Fixed address variable in C - c

For embedded applications, it is often necessary to access fixed memory locations for peripheral registers. The standard way I have found to do this is something like the following:
// access register 'foo_reg', which is located at address 0x100
#define foo_reg *(int *)0x100
foo_reg = 1; // write to foo_reg
int x = foo_reg; // read from foo_reg
I understand how that works, but what I don't understand is how the space for foo_reg is allocated (i.e. what keeps the linker from putting another variable at 0x100?). Can the space be reserved at the C level, or does there have to be a linker option that specifies that nothing should be located at 0x100. I'm using the GNU tools (gcc, ld, etc.), so am mostly interested in the specifics of that toolset at the moment.
Some additional information about my architecture to clarify the question:
My processor interfaces to an FPGA via a set of registers mapped into the regular data space (where variables live) of the processor. So I need to point to those registers and block off the associated address space. In the past, I have used a compiler that had an extension for locating variables from C code. I would group the registers into a struct, then place the struct at the appropriate location:
typedef struct
{
BYTE reg1;
BYTE reg2;
...
} Registers;
Registers regs _at_ 0x100;
regs.reg1 = 0;
Actually creating a 'Registers' struct reserves the space in the compiler/linker's eyes.
Now, using the GNU tools, I obviously don't have the at extension. Using the pointer method:
#define reg1 *(BYTE*)0x100;
#define reg2 *(BYTE*)0x101;
reg1 = 0
// or
#define regs *(Registers*)0x100
regs->reg1 = 0;
This is a simple application with no OS and no advanced memory management. Essentially:
void main()
{
while(1){
do_stuff();
}
}

Your linker and compiler don't know about that (without you telling it anything, of course). It's up to the designer of the ABI of your platform to specify they don't allocate objects at those addresses.
So, there is sometimes (the platform i worked on had that) a range in the virtual address space that is mapped directly to physical addresses and another range that can be used by user space processes to grow the stack or to allocate heap memory.
You can use the defsym option with GNU ld to allocate some symbol at a fixed address:
--defsym symbol=expression
Or if the expression is more complicated than simple arithmetic, use a custom linker script. That is the place where you can define regions of memory and tell the linker what regions should be given to what sections/objects. See here for an explanation. Though that is usually exactly the job of the writer of the tool-chain you use. They take the spec of the ABI and then write linker scripts and assembler/compiler back-ends that fulfill the requirements of your platform.
Incidentally, GCC has an attribute section that you can use to place your struct into a specific section. You could then tell the linker to place that section into the region where your registers live.
Registers regs __attribute__((section("REGS")));

A linker would typically use a linker script to determine where variables would be allocated. This is called the "data" section and of course should point to a RAM location. Therefore it is impossible for a variable to be allocated at an address not in RAM.
You can read more about linker scripts in GCC here.

Your linker handles the placement of data and variables. It knows about your target system through a linker script. The linker script defines regions in a memory layout such as .text (for constant data and code) and .bss (for your global variables and the heap), and also creates a correlation between a virtual and physical address (if one is needed). It is the job of the linker script's maintainer to make sure that the sections usable by the linker do not override your IO addresses.

When the embedded operating system loads the application into memory, it will load it in usually at some specified location, lets say 0x5000. All the local memory you are using will be relative to that address, that is, int x will be somewhere like 0x5000+code size+4... assuming this is a global variable. If it is a local variable, its located on the stack. When you reference 0x100, you are referencing system memory space, the same space the operating system is responsible for managing, and probably a very specific place that it monitors.
The linker won't place code at specific memory locations, it works in 'relative to where my program code is' memory space.
This breaks down a little bit when you get into virtual memory, but for embedded systems, this tends to hold true.
Cheers!

