After collecting 600 orbs, cloth systems that didn't have any
`alt-tex-name`s defined would vanish because the `static-cloth-params`
macro doesn't default them to `#f`.
Store a small database of which models have already been swapped out in
a level to prevent duplicate processing.
Also a small fix for cases where using a model replacement that has no
armature would cause merc nightmares due to only having a `max_bones` of
3.
Folder names were in common with the normal intel x86 build, the release
wasn't going to work. Hopefully with these changes it will but, still
technically untested. Don't have time to do so tonight.
Several users have reported that ArchipelaGOAL is not launching
properly, even when using the OpenGOAL Launcher. The window pops up with
a black screen, and then quits. The only way they can run it is if they
double click gk.exe.
This comes down to the Launcher providing gk.exe with the `config_path`
parameter, which leads the program to find `archipelagoal-settings.gc`.
Here is an example from me:
```
D:\Applications\Games\OpenGOAL\features\jak1\mods\JakMods\_settings\archipelagoal\OpenGOAL\jak1\settings/Mods/archipelagoal-settings.gc
```
If a user's base OpenGOAL install directory is long enough, this path
becomes longer than 128 characters. This overflows the character buffer
in `kopen` which is used to open file streams. If you're only slightly
over the limit like myself, at 135 characters, you may not have noticed
a problem. But some users have paths a little longer, like 168
characters, and they report the issue is consistent.
Water111 suggested we remove the 128 character buffer and use the
filename data directly. This fix requires no changes to the Launcher,
just to the kernel, and every mod could stand to benefit from this fix.
When a material in Blender has its IOR level changed to anything other
than the default value of 0.5, the `KHR_materials_specular` extension is
applied during the glTF export, which is what we use to check for
envmaps in custom models. If an envmap is undesired, but the IOR value
was accidentally changed, the program would assert during model
processing if there is no metallic roughness texture attached to the
material.
Since this is an easy mistake to make and is hard to spot, this adds a
better error message for such cases.
Create explicit x86_64 and ARM64 macOS build targets, so it's clear that
the CI is building x86_64 binaries (on both Intel and ARM64 build
machines). Also, use the `CMAKE_APPLE_SILICON_PROCESSOR` CMake variable
(which sets `CMAKE_SYSTEM_PROCESSOR`) so `BUILD_X86_ON_MACOS` is not
necessary.
And update the README.
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 <[email protected]>
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.
Fix compiler warnings, and a bug where the `snd_handle` of
`SoundBankInfo` was never set, leading to sound banks never unloading.
The game relies on unloading soundbanks to make sure certain sounds
don't play, like the blue gun 1 fire noise when using blue gun 2.
---------
Co-authored-by: water111 <[email protected]>
The fundamental issue is related to hiDPI / Retina displays, I don't
think our rendering code is setup properly to handle the scaling between
the two (which you can derive by comparing `SDL_GetWindowSize` and
`SDL_GL_GetDrawableSize`).
So rather than opening that can of worms, I just removed the window
flag.
Also fixed an unrelated issue for displaying resolution options when in
windowed mode, it was previously only adding options to the list if they
were invalid for full-screen.
Fixes#3099
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
DMA sizes are 16-bits, not 12-bits. This would cause rare crashes when
the ocean far renderer uses more than this.
I'm not really sure what the ocean far rendering is doing at this time,
but it happens as stuff is loading in.
There's a chance this fixes crashes in jak 2 as well, since we used to
see errors that would be explained by this.
Co-authored-by: water111 <[email protected]>
Fixes https://github.com/open-goal/jak-project/issues/3753 hopefully
Rapidjson is never cutting a release, ever, and even if they did, the
discord-rpc library is deprecated so it would never consume it.
Instead of updating 8 years worth of changes and praying that works, I
just made the alleged fix from 8 years ago and changed discord-rpc's
cmake to not pull from the release.
Fixes a regression in #3722.
```
[18:34] [error] Failed to compile vertex shader sprite3_3d:
ERROR: 0:122: '&' does not operate on 'unsigned int' and 'int'
ERROR: 0:129: Use of undeclared identifier 'xy0_vf19'
ERROR: 0:129: Use of undeclared identifier 'xy0_vf19'
ERROR: 0:144: '&' does not operate on 'unsigned int' and 'int'
ERROR: 0:151: Use of undeclared identifier 'xy0_vf19'
ERROR: 0:151: Use of undeclared identifier 'xy0_vf19'
```
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 <[email protected]>
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++.
