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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

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C++

#pragma once
#include "common/common_types.h"
#include "common/goal_constants.h"
#include "common/util/Assert.h"
#include "game/kernel/common/Ptr.h"
/*!
* This type is bit strange. The Ptr<Symbol4> should have the same value as the original game's
* symbol address. The actual value in here is useless - the address of this thing is what matters.
*/
template <typename T>
struct Symbol4 {
u8 foo;
T& value() { return *reinterpret_cast<T*>(&foo - 1); }
const T& value() const { return *reinterpret_cast<T*>(&foo - 1); }
};