Commit Graph

943 Commits

Author SHA1 Message Date
OpenGOAL Bot
b50652ce54
CI: Periodic Controller Database Update (#3714)
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Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-10-14 15:23:43 -04:00
OpenGOAL Bot
a7a7110550
CI: Periodic Controller Database Update (#3711)
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Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-10-07 21:22:12 -04:00
water111
10008caad1
[jak3] Add merc fade and support for no texture flag (#3710)
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Fixes https://github.com/open-goal/jak-project/issues/3709


https://github.com/user-attachments/assets/9fadf624-60b8-460f-9887-693712cc36c0

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-05 14:47:13 -04:00
water111
452f1329dd
[jak3] fix envmap texture and strength (#3704)
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Fix the envmap texture using the eye texture by default (will require a
re-extract to fix), fix envmap strength in all three games being off by
2x. (oops)

With envmap scale fix:

![image](https://github.com/user-attachments/assets/3b0ef8b7-cbdc-4402-8a12-af368538c16e)

without envmap scale fix (but with texture fix):

![image](https://github.com/user-attachments/assets/fd72d75b-f0bb-455c-a7c9-56916fbd4a67)

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-05 12:53:57 -04:00
Tyler Wilding
07c224b966
New Crowdin updates (#3693) 2024-09-30 21:19:25 -04:00
Tyler Wilding
66c455225d
g/j2: Fix subtitle setting persisting and add a toggle for the hint subtitles (#3689)
Fixes #3663
2024-09-30 20:19:23 -04:00
Tyler Wilding
5b8bb8fe23
game: dont filter resolutions in windowed mode (#3688)
I'll test this more thoroughly tomorrow, quick change to allow picking
resolutions that would normally be filtered out, while in windowed mode.
2024-09-30 20:18:01 -04:00
OpenGOAL Bot
fedfb6fd09
CI: Periodic Controller Database Update (#3687)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-09-26 21:43:12 -04:00
Aloqas
b6f25bf6d6
[jak2] english subtitle fixes (#3665) 2024-09-21 21:11:27 -04:00
OpenGOAL Bot
8d9966fd2c
CI: Periodic Controller Database Update (#3666)
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Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-09-21 14:54:08 -04:00
water111
fe29eae395
Background improvements for custom levels (#3672)
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>
2024-09-21 11:39:50 -04:00
OpenGOAL Bot
69d879f901
CI: Periodic Controller Database Update (#3661)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-09-09 23:26:54 -04:00
water111
a39af394fb
[jak2] Workaround for sound effects getting dropped (#3660)
Similar to the workaround added in jak 3, if too many sounds are
playing, a sound will be removed. If there are multiple instances of the
same sound being played, those will be removed first. Within that, older
sounds are removed first.

It's not exactly the same as the instance limits of 989snd, but it seems
to work well. It's at least better than what we had before.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-09-08 14:47:12 -04:00
Hat Kid
7053090541
jak3: decomp bigmap, blit-displays, fix progress crash (#3657)
`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 #3653
Fixes #3656
2024-09-07 14:18:30 +02:00
Hat Kid
bc66d416b4
decompiler: call-parent-state-handler and suspend-for macros (#3625)
Also fix `hud-draw-pris2` bucket in Jak 3 to make subtitles work and
foreground HUD envmap.
2024-09-04 19:35:54 +02:00
OpenGOAL Bot
8c71827974
CI: Periodic Controller Database Update (#3647)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-08-30 15:28:52 -04:00
Tyler Wilding
4c10b42841
game: add per-game app icons (#3634) 2024-08-16 16:01:03 -04:00
OpenGOAL Bot
b0cd59e6ba
CI: Periodic Controller Database Update (#3635)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-08-16 01:26:45 -04:00
Aloqas
9d2a23effe
Jak 2: Finnish translations (#3533)
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>
2024-08-11 13:01:06 -04:00
OpenGOAL Bot
879f8cb5a2
CI: Periodic Controller Database Update (#3629)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-08-05 14:01:05 -04:00
Tyler Wilding
8b7e0bde53
game: ensure the default game-size is also valid when initializing the pc-settings.gc file (#3624)
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).
2024-08-03 14:57:07 -04:00
Aloqas
2e9b099d58
[jak1] update finnish translations (#3619)
A long overdue Finnish translation update with better subtitle timings
and wording.
2024-08-01 17:21:40 -04:00
Tyler Wilding
276169f525
New Crowdin updates (#3621) 2024-07-31 16:32:22 -04:00
Tyler Wilding
c72a086e49
jak2: support mirror mode (#3616)
Fixes #3210


![image](https://github.com/user-attachments/assets/86bb6a67-bc6a-4169-aa82-d6a46ecd43d7)

