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