jak-project/common/link_types.h
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

74 lines
2.1 KiB
C++

#pragma once
/*!
* @file link_types.h
* Types used in the linking data, shared between the object file generator and the kernel's linker.
*/
#include "common_types.h"
enum LinkKind {
LINK_TABLE_END = 0, //! no more linking data
LINK_SYMBOL_OFFSET = 1, //! link a symbol (pointer to symbol table entry)
LINK_TYPE_PTR = 2, //! link a pointer to a type.
LINK_DISTANCE_TO_OTHER_SEG_64 = 3, //! link to another segment
LINK_DISTANCE_TO_OTHER_SEG_32 = 4, //! link to another segment
LINK_PTR = 5, //! link a pointer within this segment
};
enum SegmentTypes { MAIN_SEGMENT = 0, DEBUG_SEGMENT = 1, TOP_LEVEL_SEGMENT = 2 };
constexpr const char* SEGMENT_NAMES[3] = {"main", "debug", "top-level"};
constexpr int N_SEG = 3;
/*!
* Data at the front of the DGO.
*/
struct DgoHeader {
u32 object_count;
char name[60];
};
/*!
* Data at the front of each OBJ.
*/
struct ObjectHeader {
u32 size;
char name[60];
};
// Header for link data used for V2 linking data
// used in GOAL and OpenGOAL
struct LinkHeaderV2 {
uint32_t type_tag; // always -1
uint32_t length; // length of link data
uint32_t version; // always 2
};
// Header for link data used for V4
struct LinkHeaderV4 {
uint32_t type_tag; // always -1
uint32_t length; // length of V2 link data found after object.
uint32_t version; // always 4
uint32_t code_size; // length of object data before link data starts
};
struct LinkHeaderV5Core {
uint32_t length_to_get_to_code; // 4 length.. of link data?
uint16_t version; // 8
uint16_t unknown; // 10
uint32_t length_to_get_to_link; // 12
uint32_t link_length; // 16
uint8_t n_segments; // 20
char name[59]; // 21 (really??)
};
struct LinkHeaderV5 {
uint32_t type_tag; // 0 always 0?
LinkHeaderV5Core core;
};
// when a u32/s32 symbol link contains this value, (s7 + <val>) should be a 4-byte aligned address,
// not including the 1 byte symbol offset. (no effect in jak 1).
constexpr u32 LINK_SYM_NO_OFFSET_FLAG = 0xbadbeef;