sm64coopdx/Makefile

1104 lines
34 KiB
Makefile

# 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.
# Build debug version
DEBUG ?= 0
# Version of the game to build
VERSION ?= us
# Graphics microcode used
GRUCODE ?= f3dex2e
# 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
# 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 ?= 0
# 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# Enable Discord Rich Presence (outdated, no longer supported)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 development/testing flags
DEVELOPMENT ?= 0
# Various workarounds for weird toolchains
NO_BZERO_BCOPY ?= 0
NO_LDIV ?= 0
# Backend selection
# Renderers: GL, GL_LEGACY, D3D11, D3D12
RENDER_API ?= GL
# Window managers: SDL1, SDL2, DXGI (forced if D3D11 or D3D12 in RENDER_API)
WINDOW_API ?= SDL2
# Audio backends: SDL1, SDL2
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
# 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
# Release (version) flag defs
ifeq ($(VERSION),jp)
VERSION_DEF := VERSION_JP
else
ifeq ($(VERSION),us)
VERSION_DEF := VERSION_US
else
ifeq ($(VERSION),eu)
VERSION_DEF := VERSION_EU
else
ifeq ($(VERSION),sh)
$(warning Building SH is experimental and is prone to breaking. Try at your own risk.)
VERSION_DEF := VERSION_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
TARGET := sm64.$(VERSION)
VERSION_CFLAGS := -D$(VERSION_DEF) -D_LANGUAGE_C
VERSION_ASFLAGS := --defsym $(VERSION_DEF)=1
# Stuff for showing the git hash in the intro on nightly builds
# From https://stackoverflow.com/questions/44038428/include-git-commit-hash-and-or-branch-name-in-c-c-source
#ifeq ($(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'`
VERSION_CFLAGS += -DNIGHTLY -DGIT_HASH="\"$(GIT_HASH)\"" -DCOMPILE_TIME="\"$(COMPILE_TIME)\""
#endif
# Microcode
ifeq ($(GRUCODE),f3dex) # Fast3DEX
GRUCODE_DEF := F3DEX_GBI
GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1
TARGET := $(TARGET).f3dex
COMPARE := 0
else
ifeq ($(GRUCODE),f3dex2) # Fast3DEX2
GRUCODE_DEF := F3DEX_GBI_2
GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1
TARGET := $(TARGET).f3dex2
COMPARE := 0
else
ifeq ($(GRUCODE),f3dex2e) # Fast3DEX2 Extended (PC default)
GRUCODE_DEF := F3DEX_GBI_2E
TARGET := $(TARGET).f3dex2e
COMPARE := 0
else
ifeq ($(GRUCODE),f3d_new) # Fast3D 2.0H (Shindou)
GRUCODE_DEF := F3D_NEW
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_DEF := F3DEX_GBI_2
GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1
TARGET := $(TARGET).f3dzex
COMPARE := 0
endif
endif
endif
endif
endif
GRUCODE_CFLAGS := -D$(GRUCODE_DEF)
GRUCODE_ASFLAGS := $(GRUCODE_ASFLAGS) --defsym $(GRUCODE_DEF)=1
# 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
ifeq ($(OSX_BUILD),1) # Modify GFX & SDL2 for OSX GL
VERSION_CFLAGS += -DOSX_BUILD
endif
VERSION_ASFLAGS := --defsym AVOID_UB=1
COMPARE := 0
ifeq ($(TARGET_WEB),1)
VERSION_CFLAGS := $(VERSION_CFLAGS) -DTARGET_WEB -DUSE_GLES
endif
# Check backends
ifneq (,$(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)
$(error DXGI can only be used with DirectX renderers)