Getting the GCC toolchain to give you an image suitable for use directly on the hardware without an OS to load it is possible, but involves a couple of steps that aren't normally needed for normal programs.
You will almost certainly need to customize the C run time startup module. This is an assembly module (often named something like crt0.s) that is responsible initializing the initialized data, clearing the BSS, calling constructors for global objects if C++ modules with global objects are included, etc. Typical customizations include the need to setup your hardware to actually address the RAM (possibly including setting up the DRAM controller as well) so that there is a place to put data and stack. Some CPUs need to have these things done in a specific sequence: e.g. The ColdFire MCF5307 has one chip select that responds to every address after boot which eventually must be configured to cover just the area of the memory map planned for the attached chip.
Your hardware team (or you with another hat on, possibly) should have a memory map documenting what is at various addresses. ROM at 0x00000000, RAM at 0x10000000, device registers at 0xD0000000, etc. In some processors, the hardware team might only have connected a chip select from the CPU to a device, and leave it up to you to decide what address triggers that select pin.
GNU ld supports a very flexible linker script language that allows the various sections of the executable image to be placed in specific address spaces. For normal programming, you never see the linker script since a stock one is supplied by gcc that is tuned to your OS's assumptions for a normal application.
The output of the linker is in a relocatable format that is intended to be loaded into RAM by an OS. It probably has relocation fixups that need to be completed, and may even dynamically load some libraries. In a ROM system, dynamic loading is (usually) not supported, so you won't be doing that. But you still need a raw binary image (often in a HEX format suitable for a PROM programmer of some form), so you will need to use the objcopy utility from binutil to transform the linker output to a suitable format.
So, to answer the actual question you asked...
You use a linker script to specify the target addresses of each section of your program's image. In that script, you have several options for dealing with device registers, but all of them involve putting the text, data, bss stack, and heap segments in address ranges that avoid the hardware registers. There are also mechanisms available that can make sure that ld throws an error if you overfill your ROM or RAM, and you should use those as well.
Actually getting the device addresses into your C code can be done with #define as in your example, or by declaring a symbol directly in the linker script that is resolved to the base address of the registers, with a matching extern declaration in a C header file.
Although it is possible to use GCC's section attribute to define an instance of an uninitialized struct as being located in a specific section (such as FPGA_REGS), I have found that not to work well in real systems. It can create maintenance issues, and it becomes an expensive way to describe the full register map of the on-chip devices. If you use that technique, the linker script would then be responsible for mapping FPGA_REGS to its correct address.
In any case, you are going to need to get a good understanding of object file concepts such as "sections" (specifically the text, data, and bss sections at minimum), and may need to chase down details that bridge the gap between hardware and software such as the interrupt vector table, interrupt priorities, supervisor vs. user modes (or rings 0 to 3 on x86 variants) and the like.

Typically these addresses are beyond the reach of your process. So, your linker wouldn't dare put stuff there.

If the memory location has a special meaning on your architecture, the compiler should know that and not put any variables there. That would be similar to the IO mapped space on most architectures. It has no knowledge that you're using it to store values, it just knows that normal variables shouldn't go there. Many embedded compilers support language extensions that allow you to declare variables and functions at specific locations, usually using #pragma. Also, generally the way I've seen people implement the sort of memory mapping you're trying to do is to declare an int at the desired memory location, then just treat it as a global variable. Alternately, you could declare a pointer to an int and initialize it to that address. Both of these provide more type safety than a macro.

To expand on litb's answer, you can also use the --just-symbols={symbolfile} option to define several symbols, in case you have more than a couple of memory-mapped devices. The symbol file needs to be in the format
symbolname1 = address;
symbolname2 = address;
...
(The spaces around the equals sign seem to be required.)

Often, for embedded software, you can define within the linker file one area of RAM for linker-assigned variables, and a separate area for variables at absolute locations, which the linker won't touch.
Failing to do this should cause a linker error, as it should spot that it's trying to place a variable at a location already being used by a variable with absolute address.

This depends a bit on what OS you are using. I'm guessing you are using something like DOS or vxWorks. Generally the system will have certian areas of the memory space reserved for hardware, and compilers for that platform will always be smart enough to avoid those areas for their own allocations. Otherwise you'd be continually writing random garbage to disk or line printers when you meant to be accessing variables.
In case something else was confusing you, I should also point out that #define is a preprocessor directive. No code gets generated for that. It just tells the compiler to textually replace any foo_reg it sees in your source file with *(int *)0x100. It is no different than just typing *(int *)0x100 in yourself everywhere you had foo_reg, other than it may look cleaner.
What I'd probably do instead (in a modern C compiler) is:
// access register 'foo_reg', which is located at address 0x100
const int* foo_reg = (int *)0x100;
*foo_reg = 1; // write to foo_regint
x = *foo_reg; // read from foo_reg

Related

Where memory segments are defined?

