# Makefile to rebuild SM64 split image include util.mk # Dynos include dynos.mk # Default target default: all # Preprocessor definitions DEFINES := #==============================================================================# # Build Options # #==============================================================================# # These options can either be set by building with 'make SETTING=value'. # 'make clean' may be required first. # Build debug version DEBUG ?= 0 # Enable development/testing flags DEVELOPMENT ?= 0 # Build for the N64 (turn this off for ports) TARGET_N64 = 0 # Build and optimize for Raspberry Pi(s) TARGET_RPI ?= 0 # Build for Emscripten/WebGL TARGET_WEB ?= 0 # Makeflag to enable OSX fixes OSX_BUILD ?= 0 # Specify the target you are building for, TARGET_BITS=0 means native TARGET_ARCH ?= native TARGET_BITS ?= 0 # Enable immediate load by default IMMEDIATELOAD ?= 1 # Enable better camera by default BETTERCAMERA ?= 1 # Enable no drawing distance by default NODRAWINGDISTANCE ?= 1 # Disable texture fixes by default (helps with them purists) TEXTURE_FIX ?= 1 # Enable extended options menu by default EXT_OPTIONS_MENU ?= 1 # Disable text-based save-files by default TEXTSAVES ?= 0 # Load resources from external files EXTERNAL_DATA ?= 0 # Enable Discord Rich Presence (outdated, no longer supported) DISCORDRPC ?= 0 # Enable Discord Game SDK (used for Discord server hosting) DISCORD_SDK ?= 1 # Enable docker build workarounds DOCKERBUILD ?= 0 # Various workarounds for weird toolchains NO_BZERO_BCOPY ?= 0 NO_LDIV ?= 0 # Backend selection # Renderers: GL, GL_LEGACY, D3D11, D3D12, DUMMY RENDER_API ?= GL # Window managers: SDL1, SDL2, DXGI (forced if D3D11 or D3D12 in RENDER_API), DUMMY (forced if RENDER_API is DUMMY) WINDOW_API ?= SDL2 # Audio backends: SDL1, SDL2, DUMMY AUDIO_API ?= SDL2 # Controller backends (can have multiple, space separated): SDL2, SDL1 CONTROLLER_API ?= SDL2 # Misc settings for EXTERNAL_DATA BASEDIR ?= res BASEPACK ?= base.zip # Automatic settings for PC port(s) WINDOWS_BUILD ?= 0 WINDOWS_AUTO_BUILDER ?= 0 # COMPILER - selects the C compiler to use # gcc - uses the GNU C Compiler COMPILER = gcc $(eval $(call validate-option,COMPILER,ido gcc)) ifeq ($(WINDOWS_AUTO_BUILDER),1) export SHELL=sh.exe EXTRA_INCLUDES := ../include/1 ../include/2 ../include/3 ../include/4 EXTRA_CFLAGS := -Wno-expansion-to-defined EXTRA_CPP_INCLUDES := ../include/cpp EXTRA_CPP_FLAGS := -Wno-class-conversion -Wno-packed-not-aligned else EXTRA_INCLUDES ?= EXTRA_CFLAGS ?= EXTRA_CPP_INCLUDES ?= EXTRA_CPP_FLAGS ?= endif # Attempt to detect OS ifeq ($(OS),Windows_NT) HOST_OS ?= Windows else HOST_OS ?= $(shell uname -s 2>/dev/null || echo Unknown) # some weird MINGW/Cygwin env that doesn't define $OS ifneq (,$(findstring MINGW,HOST_OS)) HOST_OS := Windows endif endif ifeq ($(TARGET_WEB),0) ifeq ($(HOST_OS),Windows) WINDOWS_BUILD := 1 endif endif # MXE overrides ifeq ($(WINDOWS_BUILD),1) ifeq ($(CROSS),i686-w64-mingw32.static-) TARGET_ARCH = i386pe TARGET_BITS = 32 NO_BZERO_BCOPY := 1 else ifeq ($(CROSS),x86_64-w64-mingw32.static-) TARGET_ARCH = i386pe TARGET_BITS = 64 NO_BZERO_BCOPY := 1 endif endif ifneq ($(TARGET_BITS),0) BITS := -m$(TARGET_BITS) endif # Determine default windows target bits ifeq ($(WINDOWS_BUILD), 1) ifeq ($(TARGET_BITS), 0) CPU_TYPE := $(firstword $(subst -, ,$(shell $(CC) -dumpmachine))) ifeq ($(CPU_TYPE), x86_64) TARGET_BITS := 64 else ifeq ($(CPU_TYPE), i686) TARGET_BITS := 32 else ifeq ($(CPU_TYPE), mingw32) TARGET_BITS := 32 endif endif endif # VERSION - selects the version of the game to build # jp - builds the 1996 Japanese version # us - builds the 1996 North American version # eu - builds the 1997 PAL version # sh - builds the 1997 Japanese Shindou version, with rumble pak support VERSION ?= us $(eval $(call validate-option,VERSION,jp us eu sh)) # Graphics microcode used GRUCODE ?= f3dex2e ifeq ($(VERSION),jp) DEFINES += VERSION_JP=1 OPT_FLAGS := -g #GRUCODE ?= f3d_old VERSION_JP_US ?= true else ifeq ($(VERSION),us) DEFINES += VERSION_US=1 OPT_FLAGS := -g #GRUCODE ?= f3d_old VERSION_JP_US ?= true else ifeq ($(VERSION),eu) DEFINES += VERSION_EU=1 OPT_FLAGS := -O2 #GRUCODE ?= f3d_new VERSION_JP_US ?= false else ifeq ($(VERSION),sh) DEFINES += VERSION_SH=1 OPT_FLAGS := -O2 #GRUCODE ?= f3d_new VERSION_JP_US ?= false endif ifeq ($(TARGET_WEB),1) OPT_FLAGS := -O2 -g4 --source-map-base http://localhost:8080/ endif ifeq ($(TARGET_RPI),1) machine = $(shell sh -c 'uname -m 2>/dev/null || echo unknown') # Raspberry Pi B+, Zero, etc ifneq (,$(findstring armv6l,$(machine))) OPT_FLAGS := -march=armv6zk+fp -mfpu=vfp -Ofast endif # Raspberry Pi 2 and 3 in ARM 32bit mode ifneq (,$(findstring armv7l,$(machine))) model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown') ifneq (,$(findstring 3,$(model))) OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -mfpu=neon-fp-armv8 -O3 else OPT_FLAGS := -march=armv7-a -mtune=cortex-a7 -mfpu=neon-vfpv4 -O3 endif endif # RPi3 or RPi4, in ARM64 (aarch64) mode. NEEDS TESTING 32BIT. # DO NOT pass -mfpu stuff here, thats for 32bit ARM only and will fail for 64bit ARM. ifneq (,$(findstring aarch64,$(machine))) model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown') ifneq (,$(findstring 3,$(model))) OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -O3 else ifneq (,$(findstring 4,$(model))) OPT_FLAGS := -march=armv8-a+crc+simd -mtune=cortex-a72 -O3 endif endif endif # Set BITS (32/64) to compile for OPT_FLAGS += $(BITS) TARGET := sm64.