# Makefile to rebuild SM64 split image ### Default target ### default: all ### Build Options ### # These options can either be changed by modifying the makefile, or # by building with 'make SETTING=value'. 'make clean' may be required. # Version of the game to build VERSION ?= us # Graphics microcode used GRUCODE ?= f3d_old # If COMPARE is 1, check the output sha1sum when building 'all' COMPARE ?= 1 # If NON_MATCHING is 1, define the NON_MATCHING and AVOID_UB macros when building (recommended) NON_MATCHING ?= 1 # Sane default until N64 build scripts rm'd TARGET_N64 = 0 # Build and optimize for Raspberry Pi(s) TARGET_RPI ?= 0 # Compiler to use (ido or gcc) COMPILER ?= ido # Disable better camera by default BETTERCAMERA ?= 0 # Disable no drawing distance by default NODRAWINGDISTANCE ?= 0 # Disable texture fixes by default (helps with them purists) TEXTURE_FIX ?= 0 # Build for Emscripten/WebGL TARGET_WEB ?= 0 # Specify the target you are building for, 0 means native TARGET_ARCH ?= native TARGET_BITS ?= 0 ifneq ($(TARGET_BITS),0) BITS := -m$(TARGET_BITS) else BITS := endif # Automatic settings for PC port(s) # WINDOWS_BUILD IS NOT FOR COMPILING A WINDOWS EXECUTABLE UNDER LINUX OR WSL! # USE THE WIKI GUIDE WITH MSYS2 FOR COMPILING A WINDOWS EXECUTABLE! NON_MATCHING := 1 GRUCODE := f3dex2e WINDOWS_BUILD := 0 ifeq ($(TARGET_WEB),0) ifeq ($(OS),Windows_NT) WINDOWS_BUILD := 1 endif endif # Release (version) flag defs ifeq ($(VERSION),jp) VERSION_CFLAGS := -DVERSION_JP VERSION_ASFLAGS := --defsym VERSION_JP=1 GRUCODE_CFLAGS := -DF3D_OLD GRUCODE_ASFLAGS := --defsym F3D_OLD=1 TARGET := sm64.jp else ifeq ($(VERSION),us) VERSION_CFLAGS := -DVERSION_US VERSION_ASFLAGS := --defsym VERSION_US=1 GRUCODE_CFLAGS := -DF3D_OLD GRUCODE_ASFLAGS := --defsym F3D_OLD=1 TARGET := sm64.us else ifeq ($(VERSION),eu) VERSION_CFLAGS := -DVERSION_EU VERSION_ASFLAGS := --defsym VERSION_EU=1 GRUCODE_CFLAGS := -DF3D_NEW GRUCODE_ASFLAGS := --defsym F3D_NEW=1 TARGET := sm64.eu else ifeq ($(VERSION),sh) $(warning Building SH is experimental and is prone to breaking. Try at your own risk.) VERSION_CFLAGS := -DVERSION_SH VERSION_ASFLAGS := --defsym VERSION_SH=1 GRUCODE_CFLAGS := -DF3D_NEW GRUCODE_ASFLAGS := --defsym F3D_NEW=1 TARGET := sm64.sh # TODO: GET RID OF THIS!!! We should mandate assets for Shindou like EU but we dont have the addresses extracted yet so we'll just pretend you have everything extracted for now. NOEXTRACT := 1 else $(error unknown version "$(VERSION)") endif endif endif endif # Microcode ifeq ($(GRUCODE),f3dex) # Fast3DEX GRUCODE_CFLAGS := -DF3DEX_GBI GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 --defsym F3DEX_GBI=1 TARGET := $(TARGET).f3dex COMPARE := 0 else ifeq ($(GRUCODE), f3dex2) # Fast3DEX2 GRUCODE_CFLAGS := -DF3DEX_GBI_2 GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 --defsym F3DEX_GBI_2=1 TARGET := $(TARGET).f3dex2 COMPARE := 0 else ifeq ($(GRUCODE), f3dex2e) # Fast3DEX2 