TIL that on the PS4/PS5, mirror mode breaks the upscaling
2024-07-30 23:30:53 -04:00
Hat Kid
a66d832b2f
jak3: add more prim buckets (#3618)
Used by `prebot`
2024-07-30 19:50:00 +02:00
OpenGOAL Bot
441952186c
CI: Periodic Controller Database Update (#3615)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-07-29 19:14:02 -04:00
Tyler Wilding
d819d6da05
game: cleanup some display settings related code, forbid invalid game-size resolutions (#3601)
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.
2024-07-27 22:29:14 -04:00
Hat Kid
ce978638fe
jak3: add darkjak highres texture anim (#3611)
Eyes don't work yet
2024-07-28 02:45:00 +02:00
water111
9d0009715e
[jak3] Fix alpha for prims, entity-table (#3609)
Fix issue where light-trail is invisible and some actors not spawning
due to out of memory.
2024-07-27 12:46:33 -04:00
Tyler Wilding
92c4390f0a
jak1: Adjust sprite positioning or hide them where appropriate when using non-standard aspect ratios (#3596)
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)
2024-07-26 23:15:51 -04:00
water111
82a23c747e
[jak3] prim rendering for cloth (#3607) 2024-07-26 20:31:32 -04:00
water111
f0b46ff2e5
[jak3] A few bug fixes (#3606)
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.
2024-07-26 13:48:43 -04:00
water111
9d80ada016
[jak3] Fix eye slot assignment and textures (#3603)
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.
2024-07-26 11:42:52 -04:00
water111
e81431bd21
[wip] Jak 3 Overlord (#3567) 2024-07-26 09:42:28 -04:00
OpenGOAL Bot
57772c59a0
CI: Periodic Controller Database Update (#3600)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-07-23 20:36:54 -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
OpenGOAL Bot
3d04ac958c
CI: Periodic Controller Database Update (#3585)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-07-16 19:45:50 -04:00
Tyler Wilding
849ba391d4
game: log more OpenGL info (#3588)
Logs the OpenGL vendor and renderer, in most cases this helps identify
what GPU the game is using, which is something that comes up from
time-to-time in support.


![image](https://github.com/user-attachments/assets/4d9ca6fa-f3ea-440e-bce2-7d22dab21ec6)
2024-07-16 19:40:50 -04:00
Hat Kid
c8fbe26c7d
jak3: fix texture anim alpha (#3587) 2024-07-15 21:39:44 +02:00
Hat Kid
fbab87b0fe
jak3: fix opengl error spam (#3586) 2024-07-15 20:21:52 +02:00
Hat Kid
bdded9ad8c
jak3: add missing texture animations (#3577)
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
OpenGOAL Bot
a485c236d6
CI: Periodic Controller Database Update (#3564)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-06-24 14:44:01 -04:00
Tyler Wilding
73ff53f01d
debugging: Improve event profiler utility (#3561)
- Can make the event buffer larger or smaller
- UI shows the current event index / size, so you know how fast it's
filling up
- Can save compressed, 10x reduction in filesize and Windows 11 explorer
actually supports ZSTD natively now so this isn't inconvenient at all

![Screenshot 2024-06-22
000343](https://github.com/open-goal/jak-project/assets/13153231/2f7dfa41-d931-4170-a848-840cbed9be9f)
> An example of almost 1 million events.  Results in a 4mb file.
2024-06-22 22:01:33 -04:00
OpenGOAL Bot
90c11bde8f
CI: Periodic Controller Database Update (#3557)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-06-19 19:24:47 -04:00
OpenGOAL Bot
29849a4fbb
CI: Periodic Controller Database Update (#3555)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-06-15 00:13:41 -04:00
RoyalForgotten
b0b9fc4311
Jak 2 3rd update subtitle_lines_fr-FR.json (#3546)
Fixed several translation errors
2024-06-05 23:19:10 -04:00
ManDude
37762c5fb7
wrap sprite rgba to 0-255 (#3549) 2024-06-04 07:57:52 +01:00
OpenGOAL Bot
a18d9dd4d0
CI: Periodic Controller Database Update (#3548)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-06-03 23:00:48 -04:00
Tyler Wilding
a9bdb0136e
New Crowdin updates (#3547)
People seem to be translating lines that aren't in the base english one,
such as `mtn-plat-buried-rocks-a`

This is fine, but Crowdin will continue to remove these every sync PR
because they aren't in the base english file. So some kind of
segregation needs to happen.

If we didn't want these scenes translated, then they should be banned
from being translated via the editor / etc in the first place (shouldn't
have been included in the metadata).
2024-06-03 01:01:58 -04:00
Tyler Wilding
eb703ee96e
REPL related improvements and fixes (#3545)
Motivated by - https://github.com/open-goal/opengoal-vscode/pull/358

This addresses the following:
- Fixes #2939 spam edge-case
- Stop picking a different nREPL port based on the game mode by default,
this causes friction for tools in the average usecase (having a REPL
open for a single game, and wanting to connect to it). `goalc` spins up
fine even if the port is already bound to.
- For people that need/want this behaviour, adding per-game
configuration to the `repl-config.json` is on my todo list.
- Allows `goalc` to permit redefining symbols, including functions. This
is defaulted to off via the `repl-config.json` but it allows you to for
example, change the definition of a function without having to restart
and rebuild the entire game.
![Screenshot 2024-06-02
124558](https://github.com/open-goal/jak-project/assets/13153231/28f81f6e-b7b8-4172-9787-f96e4ab1305b)
- Updates the welcome message to include a bunch of useful metadata
up-front. Cleaned up all the startup logs that appear when starting
goalc, many of whom's information is now included in the welcome
message.
  - Before:

![image](https://github.com/open-goal/jak-project/assets/13153231/814c2374-4808-408e-9ed6-67114902a1d9)

  - After:
![Screenshot 2024-06-01
235954](https://github.com/open-goal/jak-project/assets/13153231/f3f459fb-2cbb-46ba-a90f-318243d4b3b3)
2024-06-03 00:14:52 -04:00