I just learned about different memory segments like: Text, Data, Stack and Heap. My question is:
1- Where the boundaries between these sections are defined? Is it in Compiler or OS?
2- How the compiler or OS know which addresses belong to each section? Should we define it anywhere?
This answer is from the point of view of a more special-purpose embedded system rather than a more general-purpose computing platform running an OS such as Linux.
Where the boundaries between these sections are defined? Is it in Compiler or OS?
Neither the compiler nor the OS do this. It's the linker that determines where the memory sections are located. The compiler generates object files from the source code. The linker uses the linker script file to locate the object files in memory. The linker script (or linker directive) file is a file that is a part of the project and identifies the type, size and address of the various memory types such as ROM and RAM. The linker program uses the information from the linker script file to know where each memory starts. Then the linker locates each type of memory from an object file into an appropriate memory section. For example, code goes in the .text section which is usually located in ROM. Variables go in the .data or .bss section which are located in RAM. The stack and heap also go in RAM. As the linker fills one section it learns the size of that section and can then know where to start the next section. For example, the .bss section may start where the .data section ended.
The size of the stack and heap may be specified in the linker script file or as project options in the IDE.
IDEs for embedded systems typically provide a generic linker script file automatically when you create a project. The generic linker file is suitable for many projects so you may never have to customize it. But as you customize your target hardware and application further you may find that you also need to customize the linker script file. For example, if you add an external ROM or RAM to the board then you'll need to add information about that memory to the linker script so that the linker knows how to locate stuff there.
The linker can generate a map file which describes how each section was located in memory. The map file may not be generated by default and you may need to turn on a build option if you want to review it.
How the compiler or OS know which addresses belong to each section?
Well I don't believe the compiler or OS actually know this information, at least not in the sense that you could query them for the information. The compiler has finished its job before the memory sections are located by the linker so the compiler doesn't know the information. The OS, well how do I explain this? An embedded application may not even use an OS. The OS is just some code that provides services for an application. The OS doesn't know and doesn't care where the boundaries of memory sections are. All that information is already baked into the executable code by the time the OS is running.
Should we define it anywhere?
Look at the linker script (or linker directive) file and read the linker manual. The linker script is input to the linker and provides the rough outlines of memory. The linker locates everything in memory and determines the extent of each section.
For your Query :-
Where the boundaries between these sections are defined? Is it in Compiler or OS?
Answer is OS.
There is no universally common addressing scheme for the layout of the .text segment (executable code), .data segment (variables) and other program segments. However, the layout of the program itself is well-formed according to the system (OS) that will execute the program.
How the compiler or OS know which addresses belong to each section? Should we define it anywhere?
I divided your this question into 3 questions :-
About the text (code) and data sections and their limitation?
Text and Data are prepared by the compiler. The requirement for the compiler is to make sure that they are accessible and pack them in the lower portion of address space. The accessible address space will be limited by the hardware, e.g. if the instruction pointer register is 32-bit, then text address space would be 4 GiB.
About Heap Section and limit? Is it the total available RAM memory?
After text and data, the area above that is the heap. With virtual memory, the heap can practically grow up close to the max address space.
Do the stack and the heap have a static size limit?
The final segment in the process address space is the stack. The stack takes the end segment of the address space and it starts from the end and grows down.
Because the heap grows up and the stack grows down, they basically limit each other. Also, because both type of segments are writeable, it wasn't always a violation for one of them to cross the boundary, so you could have buffer or stack overflow. Now there are mechanism to stop them from happening.
There is a set limit for heap (stack) for each process to start with. This limit can be changed at runtime (using brk()/sbrk()). Basically what happens is when the process needs more heap space and it has run out of allocated space, the standard library will issue the call to the OS. The OS will allocate a page, which usually will be manage by user library for the program to use. I.e. if the program wants 1 KiB, the OS will give additional 4 KiB and the library will give 1 KiB to the program and have 3 KiB left for use when the program ask for more next time.
Most of the time the layout will be Text, Data, Heap (grows up), unallocated space and finally Stack (grows down). They all share the same address space.
The sections are defined by a format which is loosely tied to the OS. For example on Linux you have ELF and on Mac OS you have Mach-O.
You do not define the sections explicitly as a programmer, in 99.9% of cases. The compiler knows what to put where.