Extended (PC default) GRUCODE_CFLAGS := -DF3DEX_GBI_2E TARGET := $(TARGET).f3dex2e COMPARE := 0 else ifeq ($(GRUCODE),f3d_new) # Fast3D 2.0H (Shindou) GRUCODE_CFLAGS := -DF3D_NEW GRUCODE_ASFLAGS := --defsym F3D_NEW=1 TARGET := $(TARGET).f3d_new COMPARE := 0 else ifeq ($(GRUCODE),f3dzex) # Fast3DZEX (2.0J / Animal Forest - Dōbutsu no Mori) $(warning Fast3DZEX is experimental. Try at your own risk.) GRUCODE_CFLAGS := -DF3DEX_GBI_2 GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 --defsym F3DZEX_GBI=1 TARGET := $(TARGET).f3dzex COMPARE := 0 endif endif endif endif endif # Default build is for PC now VERSION_CFLAGS := $(VERSION_CFLAGS) -DNON_MATCHING -DAVOID_UB ifeq ($(TARGET_RPI),1) # Define RPi to change SDL2 title & GLES2 hints VERSION_CFLAGS += -DUSE_GLES endif VERSION_ASFLAGS := --defsym AVOID_UB=1 COMPARE := 0 ifeq ($(TARGET_WEB),1) VERSION_CFLAGS := $(VERSION_CFLAGS) -DTARGET_WEB endif ################### Universal Dependencies ################### # (This is a bit hacky, but a lot of rules implicitly depend # on tools and assets, and we use directory globs further down # in the makefile that we want should cover assets.) ifneq ($(MAKECMDGOALS),clean) ifneq ($(MAKECMDGOALS),distclean) # Make sure assets exist NOEXTRACT ?= 0 ifeq ($(NOEXTRACT),0) DUMMY != ./extract_assets.py $(VERSION) >&2 || echo FAIL ifeq ($(DUMMY),FAIL) $(error Failed to extract assets) endif endif # Make tools if out of date DUMMY != make -s -C tools >&2 || echo FAIL ifeq ($(DUMMY),FAIL) $(error Failed to build tools) endif endif endif ################ Target Executable and Sources ############### # BUILD_DIR is location where all build artifacts are placed BUILD_DIR_BASE := build ifeq ($(TARGET_WEB),1) BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_web else BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_pc endif LIBULTRA := $(BUILD_DIR)/libultra.a ifeq ($(TARGET_WEB),1) EXE := $(BUILD_DIR)/$(TARGET).html else ifeq ($(WINDOWS_BUILD),1) EXE := $(BUILD_DIR)/$(TARGET).exe else # Linux builds/binary namer ifeq ($(TARGET_RPI),1) EXE := $(BUILD_DIR)/$(TARGET).arm else EXE := $(BUILD_DIR)/$(TARGET) endif endif endif ELF := $(BUILD_DIR)/$(TARGET).elf 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 $(wildcard levels/*/header.h))) # Directories containing source files # Hi, I'm a PC SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets src/pc src/pc/gfx src/pc/audio src/pc/controller ASM_DIRS := BIN_DIRS := bin bin/$(VERSION) ULTRA_SRC_DIRS := lib/src lib/src/math ULTRA_ASM_DIRS := lib/asm lib/data ULTRA_BIN_DIRS := lib/bin GODDARD_SRC_DIRS := src/goddard src/goddard/dynlists MIPSISET := -mips2 MIPSBIT := -32 ifeq ($(COMPILER),gcc) MIPSISET := -mips3 endif ifeq ($(VERSION),eu) OPT_FLAGS := -O2 else ifeq ($(VERSION),sh) OPT_FLAGS := -O2 else OPT_FLAGS := -g endif endif # Set BITS (32/64) to compile for OPT_FLAGS += $(BITS) ifeq ($(TARGET_WEB),1) OPT_FLAGS := -O2 -g4 --source-map-base http://localhost:8080/ endif # Use a default opt flag for gcc, then override if RPi ifeq ($(COMPILER),gcc) OPT_FLAGS := -O2 # Breaks sound on x86? endif ifeq ($(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 # 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) CXX_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.cpp)) S_FILES := $(foreach dir,$(ASM_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)) GENERATED_C_FILES := $(BUILD_DIR)/assets/mario_anim_data.c $(BUILD_DIR)/assets/demo_data.c \ $(addprefix $(BUILD_DIR)/bin/,$(addsuffix _skybox.c,$(notdir $(basename $(wildcard textures/skyboxes/*.png))))) ifeq ($(WINDOWS_BUILD),0) CXX_FILES := endif # We need to keep this for now # If we're not N64 use below ULTRA_C_FILES_SKIP := \ sqrtf.c \ string.c \ sprintf.c \ _Printf.c \ kdebugserver.c \ osInitialize.c \ func_802F7140.c \ func_802F71F0.c \ func_802F4A20.c \ EU_D_802f4330.c \ D_802F4380.c \ osLeoDiskInit.c \ osCreateThread.c \ osDestroyThread.c \ osStartThread.c \ osSetThreadPri.c \ osPiStartDma.c \ osPiRawStartDma.c \ osPiRawReadIo.c \ osPiGetCmdQueue.c \ osJamMesg.c \ osSendMesg.c \ osRecvMesg.c \ osSetEventMesg.c \ osTimer.c \ osSetTimer.c \ osSetTime.c \ osCreateViManager.c \ osViSetSpecialFeatures.c \ osVirtualToPhysical.c \ osViBlack.c \ osViSetEvent.c \ osViSetMode.c \ osViSwapBuffer.c \ osSpTaskLoadGo.c \ osCreatePiManager.c \ osGetTime.c \ osEepromProbe.c \ osEepromWrite.c \ osEepromLongWrite.c \ osEepromRead.c \ osEepromLongRead.c \ osContInit.c \ osContStartReadData.c \ osAiGetLength.c \ osAiSetFrequency.c \ osAiSetNextBuffer.c \ __osViInit.c \ __osSyncPutChars.c \ __osAtomicDec.c \ __osSiRawStartDma.c \ __osViSwapContext.c \ __osViGetCurrentContext.c \ __osDevMgrMain.c C_FILES := $(filter-out src/game/main.c,$(C_FILES)) ULTRA_C_FILES := $(filter-out $(addprefix lib/src/,$(ULTRA_C_FILES_SKIP)),$(ULTRA_C_FILES)) # "If we're not N64, use the above" ifeq ($(VERSION),sh) SOUND_BANK_FILES := $(wildcard sound/sound_banks/*.json) SOUND_SEQUENCE_FILES := $(wildcard sound/sequences/jp/*.m64) \ $(wildcard sound/sequences/*.m64) \ $(foreach file,$(wildcard sound/sequences/jp/*.s),$(BUILD_DIR)/$(file:.s=.m64)) \ $(foreach file,$(wildcard sound/sequences/*.s),$(BUILD_DIR)/$(file:.s=.m64)) else SOUND_BANK_FILES := $(wildcard sound/sound_banks/*.json) SOUND_SEQUENCE_FILES := $(wildcard sound/sequences/$(VERSION)/*.m64) \ $(wildcard sound/sequences/*.m64) \ $(foreach file,$(wildcard sound/sequences/$(VERSION)/*.s),$(BUILD_DIR)/$(file:.s=.m64)) \ $(foreach file,$(wildcard sound/sequences/*.s),$(BUILD_DIR)/$(file:.s=.m64)) endif 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_OBJ_FILES := $(SOUND_BIN_DIR)/sound_data.ctl.o \ $(SOUND_BIN_DIR)/sound_data.tbl.o \ $(SOUND_BIN_DIR)/sequences.bin.o \ $(SOUND_BIN_DIR)/bank_sets.o # Object files O_FILES := $(foreach file,$(C_FILES),$(BUILD_DIR)/$(file:.c=.o)) \ $(foreach