By adding the `draco` library as a dependency, `tinygltf` can support
GLB files compressed with the Draco compression algorithm which allows
for drastically reduced file sizes for custom levels (TFL's Crescent Top
GLB for example went from 135 MB to 37 MB).
- Bug fix to KD tree splitting, should fix cases with bad vertex
colors/alphas.
- Normalize normals instead of asserting if they are the wrong length.
**the fact that blender exports normals incorrectly is a bug and I doubt
their implementation is correct if you've scaled things on only on
axis.**
- Automatically resize metallic texture (envmap strength) if it doesn't
match the size of the rgb texture instead of asserting
Co-authored-by: water111 <[email protected]>
This is so I can get rid of wgpu from the launcher, where it's only
purpose is to figure out the GPU name for the support package.
The problem with it is that on some environments, it errors, but the
function cannot have it's errors gracefully handled (it panics and
crashes instead).
So I'm tired of it, do it ourselves.

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
```

Fix issue with inf/nan causing the tentacle to not appear:

---------
Co-authored-by: water111 <[email protected]>
I hope this is everything I needed, and nothing I didn't.
## What's Changed
This update adds a command-line parameter to goalc, `--iso-path`.
Providing a path to a directory like
`D:\Files\Repositories\ArchipelaGOAL\iso_data\jak1` will inform the
compiler to use that directory instead.
## Why is this useful?
When combined with `--proj-path`, the compiler can be pointed to a
completely different project folder, given the `(mi)` command, and
immediately begin building from that directory, with everything it
needs. This eliminates the need to copy `iso_data` to multiple `data`
directories.
If a subsequent change to the Launcher is made, each mod could be passed
an --iso-path pointing to a single shared folder, allowing mods to each
run their own REPL _without_ requiring a copy of `iso_data` in a
subfolder.
## Independent testing required!
My local repositories are a little suspect, with a mod, a fork of
mod-base, and a fork of jak-project, all on the same drive. My
decompiler_out and iso_data folders are in the mod repo, not mod-base
nor jak-project. So what I did was make the change in the mod-base fork,
point `--proj-path and --iso-path` to the mod folders, and then ran
`(mi)`. The output showed a build starting with no errors.
Then I had to create this PR, which my fork of mod-base is unable to do,
so I created a patch file, forked jak-project, then applied the patch
there.
All this is to say that it would be preferable if someone could apply
this code to their own installation and see if it works. Even I wouldn't
take my own word for this.
---------
Co-authored-by: Tyler Wilding <[email protected]>
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 <[email protected]>
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.

Co-authored-by: water111 <[email protected]>
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 <[email protected]>
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 <[email protected]>
`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
A small change that makes the models look a lot better.
Will likely cause a crash if imported model has no normal data, but
that's on the user to fix on their model.
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)
```
e.g. instead of just `beach-foreground.glb` and `beach-background.glb`,
you'd now get:
- `beach/babak-lod0.glb`
- `beach/babak-lod1.glb`
- `beach/babak-lod2.glb`
- `beach/barrel-lod0.glb`
- `beach/beach-background.glb`
- `beach/beachcam-lod0.glb`
- ... (42 other files)
- `beach/windmill-one-lod2.glb`
`common` models are also grouped into their own folder
This adds a feature to `build_actor` to support importing skeletons and
animations from .glb files.
Multiple animations are handled and will use the name in the GLB. The
default `viewer` process will end up playing back the first animation.
There are a few limitations:
- You can only have around 100 bones. It is technically possibly to have
slightly more, but certain animations may fail to compress when there
are more than ~100 bones.
- Currently, all animations have 60 keyframes per second. This is a
higher quality than what is normally used. If animation size becomes
problematic, we could make this customizable somehow.
- There is no support for the `align` bone.
---------
Co-authored-by: water111 <[email protected]>
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 <[email protected]>
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

- Hides the borders in jak's first person view when using a non-standard
ratio

- Uses a combination of manual alignment and approximation to get the
pause menu closer.

> 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:

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`.