Way to detect that stack area is not overlapping RAM area during runtime

Is there any way to check or prevent stack area from crossing the RAM data (.data or .bss) area in the limited memory (RAM/ROM) embedded systems comprising microcontrollers? There are tools to do that, but they come with very costly license fees like C-STAT and C-RUN in IAR.
You need no external tools to view and re-map your memory layout. The compiler/linker you are using should provide means of doing so. How to do this is of course very system-specific.
What you do is to open up the system-specific linker file in which all memory segments have been pre-defined to a default for the given microcontroller. You should have the various RAM segments listed there, de facto standard names are: .stack .data .bss and .heap.
Each such segment will have an address range specified. Change the addresses and you will move the segments. However, these linker files usually have some obscure syntax that you need to study before you touch anything. If you are (un)lucky it uses GNU linker scripts, which is a well-documented, though rather complex standard.
There could also be some manufacturer-supplied start-up code that sets the stack pointer. You might have to modify that code manually, in addition to tweaking the linker file.
Regarding the stack: you need to check the CPU core manual and see if the stack pointer moves upwards or downwards on your given system. Most common is downwards, but the alternative exists. You should ensure that in the direction that the stack grows, there is no other read/write data segment which it can overwrite upon stack overflow. Ideally the stack should overflow into non-mapped memory where access would cause a CPU hardware interrupt/exception.
Here is an article describing how to do this.
In small micros that do not have the necessary hardware support for this, a very simple method is to have a periodic task (either under a multitasker or via a regular timed interrupt) check the 'threshold' RAM address which you must have initialized to some 'magic' pattern, like 0xAA55
Once the periodic task sees this memory address change contents, you have a problem!
In microcontrollers with limited resources, it is always a good idea to prevent stack overflow via simple memory usage optimizations:
Reduce overall RAM usage by storing read-only variables in non-volatile (e.g. flash) memory. A good target for this are constant strings in your code, like the ones used on printf() format strings, for example. This can free a lot of memory for your stack to grow. Check you compiler documentation about how to allocate these variables in flash.
Avoid recursive calls - they are not a good idea in resource-constrained or safety-critical systems, as you have little control over how the stack grows.
Avoid passing large parameters by value in function calls - pass them as const references whenever possible (e.g. for structs or classes).
Minimize unnecessary usage of local variables. Look particularly for the large ones, like local buffers for example. Often you can find ways to just remove them, or to use a shared resource instead without compromising your code.

Virtual/Logical Memory and Program relocation

Virtual memory along with logical memory helps to make sure programs do not corrupt each others data.
Program relocation does an almost similar thing of making sure that multiple programs does not corrupt each other.Relocation modifies object program so that it can be loaded at a new, alternate address.
How are virtual memory, logical memory and program relocation related ? Are they similar ?
If they are same/similar, then why do we need program relocation ?
Relocatable programs, or said another way position-independent code, is traditionally used in two circumstances:
systems without virtual memory (or too basic virtual memory, e.g. classic MacOS), for any code
for dynamic libraries, even on systems with virtual memory, given that a dynamic library could find itself lodaded on an address that is not its preferred one if other code is already at that space in the address space of the host program.
However, today even main executable programs on systems with virtual memory tend to be position-independent (e.g. the PIE* build flag on Mac OS X) so that they can be loaded at a randomized address to protect against exploits, e.g. those using ROP**.
* Position Independent Executable
** Return-Oriented Programming
Virtual memory does not prevent programs from interfering with out other. It is logical memory that does so. Unfortunately, it is common for the two concepts to be conflated to "virtual memory."
There are two types of relocation and it is not clear which you are referring to. However, they are connected. On the other hand, the concept is not really related to virtual memory.
The first concept of relocatable code. This is critical for shared libraries that usually have to be mapped to different addresses.
Relocatable code uses offsets rather than absolute addresses. When a program results in an instruction sequence something like:
JMP SOMELABEL
. . .
SOMELABEL:
The computer or assembler encodes this as
JUMP the-number-of-bytes-to-SOMELABEL
rather than
JUMP to-the-address-of-somelabel.
By using offsets the code works the same way no matter where the JMP instruction is located.
The second type of relocation uses the first. In the past relocation was mostly used for libraries. Now, some OS's will load program segments at different places in memory. That is intended for security. It is designed to keep malicious cracks that depend upon the application being loaded at a specific address.
Both of these concepts work with or without virtual memory.
Note that generally the program is not modified to relocated it. I generally, because an executable file will usually have some addresses that need to be fixed up at run time.

How does OS execute binary files in virtual memory?