file,$(CXX_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)) # 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) ##################### Compiler Options ####################### INCLUDE_CFLAGS := -I include -I $(BUILD_DIR) -I $(BUILD_DIR)/include -I src -I . ENDIAN_BITWIDTH := $(BUILD_DIR)/endian-and-bitwidth # Huge deleted N64 section was here AS := as ifneq ($(TARGET_WEB),1) # As in, not-web PC port CC := $(CROSS)gcc CXX := $(CROSS)g++ else CC := emcc endif ifeq ($(WINDOWS_BUILD),1) LD := $(CXX) else LD := $(CC) endif ifeq ($(WINDOWS_BUILD),1) # fixes compilation in MXE on Linux and WSL CPP := cpp -P else CPP := $(CROSS)cpp -P endif OBJDUMP := $(CROSS)objdump OBJCOPY := $(CROSS)objcopy PYTHON := python3 SDLCONFIG := $(CROSS)sdl2-config ifeq ($(WINDOWS_BUILD),1) CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) `$(SDLCONFIG) --cflags` CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv `$(SDLCONFIG) --cflags` else ifeq ($(TARGET_WEB),1) CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -s USE_SDL=2 CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -s USE_SDL=2 # Linux / Other builds below else CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) `$(SDLCONFIG) --cflags` CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv `$(SDLCONFIG) --cflags` endif # Check for better camera option ifeq ($(BETTERCAMERA),1) CC_CHECK += -DBETTERCAMERA -DEXT_OPTIONS_MENU CFLAGS += -DBETTERCAMERA -DEXT_OPTIONS_MENU endif # Check for no drawing distance option ifeq ($(NODRAWINGDISTANCE),1) CC_CHECK += -DNODRAWINGDISTANCE CFLAGS += -DNODRAWINGDISTANCE endif # Check for texture fix option ifeq ($(TEXTURE_FIX),1) CC_CHECK += -DTEXTURE_FIX CFLAGS += -DTEXTURE_FIX endif ASFLAGS := -I include -I $(BUILD_DIR) $(VERSION_ASFLAGS) ifeq ($(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 ($(WINDOWS_BUILD),1) ifeq ($(CROSS),i686-w64-mingw32.static-) LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -Llib -lpthread -lglew32 `$(SDLCONFIG) --static-libs` -lm -lglu32 -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -lopengl32 -static ifeq ($(WINDOWS_CONSOLE),1) LDFLAGS += -mconsole endif else ifeq ($(CROSS),x86_64-w64-mingw32.static-) LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -Llib -lpthread -lglew32 `$(SDLCONFIG) --static-libs` -lm -lglu32 -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -lopengl32 -static ifeq ($(WINDOWS_CONSOLE),1) LDFLAGS += -mconsole endif else LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -Llib -lpthread -lglew32 `$(SDLCONFIG) --static-libs` -lm -lglu32 -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -lopengl32 -no-pie -static ifeq ($(WINDOWS_CONSOLE),1) LDFLAGS += -mconsole endif endif else # Linux / Other builds below ifeq ($(TARGET_RPI),1) LDFLAGS := $(OPT_FLAGS) -lm -lGLESv2 `$(SDLCONFIG) --libs` -no-pie else LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -lm -lGL `$(SDLCONFIG) --libs` -no-pie -lpthread endif endif endif #Added for Pi ifeq # Prevent a crash with -sopt export LANG := C ####################### Other Tools ######################### # N64 conversion tools TOOLS_DIR = tools MIO0TOOL = $(TOOLS_DIR)/mio0 N64CKSUM = $(TOOLS_DIR)/n64cksum N64GRAPHICS = $(TOOLS_DIR)/n64graphics N64GRAPHICS_CI = $(TOOLS_DIR)/n64graphics_ci TEXTCONV = $(TOOLS_DIR)/textconv IPLFONTUTIL = $(TOOLS_DIR)/iplfontutil 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 EMULATOR = mupen64plus EMU_FLAGS = --noosd LOADER = loader64 LOADER_FLAGS = -vwf SHA1SUM = sha1sum ###################### Dependency Check ##################### # Stubbed ######################## Targets ############################# all: $(EXE) clean: $(RM) -r $(BUILD_DIR_BASE) cleantools: $(MAKE) -s -C tools clean distclean: $(RM) -r $(BUILD_DIR_BASE) ./extract_assets.py --clean test: $(ROM) $(EMULATOR) $(EMU_FLAGS) $< load: $(ROM) $(LOADER) $(LOADER_FLAGS) $< libultra: $(BUILD_DIR)/libultra.a asm/boot.s: $(BUILD_DIR)/lib/bin/ipl3_font.bin $(BUILD_DIR)/lib/bin/ipl3_font.bin: lib/ipl3_font.png $(IPLFONTUTIL) e $< $@ #Required so the compiler doesn't complain about this not existing. $(BUILD_DIR)/src/game/camera.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/include/text_strings.h: include/text_strings.h.in $(TEXTCONV) charmap.txt $< $@ $(BUILD_DIR)/include/text_menu_strings.h: include/text_menu_strings.h.in $(TEXTCONV) charmap_menu.txt $< $@ ifeq ($(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)/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 $(BUILD_DIR)/text/%/define_courses.inc.c: text/define_courses.inc.c text/%/courses.h $(CPP) $(VERSION_CFLAGS) $< -o $@ -I text/$*/ $(TEXTCONV) charmap.txt $@ $@ $(BUILD_DIR)/text/%/define_text.inc.c: text/define_text.inc.c text/%/courses.h text/%/dialogs.h $(CPP) $(VERSION_CFLAGS) $< -o $@ -I text/$*/ $(TEXTCONV) charmap.txt $@ $@ ALL_DIRS := $(BUILD_DIR) $(addprefix $(BUILD_DIR)/,$(SRC_DIRS) $(ASM_DIRS) $(GODDARD_SRC_DIRS) $(ULTRA_SRC_DIRS) $(ULTRA_ASM_DIRS) $(ULTRA_BIN_DIRS) $(BIN_DIRS) $(TEXTURE_DIRS) $(TEXT_DIRS) $(SOUND_SAMPLE_DIRS) $(addprefix levels/,$(LEVEL_DIRS)) 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: $(BUILD_DIR)/include/text_menu_strings.h ifeq ($(VERSION),eu) $(BUILD_DIR)/src/menu/file_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o $(BUILD_DIR)/src/menu/star_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o $(BUILD_DIR)/src/game/ingame_menu.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o $(BUILD_DIR)/src/game/options_menu.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o O_FILES += $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o else $(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/ingame_menu.