Fixes a couple of NaN bugs, making the Arena and Marauder Stronghold
missions, the leaper corralling mission and final boss playable:
- Fixes#3579:
- After catching a leaper, the `flut` that spawns would have a NaN
`world-sphere`
- Fixes#3580:
- `vf0` was being clobbered after a `suspend`, causing them to spawn at
the origin.
- The Terraformer's `world-sphere` would be NaN until an animation
started playing.
This centralizes the code that both `extractor` and the decompiler
executes. In the past this code was partially-duplicated, meaning that
the `extractor` could only do _some_ operations and not others (ie.
could not extract the audio files).
I also simplified the process to enable audio streaming in the
configuration. This is to support a new feature in the launcher that
allows you to enable these options for the decompiler:

- 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

> An example of almost 1 million events. Results in a 4mb file.
Currently PS2 Actor Vis and FPS are only enforced when starting a run -
this enforces them on every frame similar to cheats.
In the progress menu, FPS is already disabled in speedrunner mode - this
adds the same restriction for PS2 Actor Vis.
Jak 2 already does this properly, no change needed there
This PR does two main things:
1. Work through the main low-hanging fruit issues in the formatter
keeping it from feeling mature and usable
2. Iterate and prove that point by formatting all of the Jak 1 code
base. **This has removed around 100K lines in total.**
- The decompiler will now format it's results for jak 1 to keep things
from drifting back to where they were. This is controlled by a new
config flag `format_code`.
How am I confident this hasn't broken anything?:
- I compiled the entire project and stored it's `out/jak1/obj` files
separately
- I then recompiled the project after formatting and wrote a script that
md5's each file and compares it (`compare-compilation-outputs.py`
- The results (eventually) were the same:

> This proves that the only difference before and after is non-critical
whitespace for all code/macros that is actually in use.
I'm still aware of improvements that could be made to the formatter, as
well as general optimization of it's performance. But in general these
are for rare or non-critical situations in my opinion and I'll work
through them before doing Jak 2. The vast majority looks great and is
working properly at this point. Those known issues are the following if
you are curious:

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).
This adds support for generating collide meshes when importing custom
models. A couple of things to keep in mind:
- A single `collide-mesh` may only have up to 255 vertices.
- When exporting a GLTF file in Blender, a `collide-mesh` will be
generated for every mesh object that has collision properties applied
(ideally, you would set all visual meshes to `ignore` and your collision
meshes to `invisible` in the OpenGOAL plugin's custom properties).
- Ensure that your actor using the model properly allocates enough
`collide-shape-prim-mesh`es for each `collide-mesh` ([example from the
original game that uses multiple
meshes](https://github.com/open-goal/jak-project/blob/f6688659f2ef85f5ceaacea6271580c9f4d91ed1/goal_src/jak1/levels/finalboss/robotboss.gc#L2628-L2806)).
~One annoying problem that I haven't fully figured out yet (unrelated to
the actual functionality):
`collide-mesh`es are stored in art groups as an `(array collide-mesh)`
in the `art-joint-geo`'s `extra`, so I had to add a new `Res` type to
support this. The way that `array`s are stored in `res-lump`s is a bit
of a hack right now. The lump only stores a pointer to the array, so the
size of that is 4 bytes, but because we have to generate all the actual
array data too, the current `ResLump` code in C++ doesn't handle this
case well and would assert, so I decided to omit the asserts if an
`array` tag is present and "fake" the size so the object file is
generated more closely to how the game expects it until we figure out
something better.~
This was fixed by generating the array data beforehand and creating a
`ResRef` class that takes the pointer to the array data and adds it to
the lump.
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.
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
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.

Relates to #1353
This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.
The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.
Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.
Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
This adds hfrag, but with a few remaining issues:
- The textures aren't animated. Instead, it just uses one texture.
- The texture filtering isn't as good as at it could be.
I also cleaned up a few issues with the background renderers:
- Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub
- Moved time-of-day color packing stuff to FR3 creation, rather than at
level load. This appears to reduce the frame time spikes when a level is
first drawn by about 5 or 6 ms in big levels.
- Cleaned up the x86 specific stuff used in time of day. Now there's
only one place where we have an `ifdef`, rather than spreading it all
over the rendering code.
This fixes issues with certain Jak 3 levels not rendering because there
is a mismatch between the DGO name, nickname and real level name (bsp
name).
FR3s use a different filename, so you can delete the ones you have after
this is merged.
