jak-project/decompiler/ObjectFile
water111 4f537d4a71
[jak3] Set up ckernel (#3308)
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.
2024-01-16 19:24:02 -05:00
..
LinkedObjectFile.cpp [decompiler] Support v5 data file link data (#3076) 2023-10-10 21:56:03 -04:00
LinkedObjectFile.h Save entities to JSON, and make custom level building a little faster (#2973) 2023-09-09 17:06:39 -04:00
LinkedObjectFileCreation.cpp [jak3] Set up ckernel (#3308) 2024-01-16 19:24:02 -05:00
LinkedObjectFileCreation.h [decompiler] setup before making IR2 type inspector (#1423) 2022-06-06 17:58:49 -04:00
LinkedWord.h Get the project compiling on Apple Silicon macOS natively (arm64) (#2827) 2023-07-16 11:13:48 -04:00
ObjectFileDB.cpp decompiler: allow jak 3 texture and model extraction (#3080) 2023-10-11 19:32:12 -04:00
ObjectFileDB.h d/j3: all-types: guess at associated process for non-virtual states and fix some issues along the way (#3300) 2024-01-09 16:50:05 -05:00
ObjectFileDB_IR2.cpp [jak3] Set up ckernel (#3308) 2024-01-16 19:24:02 -05:00