$(VERSION) # Stuff for showing the git hash in the intro on nightly builds # From https://stackoverflow.com/questions/44038428/include-git-commit-hash-and-or-branch-name-in-c-c-source #ifeq ($(shell git rev-parse --abbrev-ref HEAD),nightly) # GIT_HASH=`git rev-parse --short HEAD` # COMPILE_TIME=`date -u +'%Y-%m-%d %H:%M:%S UTC'` # DEFINES += -DNIGHTLY -DGIT_HASH="\"$(GIT_HASH)\"" -DCOMPILE_TIME="\"$(COMPILE_TIME)\"" #endif # GRUCODE - selects which RSP microcode to use. # f3d_old - default for JP and US versions # f3d_new - default for EU and Shindou versions # f3dex - # f3dex2 - # f3dex2e - # f3dzex - newer, experimental microcode used in Animal Crossing $(eval $(call validate-option,GRUCODE,f3d_old f3dex f3dex2 f3dex2e f3d_new f3dzex)) ifeq ($(GRUCODE),f3d_old) DEFINES += F3D_OLD=1 else ifeq ($(GRUCODE),f3d_new) # Fast3D 2.0H DEFINES += F3D_NEW=1 else ifeq ($(GRUCODE),f3dex) # Fast3DEX DEFINES += F3DEX_GBI=1 F3DEX_GBI_SHARED=1 else ifeq ($(GRUCODE), f3dex2) # Fast3DEX2 DEFINES += F3DEX_GBI_2=1 F3DEX_GBI_SHARED=1 else ifeq ($(GRUCODE), f3dex2e) # Fast3DEX2 Extended (PC default) DEFINES += F3DEX_GBI_2E=1 F3DEX_GBI_SHARED=1 else ifeq ($(GRUCODE),f3dzex) # Fast3DZEX (2.0J / Animal Forest - Dōbutsu no Mori) $(warning Fast3DZEX is experimental. Try at your own risk.) DEFINES += F3DZEX_GBI_2=1 F3DEX_GBI_2=1 F3DEX_GBI_SHARED=1 endif # Check for certain target types. ifeq ($(TARGET_RPI),1) # Define RPi to change SDL2 title & GLES2 hints DEFINES += USE_GLES=1 endif ifeq ($(OSX_BUILD),1) # Modify GFX & SDL2 for OSX GL DEFINES += OSX_BUILD=1 endif ifeq ($(TARGET_WEB),1) DEFINES := $(DEFINES) -DTARGET_WEB -DUSE_GLES endif # Check backends ifneq (,$(filter $(RENDER_API),D3D11 D3D12)) ifneq ($(WINDOWS_BUILD),1) $(error DirectX is only supported on Windows) endif ifneq ($(WINDOW_API),DXGI) $(warning DirectX renderers require DXGI, forcing WINDOW_API value) WINDOW_API := DXGI endif else ifeq ($(WINDOW_API),DXGI) $(error DXGI can only be used with DirectX renderers) endif ifneq ($(WINDOW_API),DUMMY) ifeq ($(RENDER_API),DUMMY) $(warning Dummy renderer requires dummy window API, forcing WINDOW_API value) WINDOW_API := DUMMY endif else ifneq ($(RENDER_API),DUMMY) $(warning Dummy window API requires dummy renderer, forcing RENDER_API value) RENDER_API := DUMMY endif endif endif # NON_MATCHING - whether to build a matching, identical copy of the ROM # 1 - enable some alternate, more portable code that does not produce a matching ROM # 0 - build a matching ROM NON_MATCHING ?= 0 $(eval $(call validate-option,NON_MATCHING,0 1)) ifeq ($(TARGET_N64),0) NON_MATCHING := 1 endif ifeq ($(NON_MATCHING),1) DEFINES += NON_MATCHING=1 AVOID_UB=1 COMPARE := 0 endif # COMPARE - whether to verify the SHA-1 hash of the ROM after building # 1 - verifies the SHA-1 hash of the selected version of the game # 0 - does not verify the hash COMPARE ?= 1 $(eval $(call validate-option,COMPARE,0 1)) TARGET_STRING := sm64.$(VERSION).$(GRUCODE) # If non-default settings were chosen, disable COMPARE ifeq ($(filter $(TARGET_STRING), sm64.jp.f3d_old sm64.us.f3d_old sm64.eu.f3d_new sm64.sh.f3d_new),) COMPARE := 0 endif # Whether to hide commands or not VERBOSE ?= 0 ifeq ($(VERBOSE),0) V := @ endif # Whether to colorize build messages COLOR ?= 1 # display selected options unless 'make clean' or 'make distclean' is run ifeq ($(filter clean distclean,$(MAKECMDGOALS)),) $(info ==== Build Options ====) $(info Version: $(VERSION)) $(info Microcode: $(GRUCODE)) $(info Target: $(TARGET)) ifeq ($(COMPARE),1) $(info Compare ROM: yes) else $(info Compare ROM: no) endif ifeq ($(NON_MATCHING),1) $(info Build Matching: no) else $(info Build Matching: yes) endif $(info =======================) endif #==============================================================================# # Universal Dependencies # #==============================================================================# TOOLS_DIR := tools # (This is a bit hacky, but a lot of rules implicitly depend # on tools and assets, and we use directory globs further down # in the makefile that we want should cover assets.) PYTHON := python3 ifeq ($(filter clean distclean print-%,$(MAKECMDGOALS)),) # Make sure assets exist NOEXTRACT ?= 0 ifeq ($(NOEXTRACT),0) DUMMY != $(PYTHON) extract_assets.py $(VERSION) >&2 || echo FAIL ifeq ($(DUMMY),FAIL) $(error Failed to extract assets) endif endif # Make tools if out of date $(info Building tools...) #DUMMY != $(MAKE) -s -C $(TOOLS_DIR) $(if $(filter-out ido0,$(COMPILER)$(USE_QEMU_IRIX)),all-except-recomp,) >&2 || echo FAIL DUMMY != $(MAKE) -C $(TOOLS_DIR) >&2 || echo FAIL ifeq ($(DUMMY),FAIL) $(error Failed to build tools) endif $(info Building Game...) endif #==============================================================================# # Extra Source Files # #==============================================================================# # Luigi and wario sounds don't work on 32-bit right now # And the audio code is so terrible I don't care enough to figure it out at the moment ifeq ($(TARGET_BITS), 32) _ := $(shell rm -rf sound/samples/sfx_custom_luigi/*.aiff) _ := $(shell rm -rf sound/samples/sfx_custom_luigi_peach/*.aiff) _ := $(shell rm -rf sound/samples/sfx_custom_wario/*.aiff) _ := $(shell rm -rf sound/samples/sfx_custom_wario_peach/*.aiff) endif # Copy missing character sounds from mario sound banks _ := $(shell $(PYTHON) $(TOOLS_DIR)/copy_mario_sounds.py) #==============================================================================# # Target Executable and Sources # #==============================================================================# BUILD_DIR_BASE := build # BUILD_DIR is the location where all build artifacts are placed ifeq ($(TARGET_WEB),1) BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_web else BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_pc endif ifeq ($(TARGET_WEB),1) EXE := $(BUILD_DIR)/$(TARGET_STRING).html else ifeq ($(WINDOWS_BUILD),1) EXE := $(BUILD_DIR)/$(TARGET_STRING).exe else # Linux builds/binary namer ifeq ($(TARGET_RPI),1) EXE := $(BUILD_DIR)/$(TARGET_STRING).arm else EXE := $(BUILD_DIR)/$(TARGET_STRING) endif endif endif ELF := $(BUILD_DIR)/$(TARGET).elf LIBULTRA := $(BUILD_DIR)/libultra.a LD_SCRIPT := sm64.ld MIO0_DIR := $(BUILD_DIR)/bin