Commit Graph

50 Commits

Author SHA1 Message Date
Tyler Wilding
a7d1336899
ci: compile with master's goalc, but with the PR's changes (#3631)
Mistake lead to CI failures for PRs that modified goal_src (of course
the files are different than master!)
2024-08-09 00:18:14 -04:00
Tyler Wilding
a13b0dce45
ci: Add workflow that compares the compiled output between the PR and master (#3626)
Fixes #3063
2024-08-03 02:42:34 -04:00
Hat Kid
edae60d58d
decompiler: support merc model replacements and adding custom actor models to vanilla fr3s (#3597)
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`.
2024-07-21 01:51:31 +02:00
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
Tyler Wilding
456d1ba536
goalc: add a performance report feature (#3519)
Adds a quick perf report feature to `goalc` that lets you compare how
much faster / slower it takes to compile the projects, with some simple
features like filtering the files, adjusting for how large of a margin
of error in the speeds you care about, and which test iteration you want
to compare against.

This is something I plan to use as I work more in `goalc` as an easy way
to track / show the results.


![image](https://github.com/open-goal/jak-project/assets/13153231/26f140c7-66d7-4162-994a-a71061e22857)
2024-05-15 22:52:16 -04:00
Tyler Wilding
3252136c1f
CI: check for removed goal_src code that we want or need to perserve (#2987) 2023-09-14 01:31:08 -04:00
ManDude
18ddd1613c
Jak 2 pc subtitle support (#2672)
Adds support for adding custom subtitles to Jak 2 audio. Comes with a
new editor for the new system and format. Compared to the Jak 1 system,
this is much simpler to make an editor for.

Comes with a few subtitles already made as an example.
Cutscenes are not officially supported but you can technically subtitle
those with editor, so please don't right now.

This new system supports multiple subtitles playing at once (even from a
single source!) and will smartly push the subtitles up if there's a
message already playing:

![image](https://github.com/open-goal/jak-project/assets/7569514/033e6374-a05a-4c31-b029-51868153a932)

![image](https://github.com/open-goal/jak-project/assets/7569514/5298aa6d-a183-446e-bdb6-61c4682df917)

Unlike in Jak 1, it will not hide the bottom HUD when subtitles are
active:

![image](https://github.com/open-goal/jak-project/assets/7569514/d466bfc0-55d0-4689-a6e1-b7784b9fff59)

Sadly this leaves us with not much space for the subtitle region (and
the subtitles are shrunk when the minimap is enabled) but when you have
guards and citizens talking all the time, hiding the HUD every time
anyone spoke would get really frustrating.

The subtitle speaker is also color-coded now, because I thought that
would be fun to do.

TODO:
- [x] proper cutscene support.
- [x] merge mode for cutscenes so we don't have to rewrite the script?

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-08 01:04:16 +01:00
Tyler Wilding
bdaf088d4b
game: Migrate from GLFW to SDL2 & attempt to rewrite / simplify display and input code (#2397)
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-04 15:34:37 -04:00
Tyler Wilding
a264b6539b
game: Remove temporary CLI arg shim in gk (#2532) 2023-04-22 14:13:57 -04:00
ZedB0T
f04083d997
Dont overwrite profile data (#2440)
This way a user can take multiple data samples from one/multiple play
sessions quickly. Creates a directory called profile_data that is added
to gitignore to place the data in, and checks to see if a file is there
and if so it creates prof1.json prof2.json prof3.json and so on...
2023-03-29 18:24:28 -04:00
Tyler Wilding
00d7065790
goalc: remove deprecated CLI args from goalc and remove empty repo folders (#2301)
This gets rid of the `auto-lt` and `auto-dbg` CLI args to `goalc` that
have been marked deprecated for a month or so at this point. The
behaviour can be replicated via the `startup.gc` file.

