
different tpages in the same DGO, leading to errors during startup if
uncommented), leading to a mismatch between the actual qwc in GOAL and
the assumed DMA data size in C++.
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>
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>
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>
Fixes#3644 which I believe is the same underlying issue as "NG+ glitch"
To reproduce the issue in #3644 you can:
- choose Hub 2 100% in the speedrun fast reset menu
- hit the blue sage warp gate switch
- go deep enough into any adjacent level (e.g. basin) where `village2`
display is turned off
- reset speedrun in the fast reset menu
- tasks are reset but the switch will be pressed, giving the cutscene
early
You can also grab orbs/scout flies in `village2`, and they won't be
reset properly because of this same bug.
It happens because of the way entity perm status is managed across both
`level` vs `game-info` objects.
- when `village2` is deactivated (still loaded but display hidden), its
entity perms are copied to `game-info`'s `perm-list`
- this is how we persist `warp-gate-switch-7` being pressed if village2
is ever unloaded
- during the speedrun reset `reset-actors` is called:
- any active levels (loaded+displayed) have their entity perm statuses
reset
- because `village2` is not displayed yet, its entity perm statuses are
not touched
- `game-info` is re-initialized, clearing out its `perm-list`
- continue is set to `firecanyon-end`
- this unloads `rolling` or whatever to make room for `firecanyon`
- `village2` is already loaded, and just gets displayed
- at this point the game does copy entity perm status from `game-info`
back to the `village2` level
- but we reset the game, so it has no data about the warp-gate-switch,
leaving it pressed!
This adds some new JSON entries to custom levels so they can support
vanilla sky textures and the texture remapping tables, allowing for
proper textures on objects that use `generic`, like dark eco pools or
dying enemies.
The comments explain it in more detail, but the gist is:
For skies:
- `sky` needs to be a vanilla level that has sky textures.
- The alpha tpage (fourth entry in `tpages`) needs to be that vanilla
level's alpha tpage (if `tex_remap` is the same level as `sky`, this
will be handled automatically).
- The tpage needs to be added to the custom level `.gd` and to
`textures` in the JSON.
- In `level-info.gc`, `sky` needs to be `#t`, your level's mood needs to
call `update-mood-sky-texture` (the default mood, `update-mood-default`,
handles this as an example) and `sun-fade` needs to be nonzero for the
sun to show up.
For `generic` textures:
- `tex_remap` needs to be the name of a vanilla level.
- When using a vanilla level's remap table, you need to adhere to the
order of the files in that level's `.gd` in your own level.
- Code files are first.
- Then the tpages (in the order `tfrag`, `pris`, `shrub`, `alpha`,
`water`).
- Then the art groups.
- Lastly, the level file.
- The tpages need to be added to the `textures` in the JSON.
- 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)
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>
This only applies to the background for now:
- support for alpha for vertex colors in custom levels
- switch time of day palette generation from octree to k-d tree
- support for alpha masking in custom levels
- support for transparent textures
- support for envmap in custom levels
---------
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
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))`
Goes with https://github.com/open-goal/speedrunning/pull/21
Based on some of the autosplit points from the [comgold
sheet](https://docs.google.com/spreadsheets/d/1ZtceX0ZxCLkufVFQuCgVxptvmVgp6deHwPYWxUPi258/edit?gid=0#gid=0),
plus one after talking to samos to give a clean split for timing the
deload.
```
(tomb-poles-poles uint8) ;; left tomb/daxter boulder start
(fortress-save-friends-introduction uint8) ;; talk to torn (before rescue friends)
(sewer-escort-get-gun uint8) ;; get peacemaker
(forest-protect-introduction uint8) ;; talk to onin (protect samos)
(forest-protect-meeting uint8) ;; talk to samos (protect samos)
```
Finnish translations for Jak 2. These include cutscenes and all game
text.
All subtitle timings for cutscenes as well as non-cutscenes have been
edited for a better flow and to fit the 4x3 ratio.
I've been working on these solo for the most part so any input from
other finns would be appreciated.
A few issues in the progress menu I mentioned in #3504 still persist
I couldn't figure out how to add Finnish to the options menu, so I'm
gonna need someone else to do that part. 💀
But I was able to add them to the debug menu.