This affects custom levels, but I don't have that toolchain set up so
someone else will have to test that.
This is primarily driven for proper mod-support. Mods would like to
isolate their settings and saves (potentially) and that is currently
done by find-and-replacing code before building. Bad!
Additionally, this has the side-effect of allowing for portable
installations of the game so, win-win.
Testing in progress, i'll merge once it is ready.
Patching up the extractor while working on the launcher, fixes:
- makes it so you can compile successfully given a folder path
(currently assumes your project path contains `iso_data`)
- ignore `buildinfo.json` from validation code.
- fixes an edge-case that could recursively fill up your entire
hard-drive!
- allows overriding the decompilation configuration via flag
- adds a way to specify where the ISO should be extracted to
I noticed that jak 3's compilation was spending a lot of time accessing
the `unordered_map`s we use to store constants and symbol types.
I repurposed the `EnvironmentMap` originally made for GOOS for this. It
turns out that we were copying the entire constant map whenever we
encountered a `deftype`, and fixed that too.
This speeds up jak3 compiles from ~16 to 11 seconds for me.
This includes all the collision stuff needed to spawn `target`,
decompiles the sparticle code and adds some of the PC hacks needed for
merc to run (it doesn't work quite right and looks bad, likely due to a
combination of code copied from Jak 2 and the time of day hacks).
There are a bunch of temporary hacks (see commits) in place to prevent
the game from crashing quite as much, but it is still extremely prone to
doing so due to lots of missing functions/potentially bad decomp.
---------
Co-authored-by: water <[email protected]>
This was hiding options for people that only had 60hz monitors since the
two menus drifted -- it is not necessary for an entire separate menu,
just disable the option if applicable.
Don't merge this without testing it throughly
The `test-play` macro is back, though it doesn't call `play` yet. We can
at least load all of `game.cgo`, which involves loading a lot of the
code we've decompiled, loading/linking objects files compiled by
OpenGOAL (like dir-tpages), and loading/linking Jak's art-groups (for
jak 3 they are stored v5 format that I added to the linker).
There were no major issues - just a few forgotten mips2c entries and
minor bugs/functions that needed stubs. Most of the work was updating
the linker. Hopefully I'll never have to touch that code again - I think
it supports everything we need for jak 3!
- `fma-sphere`
- `prim-beam-h`
- `cam-start`
- `ragdoll`
- `light-trails-h`
- `light-trails`
- `menu`
- `water`
- `water-flow`
- `hud`
- `hud-classes`
- `progress`
- `progress-draw`
---
The `get-texture` macro replaces calls to `lookup-texture-by-id` and
`lookup-texture-by-id-fast`. The `defpart` macro detection was modified
to print a pair like `(texture-name tpage-name)` for the texture field
that gets turned into a `texture-id` constant. Only used in Jak 3 at the
moment, I'll probably go through the other games at a later point.
Small fix to decompiler when the original compiler uses `ra` register.
This seems to happen in "normal" code very rarely - perhaps they
manually specified this in an `rlet`.
Start figuring out buckets/textures for Jak 3.
The foreground code is not yet modified for PC - I want to wait until
the game is running, since it is too hard to do it now.
Reverse engineer the skinning matrix calculation and port to GOAL. This
is about 3x faster than the MIPS2c version.
As usual, there is a `*use-new-bones*` flag to go back to the old
version.
Fix for a bug in the compiler's `.div.vf` implementation (only happens
if src/dst are the same), and fix for a typo in the register allocator
that would sometimes cause it not to consider xmm8-xmm15.
This is not a fix, but it temporarily works around the potential crash
discussed here https://github.com/open-goal/jak-project/issues/2988
As long as this doesn't impact other things, this feels like a good
interim fix, as having a broken cutscene is better than a fatal crash
and it might be some time before this is properly identified and fixed.
The original buildcache action has been archived, and buildcache itself
has also moved to github.
I forked the action and was updating it to work, but then the latest
buildcache release once again breaks support for older runners (in our
case, macos-12 is the lowest, which is acceptable as 11 is EOL).
Either way, switching to sccache is not only a way cleaner solution but
it is also well maintained (and works!)
This updates `fmt` to the latest version and moves to just being a copy
of their repo to make updating easier (no editing their cmake / figuring
out which files to minimally include).
