"Binaries" could mean two different things in Lisp systems in general, not just Lisp Machines.
The first is what are called fasl files, or compiled files. These are a compiled representation of a lisp program file. What this means is that it contains the same objects (symbols, functions, and constants) as the source in a compiled form. Usually there is a map of the symbols that are used, and instructions to recreate the constants and functions when the fasl is loaded. Whether this is really a binary format is kind of irrelevant since all that matters is recreating the objects. You could just print out the compiled functions in octal, it would still be fasl.
The second is what is called a world or a band. That's a large file that contains an entire virtual memory image. For acceptable performance this does need to be a bit-for-bit copy of the memory in the machine at the time the world is saved. Some systems copy the world eagerly into memory and others use a lazy copy-on-write scheme. You can also build worlds that are incremental on other worlds, although only Symbolics seems to have done this.
If the above isn't clear enough, there is no relocation or linking involved in compiled files. Functions are visible by being bound in the environment, whether interpreted or compiled makes no difference.
The first is what are called fasl files, or compiled files. These are a compiled representation of a lisp program file. What this means is that it contains the same objects (symbols, functions, and constants) as the source in a compiled form. Usually there is a map of the symbols that are used, and instructions to recreate the constants and functions when the fasl is loaded. Whether this is really a binary format is kind of irrelevant since all that matters is recreating the objects. You could just print out the compiled functions in octal, it would still be fasl.
The second is what is called a world or a band. That's a large file that contains an entire virtual memory image. For acceptable performance this does need to be a bit-for-bit copy of the memory in the machine at the time the world is saved. Some systems copy the world eagerly into memory and others use a lazy copy-on-write scheme. You can also build worlds that are incremental on other worlds, although only Symbolics seems to have done this.
If the above isn't clear enough, there is no relocation or linking involved in compiled files. Functions are visible by being bound in the environment, whether interpreted or compiled makes no difference.