I also removed `decompiler_out/` and `log/` from the repo, as our C++
code is smart enough to create these directories if they are missing now
so they are superfluous
2023-03-08 18:18:24 -05:00
Tyler Wilding
39658dfd71
docs: Automatically generate documentation from goal_src code (#2214)
This automatically generates documentation from goal_src docstrings,
think doxygen/java-docs/rust docs/etc. It mostly supports everything
already, but here are the following things that aren't yet complete:
- file descriptions
- high-level documentation to go along with this (think pure markdown
docs describing overall systems that would be co-located in goal_src for
organizational purposes)
- enums
- states
- std-lib functions (all have empty strings right now for docs anyway)

The job of the new `gen-docs` function is solely to generate a bunch of
JSON data which should give you everything you need to generate some
decent documentation (outputting markdown/html/pdf/etc). It is not it's
responsibility to do that nice formatting -- this is by design to
intentionally delegate that responsibility elsewhere. Side-note, this is
about 12-15MB of minified json for jak 2 so far :)

In our normal "goal_src has changed" action -- we will generate this
data, and the website can download it -- use the information to generate
the documentation at build time -- and it will be included in the site.
Likewise, if we wanted to include docs along with releases for offline
viewing, we could do so in a similar fashion (just write a formatting
script to generate said documentation).

Lastly this work somewhat paves the way for doing more interesting
things in the LSP like:
- whats the docstring for this symbol?
- autocompleting function arguments
- type checking function arguments
- where is this symbol defined?
- etc

Fixes #2215
2023-02-20 19:49:37 -05:00
water111
fff3a2d872
[extractor] create debug_out (#2159)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-01-30 19:20:29 -05:00
Tyler Wilding
8b12553d15
d/jak2: first pass at decompiling the core vehicle/traffic code (#2058)
Effects the following files:
- [x] vehicle-rider
- [x] vehicle-control
- [x] vehicle-effects
- [x] vehicle
~~- [ ] vehicle-util~~
- [x] vehicle-physics
- [x] vehicle-states
~~- [ ] vehicle-guard~~
~~- [ ] traffic-engine~~
~~- [ ] traffic-manager~~

With the exception of traffic-engine, most of these files are either
done or have 1-3 stubborn functions remaining. Draft while I try to
resolve as many as possible / cleanup names and such.

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-14 12:01:33 -05:00
water111
73561f10a3
support c++ tools on macos (#2063)
Running reference tests/decompiler should now be possible on macos
(arm). Most of the changes were just cleaning up places where we were
sloppy with ifdefs, but there were two interesting ones:
- `Printer.cpp` was updated to not use a recursive function for printing
lists, to avoid stack overflow
- I replaced xxhash with another version of the same library that
supports arm (the one that comes in zstd). The interface is C instead of
C++ but it's not bad to use. I confirmed that the extractor succeeds on
jak 1 iso so it looks like this gives us the same results as the old
library.
2022-12-22 17:12:05 -05:00
Tyler Wilding
e7bb0fb68d
d/jak2: decompile ambient | speech and bigmap-data (#1954)
fma-sphere not completed due to #1888
2022-10-16 18:09:15 -04:00
Hat Kid
da5aef8d60
decomp: finish target-[util|darkjak|swim|gun] | water | water-anim | crates | dark-eco-pool, fix skelgroup detection, add failed store/load warnings and clean up jak 3 config (#1958)
Almost done:
- `target-handler` (`(none)` event handler casts and CFG error)
- `target2` (`(none)` event handler casts)
- `powerups` (`cloud-track` does some weird stuff with `handle`s)
- `gun-states` (CFG error)

Some progress in:
- `water-flow`

Additionally:

- Clean up the two year old Jak 3 config file and add a config skeleton
(disassembling seems to not have worked, but I was able to dump obj
files and the `all_scripts` file)
- Fix automatic skelgroup detection and `defskelgroup` macro for Jak 2
(closes #1950)
- When a function decompiles without any major errors, a warning is
generated with the op id for each unresolved load and store that will
likely fail to compile (closes #1933)
2022-10-14 19:35:57 -04:00
Tyler Wilding
e3473c1902
d/jak2: finish cty-guard-turret-button | race-h | height-map-h and a lot of rigid-body (#1957)
Also cleaned up `data_decompiler.cpp` to make it a lot less verbose to
add a special case for an array field.
2022-10-11 23:20:36 -04:00
himham-jak
18fa543621
Ignore backups from OpenMaya (#1955)
For the level builder, I use .bak files whenever I modify a core file in
the project. These let you undo changes, but they don't need to be
pushed. I also couldn't find a nice way to do this, but we should also
ignore all contents of custom_levels besides test-zone.
2022-10-11 18:18:19 -04:00
Tyler Wilding
81b6d5fe08
d/jak2: finish find-nearest | trajectory | editable-h and most of editable and editable-player (#1847)
Also made a first-pass of their SQL schema in preparation for getting
that working.
2022-09-10 18:03:17 -04:00
Tyler Wilding
01abde35d8
d/jak2: First few files, mood-tables and vol-h (#1796)
* decomp: format jak1 cast files

* decomp: finish `mood-tables` and `mood-tables2`

* jak2: stop disasm'ing

* jak2: format jak2 cast files, start working on the rest of the `mood` files

* scripts: fix running pcsx2 watcher

* d/jak2: finish `vol-h`

* d/jak2: address feedback
2022-08-24 19:34:09 -04:00
sardap
5777b6e058
Added screenshot hotkey (#1776)
* Added screenshot hotkey and added a toggle to debug GUI to disable screenshot hotkey (#1765)

* Renamed gfx_dumps folder to screenshots and screenshots taken with hotkey now use game render options not debug gui screenshot render options (#1765)

* Updated get current timestamp to use strftime

* fixed clang formating errors for screenshot hotkey

Co-authored-by: sardap <sardap@users.noreply.github.com>
2022-08-23 19:13:26 -04:00
Tyler Wilding
b3c58d2247
scripts: Add a (hopefully) better goal_src updating script (#1769)
* scripts: cleanup scripts directory some more

* stash, getting there

* stash again

* closer!

* it works! decently....cleanup time and add some extra features

* minor cleanup
2022-08-19 11:30:07 -04:00
ManDude
9676100039
finish out english subtitles (#1586)
* put some duplicated code in a func

* make jak 2 text "work"

* group up all subtitles c++ code into one folder

* compact single-line subtitles

* fix a couple compiler crashes

* Update game_subtitle_en.gd

* `rolling` and `sunken`

* `swamp`

* `ogre`

* `village3`

* `maincave`

* `snow`

* `lavatube`

* `citadel`

* Update .gitignore

* clang

* fix encoding and decoding for quote

* properly fix quotes

* subtitle deserialize: sort by kind, ID and name

* sub editor: fix line speaker not being converted

* cleanup game text ids 1

* update text ids 2

* update source

* update refs
2022-07-03 17:25:28 -04:00
Tyler Wilding
34d93e59ed
subtitles: Add more cutscenes to subtitle editor (#1588)
* fix repl-history saving

* subtitles: fix `\"` edge-case

* subtitles: add almost every remaining (current) cutscene

* merge: master

* subtitles: fix some crashes and disable `Remove Line` as it is broken
2022-07-02 15:32:52 -04:00
Tyler Wilding
728d234976
scripts: update scripts and docs to support multiple games (#1584)
scripts: update scripts and docs to support multi-games disable broken scripts for now
2022-06-30 20:17:06 -04:00
water111
aff2f2e10c
[decompiler] setup before making IR2 type inspector (#1423) 2022-06-06 17:58:49 -04:00
Tyler Wilding
dba95660ea
release: fix windows artifacts and stop building asan when releasing on linux (#1283)
* release: fix windows artifacts and stop building asan when releasing on linux