The motivation for this is now that we switched to C++ 20, there were a
ton of deprecated function usages that is going away in future compiler
versions. This gets rid of all those warnings.
- `speech`
- `ambient`
- `water-h`
- `vol-h`
- `generic-obs`
- `carry-h`
- `pilot-h`
- `board-h`
- `gun-h`
- `flut-h`
- `indax-h`
- `lightjak-h`
- `darkjak-h`
- `target-util`
- `history`
- `collide-reaction-target`
- `logic-target`
- `sidekick`
- `projectile`
- `voicebox`
- `ragdoll-edit`
- most of `ragdoll` (not added to gsrc yet)
- `curves`
- `find-nearest`
- `lightjak-wings`
- `target-handler`
- `target-anim`
- `target`
- `target2`
- `target-swim`
- `target-lightjak`
- `target-invisible`
- `target-death`
- `target-gun`
- `gun-util`
- `board-util`
- `target-board`
- `board-states`
- `mech-h`
- `vol`
- `vent`
- `viewer`
- `gem-pool`
- `collectables`
- `crates`
- `secrets-menu`
Additionally:
- Detection of non-virtual state inheritance
- Added a config file that allows overriding the process stack size set
by `stack-size-set!` calls
- Fix for integer multiplication with `r0`
- Fixed detection for the following macros:
- `static-attack-info`
- `defpart` and `defpartgroup` (probably still needs adjustments, uses
Jak 2 implementation at the moment)
- `sound-play` (Jak 3 seems to always call `sound-play-by-name` with a
`sound-group` of 0, so the macro has been temporarily defaulted to use
that)
One somewhat significant change made here that should be noted is that
the return type of `process::init-from-entity!` was changed to `object`.
I've been thinking about this for a while, since it looks a bit nicer
without the `(none)` at the end and I have recently encountered init
methods that early return `0`.
Removes trailing whitespace from goal_src files, eventually the
formatter will do this as well but it's not ready yet so this is a
decent interim solution.
A competent text editor will also do this / flag it for you.
During level extraction, the last 4 characters of the level name are
always removed, because it is assumed that '-vis' is there. But it isn't
always there. This is especially true in post-TPL games.
This causes multiple problems:
- There can be levels in the extraction that will miss their last 4
characters from their name, which is sad, and may make it harder to
identify them.
- If there are '-vis'-less levels whose names are identical apart from
the last 4 characters, the extractor will only get the last one (it
probably extracts all but overwrites everything but the last one). For
example 'ctyasha' and 'ctykora'.
This issue affects the glb extraction and the entities json extraction.
I personally think that just keeping the -vis in the name would be the
best solution, but I guess there was a reason why it was decided that it
should be removed from the name. So to adapt to this, my implementation
will still remove '-vis' from the name, but only if it is actually in
the name - otherwise it won't remove anything.
I hope my changes didn't break anything. Extraction seemed to run fine
after my changes, and I was able to see both ctyasha and ctykora json
files. And didn't see any '-vis', so it is still properly removed.
---------
Co-authored-by: Tyler Wilding <[email protected]>
For example, `AppData/OpenGOAL/jak2/features/speedrun-categories.json`
is defined as such:
```json
[
{
"cheats": 0,
"completed_task": 0,
"continue_point_name": "",
"features": 0,
"forbidden_features": 992,
"name": "Gunless",
"secrets": 0
},
{
"cheats": 1,
"completed_task": 29,
"continue_point_name": "ctypal-shaft",
"features": 1024,
"forbidden_features": 0,
"name": "Turbo Jetboard - After Praxis 1",
"secrets": 0
}
]
```
> These entries can be created using the in-game menu as well.
https://github.com/open-goal/jak-project/assets/13153231/9b17a116-4aa9-40ad-b9f5-02b04e0ad4f3
---------
Co-authored-by: dallmeyer <[email protected]>
The game stores the last 3 frames of input (50ms of time at 60fps) and
often checks if a button was pressed within those 3 saved frames as a
condition.
When transitioning states, it often checks if some input was received
during the previous state (within those 3 frames) in order to quickly
transition out. A good example of this is when transitioning to
standing, it checks if you can jump this frame and if you had pressed X
recently, and if so, transition immediately to jump. This allows
transitions between states to feel more smooth/forgiving by letting you
jump at a later time when you are transitioning from falling->standing
than if you were only falling.
