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4f537d4a71
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. |
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.. | ||
fileio.cpp | ||
fileio.h | ||
kboot.cpp | ||
kboot.h | ||
kdgo.cpp | ||
kdgo.h | ||
kdsnetm.cpp | ||
kdsnetm.h | ||
kernel_types.h | ||
klink.cpp | ||
klink.h | ||
klisten.cpp | ||
klisten.h | ||
kmachine.cpp | ||
kmachine.h | ||
kmalloc.cpp | ||
kmalloc.h | ||
kmemcard.cpp | ||
kmemcard.h | ||
kprint.cpp | ||
kprint.h | ||
kscheme.cpp | ||
kscheme.h | ||
ksocket.cpp | ||
ksocket.h | ||
ksound.cpp | ||
ksound.h | ||
memory_layout.h | ||
Ptr.h | ||
Symbol4.h |