Port BOIII tactical heap memory allocation code #20
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Port BOIII tactical heap memory allocation code
This means making memory allocations on the heap that are not too "far away" and can be used to set 5-byte jumps (1 OP code for JMP instructions and 4 to the "close" memory location on the heap, which then redirects with a long jump to the actual stub)
Or simply to allow overriding some game's memory structures, like assets.
Current workaround for assets is to use a constexpr table with the various sizes for the assets to figure out at compile time the static buffer size which holds the reallocated asset