# Makefile to rebuild SM64 split image include util.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 # Enable lua profiler LUA_PROFILER ?= 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by default TEXTSAVES ?= 0 # Load resources from external files EXTERNAL_DATA ?= 0 # Enable Discord Rich Presence (outdated, no longer supported) DISCORDRPC ?= 0 # Enable Discord Game SDK (used for Discord server hosting) DISCORD_SDK ?= 1 # Enable docker build workarounds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 # Enable compiling with more debug info. DEBUG_INFO_LEVEL ?= 2 # Enable profiling PROFILE ?= 0 # Compile headless HEADLESS ?= 0 # Enable Game ICON ICON ?= 1 # 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 # Setup extra cflags EXTRA_CFLAGS ?= EXTRA_CPP_FLAGS ?= EXTRA_CFLAGS += -Wno-format-security -Wno-trigraphs # COMPILER - selects the C compiler to use # gcc - uses the GNU C Compiler COMPILER = gcc $(eval $(call validate-option,COMPILER,ido gcc clang)) ifeq ($(WINDOWS_AUTO_BUILDER),1) export SHELL=sh.exe EXTRA_INCLUDES := -I ../include/1 -I ../include/2 -I ../include/3 -I ../include/4 EXTRA_CFLAGS += -Wno-expansion-to-defined EXTRA_CPP_INCLUDES := -I ../include/cpp EXTRA_CPP_FLAGS := -Wno-class-conversion -Wno-packed-not-aligned else EXTRA_INCLUDES ?= EXTRA_CPP_INCLUDES ?= 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 ($(CROSS),x86_64-w64-mingw32.static-) TARGET_ARCH = i386pe TARGET_BITS = 64 NO_BZERO_BCOPY := 1 endif endif # Determine default windows target bits ifeq ($(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 ifneq ($(TARGET_BITS),0) BITS := -m$(TARGET_BITS) 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 #GRUCODE ?= f3d_old VERSION_JP_US ?= true else ifeq ($(VERSION),us) DEFINES += VERSION_US=1 #GRUCODE ?= f3d_old VERSION_JP_US ?= true else ifeq ($(VERSION),eu) DEFINES += VERSION_EU=1 #GRUCODE ?= f3d_new VERSION_JP_US ?= false else ifeq ($(VERSION),sh) DEFINES += VERSION_SH=1 #GRUCODE ?= f3d_new VERSION_JP_US ?= false endif # Determine our optimization level. ifeq ($(DEBUG),0) # Can't use O2 or higher right now for auto-builders, coop-compiler produces strange graphical errors # likely due to undefined behavior somewhere #ifeq ($(WINDOWS_AUTO_BUILDER),1) # OPT_FLAGS := -O1 #else OPT_FLAGS := -O2 #endif else OPT_FLAGS := -O0 endif # Set our level of debug symbol info, # Including an option to disable it. # Level 0 produces no debug information at all. Thus, -g0 negates -g. # Level 1 produces minimal information, enough for making backtraces in parts of the program that you don’t plan to debug. This includes descriptions of functions and external variables, and line number tables, but no information about local variables. # Level 3 includes extra information, such as all the macro definitions present in the program. Some debuggers support macro expansion when you use -g3. # From https://gcc.gnu.org/onlinedocs/gcc/Debugging-Options.html ifeq ($(DEBUG_INFO_LEVEL),3) OPT_FLAGS += -g -g3 else ifeq ($(DEBUG_INFO_LEVEL),1) OPT_FLAGS += -g -g1 else ifeq ($(DEBUG_INFO_LEVEL),0) # If we're compiling with -0g. I don't believe this will do anything worthwhile. OPT_FLAGS += -g0 else # This is our default AND level 2. OPT_FLAGS += -g endif ifeq ($(PROFILE),1) PROF_FLAGS := -pg else PROF_FLAGS := endif ifeq ($(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) $(warning Dummy window API requires dummy renderer, forcing RENDER_API value) RENDER_API := DUMMY endif endif endif ifeq ($(HEADLESS),1) $(warning Compiling headless) RENDER_API := DUMMY WINDOW_API := DUMMY AUDIO_API := DUMMY CONTROLLER_API := 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) $(error Failed to extract assets) endif endif # Make tools if out of date ifeq ($(WINDOWS_AUTO_BUILDER),0) $(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 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 $(wildcard levels/*/header.h))) # Directories containing source files SRC_DIRS := src src/engine src/game src/audio src/bass_audio src/menu src/buffers actors levels bin data assets asm lib sound BIN_DIRS := bin bin/$(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 # Dynos include dynos.mk # 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 ($(OSX_BUILD),1) # needs testing # HACKY! Instead of figuring out all of the dynamic library linking madness... # I copied the library and gave it two names. # This really shouldn't be required, but I got tired of trying to do it the "right way" DISCORD_SDK_LIBS := lib/discordsdk/discord_game_sdk.dylib lib/discordsdk/libdiscord_game_sdk.dylib else DISCORD_SDK_LIBS := lib/discordsdk/libdiscord_game_sdk.so endif endif BASS_LIBS := ifeq ($(WINDOWS_BUILD),1) ifeq ($(TARGET_BITS), 32) BASS_LIBS := lib/bass/x86/bass.dll lib/bass/x86/bass_fx.dll else BASS_LIBS := lib/bass/bass.dll lib/bass/bass_fx.dll endif else ifeq ($(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" BASS_LIBS := lib/bass/bass.dylib lib/bass/libbass.dylib lib/bass/bass_fx.dylib lib/bass/libbass_fx.dylib else BASS_LIBS := lib/bass/libbass.so lib/bass/libbass_fx.so endif MOD_DIR := mods # Remove old mod dir _ := $(shell rm -rf ./$(BUILD_DIR)/$(MOD_DIR)) # 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 ($(WINDOWS_AUTO_BUILDER),1) CC := cc CXX := g++ else ifeq ($(COMPILER),gcc) CC := $(CROSS)gcc CXX := $(CROSS)g++ EXTRA_CFLAGS += -Wno-unused-result -Wno-format-truncation else ifeq ($(COMPILER),clang) CC := clang CXX := clang++ CPP := clang++ EXTRA_CFLAGS += -Wno-unused-function -Wno-unused-variable -Wno-unknown-warning-option -Wno-self-assign -Wno-unknown-pragmas -Wno-unused-result 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 := $(CXX) 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 TARGET_CFLAGS += $(EXTRA_CFLAGS) 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_$(capi)=1) BACKEND_LDFLAG0S := SDL1_USED := 0 SDL2_USED := 0 # for now, it's either SDL+GL or DXGI+DirectX, so choose based on WAPI ifeq ($(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 # icon ifeq ($(WINDOWS_BUILD),1) ifeq ($(ICON),1) Command := mkdir -p "$(BUILD_DIR)/res" Resp := $(shell $(call Command)) Command := windres -o "$(BUILD_DIR)/res/icon.o" -i "res/icon.rc" --preprocessor $(CC) --preprocessor-arg -E --preprocessor-arg -xc-header --preprocessor-arg -DRC_INVOKED Resp := $(shell $(call Command)) ifeq ($(.SHELLSTATUS),0) LDFLAGS += $(BUILD_DIR)/res/icon.o endif endif endif # Coop specific libraries # Lua ifeq ($(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/Discord/Bass (ugh, needs cleanup) ifeq ($(WINDOWS_BUILD),1) LDFLAGS += -L"ws2_32" -lwsock32 ifeq ($(DISCORD_SDK),1) LDFLAGS += -Wl,-Bdynamic -L./lib/discordsdk/ -L./lib/bass/ -ldiscord_game_sdk -lbass -lbass_fx -Wl,-Bstatic else LDFLAGS += -Wl,-Bdynamic -L./lib/bass/ -lbass -lbass_fx -Wl,-Bstatic endif else ifeq ($(DISCORD_SDK),1) LDFLAGS += -ldiscord_game_sdk -lbass -lbass_fx -Wl,-rpath . -Wl,-rpath lib/discordsdk -Wl,-rpath lib/bass else LDFLAGS += -lbass -lbass_fx -Wl,-rpath . -Wl,-rpath lib/bass endif endif # Prevent a crash with -sopt export LANG := C #==============================================================================# # Extra CC Flags # #==============================================================================# # Identify that this is a coop build so that one patch can be applied to EX # and/or COOP. They can choose to ifdef entity synchronization out. CC_CHECK_CFLAGS += -DCOOP CFLAGS += -DCOOP # Enforce -Werror in strict mode ifeq ($(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 ($(DEVELOPMENT),1) CC_CHECK_CFLAGS += -DDEVELOPMENT CFLAGS += -DDEVELOPMENT endif # Check for lua profiler option ifeq ($(LUA_PROFILER),1) CC_CHECK_CFLAGS += -DLUA_PROFILER CFLAGS += -DLUA_PROFILER 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) $(BUILD_DIR)/$(BASS_LIBS): @$(CP) -f $(BASS_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 $(BUILD_DIR)/src/game/characters.o: $(SOUND_SAMPLE_TABLES) $(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) $(PROF_FLAGS) -e 0 -Ttext=$(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) $(PROF_FLAGS) -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) $< >$@ $(call print,Piping:,$<,$@.inc.c) $(V)hexdump -v -e '1/1 "0x%X,"' $< > $@.inc.c $(V)echo >> $@.inc.c $(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) $(PROF_FLAGS) -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) $(PROF_FLAGS) $(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) $(PROF_FLAGS) $(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) $(PROF_FLAGS) $(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) $(PROF_FLAGS) -fsyntax-only $(EXTRA_CPP_FLAGS) $(EXTRA_CPP_INCLUDES) $(CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(V)$(CXX) $(PROF_FLAGS) -c $(EXTRA_CPP_FLAGS) $(EXTRA_CPP_INCLUDES) $(CFLAGS) -o $@ $< # Compile C code $(BUILD_DIR)/%.o: %.c $(call print,Compiling:,$<,$@) @$(CC_CHECK) $(PROF_FLAGS) $(CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(V)$(CC) $(PROF_FLAGS) -c $(CFLAGS) -o $@ $< $(BUILD_DIR)/%.o: $(BUILD_DIR)/%.c $(call print,Compiling:,$<,$@) @$(CC_CHECK) $(PROF_FLAGS) $(CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(V)$(CC) $(PROF_FLAGS) -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) $(PROF_FLAGS) $(CPPFLAGS) -DBUILD_DIR=$(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) $(PROF_FLAGS) -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) $(BUILD_DIR)/$(BASS_LIBS) $(BUILD_DIR)/$(MOD_DIR) @$(PRINT) "$(GREEN)Linking executable: $(BLUE)$@ $(NO_COL)\n" $(V)$(LD) $(PROF_FLAGS) -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