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 <xtvaser@gmail.com>
I havn't tested it yet, but I can almost guarantee that atleast `goalc`
will not work in the slightest!
But the project is atleast fully compiling. My hope is to start
translating some AVX to NEON next / get `goalc` working...eventually.
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.
- decompile `subdivide`, `wind-work`, `tie-work`, `bsp`, `focus`
- support `ppacb` in compiler
- don't assert when bitfield stuff fails due to constant propgataion
weirdness
- finish up history
- div/mod unsigned assert fix in decompiler
- empty assert fix in decompiler for failed `add` type prop
- make jak 1 performance counters "work" (just measure time)
- fix cast/typos on pcgtb/vftoi15
* ci: fix windows releases (hopefully)
* scripts: fix Taskfile file references for linux
* asserts: add `ASSERT_MSG` macro and ensure `stdout` is flushed before `abort`ing
* asserts: refactor all `assert(false);` with a preceeding message instances
* lint: format
* temp...
* fix compiler errors
* assert: allow for string literals in `ASSERT_MSG`
* lint: formatting
* revert temp change for testing
* 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
* clean up allocator interface to be simpler
* working on functions without spills
* working for all
* fix missing includes for windows
* more windows includes
* initialize regs to zero so printing value unintiailized by game code is repeatable
* clean up
* before int to float stuff
* before trying to eliminate the separate read and write maps
* partial fix for register issues
* add missing include
* compiler: Support the majority of the remaining VU VF instructions
- VWAIT
- VMADD variants
- VMSUB variants
- VSQRT
- VDIV
- outer product (VOPMULA + VOPMSUB)
* compiler: Fix some bugs / optimize some instructions
* tests/compiler: Add test coverage for new instructions
* docs: Add documentation for new inline assembly functions
* lint: Formatting / fix failing test
* Remove my comment about ftf/fsf encoding, it's been fixed
* address review feedback
* correct VSQRTPS implementation
* fix parent issue
* fix compiler issue
* update
* add error messages
* fix error
* fix array access, temporary
* more clean
* fix
* rename arg variables better
* fix method name
* fix no return value in decompiler
* many small fixes
* cheat types so it works
* name map
* fix old test'
* begin work on vf support
* split reg kind into reg hw kind and class, use class for ireg
* try test
* clang format
* add some more ops and some example functions
* better lvf on statics
* add documentation
* begin support for v2
* export game text
* generate text files
* working text load
* fix windows
* add test and clean up game tests a bit
* load the right file
* add separate program to launch the data compiler
* add offline test script
* add some memory utilities
* run waitpid in a separate thread and support very simple breakpoints
* fix breakpoints
* add missing windows stub function
* fix error message on exit