Version Check and Punch Glitch: Difference between pages

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[[File:Jak and Daxter TPL Disc Comparison for Citadel Skip.jpg|thumb|Jak and Daxter: The Precursor Legacy PS2 versions that do and don't not have Citadel Skip.
'''Punch glitch''' is a bug that is exclusively encountered on the PlayStation 3 Jak and Daxter Collection.
Version check is only used to determine whether or not [[Citadel Skip]] is patched on your copy of [[Jak and Daxter: The Precursor Legacy]].  


You can speedrun on any version for the other Jak and Daxter games.
== Technical ==
During the development of the PC port for Jak and Daxter: The Precursor Legacy, it was discovered that punch glitch was occurring.


== PlayStation 2 ==
<blockquote>
[[File:PS2 Jak and Daxter Disc 2.PNG|thumb|The number printed on the back of a Jak and Daxter: The Precursor Legacy PS2 disc.]]
The issue is the acos in logic-target.gc. In PCSX2/PS2 it can never quite return 0.0. But on PC it does, and it causes 0/0 instead of 0/very-small-number. This is used as the input to a slerp and it ends up setting the output quaternion to 0 0 0 0. Over the next 2 frames, this completely breaks the dir-targ and unknown-quaternion00 and the target/camera rotation matrix ends up being identity. This sudden change rotates jak's velocity so it is entirely in the global x direction.
If you look on the back of your disc, you will see a number printed on the inner ring. This number will let you know if your copy of Jak and Daxter: The Precursor Legacy has Citadel Skip patched or not.


'''Black Label NTSC-U/C #1''' - If your disc
My understanding is that this should only happen when the dir-targ aligns with jak's velocity exactly. It may only be catastrophic if the camera is also aligned so that pushing forward on the stick will move jak in this direction.


== PlayStation 3 ==
I don't think the location has anything to do with it. It's possible that it only happens on ground that's perfectly level but I don't know. Instead, I think it tends to happen in places where people are lined up well with the camera and punching in/out of the camera exactly.


== PlayStation 4 ==
- Water111
In 2017, the first four Jak and Daxter games were virtually released for the PlayStation 4. These releases turned out to be PlayStation 2 versions of the games that were emulated on the PlayStation 4. This means that the PlayStation 4 releases are the same as the PlayStation 2 releases.
</blockquote>




== PlayStation 5 ==
The following code was added to <code>acos</code> in <code>trigonometry.gc</code> to fix the problem:


== OpenGOAL PC Port ==
<nowiki>
(defun acos ((arg0 float))
  "Inverse cosine. Returns rotation units"
  (let ((result (- 16384.000000 (asin arg0))))
    (#when PC_PORT
      ;; to avoid punch glitch:
      ;; (note: it might be a better fix to change the global rounding mode,
      ;;  but it's not super clear to me that the mode picked by PCSX2 is
      ;;  more accurate than normal in all cases. So, we'll do this for now.)
      (when (= result 0.0)
        (set! result 0.00000000001)
        )
      )
    result
    )
  )</nowiki>
 
== Discovery ==
 
== Other Notes ==
 
 
{{Glitches}}

Revision as of 00:48, 19 February 2024

Punch glitch is a bug that is exclusively encountered on the PlayStation 3 Jak and Daxter Collection.

Technical

During the development of the PC port for Jak and Daxter: The Precursor Legacy, it was discovered that punch glitch was occurring.

The issue is the acos in logic-target.gc. In PCSX2/PS2 it can never quite return 0.0. But on PC it does, and it causes 0/0 instead of 0/very-small-number. This is used as the input to a slerp and it ends up setting the output quaternion to 0 0 0 0. Over the next 2 frames, this completely breaks the dir-targ and unknown-quaternion00 and the target/camera rotation matrix ends up being identity. This sudden change rotates jak's velocity so it is entirely in the global x direction.

My understanding is that this should only happen when the dir-targ aligns with jak's velocity exactly. It may only be catastrophic if the camera is also aligned so that pushing forward on the stick will move jak in this direction.

I don't think the location has anything to do with it. It's possible that it only happens on ground that's perfectly level but I don't know. Instead, I think it tends to happen in places where people are lined up well with the camera and punching in/out of the camera exactly.

- Water111


The following code was added to acos in trigonometry.gc to fix the problem:

(defun acos ((arg0 float))
  "Inverse cosine. Returns rotation units"
  (let ((result (- 16384.000000 (asin arg0))))
    (#when PC_PORT
      ;; to avoid punch glitch:
      ;; (note: it might be a better fix to change the global rounding mode,
      ;;  but it's not super clear to me that the mode picked by PCSX2 is
      ;;  more accurate than normal in all cases. So, we'll do this for now.)
      (when (= result 0.0)
        (set! result 0.00000000001)
        )
      )
    result
    )
  )

Discovery

Other Notes

Glitches, Bugs, Exploits, and Secrets
Jak and Daxter: The Precursor Legacy Audio Pause GlitchBridge BlastDark GlitchDeveloper PicturesDupe StateFlut Flut EscapeGame CrashGhost GlitchHard FishIdle DeloadLine GlitchMoon WalkOrb Duplication GlitchPause BufferPunch GlitchStatue GlitchVoid OutWalking While TalkingZombie GlitchZoomer Escape
Jak II Developer PicturesGame CrashGhost TownInvisibility GlitchInvulnerability GlitchLine GlitchOrb Duplication GlitchPause BufferPeacemaker StackingPunch GlitchStatue GlitchZombie Glitch
Jak 3 Developer PicturesGame CrashInvisibility GlitchInvulnerability GlitchLine GlitchOrb Duplication GlitchPeacemaker StackingPunch GlitchStatue GlitchZombie Glitch
Jak X Line Glitch
Daxter placeholder text
Jak and Daxter: The Lost Frontier placeholder text