I also increased subtitle heap so hopefully that doesn't break anything.
Fixes#3620
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
Also saves out the default `pc-settings.gc` file so it's less confusing
_and_ so we can request it from users to actually see what it's doing.
The fix in the last release was only to fix bad `game-size` values when
_loading_ the file. But if you don't have a file, it picks a default.
Right now it picks that default by:
1. Your largest reported resolution
2. If that fails, the one that is currently set
In reality this scenario can never really happen (if you have a set
resolution, it will be one of the reported ones). However what can
happen is for SDL to be misinformed by bad display/monitor drivers/the
OS and be given "supported" resolutions that aren't actually supported.
For example some users have a 4K resolution as their highest, despite
them using a 1080p monitor.
The solution is to not blindly assume the largest resolution is valid,
instead use the one the user already has set.
I'm also now filtering out resolutions by refresh rate, as perhaps this
also caused a problem. ie. the monitor supports a resolution if the
refresh rate is lowered, but it's currently set high (at 144hz for
example).
In the original game, they had no choice but to use the memory card file
as their method of persisting settings. We are not limited by such
things.
It's inconvenient to have to load your save-file when launching the game
to initialize these settings to your liking, it's also confusing
behaviour to even some players that have played the game heavily for
over a decade. We can do better by globally saving these settings to the
`pc-settings` file instead.
Originally I only migrated the volume settings, then i figured it would
be nice to also have play-hints and subtitles settings persisted. More
could debatably be moved (language is a big one...) but these were the
low hanging fruit.
I also reduced the default volumes as that is something else that has
come up a few times.
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.
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 attempts to do a best-effort quick fix for the sprite alignment in
the menus and first person views on higher aspect ratios. This:
- Hides the binocular borders completely when using a non-standard ratio
![Screenshot 2024-07-20
021430](https://github.com/user-attachments/assets/c56d3a6c-13b0-43e1-b99b-83292993728c)
- Hides the borders in jak's first person view when using a non-standard
ratio
![Screenshot 2024-07-20
021310](https://github.com/user-attachments/assets/fefca993-960b-4741-87b7-6d7c17efe89d)
- Uses a combination of manual alignment and approximation to get the
pause menu closer.
![Screenshot 2024-07-20
151725](https://github.com/user-attachments/assets/2c8aa759-b33a-4fbe-abc6-b5861fc33208)
> 32:9 screenshot.
I accomplished the last one by manually aligning all of the core sprites
and text for the most popular aspect ratios. This means that from a
practical standpoint, things should align "perfectly". However, I then
used all of those values to derive a polynomial for each adjustment
based on the aspect ratio. This allows the game to do a half-decent
approximation/interpolation for every aspect ratio in-between the common
ones. It won't be perfect, but it will be better than this:
![image](https://github.com/user-attachments/assets/420b1e38-6f88-436a-8e8c-21df6b49428e)
For the FJ Mirrors, Muse, Lightning Moles, and Gambler's race the tasks
are completed in one level, then turned in at the hub. This presents a
spot of confusion for new players with the autosplitter and requires
hacky workarounds for those who want to split on these conditions. This
pull request adds in the necessary code to the autosplit-h.gc and
autosplit.gc files so that the autosplitter can identify these events,
similar to the talk to fisherman and catch fish options in the current
autosplitter.
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.
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.
This adds support for replacing existing merc models in FR3 files with
custom GLB model files. The replacements go in
`custom_assets/<GAME>/merc_replacements`, similar to texture
replacements. When a `.glb` file with a file name that matches any model
present in an FR3 is detected (e.g. `eichar-lod0` for Jak), all merc
model data is replaced with the given model.
Additionally, models for custom actors can now also be added to vanilla
FR3s. The models for this go in
`custom_assets/<GAME>/models/<LEVEL_NAME>` (e.g.
`custom_assets/jak1/models/jungleb/test-actor-lod0.glb`) and will be
added to the FR3 that has a matching name (exception: to add things to
the common level file, the folder should be named `common` instead of
`GAME`).
For custom levels, these now go in
`custom_assets/<GAME>/models/custom_levels` (previously
`custom_assets/<GAME>/models`).
Another small change: When level ripping is enabled, the resulting model
files will now be stored in game name subfolders inside of `glb_out`.