* release: use valid paths in the container's context
2022-04-04 20:50:08 -04:00
Tyler Wilding
67b4afc506
Display the currently built commit sha when debugging the game (#1266)
* generate a string constant with the currently built commit sha

* draw the commit sha on the top left
2022-03-31 19:29:48 -04:00
Luminar Light
ccd79878a6
Add texture replacements to gitignore. (#1244) 2022-03-22 21:07:24 -04:00
Tyler Wilding
ffb04ddd10
Documentation cleanup and some feature improvements (#1155)
* ci: switch to codacy for coverage

* docs: update badges

* decomp: allow overriding config flags via CLI

* cleanup: top level file cleanup

* docs: big README overhaul

Attempt to close #1128 and #1086

* decomp: attempt to detect if `iso_data` is missing or wrongly extracted

* game: switch to `fpng` for screenshots, allow for compression

closes #1035

* game: switch vsync control to a checkbox

* lint: format cpp files

* lint: format json files

* docs/scripts: organize taskfile
2022-02-12 17:48:50 -05:00
Tyler Wilding
7117a512c7
docs: Refresh the homepage and add some basic gallery support (#1051)
* docs: refresh the homepage

* docs: basic gallery support added

* homepage background image back to jpg

* docs: remove data file tracker, as it's soon to be removed
2022-01-04 21:05:27 -05:00
water111
f0ceea8b2e
[sparticle] 2d hud particles (#849)
* 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
ManDude
89ccb8cbc7
[decomp] progress (#780)
* cleanup `main`

* whitespace

* start `progress` decomp pt1

* fill in more stuff

* Update label_types.jsonc

* run cheats

* clang

* make most of `progress` decompile

* `progress` pt 2

* [decompiler] support dynamic format strings

* Make `progress-draw` decompile and almost all `progress`

* make clang shut up

* fix unhandled format string

* fix `progress-draw`

* Update DecompilerTypeSystem.cpp

* fix?

* fixes

* fix a few functions

* make `language-enum`

* warn on weird floats

* fix minor pad bug

* dump stuff in `progress`

* make `progress-screen` enum

* progress progress

* update refs and fix stupid bug

* trying to get it to work

* it works!?

* disable sound functions

* fixes

* final touches

* tests

* tests

* add process allocations

* use the right register for windows

* another try for windows, counting is hard

* one more try

* use process allocations

Co-authored-by: water <awaterford111445@gmail.com>
2021-09-06 20:35:03 -04:00
ManDude
8e348a8cd1 save & load to file! 2021-08-16 15:43:12 +01:00
Tyler Wilding
d4e68e7ef4
tooling: Add some very basic IR2 Syntax Highlighting (#659)
* add IR syntax highlighting

* set the filterFileRegex properly!
2021-07-01 17:55:53 -04:00
Tyler Wilding
504a073f8f
ee-analysis: Output and append to JSON file (#580)
ee-analysis: Output and append to JSON file
2021-06-11 19:09:12 -04:00
Tyler Wilding
fb939726e8
decomp: Decompile ripple (#512)
* decomp: Decompile `ripple`

* decomp: Finish decompiling `ripple`

* update necessary src files
2021-05-26 19:40:12 -04:00
Tyler Wilding
9e2b49abaa
Automatically watch PCSX2 savestate directory and analyze the EE Memory (#507)
* add elzip library (doesn't require zlib)

* Can analyze directly from a PCSX2 save-state now

* Add scaffolding to auto-watch for new save-states

* .gitattributes fix
2021-05-20 14:18:28 -04:00
Tyler Wilding
73a4f2c83e
decomp: lights.gc (#420)
* scripts: Hack script to quickly identify the next goal_src file that hasn't been decomp'd yet

* config: Delete old type_hints file

* decomp: Decompile lights.gc

* decomp-tests: Add offline tests and temporary forward defs

* vs: Rename / add new offline test run config

* decomp: Add formatted lights.gc source

* decomp: Temporary define stub in geometry,gc

* decomp: Cleanup `lights-group` handling
2021-05-07 20:54:20 -04:00
ManDude
87f2984cf5
add emacs temp files to gitignore + remove some redundant quotes (#273)
* ObjectFileDB: Fix crash if obj list text has no objects

* rename "decomp.bat" to "decomp-jak1.bat"

* config: enable expression analysis

* decompile timer-h

* Tab to space.