For example in my program I called a function foo(). The compiler and assembler would eventually write jmp someaddr in the binary. I know the concept of virtual memory. The program would think that it has the whole memory at disposal, and the start position is 0x000. In this way the assembler can calculate the position of foo().
But in fact this is not decided until runtime right? I have to run the program to know where I loaded the program into, hence the address of the jmp. But when the program actually runs, how does the OS come in and change the address of the jmp? These are direct CPU instructions right?
This question can't be answered in general because it's totally hardware and OS dependent. However a typical answer is that the initially loaded program can be compiled as you say: Because the VM hardware gives each program its own address space, all addresses can be fixed when the program is linked. No recalculation of addresses at load time is needed.
Things get much more interesting with dynamically loaded libraries because two used by the same initially loaded program might be compiled with the same base address, so their address spaces overlap.
One approach to this problem is to require Position Independent Code in DLLs. In such code all addresses are relative to the code itself. Jumps are usually relative to the PC (though a code segment register can also be used). Data are also relative to some data segment or base register. To choose the runtime location, the PIC code itself needs no change. Only the segment or base register(s) need(s) be set whenever in the prelude of every DLL routine.
PIC tends to be a bit slower than position dependent code because there's additional address arithmetic and the PC and/or base registers can bottleneck the processor's instruction pipeline.
So the other approach is for the loader to rebase the DLL code when necessary to eliminate address space overlaps. For this the DLL must include a table of all the absolute addresses in the code. The loader computes an offset between the assumed code and data base addresses and actual, then traverses the table, adding the offset to each absolute address as the program is copied into VM.
DLLs also have a table of entry points so that the calling program knows where the library procedures start. These must be adjusted as well.
Rebasing is not great for performance either. It slows down loading. Moreover, it defeats sharing of DLL code. You need at least one copy per rebase offset.
For these reasons, DLLs that are part of Windows are deliberately compiled with non-overlapping VM address spaces. This speeds loading and allows sharing. If you ever notice that a 3rd party DLL crunches the disk and loads slowly, while MS DLLs like the C runtime library load quickly, you are seeing the effects of rebasing in Windows.
You can infer more about this topic by reading about object file formats. Here is one example.
Position-independent code is code that you can run from any address. If you have a jmp instruction in position-independent code, it will often be a relative jump, which jumps to an offset from the current location. When you copy the code, it won't change the offsets between parts of the code so it will still work.
Relocatable code is code that you can run from any address, but you might have to modify the code first (maybe you can't just copy it). The code will contain a relocation table which tells how it needs to be modified.
Non-relocatable code is code that must be loaded at a certain address or it will not work.
Each program is different, it depends on how the program was written, or the compiler settings, or other various factors.
Shared libraries are usually compiled as position-independent code, which allows the same library to be loaded at different locations in different processes, without having to load multiple copies into memory. The same copy can be shared between processes, even though it is at a different address in each process.
Executables are often non-relocatable, but they can be position-independent. Virtual memory allows each program to have the entire address space (minus some overhead) to itself, so each executable can choose the address at which it's loaded without worrying about collisions with other executables. Some executables are position-independent, which can be used to increase security (ASLR).
Object files and static libraries are usually relocatable code. The linker will relocate them when combining them to create a shared library, executable, or other image.
Boot loaders and operating system kernels are almost always non-relocatable.
Yes, it is at runtime. The operating system, the part managing starting and switching tasks is ideally at a different protection level, it has more power. It knows what memory is in use and allocates some for the new task. It configures the mmu so that the new task has a virtual address space starting at zero or whatever the rule is for that operating system and processor. How you get into user mode at that starting address, is very processor specific.
One method for example is the hardware might save some state not just address but mode or virtual id or something when an interrupt occurs, lets say on the stack. And the return from interrupt instruction as defined by that processor takes the address, and state/mode, off of the stack and switches there (causing lets assume the mmu to react to its next fetch based on the new mode not the old). For a processor that works like that then you may be able to fake an interrupt return by placing the right items on the stack such that when you kick the interrupt return instruction it basically does a jump with additional features of mode switching, etc.
The ARM family for example (not cortex-m) has a processor state register for what you are running now (in the case of an interrupt or service call) and a second state register for where you came from, the state that was interrupted, when you do the proper return you give it the address and it switches back to that mode using the other register. You can directly access that register from the non-users modes so you can manipulate the state of the return. There is no return instruction in arm, just flavors of jump (modifications to the program counter), so it is a special kind of jump.
The short answer is that it is very specific to the processor as to what your choices are for jumping to the first time or returning to after a task switch to a running task in an application mode in a virtual address space. Either directly or indirectly the processor documentation will describe these modes and how you change them. If not explicitly described then you have to figure out on your own from the instructions and the mmu protections and such how to switch tasks.