endif
endif
################### Universal Dependencies ###################
# (This is a bit hacky, but a lot of rules implicitly depend
# on tools and assets, and we use directory globs further down
# in the makefile that we want should cover assets.)
ifneq ($(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)
$(error Failed to extract assets)
endif
endif
# Make tools if out of date
DUMMY != make -C tools >&2 || echo FAIL
ifeq ($(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 $(wildcard levels/*/header.h)))
# Directories containing source files
# Hi, I'm a PC
SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets src/pc src/pc/gfx src/pc/audio src/pc/controller src/pc/fs src/pc/fs/packtypes
SRC_DIRS += src/pc/network src/pc/network/packets src/pc/network/socket
ASM_DIRS :=
#ifeq ($(DISCORDRPC),1)
# SRC_DIRS += src/pc/discord
#endif
ifeq ($(DISCORD_SDK),1)
SRC_DIRS += src/pc/network/discord
endif
BIN_DIRS := bin bin/$(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 ($(DEBUG),1)
OPT_FLAGS := -g
else
OPT_FLAGS := -O2
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
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))
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)))))
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))
# "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.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))
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
DISCORD_SDK_LIBS := lib/discordsdk/discord_game_sdk.dylib
else
DISCORD_SDK_LIBS := lib/discordsdk/libdiscord_game_sdk.so
endif
endif
# 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 := $(CROSS)as
ifeq ($(OSX_BUILD),1)
AS := i686-w64-mingw32-as
endif
ifneq ($(TARGET_WEB),1) # As in, not-web PC port
CC ?= $(CROSS)gcc
CXX ?= $(CROSS)g++
else
CC := emcc
CXX := emcc
endif
#ifeq ($(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 := $(CXX)
endif
endif
ifeq ($(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 # Linux & other builds
CPP := $(CROSS)cpp -P
OBJCOPY := $(CROSS)objcopy
OBJDUMP := $(CROSS)objdump
endif
PYTHON := python3
SDLCONFIG := $(CROSS)sdl2-config
# configure backend flags
BACKEND_CFLAGS := -DRAPI_$(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 ($(OSX_BUILD),1)
BACKEND_LDFLAGS += -framework OpenGL `pkg-config --libs glew`
else
BACKEND_LDFLAGS += -lGL
endif
endif
ifneq (,$(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)$(SDL2_USED),00)
BACKEND_CFLAGS += `$(SDLCONFIG) --cflags`
ifeq ($(WINDOWS_BUILD),1)
BACKEND_LDFLAGS += `$(SDLCONFIG) --static-libs` -lsetupapi -luser32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion
else
BACKEND_LDFLAGS += `$(SDLCONFIG) --libs`
endif
endif
ifeq ($(WINDOWS_BUILD),1)
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -DWINSOCK
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -DWINSOCK
else ifeq ($(TARGET_WEB),1)
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -s USE_SDL=2
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_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 $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS)
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv
endif
# Identify that this is a coop build so that one patch can be applied to EX
# and/or COOP. They can choose to ifdef entity synchronization out.
CC_CHECK += -DCOOP
CFLAGS += -DCOOP
# Enforce -Werror in strict mode
ifeq ($(STRICT),1)
CC_CHECK += -Werror -Wno-error=unused-variable -Wno-error=unused-parameter
CFLAGS += -Werror -Wno-error=unused-variable -Wno-error=unused-parameter
endif
# Check for debug option
ifeq ($(DEBUG),1)
CC_CHECK += -DDEBUG
CFLAGS += -DDEBUG
endif
# Check for enhancement options
# Check for immediate load option
ifeq ($(IMMEDIATELOAD),1)
CC_CHECK += -DIMMEDIATELOAD
CFLAGS += -DIMMEDIATELOAD
endif
# Check for docker build workaround option
ifeq ($(DOCKERBUILD),1)
CC_CHECK += -DDOCKERBUILD