At 165fps the last 3 frames is only 18ms of time so the input windows
for these smooth transitions are almost 3x shorter.
This PR saves 15 input frames (enough to cover 50ms of time at 300fps)
for each controller and adds a (recently-pressed?) macro that checks all
15 frames. However, it only updates the necessary frames in history
based on the current frame rate. This way, 60fps continues to only check
against 3 input frames, 165fps checks against 9, 240fps checks against
12, and 300fps checks all 15.
---------
Co-authored-by: Tyler Wilding <[email protected]>
It was narrowed down recently that a lot of people have issues with the
controller input because of Steam Input working as intended. Steam Input
can be configured to replicate controller inputs as keyboard inputs (for
example, pressing X on your controller presses Enter on the keyboard).
This results in the problem of "jumping pauses the game" and similar
issues. This is a consequence of the intended behaviour of the game
listening to all input sources at the same time.
Since the vast majority of players are using controllers over keyboards,
it makes sense to disable the keyboard input by default to solve this
problem. However that makes things awkward for users that want to use
the keyboard (how do they enable the setting). The solution is a new
imgui option in the settings menu:

**Known issue that I don't care about** -- in Jak 1's menu code, since
the flags are controlled by pointers to values instead of a lambda like
in jak 2, the menu won't update live with the imgui option. This has no
functional impact and I don't care enough to fix it.
I also made the pc-settings.gc file persist on first load if the file
wasn't found. Hopefully this helps diagnose the support issues related
to the black screen.
# Why not just ignore the keyboard inputs for a period of time?
This won't work, the keyboard is polled every frame. Therefore if you
hold down the X button on your controller, steam is continuously
signaling that `Enter` is held down on the keyboard.
Yes it would be possible to completely disable the keyboard while the
controller is being used, but this defeats the purpose of creating an
input system that allows multiple input sources at the same time.
With an explicit option, not only can the user decide the behaviour they
want (do they want the keyboard ignored or simultaneously listened to)
but we avoid breaking strange edge-cases in usage leading to never
ending complexity:
- ie. imagine steam input sends events to the mouse, well you can't
disable the mouse while using the keyboard because most times people are
using mouse and keyboard
- ie. a user that wants to hold a direction with the keyboard and press
buttons on the controller in tandem (something i frequently do while
TAS'ing, to move in a perfect straight line)
The bind carried forward from Jak 1 is annoying -- R1 shoots the gun.
Allow the user to use whatever button combination they want by modifying
it in the `pc-settings` file.
```clj
(controller-led-status? 1360729)
(speedrunner-mode-custom-bind 4098)
```
- Wired up the menu settings to change the settings in game, not just on
boot
- Removed all the duplication in the game options menu code
- Fixed the mouse code so that it properly brings the virtual analog
stick back to neutral when the mouse stops
- Extended the sensitivity min/max for those that want to ensure the
slightest movement maxes out virtual analog stick.
While trying to narrow down why sometimes SDL takes 20-40seconds to
initialize I built up some more profiling features.
TLDR - I still don't know why SDL is taking a long time but I've
narrowed it down to it initializing the `GAME_CONTROLLER` subsystem.
This isn't unprecedented, I found numerous github issues and articles
suggesting this is the problem:

I imagine it is hardware/OS related on some level, there are even some
recent commits in SDL that have made it worse on certain platforms. I've
had this problem myself so I will hope to get it again soon so i can
debug where in the SDL code the delay occurs and make a proper bug
report. Hopefully this helps but it's not yet confirmed -
https://github.com/open-goal/jak-project/pull/3384
This didn't really pan out as I hoped since files can have thousands of
these and there is a limit to how many diagnostics are shown (starting
from the top of the file). This also may have caused the recent
instability in the LSP, disabling this i wasn't able to reproduce an LSP
crash cycling through 50-100 files.
I finally read through all the joint code and wrote up some
documentation. I think this will be really helpful when we try to
understand all the functions in `process-drawable`, or if somebody ever
wants to import/export animations.
This switches all three games to using a new faster GOAL joint
decompressor. It is on by default, but you can go back to the old
version by setting `*use-new-decompressor*` to false.
Also fix the log-related crash, fix the clock speed used in timer math.