How can I manually (programmatically) place objects in my multicore project?

I am developing a mutlicore project for our embedded architecture using the gnu toolchain. In this architecture, all independent cores share the same global flat memory space. Each core has its own internal memory, which is addressable from any other core through its global 32-bit address.
There is no OS implemented and we do low-level programming, but in C instead of assembly. Each core has its own executable, generated with a separate compilation. The current method we use for inter-core communication is through calculation of absolute addresses of objects in the destination core's data space. If we build the same code for all cores, then the objects are located by the linker in the same place, so accessing an object in a remote core is merely changing the high-order bits of the address of the object in the current core and making the transaction. Similar concept allows us to share objects that are located in the external DRAM.
Things start getting complicated when:
The code is not the same in the two cores, so objects may not be allocated in similar addresses,
We sometimes use a "host", which is another processor running some control code that requires access to objects in the cores, as well as shared objects in the external memory.
In order to overcome this problem, I am looking for an elegant way of placing variables in build time. I would like to avoid changing the linker script file as possible. However, it seems like in the C level, I could only control placement up to using a combination of the section attribute (which is too coarse) and the align attribute (which doesn't guarantee the exact place).
A possible hack is to use inline assembly to define the objects and explicitly place them (using the .org and .global keywords), but it seems somewhat ugly (and we did not yet actually test this idea...)
So, here's the questions:
Is there a semistandard way, or an elegant solution for manually placing objects in a C program?
Can I declare an "uber"-extarnel objects in my code and make the linker resolve their addresses using another project's executable?
This question describes a similar situation, but there the user references a pre-allocated resource (like a peripheral) whose address is known prior to build time.
Maybe you should try to use 'placement' tag from new operator. More exactly if you have already an allocated/shared memory you may create new objects on that. Please see: create objects in pre-allocated memory
You don't say exactly what sort of data you'll be sharing, but assuming it's mostly fixed-size statically allocated variables, I would place all the data in a single struct and share only that.
The key point here is that this struct must be shared code, even if the rest of the programs are not. It would be possible to append extra fields (perhaps with a version field so that the reader can interpret it correctly), but existing fields must not be removed or modifed. structs are already used as the interface between libraries everywhere, so their layout can be relied upon (although a little more care will be need in a heterogeneous environment, as long as the type sizes and alignments are the same you should be ok).
You can then share structs by either:
a) putting them in a special section and using the linker script to put that in a known location;
b) allocating the struct in static data, and placing a pointer to that at a known location, say in your assembly start-up files; or
c) as (b), but allocate the struct on the heap, and copy the pointer to the known pointer location at run-time. The has the advantage that the pointer can be pre-adjusted for external consumers, thus avoiding a certain amount of messing about.
Hope that helps
Response to question 1: no, there isn't.
As for the rest, it depends very much of the operating system you use. On our system at the time I was in embedded, we had only one processor's memory to handle (80186 and 68030 based), but had multi-tasking but from the same binary. Our tool chain was extended to handle the memory in a certain way.
The toolchain looked like that (on 80186):
Microsoft C 16bit or Borland-C
Linker linking to our specific crt.o which defined some special symbols and segments.
Microsoft linker, generating an exe and a map file with a MS-DOS address schema
A locator that adjusted the addresses in the executable and generated a flat binary
Address patcher.
An EPROM burner (later a Flash loader).
In our assembly we defined a symbol that was always at the beginning of data segment and we patched the binary with a hard coded value coming from the located map file. This allowed the library to use all the remaining memory as a heap.
In fact, if you haven't the controle on the locator (the elf loader on linux or the exe/dll loader in windows) you're screwed.
You're well off the beaten path here - don't expect anything 'standard' for any of this :)
This answer suggests a method of passing a list of raw addresses to the linker. When linking the external executable, generate a linker map file, then process it to produce this raw symbol table.
You could also try linking the entire program (all cores' programs) into a single executable. Use section definitions and a linker script to put each core's program into its internal memory address space; you can build each core's program separately, incrementally link it to a single .o file, then use objcopy to rename its sections to contain the core ID for the linker script, and rename (hide) private symbols if you're duplicating the same code across multiple cores. Finally, manually supply the start address for each core to your bootstrap code instead of using the normal start symbol.

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