mirror of
https://github.com/open-goal/jak-project
synced 2026-05-26 07:39:12 -04:00
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.
60 lines
1.7 KiB
C++
60 lines
1.7 KiB
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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constexpr char FOLDER_PREFIX[] = "";
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void fileio_init_globals();
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char* strend(char* str);
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void kstrcpy(char* dst, const char* src);
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char* basename_goal(char* s);
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void kstrcpyup(char* dst, const char* src);
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void kstrcat(char* dest, const char* src);
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char* kstrinsert(char* str, char pad, s32 count);
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void kstrncat(char* dest, const char* src, s32 count);
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Ptr<u8> FileLoad(char* name, Ptr<kheapinfo> heap, Ptr<u8> memory, u32 malloc_flags, s32* size_out);
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extern char buffer_633[512];
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// GOAL File Types
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enum GoalFileType {
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LISTENER_TO_KERNEL_FILE_TYPE = 1,
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KERNEL_TO_LISTENER_FILE_TYPE = 2,
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CODE_FILE_TYPE = 3,
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GAMEPAD_FILE_TYPE = 4,
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LISTENER_TO_KERNEL_LOCK_FILE_TYPE = 5,
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KERNEL_TO_LISTENER_LOCK_FILE_TYPE = 6,
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IOP_MODULE_FILE_TYPE = 8,
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DATA_FILE_TYPE = 0x20, // called FINAL in jak2
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TX_PAGE_FILE_TYPE = 0x21,
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JA_FILE_TYPE = 0x22,
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JG_FILE_TYPE = 0x23,
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MA_FILE_TYPE = 0x24,
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MG_FILE_TYPE = 0x25,
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TG_FILE_TYPE = 0x26,
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LEVEL_FILE_TYPE = 0x27,
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ART_GROUP_FILE_TYPE = 0x30,
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VS_FILE_TYPE = 0x31,
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TX_FILE_TYPE = 0x32,
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VS_BIN_FILE_TYPE = 0x33,
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DGO_TXT_FILE_TYPE = 0x34,
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LEVEL_WITH_EXTENSION_FILE_TYPE = 0x35,
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DATA_DGO_FILE_TYPE = 0x36,
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GAME_DGO_FILE_TYPE = 0x37,
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DATA_CGO_FILE_TYPE = 0x38,
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GAME_CGO_FILE_TYPE = 0x39,
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CNT_FILE_TYPE = 0x3a,
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RES_FILE_TYPE = 0x3b,
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SND_BNK_FILE_TYPE = 0x3c,
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MUSIC_BNK_FILE_TYPE = 0x3d,
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VAG_FILE_TYPE = 0x3e,
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MISC_FILE_TYPE = 0x3f, // jak2 only
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MAP_FILE_TYPE = 0x40, // jak2 only
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CL_FILE_TYPE = 0x41, // jak 3 cloth animation
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REFPLANT_FILE_TYPE = 0x301,
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// added this, allows access directly to out/iso from fileio.
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ISO_FILE_TYPE = 0x302
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}; |