Files
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

25 lines
517 B
C

#pragma once
#include "common/common_types.h"
#include "game/common/dgo_rpc_types.h"
#include "game/kernel/common/Ptr.h"
extern u32 sMsgNum;
s32 RpcCall(s32 rpcChannel,
u32 fno,
bool async,
void* sendBuff,
s32 sendSize,
void* recvBuff,
s32 recvSize);
u64 RpcCall_wrapper(void* _args);
u32 RpcBusy(s32 channel);
void RpcSync(s32 channel);
void LoadDGOTest();
void kdgo_init_globals();
u32 InitRPC();
void StopIOP();
extern u32 sShowStallMsg;