jak-project/game/overlord
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
..
common [jak2] implement statistics tracker (#3288) 2024-01-11 22:49:41 +00:00
jak1 j2-overlord: Clean up some VAG functions (#3287) 2024-01-02 16:30:56 +00:00
jak2 [jak3] Set up ckernel (#3308) 2024-01-16 19:24:02 -05:00
todo.txt check in existing work 2020-08-22 22:30:12 -04:00