* add a note to deftype profile-name for the future

* timer-mode: use register name instead of full name

looking at the other types, it looks like NDI seemed to have preferred it this way

* [timer-h] set -> timer-bank mode type to timer-mode

* [timer-h] use register-friendly return value for method

* [timer-h] comment out unsupported feature

* [main-h] remove redundant quote

* Update .gitignore

* Update main-h.gc
2021-02-18 22:24:10 -05:00
Tyler Wilding
65206823ef
Compiler - Implementing more VU Instructions (Part 1 of 2) (#221)
* A little project cleanup

* Script to grep decompiler results

* Compiler: Implement VNOP -> FNOP (.nop.vf)


temp: test new addition

* Compiler: Implement VMUL.xyzw (.mul.vf)


squash: cleaning up files i don't want to accidentally stage

* Compiler: Implement V[ADD|SUB|MUL].dest instructions

* Compiler:  Implement V[ADD|SUB|MUL][x|y|w|z].dest instructions

* Compiler: Implement V[MIN|MAX]{[x|y|z|w]}.dest instructions

* Compiler: Implement V[ABS]{[x|y|z|w]}.dest instructions

* Cleanup review feedback before adding tests and docs

* Tests: Added missing emitter tests

* tests/compiler: Comprehensively test all new instructions

* docs: Add documentation for newly supported operations

* Remove unused vector-h function

* Address review feedback
2021-02-05 15:00:17 -05:00
bb010g
2436a8a541
Nixpkgs support (#228)
* Use env shebangs

* CMake cleanup, install() invocations, & CTest

`ctest` & the `test` target work now

* Nixpkgs support
2021-02-03 21:29:46 -05:00
ManDude
e5b0541d98
Typo fixes & Windows QoL changes (#189)
* Add a Release build configuration.

* Batch file alternatives for decomp/gc/gk

For the shell-less, or people with a different Windows configuration.

* all-types.gc: Fix typo.

* gcommon.gc: Typo.

* debugger: use enum class for InstructionInfo::Kind

* decompilerIR: use enum class for IR_Store::Kind

* Update all-types.gc

* decompiler: tab to spaces

* root batch files: update directories

* Use a gitignore inside "log" folder to fix windows crashes

* Revert "Update all-types.gc"

This reverts commit 5ef179bb4e.
2021-01-10 10:39:32 -05:00
water111
3331e9cd00
Replace spdlog (#185)
* remove spdlog

* clang format and fix windows

* add format shared

* windows sucks
2021-01-06 12:16:39 -05:00
ManDude
59125acb42 Add logs folder to root gitignore 2021-01-03 22:57:12 +00:00
doctashay
9410e01aaf
Implement logging features for decompiler (#78)
* Begin spdlog integration for decompiler

* Replace old prints with spdlog equivalents

* clang-format

* Fixes

* Log output to /logs/decompiler.log.

The console now prints that the disassembly has begun and it may take a few minutes to complete. This will reduce the amount of verbose logging output directly to a console stream.

* Update .gitignore

Ignore decompiler output for now

* Resolve more issues

Fixed percentage printing and various other issues

* Fixed stuff I broke (sorry)

* Fix more broke stuff
2020-10-15 20:59:30 -04:00
Tyler Wilding
d38ec3f44c Add some premade launch configs, and fix google test 2020-08-29 00:01:55 -04:00
Tyler Wilding
6e54bd61b1 Format and start adding Windows steps 2020-08-26 19:46:14 -04:00
water
acf086a3d2 check in existing work 2020-08-22 22:30:12 -04:00