SOUND_BIN_DIR := $(BUILD_DIR)/sound TEXTURE_DIR := textures ACTOR_DIR := actors LEVEL_DIRS := $(patsubst levels/%,%,$(dir $(wildcard levels/*/header.h))) # Directories containing source files SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets asm lib sound BIN_DIRS := bin bin/$(VERSION) # PC files SRC_DIRS += src/pc src/pc/gfx src/pc/audio src/pc/controller src/pc/fs src/pc/fs/packtypes src/pc/mods src/pc/network src/pc/network/packets src/pc/network/socket src/pc/utils src/pc/djui src/pc/lua src/pc/lua/utils #ifeq ($(DISCORDRPC),1) # SRC_DIRS += src/pc/discord #endif ifeq ($(DISCORD_SDK),1) SRC_DIRS += src/pc/network/discord endif ULTRA_SRC_DIRS := lib/src lib/src/math lib/asm lib/data ULTRA_BIN_DIRS := lib/bin GODDARD_SRC_DIRS := src/goddard src/goddard/dynlists # File dependencies and variables for specific files include Makefile.split # Source code files LEVEL_C_FILES := $(wildcard levels/*/leveldata.c) $(wildcard levels/*/script.c) $(wildcard levels/*/geo.c) C_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.c)) $(LEVEL_C_FILES) CPP_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.cpp)) S_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.s)) ULTRA_C_FILES := $(foreach dir,$(ULTRA_SRC_DIRS),$(wildcard $(dir)/*.c)) GODDARD_C_FILES := $(foreach dir,$(GODDARD_SRC_DIRS),$(wildcard $(dir)/*.c)) ULTRA_S_FILES := $(foreach dir,$(ULTRA_SRC_DIRS),$(wildcard $(dir)/*.s)) GENERATED_C_FILES := $(BUILD_DIR)/assets/mario_anim_data.c $(BUILD_DIR)/assets/demo_data.c ifeq ($(TARGET_N64),0) GENERATED_C_FILES += $(addprefix $(BUILD_DIR)/bin/,$(addsuffix _skybox.c,$(notdir $(basename $(wildcard textures/skyboxes/*.png))))) endif # "If we're N64, use the above" ifeq ($(TARGET_N64),0) ULTRA_C_FILES := \ alBnkfNew.c \ guLookAtRef.c \ guMtxF2L.c \ guNormalize.c \ guOrthoF.c \ guPerspectiveF.c \ guRotateF.c \ guScaleF.c \ guTranslateF.c \ ldiv.c C_FILES := $(filter-out src/game/main.c,$(C_FILES)) ULTRA_C_FILES := $(addprefix lib/src/,$(ULTRA_C_FILES)) endif # Sound files SOUND_BANK_FILES := $(wildcard sound/sound_banks/*.json) SOUND_SAMPLE_DIRS := $(wildcard sound/samples/*) SOUND_SAMPLE_AIFFS := $(foreach dir,$(SOUND_SAMPLE_DIRS),$(wildcard $(dir)/*.aiff)) SOUND_SAMPLE_TABLES := $(foreach file,$(SOUND_SAMPLE_AIFFS),$(BUILD_DIR)/$(file:.aiff=.table)) SOUND_SAMPLE_AIFCS := $(foreach file,$(SOUND_SAMPLE_AIFFS),$(BUILD_DIR)/$(file:.aiff=.aifc)) SOUND_SEQUENCE_DIRS := sound/sequences sound/sequences/$(VERSION) # all .m64 files in SOUND_SEQUENCE_DIRS, plus all .m64 files that are generated from .s files in SOUND_SEQUENCE_DIRS SOUND_SEQUENCE_FILES := \ $(foreach dir,$(SOUND_SEQUENCE_DIRS),\ $(wildcard $(dir)/*.m64) \ $(foreach file,$(wildcard $(dir)/*.s),$(BUILD_DIR)/$(file:.s=.m64)) \ ) # Object files O_FILES := $(foreach file,$(C_FILES),$(BUILD_DIR)/$(file:.c=.o)) \ $(foreach file,$(CPP_FILES),$(BUILD_DIR)/$(file:.cpp=.o)) \ $(foreach file,$(S_FILES),$(BUILD_DIR)/$(file:.s=.o)) \ $(foreach file,$(GENERATED_C_FILES),$(file:.c=.o)) ULTRA_O_FILES := $(foreach file,$(ULTRA_S_FILES),$(BUILD_DIR)/$(file:.s=.o)) \ $(foreach file,$(ULTRA_C_FILES),$(BUILD_DIR)/$(file:.c=.o)) GODDARD_O_FILES := $(foreach file,$(GODDARD_C_FILES),$(BUILD_DIR)/$(file:.c=.o)) RPC_LIBS := #ifeq ($(DISCORDRPC),1) # ifeq ($(WINDOWS_BUILD),1) # RPC_LIBS := lib/discord/libdiscord-rpc.dll # else ifeq ($(OSX_BUILD),1) # # needs testing # RPC_LIBS := lib/discord/libdiscord-rpc.dylib # else # RPC_LIBS := lib/discord/libdiscord-rpc.so # endif #endif DISCORD_SDK_LIBS := ifeq ($(DISCORD_SDK), 1) ifeq ($(WINDOWS_BUILD),1) ifeq ($(TARGET_BITS), 32) DISCORD_SDK_LIBS := lib/discordsdk/x86/discord_game_sdk.dll else DISCORD_SDK_LIBS := lib/discordsdk/discord_game_sdk.dll endif else ifeq ($(OSX_BUILD),1) # needs testing # HACKY! Instead of figuring out all of the dynamic library linking madness... # I copied the library and gave it two names. # This really shouldn't be required, but I got tired of trying to do it the "right way" DISCORD_SDK_LIBS := lib/discordsdk/discord_game_sdk.dylib lib/discordsdk/libdiscord_game_sdk.dylib else DISCORD_SDK_LIBS := lib/discordsdk/libdiscord_game_sdk.so endif endif MOD_DIR := mods # Automatic dependency files DEP_FILES := $(O_FILES:.o=.d) $(ULTRA_O_FILES:.o=.d) $(GODDARD_O_FILES:.o=.d) $(BUILD_DIR)/$(LD_SCRIPT).d # Segment elf files SEG_FILES := $(SEGMENT_ELF_FILES) $(ACTOR_ELF_FILES) $(LEVEL_ELF_FILES) # Files with GLOBAL_ASM blocks ifeq ($(NON_MATCHING),0) ifeq ($(VERSION),sh) GLOBAL_ASM_C_FILES != grep -rl 'GLOBAL_ASM(' $(wildcard src/**/*.c) $(wildcard lib/src/*.c) else GLOBAL_ASM_C_FILES != grep -rl 'GLOBAL_ASM(' $(wildcard src/**/*.c) endif GLOBAL_ASM_O_FILES = $(foreach file,$(GLOBAL_ASM_C_FILES),$(BUILD_DIR)/$(file:.c=.o)) GLOBAL_ASM_DEP = $(BUILD_DIR)/src/audio/non_matching_dep endif #==============================================================================# # Compiler Options # #==============================================================================# AS := $(CROSS)as ifeq ($(OSX_BUILD),1) AS := i686-w64-mingw32-as endif ifeq ($(COMPILER),gcc) CC := $(CROSS)gcc CXX := $(CROSS)g++ else ifeq ($(TARGET_WEB),1) # As in, web PC port CC := emcc CXX := emcc else ifeq ($(USE_QEMU_IRIX),1) IRIX_ROOT := $(TOOLS_DIR)/ido5.3_compiler CC := $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/bin/cc ACPP := $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/lib/acpp COPT := $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/lib/copt else IDO_ROOT := $(TOOLS_DIR)/ido5.3_recomp CC := $(IDO_ROOT)/cc ACPP := $(IDO_ROOT)/acpp COPT := $(IDO_ROOT)/copt endif endif ifeq ($(WINDOWS_BUILD),1) # fixes compilation in MXE on Linux and WSL CPP := cpp -P OBJCOPY := objcopy OBJDUMP := $(CROSS)objdump else ifeq ($(OSX_BUILD),1) CPP := cpp-9 -P OBJDUMP := i686-w64-mingw32-objdump OBJCOPY := i686-w64-mingw32-objcopy else ifeq ($(TARGET_N64),0) # Linux & other builds CPP := $(CROSS)cpp -P OBJCOPY := $(CROSS)objcopy OBJDUMP := $(CROSS)objdump else # Prefer gcc's cpp if installed on the system ifneq (,$(call find-command,cpp-10)) CPP := cpp-10 else CPP := cpp endif OBJDUMP := $(CROSS)objdump OBJCOPY := $(CROSS)objcopy endif # thank you apple very cool ifeq ($(HOST_OS),Darwin) CP := gcp else CP := cp endif #ifeq ($(DISCORDRPC),1) ifeq ($(DISCORD_SDK),1) LD := $(CXX) else ifeq ($(WINDOWS_BUILD),1) ifeq ($(CROSS),i686-w64-mingw32.static-) # fixes compilation in MXE on Linux and WSL LD := $(CC) else ifeq ($(CROSS),x86_64-w64-mingw32.static-) LD := $(CC) else LD := $(CXX) endif else LD := $(CROSS)ld endif AR := $(CROSS)ar ifeq ($(TARGET_N64),1) TARGET_CFLAGS := -nostdinc -DTARGET_N64 -D_LANGUAGE_C CC_CFLAGS := -fno-builtin else TARGET_CFLAGS := -D_LANGUAGE_C endif INCLUDE_DIRS := include $(BUILD_DIR) $(BUILD_DIR)/include src . ifeq ($(TARGET_N64),1) INCLUDE_DIRS += include/libc else INCLUDE_DIRS += sound lib/lua/include $(EXTRA_INCLUDES) endif # Connfigure backend flags SDLCONFIG := $(CROSS)sdl2-config BACKEND_CFLAGS := -DRAPI_$(RENDER_API)=1 -DWAPI_$(WINDOW_API)=1 -DAAPI_$(AUDIO_API)=1 # can have multiple controller APIs BACKEND_CFLAGS += $(foreach capi,$(CONTROLLER_API),-DCAPI_$(capi)=1) BACKEND_LDFLAG0S := SDL1_USED := 0 SDL2_USED := 0 # suppress warnings BACKEND_CFLAGS += -Wno-format-security -Wno-trigraphs BACKEND_CFLAGS += $(EXTRA_CFLAGS) # for now, it's either SDL+GL or DXGI+DirectX, so choose based on WAPI ifeq ($(WINDOW_API),DXGI) DXBITS := `cat $(ENDIAN_BITWIDTH) | tr ' ' '\n' | tail -1` ifeq ($(RENDER_API),D3D12) BACKEND_CFLAGS += -Iinclude/dxsdk endif BACKEND_LDFLAGS += -ld3dcompiler -ldxgi -ldxguid BACKEND_LDFLAGS += -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -static else ifeq ($(findstring SDL,$(WINDOW_API)),SDL) ifeq ($(WINDOWS_BUILD),1) BACKEND_LDFLAGS += -lglew32 -lglu32 -lopengl32 else ifeq ($(TARGET_RPI),1) BACKEND_LDFLAGS += -lGLESv2 else ifeq ($(OSX_BUILD),1) BACKEND_LDFLAGS += -framework OpenGL `pkg-config --libs glew` EXTRA_CPP_FLAGS += -stdlib=libc++ -std=c++0x else BACKEND_LDFLAGS += -lGL endif endif ifneq (,$(findstring SDL2,$(AUDIO_API)$(WINDOW_API)$(CONTROLLER_API))) SDL2_USED := 1 endif ifneq (,$(findstring SDL1,$(AUDIO_API)$(WINDOW_API)$(CONTROLLER_API))) SDL1_USED := 1 endif ifeq ($(SDL1_USED)$(SDL2_USED),11) $(error Cannot link both SDL1 and SDL2 at the same time) endif # SDL can be used by different systems, so we consolidate all of that shit into this ifeq ($(SDL2_USED),1) SDLCONFIG := $(CROSS)sdl2-config BACKEND_CFLAGS += -DHAVE_SDL2=1 else ifeq ($(SDL1_USED),1) SDLCONFIG := $(CROSS)sdl-config BACKEND_CFLAGS += -DHAVE_SDL1=1 endif ifneq ($(SDL1_USED)$(SDL2_USED),00) ifeq ($(OSX_BUILD),1) # on OSX at least the homebrew version of sdl-config gives include path as `.../include/SDL2` instead of `.../include` OSX_PREFIX := $(shell $(SDLCONFIG) --prefix) BACKEND_CFLAGS += -I$(OSX_PREFIX)/include $(shell $(SDLCONFIG) --cflags) else BACKEND_CFLAGS += `$(SDLCONFIG) --cflags` endif ifeq ($(WINDOWS_BUILD),1) BACKEND_LDFLAGS += `$(SDLCONFIG) --static-libs` -lsetupapi -luser32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion else BACKEND_LDFLAGS += `$(SDLCONFIG) --libs` endif endif C_DEFINES := $(foreach d,$(DEFINES),-D$(d)) DEF_INC_CFLAGS := $(foreach i,$(INCLUDE_DIRS),-I$(i)) $(C_DEFINES) # Check code syntax with host compiler CC_CHECK := $(CC) ifeq ($(WINDOWS_BUILD),1) CC_CHECK_CFLAGS := -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(DEF_INC_CFLAGS) -Wall -Wextra $(TARGET_CFLAGS) -DWINSOCK CFLAGS := $(OPT_FLAGS) $(DEF_INC_CFLAGS) $(BACKEND_CFLAGS) $(TARGET_CFLAGS) -fno-strict-aliasing -fwrapv -DWINSOCK ifeq ($(TARGET_BITS), 32) BACKEND_LDFLAGS += -ldbghelp endif else ifeq ($(TARGET_WEB),1) CC_CHECK_CFLAGS := -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(DEF_INC_CFLAGS) -Wall -Wextra -Wno-format-security $(TARGET_CFLAGS) -s USE_SDL=2 CFLAGS := $(OPT_FLAGS) $(DEF_INC_CFLAGS) $(BACKEND_CFLAGS) $(TARGET_CFLAGS) -fno-strict-aliasing -fwrapv -s USE_SDL=2 else ifeq ($(TARGET_N64),0) # Linux / Other builds below CC_CHECK_CFLAGS := -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(DEF_INC_CFLAGS) -Wall -Wextra $(TARGET_CFLAGS) CFLAGS := $(OPT_FLAGS) $(DEF_INC_CFLAGS) $(BACKEND_CFLAGS) $(TARGET_CFLAGS) -fno-strict-aliasing -fwrapv else # C compiler options for N64 CC_CHECK_CFLAGS := -fsyntax-only -fsigned-char $(CC_CFLAGS) $(TARGET_CFLAGS) -std=gnu90 -Wall -Wextra -Wno-main -DNON_MATCHING -DAVOID_UB $(DEF_INC_CFLAGS) CFLAGS = -G 0 $(OPT_FLAGS) $(TARGET_CFLAGS) $(MIPSISET) $(DEF_INC_CFLAGS) ifeq ($(COMPILER),gcc) CFLAGS += -mno-shared -march=vr4300 -mfix4300 -mabi=32 -mhard-float -mdivide-breaks -fno-stack-protector -fno-common -fno-zero-initialized-in-bss -fno-PIC -mno-abicalls -fno-strict-aliasing -fno-inline-functions -ffreestanding -fwrapv -Wall -Wextra else CFLAGS += -non_shared -Wab,-r4300_mul -Xcpluscomm -Xfullwarn -signed -32 endif endif ifeq ($(TARGET_N64),1) ASFLAGS := -march=vr4300 -mabi=32 $(foreach i,$(INCLUDE_DIRS),-I$(i)) $(foreach d,$(DEFINES),--defsym $(d)) RSPASMFLAGS := $(foreach d,$(DEFINES),-definelabel $(subst =, ,$(d))) else ASFLAGS := $(foreach i,$(INCLUDE_DIRS),-I$(i)) $(foreach d,$(DEFINES),--defsym $(d)) RSPASMFLAGS := endif # C preprocessor flags CPPFLAGS := -P -Wno-trigraphs $(DEF_INC_CFLAGS) ifeq ($(TARGET_N64),1) ifeq ($(shell getconf LONG_BIT), 32) # Work around memory allocation bug in QEMU export QEMU_GUEST_BASE := 1 else # Ensure that gcc treats the code as 32-bit CC_CHECK_CFLAGS += -m32 endif endif ifeq ($(TARGET_WEB),1) LDFLAGS := -lm -lGL -lSDL2 -no-pie -s TOTAL_MEMORY=20MB -g4 --source-map-base http://localhost:8080/ -s "EXTRA_EXPORTED_RUNTIME_METHODS=['callMain']" else ifeq ($(WINDOWS_BUILD),1) LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -Llib -lpthread $(BACKEND_LDFLAGS) -static ifeq ($(CROSS),) LDFLAGS += -no-pie endif ifeq ($(WINDOWS_CONSOLE),1) LDFLAGS += -mconsole endif else ifeq ($(TARGET_RPI),1) LDFLAGS := $(OPT_FLAGS) -lm $(BACKEND_LDFLAGS) -no-pie else ifeq ($(OSX_BUILD),1) LDFLAGS := -lm $(BACKEND_LDFLAGS) -lpthread else LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -lm $(BACKEND_LDFLAGS) -no-pie -lpthread # ifeq ($(DISCORDRPC),1) # LDFLAGS += -ldl -Wl,-rpath . # endif endif # Coop specific libraries # Lua ifeq ($(WINDOWS_BUILD),1) ifeq ($(TARGET_BITS), 32) LDFLAGS += -Llib/lua/win32 -l:liblua53.a else LDFLAGS += -Llib/lua/win64 -l:liblua53.a endif else ifeq ($(OSX_BUILD),1) LDFLAGS += -L./lib/lua/mac/ -l lua53 else LDFLAGS += -Llib/lua/linux -l:liblua53.a endif # Network ifeq ($(WINDOWS_BUILD),1) LDFLAGS += -L"ws2_32" -lwsock32 ifeq ($(DISCORD_SDK),1) LDFLAGS += -Wl,-Bdynamic -L./lib/discordsdk/ -ldiscord_game_sdk -Wl,-Bstatic endif else ifeq ($(DISCORD_SDK),1) LDFLAGS += -ldiscord_game_sdk -Wl,-rpath . -Wl,-rpath lib/discordsdk endif endif # Prevent a crash with -sopt export LANG := C #==============================================================================# # Extra CC Flags # #==============================================================================# # Identify that this is a coop build so that one patch can be applied to EX # and/or COOP. They can choose to ifdef entity synchronization out. CC_CHECK_CFLAGS += -DCOOP CFLAGS += -DCOOP # Enforce -Werror in strict mode ifeq ($(STRICT),1) CC_CHECK_CFLAGS += -Werror CFLAGS += -Werror endif # Check for debug option ifeq ($(DEBUG),1) CC_CHECK_CFLAGS += -DDEBUG CFLAGS += -DDEBUG endif # Check for enhancement options # Check for immediate load option ifeq ($(IMMEDIATELOAD),1) CC_CHECK_CFLAGS += -DIMMEDIATELOAD CFLAGS += -DIMMEDIATELOAD endif # Check for docker build workaround option ifeq ($(DOCKERBUILD),1) CC_CHECK_CFLAGS += -DDOCKERBUILD CFLAGS += -DDOCKERBUILD endif # Check for Puppycam option ifeq ($(BETTERCAMERA),1) CC_CHECK_CFLAGS += -DBETTERCAMERA CFLAGS += -DBETTERCAMERA EXT_OPTIONS_MENU := 1 endif #ifeq ($(TEXTSAVES),1) # CC_CHECK_CFLAGS += -DTEXTSAVES # CFLAGS += -DTEXTSAVES #endif # Check for no drawing distance option #ifeq ($(NODRAWINGDISTANCE),1) CC_CHECK_CFLAGS += -DNODRAWINGDISTANCE CFLAGS += -DNODRAWINGDISTANCE #endif # Check for Discord Rich Presence option #ifeq ($(DISCORDRPC),1) # CC_CHECK_CFLAGS += -DDISCORDRPC # CFLAGS += -DDISCORDRPC #endif # Check for Discord SDK option ifeq ($(DISCORD_SDK),1) CC_CHECK_CFLAGS += -DDISCORD_SDK CFLAGS += -DDISCORD_SDK endif # Check for development option ifeq ($(DEVELOPMENT),1) CC_CHECK_CFLAGS += -DDEVELOPMENT CFLAGS += -DDEVELOPMENT endif # Check for texture fix option ifeq ($(TEXTURE_FIX),1) CC_CHECK_CFLAGS += -DTEXTURE_FIX CFLAGS += -DTEXTURE_FIX endif # Check for extended options menu option ifeq ($(EXT_OPTIONS_MENU),1) CC_CHECK_CFLAGS += -DEXT_OPTIONS_MENU CFLAGS += -DEXT_OPTIONS_MENU endif # Check for no bzero/bcopy workaround option ifeq ($(NO_BZERO_BCOPY),1) CC_CHECK_CFLAGS += -DNO_BZERO_BCOPY CFLAGS += -DNO_BZERO_BCOPY endif # Use internal ldiv()/lldiv() ifeq ($(NO_LDIV),1) CC_CHECK_CFLAGS += -DNO_LDIV CFLAGS += -DNO_LDIV endif # Use OpenGL 1.3 ifeq ($(LEGACY_GL),1) CC_CHECK_CFLAGS += -DLEGACY_GL CFLAGS += -DLEGACY_GL endif # Load external textures ifeq ($(EXTERNAL_DATA),1) CC_CHECK_CFLAGS += -DEXTERNAL_DATA -DFS_BASEDIR="\"$(BASEDIR)\"" CFLAGS += -DEXTERNAL_DATA -DFS_BASEDIR="\"$(BASEDIR)\"" # tell skyconv to write names instead of actual texture data and save the split tiles so we can use them later SKYTILE_DIR := $(BUILD_DIR)/textures/skybox_tiles SKYCONV_ARGS := --store-names --write-tiles "$(SKYTILE_DIR)" $(shell mkdir -p $(SKYTILE_DIR)) endif #==============================================================================# # Miscellaneous Tools # #==============================================================================# # N64 tools MIO0TOOL := $(TOOLS_DIR)/mio0 N64CKSUM := $(TOOLS_DIR)/n64cksum N64GRAPHICS := $(TOOLS_DIR)/n64graphics N64GRAPHICS_CI := $(TOOLS_DIR)/n64graphics_ci TEXTCONV := $(TOOLS_DIR)/textconv AIFF_EXTRACT_CODEBOOK := $(TOOLS_DIR)/aiff_extract_codebook VADPCM_ENC := $(TOOLS_DIR)/vadpcm_enc EXTRACT_DATA_FOR_MIO := $(TOOLS_DIR)/extract_data_for_mio SKYCONV := $(TOOLS_DIR)/skyconv # Use the system installed armips if available. Otherwise use the one provided with this repository. ifneq (,$(call find-command,armips)) RSPASM := armips else RSPASM := $(TOOLS_DIR)/armips endif ENDIAN_BITWIDTH := $(BUILD_DIR)/endian-and-bitwidth EMULATOR = mupen64plus EMU_FLAGS = --noosd LOADER = loader64 LOADER_FLAGS = -vwf SHA1SUM = sha1sum PRINT = printf ifeq ($(COLOR),1) NO_COL := \033[0m RED := \033[0;31m GREEN := \033[0;32m BLUE := \033[0;34m YELLOW := \033[0;33m BLINK := \033[33;5m endif # Use Objcopy instead of extract_data_for_mio ifeq ($(COMPILER),gcc) EXTRACT_DATA_FOR_MIO := $(OBJCOPY) -O binary --only-section=.data endif # Common build print status function define print @$(PRINT) "$(GREEN)$(1) $(YELLOW)$(2)$(GREEN) -> $(BLUE)$(3)$(NO_COL)\n" endef #==============================================================================# # Main Targets # #==============================================================================# ifeq ($(EXTERNAL_DATA),1) BASEPACK_PATH := $(BUILD_DIR)/$(BASEDIR)/$(BASEPACK) BASEPACK_LST := $(BUILD_DIR)/basepack.lst # depend on resources as well all: $(BASEPACK_PATH) # phony target for building resources res: $(BASEPACK_PATH) # prepares the basepack.lst $(BASEPACK_LST): $(EXE) @$(PRINT) "$(GREEN)Making basepack list.