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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.
20 lines
725 B
C++
20 lines
725 B
C++
#pragma once
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#include "common/common_types.h"
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#include "game/kernel/common/Ptr.h"
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#include "game/kernel/common/kmalloc.h"
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namespace jak3 {
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void load_and_link_dgo_from_c(const char* name,
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Ptr<kheapinfo> heap,
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u32 linkFlag,
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s32 bufferSize,
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bool jump_from_c_to_goal);
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void load_and_link_dgo(u64 name_gstr, u64 heap_info, u64 flag, u64 buffer_size);
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void load_and_link_dgo_from_c_fast(const char* name,
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Ptr<kheapinfo> heap,
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u32 linkFlag,
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s32 bufferSize);
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void kdgo_init_globals();
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} // namespace jak3
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