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/src/game/options_menu.o: $(BUILD_DIR)/include/text_strings.h endif ################################################################ # TEXTURE GENERATION # ################################################################ # RGBA32, RGBA16, IA16, IA8, IA4, IA1, I8, I4 $(BUILD_DIR)/%: %.png $(N64GRAPHICS) -i $@ -g $< -f $(lastword $(subst ., ,$@)) $(BUILD_DIR)/%.inc.c: $(BUILD_DIR)/% %.png hexdump -v -e '1/1 "0x%X,"' $< > $@ echo >> $@ # Color Index CI8 $(BUILD_DIR)/%.ci8: %.ci8.png $(N64GRAPHICS_CI) -i $@ -g $< -f ci8 # Color Index CI4 $(BUILD_DIR)/%.ci4: %.ci4.png $(N64GRAPHICS_CI) -i $@ -g $< -f ci4 ################################################################ # compressed segment generation # PC Area $(BUILD_DIR)/%.table: %.aiff $(AIFF_EXTRACT_CODEBOOK) $< >$@ $(BUILD_DIR)/%.aifc: $(BUILD_DIR)/%.table %.aiff $(VADPCM_ENC) -c $^ $@ $(ENDIAN_BITWIDTH): tools/determine-endian-bitwidth.c $(CC) -c $(CFLAGS) -o $@.dummy2 $< 2>$@.dummy1; true grep -o 'msgbegin --endian .* --bitwidth .* msgend' $@.dummy1 > $@.dummy2 head -n1 <$@.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) $(PYTHON) tools/assemble_sound.py $(BUILD_DIR)/sound/samples/ sound/sound_banks/ $(SOUND_BIN_DIR)/sound_data.ctl $(SOUND_BIN_DIR)/sound_data.tbl $(VERSION_CFLAGS) $$(cat $(ENDIAN_BITWIDTH)) $(SOUND_BIN_DIR)/sound_data.tbl: $(SOUND_BIN_DIR)/sound_data.ctl @true ifeq ($(VERSION),sh) $(SOUND_BIN_DIR)/sequences.bin: $(SOUND_BANK_FILES) sound/sequences.json sound/sequences/ sound/sequences/jp/ $(SOUND_SEQUENCE_FILES) $(ENDIAN_BITWIDTH) $(PYTHON) tools/assemble_sound.py --sequences $@ $(SOUND_BIN_DIR)/bank_sets sound/sound_banks/ sound/sequences.json $(SOUND_SEQUENCE_FILES) $(VERSION_CFLAGS) $$(cat $(ENDIAN_BITWIDTH)) else $(SOUND_BIN_DIR)/sequences.bin: $(SOUND_BANK_FILES) sound/sequences.json sound/sequences/ sound/sequences/$(VERSION)/ $(SOUND_SEQUENCE_FILES) $(ENDIAN_BITWIDTH) $(PYTHON) tools/assemble_sound.py --sequences $@ $(SOUND_BIN_DIR)/bank_sets sound/sound_banks/ sound/sequences.json $(SOUND_SEQUENCE_FILES) $(VERSION_CFLAGS) $$(cat $(ENDIAN_BITWIDTH)) endif $(SOUND_BIN_DIR)/bank_sets: $(SOUND_BIN_DIR)/sequences.bin @true $(SOUND_BIN_DIR)/%.m64: $(SOUND_BIN_DIR)/%.o $(OBJCOPY) -j .rodata $< -O binary $@ $(SOUND_BIN_DIR)/%.o: $(SOUND_BIN_DIR)/%.s $(AS) $(ASFLAGS) -o $@ $< $(SOUND_BIN_DIR)/sound_data.ctl.c: $(SOUND_BIN_DIR)/sound_data.ctl echo "unsigned char gSoundDataADSR[] = {" > $@ hexdump -v -e '1/1 "0x%X,"' $< >> $@ echo "};" >> $@ $(SOUND_BIN_DIR)/sound_data.tbl.c: $(SOUND_BIN_DIR)/sound_data.tbl echo "unsigned char gSoundDataRaw[] = {" > $@ hexdump -v -e '1/1 "0x%X,"' $< >> $@ echo "};" >> $@ $(SOUND_BIN_DIR)/sequences.bin.c: $(SOUND_BIN_DIR)/sequences.bin echo "unsigned char gMusicData[] = {" > $@ hexdump -v -e '1/1 "0x%X,"' $< >> $@ echo "};" >> $@ $(SOUND_BIN_DIR)/bank_sets.c: $(SOUND_BIN_DIR)/bank_sets echo "unsigned char gBankSetsData[0x100] = {" > $@ hexdump -v -e '1/1 "0x%X,"' $< >> $@ echo "};" >> $@ $(BUILD_DIR)/levels/scripts.o: $(BUILD_DIR)/include/level_headers.h $(BUILD_DIR)/include/level_headers.h: levels/level_headers.h.in $(CPP) -I . levels/level_headers.h.in | $(PYTHON) tools/output_level_headers.py > $(BUILD_DIR)/include/level_headers.h $(BUILD_DIR)/assets/mario_anim_data.c: $(wildcard assets/anims/*.inc.c) $(PYTHON) tools/mario_anims_converter.py > $@ $(BUILD_DIR)/assets/demo_data.c: assets/demo_data.json $(wildcard assets/demos/*.bin) $(PYTHON) tools/demo_data_converter.py assets/demo_data.json $(VERSION_CFLAGS) > $@ ifeq ($(COMPILER),ido) # Source code $(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)/src/audio/%.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 $(BUILD_DIR)/src/audio/load.o: OPT_FLAGS := -O2 -framepointer -Wo,-loopunroll,0 $(BUILD_DIR)/lib/src/%.o: OPT_FLAGS := $(BUILD_DIR)/lib/src/math/ll%.o: MIPSISET := -mips3 -32 $(BUILD_DIR)/lib/src/math/%.o: OPT_FLAGS := -O2 $(BUILD_DIR)/lib/src/math/ll%.o: OPT_FLAGS := $(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 $(BUILD_DIR)/lib/src/al%.o: OPT_FLAGS := -O3 ifeq ($(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) $(BUILD_DIR)/src/audio/%.o: OPT_FLAGS := -O2 $(BUILD_DIR)/src/audio/load.o: OPT_FLAGS := -O2 $(BUILD_DIR)/src/audio/external.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 else # The source-to-source optimizer copt is enabled for audio. This makes it use # acpp, which needs -Wp,-+ to handle C++-style comments. $(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,-+ # Add a target for build/eu/src/audio/*.copt to make it easier to see debug $(BUILD_DIR)/src/audio/%.acpp: src/audio/%.c $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/lib/acpp $(TARGET_CFLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -D__sgi -+ $< > $@ $(BUILD_DIR)/src/audio/%.copt: $(BUILD_DIR)/src/audio/%.acpp $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/lib/copt -signed -I=$< -CMP=$@ -cp=i -scalaroptimize=1 endif 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 -f $(GLOBAL_ASM_DEP).* touch $@ $(BUILD_DIR)/%.o: %.cpp @$(CXX) -fsyntax-only $(CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(CXX) -c $(CFLAGS) -o $@ $< $(BUILD_DIR)/%.o: %.c @$(CC_CHECK) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(CC) -c $(CFLAGS) -o $@ $< $(BUILD_DIR)/%.o: $(BUILD_DIR)/%.c @$(CC_CHECK) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(CC) -c $(CFLAGS) -o $@ $< $(BUILD_DIR)/%.o: %.s $(AS) $(ASFLAGS) -MD $(BUILD_DIR)/$*.d -o $@ $< $(EXE): $(O_FILES) $(MIO0_FILES:.mio0=.o) $(SOUND_OBJ_FILES) $(ULTRA_O_FILES) $(GODDARD_O_FILES) $(LD) -L $(BUILD_DIR) -o $@ $(O_FILES) $(SOUND_OBJ_FILES) $(ULTRA_O_FILES) $(GODDARD_O_FILES) $(LDFLAGS) .PHONY: all clean distclean default diff test load libultra .PRECIOUS: $(BUILD_DIR)/bin/%.elf $(SOUND_BIN_DIR)/%.ctl $(SOUND_BIN_DIR)/%.tbl $(SOUND_SAMPLE_TABLES) $(SOUND_BIN_DIR)/%.s $(BUILD_DIR)/% .DELETE_ON_ERROR: # Remove built-in rules, to improve performance MAKEFLAGS += --no-builtin-rules -include $(DEP_FILES) print-% : ; $(info $* is a $(flavor $*) variable set to [$($*)]) @true