$(NO_COL)\n" @mkdir -p $(BUILD_DIR)/$(BASEDIR) @echo -n > $(BASEPACK_LST) @echo "$(BUILD_DIR)/sound/bank_sets sound/bank_sets" >> $(BASEPACK_LST) @echo "$(BUILD_DIR)/sound/sequences.bin sound/sequences.bin" >> $(BASEPACK_LST) @echo "$(BUILD_DIR)/sound/sound_data.ctl sound/sound_data.ctl" >> $(BASEPACK_LST) @echo "$(BUILD_DIR)/sound/sound_data.tbl sound/sound_data.tbl" >> $(BASEPACK_LST) @$(foreach f, $(wildcard $(SKYTILE_DIR)/*), echo $(f) gfx/$(f:$(BUILD_DIR)/%=%) >> $(BASEPACK_LST);) @find actors -name \*.png -exec echo "{} gfx/{}" >> $(BASEPACK_LST) \; @find levels -name \*.png -exec echo "{} gfx/{}" >> $(BASEPACK_LST) \; @find textures -name \*.png -exec echo "{} gfx/{}" >> $(BASEPACK_LST) \; # prepares the resource ZIP with base data $(BASEPACK_PATH): $(BASEPACK_LST) @$(PRINT) "$(GREEN)Packing basepack zip file.$(NO_COL)\n" $(V)$(PYTHON) $(TOOLS_DIR)/mkzip.py $(BASEPACK_LST) $(BASEPACK_PATH) endif #all: $(ROM) all: $(EXE) ifeq ($(WINDOWS_BUILD),1) exemap: $(EXE) $(V)$(OBJDUMP) -t $(EXE) > $(BUILD_DIR)/coop.map all: exemap endif ifeq ($(COMPARE),1) @$(PRINT) "$(GREEN)Checking if ROM matches.. $(NO_COL)\n" @$(SHA1SUM) --quiet -c $(TARGET).sha1 && $(PRINT) "$(TARGET): $(GREEN)OK$(NO_COL)\n" || ($(PRINT) "$(YELLOW)Building the ROM file has succeeded, but does not match the original ROM.\nThis is expected, and not an error, if you are making modifications.\nTo silence this message, use 'make COMPARE=0.' $(NO_COL)\n" && false) endif clean: $(RM) -r $(BUILD_DIR_BASE) cleantools: $(MAKE) -s -C $(TOOLS_DIR) clean distclean: clean $(PYTHON) extract_assets.py --clean cleantools test: $(ROM) $(EMULATOR) $(EMU_FLAGS) $< load: $(ROM) $(LOADER) $(LOADER_FLAGS) $< libultra: $(BUILD_DIR)/libultra.a $(BUILD_DIR)/$(RPC_LIBS): @$(CP) -f $(RPC_LIBS) $(BUILD_DIR) $(BUILD_DIR)/$(DISCORD_SDK_LIBS): @$(CP) -f $(DISCORD_SDK_LIBS) $(BUILD_DIR) $(BUILD_DIR)/$(MOD_DIR): @$(CP) -f -r $(MOD_DIR) $(BUILD_DIR) # Extra object file dependencies ifeq ($(TARGET_N64),1) $(BUILD_DIR)/asm/boot.o: $(IPL3_RAW_FILES) $(BUILD_DIR)/src/game/crash_screen.o: $(CRASH_TEXTURE_C_FILES) $(BUILD_DIR)/lib/rsp.o: $(BUILD_DIR)/rsp/rspboot.bin $(BUILD_DIR)/rsp/fast3d.bin $(BUILD_DIR)/rsp/audio.bin endif $(SOUND_BIN_DIR)/sound_data.o: $(SOUND_BIN_DIR)/sound_data.ctl.inc.c $(SOUND_BIN_DIR)/sound_data.tbl.inc.c $(SOUND_BIN_DIR)/sequences.bin.inc.c $(SOUND_BIN_DIR)/bank_sets.inc.c $(BUILD_DIR)/levels/scripts.o: $(BUILD_DIR)/include/level_headers.h ifeq ($(VERSION),sh) $(BUILD_DIR)/src/audio/load.o: $(SOUND_BIN_DIR)/bank_sets.inc.c $(SOUND_BIN_DIR)/sequences_header.inc.c $(SOUND_BIN_DIR)/ctl_header.inc.c $(SOUND_BIN_DIR)/tbl_header.inc.c endif $(CRASH_TEXTURE_C_FILES): TEXTURE_ENCODING := u32 ifeq ($(COMPILER),gcc) $(BUILD_DIR)/lib/src/math/%.o: CFLAGS += -fno-builtin endif ifeq ($(VERSION),eu) TEXT_DIRS := text/de text/us text/fr # EU encoded text inserted into individual segment 0x19 files, # and course data also duplicated in leveldata.c $(BUILD_DIR)/bin/eu/translation_en.o: $(BUILD_DIR)/text/us/define_text.inc.c $(BUILD_DIR)/bin/eu/translation_de.o: $(BUILD_DIR)/text/de/define_text.inc.c $(BUILD_DIR)/bin/eu/translation_fr.o: $(BUILD_DIR)/text/fr/define_text.inc.c $(BUILD_DIR)/levels/menu/leveldata.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/levels/menu/leveldata.o: $(BUILD_DIR)/text/us/define_courses.inc.c $(BUILD_DIR)/levels/menu/leveldata.o: $(BUILD_DIR)/text/de/define_courses.inc.c $(BUILD_DIR)/levels/menu/leveldata.o: $(BUILD_DIR)/text/fr/define_courses.inc.c else ifeq ($(VERSION),sh) TEXT_DIRS := text/jp $(BUILD_DIR)/bin/segment2.o: $(BUILD_DIR)/text/jp/define_text.inc.c else TEXT_DIRS := text/$(VERSION) # non-EU encoded text inserted into segment 0x02 $(BUILD_DIR)/bin/segment2.o: $(BUILD_DIR)/text/$(VERSION)/define_text.inc.c endif endif ALL_DIRS := $(BUILD_DIR) $(addprefix $(BUILD_DIR)/,$(SRC_DIRS) $(GODDARD_SRC_DIRS) $(ULTRA_SRC_DIRS) $(ULTRA_BIN_DIRS) $(BIN_DIRS) $(TEXTURE_DIRS) $(TEXT_DIRS) $(SOUND_SAMPLE_DIRS) $(addprefix levels/,$(LEVEL_DIRS)) rsp include) $(MIO0_DIR) $(addprefix $(MIO0_DIR)/,$(VERSION)) $(SOUND_BIN_DIR) $(SOUND_BIN_DIR)/sequences/$(VERSION) # Make sure build directory exists before compiling anything DUMMY != mkdir -p $(ALL_DIRS) $(BUILD_DIR)/include/text_strings.h: $(BUILD_DIR)/include/text_menu_strings.h $(BUILD_DIR)/src/menu/file_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/src/menu/star_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/src/game/camera.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/src/game/ingame_menu.o: $(BUILD_DIR)/include/text_strings.h #==============================================================================# # Texture Generation # #==============================================================================# TEXTURE_ENCODING := u8 ifeq ($(EXTERNAL_DATA),1) $(BUILD_DIR)/%: %.png $(call print,Dummying:,$<,$@) $(V)$(PYTHON) $(TOOLS_DIR)/zeroterm.py "$(patsubst %.png,%,$^)" > $@ else # Convert PNGs to RGBA32, RGBA16, IA16, IA8, IA4, IA1, I8, I4 binary files $(BUILD_DIR)/%: %.png $(call print,Converting:,$<,$@) $(V)$(N64GRAPHICS) -s raw -i $@ -g $< -f $(lastword $(subst ., ,$@)) $(BUILD_DIR)/%.inc.c: %.png $(call print,Converting:,$<,$@) $(V)$(N64GRAPHICS) -s $(TEXTURE_ENCODING) -i $@ -g $< -f $(lastword ,$(subst ., ,$(basename $<))) endif ifeq ($(EXTERNAL_DATA),0) # Color Index CI8 $(BUILD_DIR)/%.ci8: %.ci8.png $(call print,Converting:,$<,$@) $(V)$(N64GRAPHICS_CI) -i $@ -g $< -f ci8 # Color Index CI4 $(BUILD_DIR)/%.ci4: %.ci4.png $(call print,Converting:,$<,$@) $(V)$(N64GRAPHICS_CI) -i $@ -g $< -f ci4 endif #==============================================================================# # Compressed Segment Generation # #==============================================================================# ifeq ($(TARGET_N64),1) # Link segment file to resolve external labels # TODO: ideally this would be `-Trodata-segment=0x07000000` but that doesn't set the address $(BUILD_DIR)/%.elf: $(BUILD_DIR)/%.o $(call print,Linking ELF file:,$<,$@) $(V)$(LD) -e 0 -Ttext=$(SEGMENT_ADDRESS) -Map $@.map -o $@ $< # Override for leveldata.elf, which otherwise matches the above pattern .SECONDEXPANSION: $(BUILD_DIR)/levels/%/leveldata.elf: $(BUILD_DIR)/levels/%/leveldata.o $(BUILD_DIR)/bin/$$(TEXTURE_BIN).elf $(call print,Linking ELF file:,$<,$@) $(V)$(LD) -e 