- `transformq`
- `wind-work`
- `progress-static`
- `merc-vu1`
- `emerc-vu1`
- `merc`
- `emerc`
- `cloth-h`
- Most of `cloth`, not added to gsrc yet
Art group dumps were incorrect for Jak 3 because the master art group
fields were at different offsets.
- `entity-h`
- `eye-h`
- `simple-sprite-h`
- `sprite-h`
- `cam-debug-h`
- `cam-update-h`
- `cam-interface-h`
- `hud-h`
- `actor-link-h`
- `camera-h`
- `progress-h`
Also fills out a lot of the `text-id` enum. `progress-static` is also
very close to ready, only being blocked by #3361.
Decomp aligner-h, joint-h, prim-h, debug-h, game-h, penetrate-h,
bones-h, foreground-h, scene-h, script-h.
Also, has a little bit of the joint-mod-h file, but it's not finished
yet.
- `pat-h`
- `engines`
- `res-h`
- `res`
- `fact-h`
- `game-info-h`
- `wind-h`
- `merc-h`
- `shadow-vu1-h`
- `shadow-cpu-h`
- `dynamics-h`
- `memcard-h`
- `surface-h`
- part of `gui-h`
- `ambient-h`
- `speech-h`
- `prototype-h`
- `smush-control-h`
- `generic-merc-h`
- `generic-work-h`
- `collide-func-h`
- `collide-mesh-h`
- `collide-shape-h` (only missing the `new` method for `collide-shape`
because we don't have `process-drawable` yet and that also needs joint
stuff etc.)
- `collide-touch-h`
- `collide-edge-grab-h`
- `lightning-h`
This also adds argument name remaps for the `relocate` and `mem-usage`
methods (Jak 1 and 2 ref tests were updated, but not the gsrc).
Added a new `rip_collision` flag to the decompiler config and wired it
up. Cleaned up the comments around these fields in the JSON too for
clarity
Also refactored a bunch of the related extract functions to read from
`config` object rather than pass down a bunch of booleans
types-h, vu1-macros, gsound-h, dma-h, video-h, vu1-user-h, profile-h
The `gsound-h` is very simple, but the rest have decent docs and all the
macros we had from jak 2.
So far, barely any differences! (there's a few in gsound-h)
Adds two new lump types: `cell-info` and `buzzer-info`.
`cell-info` takes a `game-task` enum value and defines an `eco-info`
lump for power cells.
`buzzer-info` takes a `game-task` enum value and an integer and
automatically calculates the required value for the buzzer task with the
formula `task + buzzer * (1 << 16)`.
Decompile `gcommon`. I adjusted the spacing of docstring comments, and
removed some spammy decompiler warning prints.
I also added some random notes I had on VU programs from jak1/jak2. They
are not polished, but I think it's still worth including since we'll
have to go through them again for jak 3.
- `vector-h`
- `gravity-h`
- `bounding-box-h`
- `matrix-h`
- `quaternion-h`
- `euler-h`
- `transform-h`
- `geometry-h`
- `trigonometry-h`
- `transformq-h`
- `bounding-box`
- `matrix`
- `matrix-compose`
- `transform`
- `quaternion`
- `euler`
- `trigonometry`
Not a whole lot of changes, just a couple of new functions and one new
file (`matrix-compose`).
In #3300, `per_object` in `ObjectFileDB::ir2_analyze_all_types()` was
changed to an `unordered_map`, which messed with the object file order
in `all-types`. This fixes the issue by going through each object file
in order and then looking up the type info from the map instead of
iterating through the map.
This also removes the method IDs from the old method comments and adds a
stub for the `new` method if there is an old method comment for it, in
order to stay consistent with the rest of the method list.
When giving entities custom actor IDs in your level JSON, it is possible
to break entity lookups by actor ID if the actors are not sorted by ID
because `entity-by-aid` expects them to be in order.
This sorts the actor list by ID before generating the level file and
also checks for any duplicates.
This sets up the C Kernel for Jak 3, and makes it possible to build and
load code built with `goalc --jak3`.
There's not too much interesting here, other than they switched to a
system where symbol IDs (unique numbers less than 2^14) are generated at
compile time, and those get included in the object file itself.
This is kind of annoying, since it means all tools that produce a GOAL
object file need to work together to assign unique symbol IDs. And since
the symbol IDs can't conflict, and are only a number between 0 and 2^14,
you can't just hash and hope for no collisions.