0 -Ttext=$(SEGMENT_ADDRESS) -Map $@.map --just-symbols=$(BUILD_DIR)/bin/$(TEXTURE_BIN).elf -o $@ $< $(BUILD_DIR)/%.bin: $(BUILD_DIR)/%.elf $(call print,Extracting compressionable data from:,$<,$@) $(V)$(EXTRACT_DATA_FOR_MIO) $< $@ $(BUILD_DIR)/levels/%/leveldata.bin: $(BUILD_DIR)/levels/%/leveldata.elf $(call print,Extracting compressionable data from:,$<,$@) $(V)$(EXTRACT_DATA_FOR_MIO) $< $@ # Compress binary file $(BUILD_DIR)/%.mio0: $(BUILD_DIR)/%.bin $(call print,Compressing:,$<,$@) $(V)$(MIO0TOOL) $< $@ # convert binary mio0 to object file $(BUILD_DIR)/%.mio0.o: $(BUILD_DIR)/%.mio0 $(call print,Converting MIO0 to ELF:,$<,$@) $(V)printf ".section .data\n\n.incbin \"$<\"\n" | $(AS) $(ASFLAGS) -o $@ endif #==============================================================================# # Sound File Generation # #==============================================================================# $(BUILD_DIR)/%.table: %.aiff $(call print,Extracting codebook:,$<,$@) $(V)$(AIFF_EXTRACT_CODEBOOK) $< >$@ $(BUILD_DIR)/%.aifc: $(BUILD_DIR)/%.table %.aiff $(call print,Encoding VADPCM:,$<,$@) $(V)$(VADPCM_ENC) -c $^ $@ $(ENDIAN_BITWIDTH): $(TOOLS_DIR)/determine-endian-bitwidth.c @$(PRINT) "$(GREEN)Generating endian-bitwidth $(NO_COL)\n" $(V)$(CC) -c $(CFLAGS) -o $@.dummy2 $< 2>$@.dummy1; true $(V)grep -o 'msgbegin --endian .* --bitwidth .* msgend' $@.dummy1 > $@.dummy2 $(V)head -n1 <$@.dummy2 | cut -d' ' -f2-5 > $@ @$(RM) $@.dummy1 @$(RM) $@.dummy2 $(SOUND_BIN_DIR)/sound_data.ctl: sound/sound_banks/ $(SOUND_BANK_FILES) $(SOUND_SAMPLE_AIFCS) $(ENDIAN_BITWIDTH) @$(PRINT) "$(GREEN)Generating: $(BLUE)$@ $(NO_COL)\n" $(V)$(PYTHON) $(TOOLS_DIR)/assemble_sound.py $(BUILD_DIR)/sound/samples/ sound/sound_banks/ $(SOUND_BIN_DIR)/sound_data.ctl $(SOUND_BIN_DIR)/ctl_header $(SOUND_BIN_DIR)/sound_data.tbl $(SOUND_BIN_DIR)/tbl_header $(C_DEFINES) $$(cat $(ENDIAN_BITWIDTH)) $(SOUND_BIN_DIR)/sound_data.tbl: $(SOUND_BIN_DIR)/sound_data.ctl @true $(SOUND_BIN_DIR)/ctl_header: $(SOUND_BIN_DIR)/sound_data.ctl @true $(SOUND_BIN_DIR)/tbl_header: $(SOUND_BIN_DIR)/sound_data.ctl @true $(SOUND_BIN_DIR)/sequences.bin: $(SOUND_BANK_FILES) sound/sequences.json $(SOUND_SEQUENCE_DIRS) $(SOUND_SEQUENCE_FILES) $(ENDIAN_BITWIDTH) @$(PRINT) "$(GREEN)Generating: $(BLUE)$@ $(NO_COL)\n" $(V)$(PYTHON) $(TOOLS_DIR)/assemble_sound.py --sequences $@ $(SOUND_BIN_DIR)/sequences_header $(SOUND_BIN_DIR)/bank_sets sound/sound_banks/ sound/sequences.json $(SOUND_SEQUENCE_FILES) $(C_DEFINES) $$(cat $(ENDIAN_BITWIDTH)) $(SOUND_BIN_DIR)/bank_sets: $(SOUND_BIN_DIR)/sequences.bin @true $(SOUND_BIN_DIR)/sequences_header: $(SOUND_BIN_DIR)/sequences.bin @true $(SOUND_BIN_DIR)/%.m64: $(SOUND_BIN_DIR)/%.o $(call print,Converting to M64:,$<,$@) $(V)$(OBJCOPY) -j .rodata $< -O binary $@ #==============================================================================# # Generated Source Code Files # #==============================================================================# ifeq ($(EXTERNAL_DATA),1) $(SOUND_BIN_DIR)/%.inc.c: $(SOUND_BIN_DIR)/% $(call print,Dummying:,$<,$@) $(V)$(PYTHON) $(TOOLS_DIR)/zeroterm.py "$(patsubst $(BUILD_DIR)/%,%,$^)" | hexdump -v -e '1/1 "0x%X,"' > $@ endif # Convert binary file to a comma-separated list of byte values for inclusion in C code $(BUILD_DIR)/%.inc.c: $(BUILD_DIR)/% $(call print,Piping:,$<,$@) $(V)hexdump -v -e '1/1 "0x%X,"' $< > $@ $(V)echo >> $@ # Generate animation data $(BUILD_DIR)/assets/mario_anim_data.c: $(wildcard assets/anims/*.inc.c) @$(PRINT) "$(GREEN)Generating animation data $(NO_COL)\n" $(V)$(PYTHON) $(TOOLS_DIR)/mario_anims_converter.py > $@ # Generate demo input data $(BUILD_DIR)/assets/demo_data.c: assets/demo_data.json $(wildcard assets/demos/*.bin) @$(PRINT) "$(GREEN)Generating demo data $(NO_COL)\n" $(V)$(PYTHON) $(TOOLS_DIR)/demo_data_converter.py assets/demo_data.json $(DEF_INC_CFLAGS) > $@ # Encode in-game text strings $(BUILD_DIR)/include/text_strings.h: include/text_strings.h.in $(call print,Encoding:,$<,$@) $(V)$(TEXTCONV) charmap.txt $< $@ $(BUILD_DIR)/include/text_menu_strings.h: include/text_menu_strings.h.in $(call print,Encoding:,$<,$@) $(V)$(TEXTCONV) charmap_menu.txt $< $@ $(BUILD_DIR)/text/%/define_courses.inc.c: text/define_courses.inc.c text/%/courses.h @$(PRINT) "$(GREEN)Preprocessing: $(BLUE)$@ $(NO_COL)\n" $(V)$(CPP) $(CPPFLAGS) $< -o - -I text/$*/ | $(TEXTCONV) charmap.txt - $@ $(BUILD_DIR)/text/%/define_text.inc.c: text/define_text.inc.c text/%/courses.h text/%/dialogs.h @$(PRINT) "$(GREEN)Preprocessing: $(BLUE)$@ $(NO_COL)\n" $(V)$(CPP) $(CPPFLAGS) $< -o - -I text/$*/ | $(TEXTCONV) charmap.txt - $@ # Level headers $(BUILD_DIR)/include/level_headers.h: levels/level_headers.h.in $(call print,Preprocessing level headers:,$<,$@) $(V)$(CPP) $(CPPFLAGS) -I . levels/level_headers.h.in | $(PYTHON) $(TOOLS_DIR)/output_level_headers.py > $(BUILD_DIR)/include/level_headers.h # Run asm_processor on files that have NON_MATCHING code ifeq ($(NON_MATCHING),0) $(GLOBAL_ASM_O_FILES): CC := $(V)$(PYTHON) $(TOOLS_DIR)/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) -- endif # Rebuild files with 'GLOBAL_ASM' if the NON_MATCHING flag changes. $(GLOBAL_ASM_O_FILES): $(GLOBAL_ASM_DEP).$(NON_MATCHING) $(GLOBAL_ASM_DEP).$(NON_MATCHING): @$(RM) $(GLOBAL_ASM_DEP).