We work around this by ignoring the IDs and re-assigning our own. I
think this is very similar to what the C Kernel did on early builds of
Jak 3 which supported loading old format level files, which didn't have
the IDs included.
As far as I can tell, this shouldn't cause any problems. It defeats all
of their fancy tricks to save memory by not storing the symbol string,
but we don't care.
This sets out the bones of a Jak 3 build, many things are stubbed out,
guessed, or copied from Jak 2 but it should at least be good enough to:
run `task set-game-jak3`
launch the repl
run builds from the repl
build outputs themselves are untested but the build itself runs without
errors
---------
Co-authored-by: Tyler Wilding <[email protected]>
Updates Zydis to it's latest commit, this should fix building the
project on intel macs with a more recent version of macOS. This likely
needs some sanity checks that the debugger stuff still works as
expected.
This is the more correct way of doing what that code is trying to do.
Fixes#3296
Also fixed some type inconsistencies with related code, probably wasn't
causing issues though.
May also fix the "black screen on startup" issues people keep having,
but that would simply be a nice bonus and isn't the aim of this PR.
This adds support for using enums in lumps using the new lump types
`enum-int32` and `enum-uint32`. Also adds these other new lump types:
- `water-height` (takes 3 meter floats, an enum and another optional
meter float)
- `eco-info` (takes an enum and an int)
- `vector3m` (3 meter floats + `w` set to 1.0)
The logger used in `goalc` tries to print an already-formatted string
`message` using `fmt::print(message);` Usually this doesn't cause
problems, but if you try to print, for example, an exception that has
special characters (notably `{`) it will try to do another round of
formatting/replacements, despite not having any args to replace with,
which ends up throwing another exception. This is why errors when
parsing custom level JSON cause the REPL to exit.
I've hopefully identified all the various instances of this across the
codebase
Currently only tracks enemy kills, and how they were killed. There is
currently no menu for this, but I've already added most of the text for
it. Also did a bunch of misc decompilation fixes and renamed some
methods.
Fixes#3277Fixes#3278
This was just not implemented end to end. There are still two notable
issues, one that I can live with, one I need to narrow down eventually:
1. Rebinding confirm buttons with trigger (ie. X) behaviour is not 100%
as it should be. I fixed it enough that I can live with it but it's
still not proper. The difficulty is that unlike a button it will
re-trigger the pressed state on the journey back to neutral (aka
unpressed).
2. If you change the bind for the confirm button, then reset your
bindings, the next confirm input is eaten. This is unrelated to these
changes but I briefly looked into it and was unable to find the root
cause.
Adds the opengoal cheats to the secrets menu. Only cheats that are fully
functional and unlockable are there right now, which is eight cheats.
This update will reset most Jak 2 settings.
Also fixes#3274 .
Boards that have no runs yet look kinda awkward but i'd rather just wait
until those fill out (won't take long) rather than add another string to
be translated.
There are art groups that are present in multiple levels, and that means
that also their textures are present in multiple levels. With texture
replacement, currently we need to make replacements for all instances if
we want it replaced everywhere, but this is not ideal, especially when
you make changes to your replacement texture and now you have to put it
in each folder again.
I added a way to replace all instances of a texture, by letting
texture-replacer people put their replacements into an '_all' folder. I
set up the logic in such a way that if you have a replacement for the
texture in its corresponding folder, it will take priority over a
replacement that you placed into the '_all' folder.
I personally found this very useful for replacing guard textures. The
guards appear in a lot of levels. But ideally you want them to look the
same everywhere. And that is why I looked into this and made a PR.
Oh and I changed what is printed in the 'Replacing ' part because it was
printing the path to our replacement, which didn't look nicely when
several textures got replaced by the same replacement from the '_all'
folder. So now it will print the original texture's page and name, I
think this information is more useful anyway.
@@ -12,7 +12,6 @@ Also in general I found it _really_ hard to find modern and easy to understand a
Atleast for me, it helps to understand the path code takes as it flows through the formatting process. Originally I tried to do as much at once for sake of efficiency but this just makes things incredibly hard to reason about and fix bugs. So like any problem that is complex, break it down, the formatter goes through many distinct phases chipping away at the problem:
ASSERT_MSG(false,"Unsupported game for get_font_bank_from_game_version");
}
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