* $(V)touch $@ #==============================================================================# # Compilation Recipes # #==============================================================================# # Compile C++ code $(BUILD_DIR)/%.o: %.cpp $(call print,Compiling:,$<,$@) @$(CXX) -fsyntax-only $(EXTRA_CPP_FLAGS) $(EXTRA_CPP_INCLUDES) $(CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(V)$(CXX) -c $(EXTRA_CPP_FLAGS) $(EXTRA_CPP_INCLUDES) $(CFLAGS) -o $@ $< # Compile C code $(BUILD_DIR)/%.o: %.c $(call print,Compiling:,$<,$@) @$(CC_CHECK) $(CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(V)$(CC) -c $(CFLAGS) -o $@ $< $(BUILD_DIR)/%.o: $(BUILD_DIR)/%.c $(call print,Compiling:,$<,$@) @$(CC_CHECK) $(CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(V)$(CC) -c $(CFLAGS) -o $@ $< # Alternate compiler flags needed for matching ifeq ($(COMPILER),ido) $(BUILD_DIR)/levels/%/leveldata.o: OPT_FLAGS := -g $(BUILD_DIR)/actors/%.o: OPT_FLAGS := -g $(BUILD_DIR)/bin/%.o: OPT_FLAGS := -g $(BUILD_DIR)/src/goddard/%.o: OPT_FLAGS := -g $(BUILD_DIR)/src/goddard/%.o: MIPSISET := -mips1 $(BUILD_DIR)/lib/src/%.o: OPT_FLAGS := $(BUILD_DIR)/lib/src/math/%.o: OPT_FLAGS := -O2 $(BUILD_DIR)/lib/src/math/ll%.o: OPT_FLAGS := $(BUILD_DIR)/lib/src/math/ll%.o: MIPSISET := -mips3 -32 $(BUILD_DIR)/lib/src/ldiv.o: OPT_FLAGS := -O2 $(BUILD_DIR)/lib/src/string.o: OPT_FLAGS := -O2 $(BUILD_DIR)/lib/src/gu%.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/al%.o: OPT_FLAGS := -O3 # For the asm-processor, since it doesn't support -O3. Probably not actually compiled with these flags. ifeq ($(VERSION),sh) $(BUILD_DIR)/lib/src/unk_shindou_file.o: OPT_FLAGS := -O1 $(BUILD_DIR)/lib/src/func_sh_80304D20.o: OPT_FLAGS := -O1 $(BUILD_DIR)/lib/src/_Printf.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/contramread.o: OPT_FLAGS := -O1 $(BUILD_DIR)/lib/src/osPfsIsPlug.o: OPT_FLAGS := -O1 $(BUILD_DIR)/lib/src/osAiSetFrequency.o: OPT_FLAGS := -O1 $(BUILD_DIR)/lib/src/contramwrite.o: OPT_FLAGS := -O1 $(BUILD_DIR)/lib/src/sprintf.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/_Litob.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/_Ldtob.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/osDriveRomInit.o: OPT_FLAGS := -g endif ifeq ($(VERSION),eu) $(BUILD_DIR)/lib/src/_Litob.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/_Ldtob.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/_Printf.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/sprintf.o: OPT_FLAGS := -O3 # Enable loop unrolling except for external.c (external.c might also have used # unrolling, but it makes one loop harder to match). # For all audio files other than external.c and port_eu.c, put string literals # in .data. (In Shindou, the port_eu.c string literals also moved to .data.) $(BUILD_DIR)/src/audio/%.o: OPT_FLAGS := -O2 -use_readwrite_const $(BUILD_DIR)/src/audio/port_eu.o: OPT_FLAGS := -O2 $(BUILD_DIR)/src/audio/external.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 endif ifeq ($(VERSION_JP_US),true) $(BUILD_DIR)/src/audio/%.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 $(BUILD_DIR)/src/audio/load.o: OPT_FLAGS := -O2 -framepointer -Wo,-loopunroll,0 endif ifeq ($(VERSION_JP_US),true) # The source-to-source optimizer copt is enabled for audio. This makes it use # acpp, which needs -Wp,-+ to handle C++-style comments. # All other files than external.c should really use copt, but only a few have # been matched so far. $(BUILD_DIR)/src/audio/effects.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 -sopt,-inline=sequence_channel_process_sound,-scalaroptimize=1 -Wp,-+ $(BUILD_DIR)/src/audio/synthesis.o: OPT_FLAGS := -O2 -sopt,-scalaroptimize=1 -Wp,-+ endif # Add a target for build/eu/src/audio/*.copt to make it easier to see debug $(BUILD_DIR)/src/audio/%.acpp: src/audio/%.c $(ACPP) $(TARGET_CFLAGS) $(DEF_INC_CFLAGS) -D__sgi -+ $< > $@ $(BUILD_DIR)/src/audio/%.copt: $(BUILD_DIR)/src/audio/%.acpp $(COPT) -signed -I=$< -CMP=$@ -cp=i -scalaroptimize=1 $(COPTFLAGS) $(BUILD_DIR)/src/audio/seqplayer.copt: COPTFLAGS := -inline_manual endif # Run linker script through the C preprocessor $(BUILD_DIR)/$(LD_SCRIPT): $(LD_SCRIPT) $(call print,Preprocessing linker script:,$<,$@) $(V)$(CPP) $(CPPFLAGS) -DBUILD_DIR=$(BUILD_DIR) -MMD -MP -MT $@ -MF $@.d -o $@ $< # Assemble assembly code $(BUILD_DIR)/%.o: %.s $(call print,Assembling:,$<,$@) $(V)$(AS) $(ASFLAGS) -MD $(BUILD_DIR)/$*.d -o $@ $< ifeq ($(TARGET_N64),1) # Assemble RSP assembly code $(BUILD_DIR)/rsp/%.bin $(BUILD_DIR)/rsp/%_data.bin: rsp/%.s $(call print,Assembling:,$<,$@) $(V)$(RSPASM) -sym $@.sym $(RSPASMFLAGS) -strequ CODE_FILE $(BUILD_DIR)/rsp/$*.bin -strequ DATA_FILE $(BUILD_DIR)/rsp/$*_data.bin $< # Link libultra $(BUILD_DIR)/libultra.a: $(ULTRA_O_FILES) @$(PRINT) "$(GREEN)Linking libultra: $(BLUE)$@ $(NO_COL)\n" $(V)$(AR) rcs -o $@ $(ULTRA_O_FILES) $(V)$(TOOLS_DIR)/patch_libultra_math $@ # Link libgoddard $(BUILD_DIR)/libgoddard.a: $(GODDARD_O_FILES) @$(PRINT) "$(GREEN)Linking libgoddard: $(BLUE)$@ $(NO_COL)\n" $(V)$(AR) rcs -o $@ $(GODDARD_O_FILES) # Link SM64 ELF file $(ELF): $(O_FILES) $(MIO0_OBJ_FILES) $(SEG_FILES) $(BUILD_DIR)/$(LD_SCRIPT) undefined_syms.txt $(BUILD_DIR)/libultra.a $(BUILD_DIR)/libgoddard.a @$(PRINT) "$(GREEN)Linking ELF file: $(BLUE)$@ $(NO_COL)\n" $(V)$(LD) -L $(BUILD_DIR) -T undefined_syms.txt -T $(BUILD_DIR)/$(LD_SCRIPT) -Map $(BUILD_DIR)/sm64.$(VERSION).map --no-check-sections $(addprefix -R ,$(SEG_FILES)) -o $@ $(O_FILES) -lultra -lgoddard # Build ROM $(ROM): $(ELF) $(call print,Building ROM:,$<,$@) $(V)$(OBJCOPY) --pad-to=0x800000 --gap-fill=0xFF $< $(@:.z64=.bin) -O binary $(V)$(N64CKSUM) $(@:.z64=.bin) $@ $(BUILD_DIR)/$(TARGET).objdump: $(ELF) $(OBJDUMP) -D $< > $@ else $(EXE): $(O_FILES) $(MIO0_FILES:.mio0=.o) $(ULTRA_O_FILES) $(GODDARD_O_FILES) $(BUILD_DIR)/$(RPC_LIBS) $(BUILD_DIR)/$(DISCORD_SDK_LIBS) $(BUILD_DIR)/$(MOD_DIR) $(LD) -L $(BUILD_DIR) -o $@ $(O_FILES) $(ULTRA_O_FILES) $(GODDARD_O_FILES) $(LDFLAGS) $(EXTRA_INCLUDES) endif .PHONY: all clean distclean default diff test load libultra res .PRECIOUS: $(BUILD_DIR)/bin/%.elf $(SOUND_BIN_DIR)/%.ctl $(SOUND_BIN_DIR)/%.tbl $(SOUND_SAMPLE_TABLES) $(SOUND_BIN_DIR)/%.s $(BUILD_DIR)/% # with no prerequisites, .SECONDARY causes no intermediate target to be removed .SECONDARY: # Remove built-in rules, to improve performance MAKEFLAGS += --no-builtin-rules -include $(DEP_FILES) print-% : ; $(info $* is a $(flavor $*) variable set to [$($*)]) @true