CFLAGS += -DDOCKERBUILD
endif
# Check for Puppycam option
ifeq ($(BETTERCAMERA),1)
CC_CHECK += -DBETTERCAMERA
CFLAGS += -DBETTERCAMERA
EXT_OPTIONS_MENU := 1
endif
#ifeq ($(TEXTSAVES),1)
# CC_CHECK += -DTEXTSAVES
# CFLAGS += -DTEXTSAVES
#endif
# Check for no drawing distance option
#ifeq ($(NODRAWINGDISTANCE),1)
CC_CHECK += -DNODRAWINGDISTANCE
CFLAGS += -DNODRAWINGDISTANCE
#endif
# Check for Discord Rich Presence option
#ifeq ($(DISCORDRPC),1)
# CC_CHECK += -DDISCORDRPC
# CFLAGS += -DDISCORDRPC
#endif
# Check for Discord SDK option
ifeq ($(DISCORD_SDK),1)
CC_CHECK += -DDISCORD_SDK
CFLAGS += -DDISCORD_SDK
endif
# Check for development option
ifeq ($(DEVELOPMENT),1)
CC_CHECK += -DDEVELOPMENT
CFLAGS += -DDEVELOPMENT
endif
# Check for texture fix option
ifeq ($(TEXTURE_FIX),1)
CC_CHECK += -DTEXTURE_FIX
CFLAGS += -DTEXTURE_FIX
endif
# Check for extended options menu option
ifeq ($(EXT_OPTIONS_MENU),1)
CC_CHECK += -DEXT_OPTIONS_MENU
CFLAGS += -DEXT_OPTIONS_MENU
endif
# Check for no bzero/bcopy workaround option
ifeq ($(NO_BZERO_BCOPY),1)
CC_CHECK += -DNO_BZERO_BCOPY
CFLAGS += -DNO_BZERO_BCOPY
endif
# Use internal ldiv()/lldiv()
ifeq ($(NO_LDIV),1)
CC_CHECK += -DNO_LDIV
CFLAGS += -DNO_LDIV
endif
# Use OpenGL 1.3
ifeq ($(LEGACY_GL),1)
CC_CHECK += -DLEGACY_GL
CFLAGS += -DLEGACY_GL
endif
# Load external textures
ifeq ($(EXTERNAL_DATA),1)
CC_CHECK += -DEXTERNAL_DATA -DFS_BASEDIR="\"$(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)"
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)
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) -no-pie -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
ifeq ($(WINDOWS_BUILD),1)
LDFLAGS += -L"ws2_32" -lwsock32
ifeq ($(DISCORD_SDK),1)
LDFLAGS += -Wl,-Bdynamic -ldiscord_game_sdk -Wl,-Bstatic
endif
else
ifeq ($(DISCORD_SDK),1)
LDFLAGS += -ldiscord_game_sdk -Wl,-rpath . -Wl,-rpath lib/discordsdk
endif
endif
# End of LDFLAGS
# 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
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
ZEROTERM = $(PYTHON) $(TOOLS_DIR)/zeroterm.py
###################### Dependency Check #####################
# Stubbed
######################## Targets #############################
all: $(EXE)
# thank you apple very cool
ifeq ($(HOST_OS),Darwin)
CP := gcp
else
CP := cp
endif
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)
@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): $(BASEPACK_LST)
@$(PYTHON) $(TOOLS_DIR)/mkzip.py $(BASEPACK_LST) $(BASEPACK_PATH)
endif
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) $<
$(BUILD_DIR)/$(RPC_LIBS):
@$(CP) -f $(RPC_LIBS) $(BUILD_DIR)
$(BUILD_DIR)/$(DISCORD_SDK_LIBS):
@$(CP) -f $(DISCORD_SDK_LIBS) $(BUILD_DIR)
libultra: $(BUILD_DIR)/libultra.a
$(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
#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 $< $@
$(BUILD_DIR)/include/text_options_strings.h: include/text_options_strings.h.in
$(TEXTCONV) charmap.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 - $@
RSP_DIRS := $(BUILD_DIR)/rsp
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) $(RSP_DIRS)
# 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)/include/text_strings.h: $(BUILD_DIR)/include/text_options_strings.h
ifeq ($(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 $(BUILD_DIR)/bin/eu/translation_fr.o
#ifeq ($(DISCORDRPC),1)
# $(BUILD_DIR)/src/pc/discord/discordrpc.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
#endif
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: $(BUILD_DIR)/include/text_strings.h
#ifeq ($(DISCORDRPC),1)
# $(BUILD_DIR)/src/pc/discord/discordrpc.o: $(BUILD_DIR)/include/text_strings.h
#endif
endif
################################################################
# TEXTURE GENERATION #
################################################################
# RGBA32, RGBA16, IA16, IA8, IA4, IA1, I8, I4
ifeq ($(EXTERNAL_DATA),1)
$(BUILD_DIR)/%: %.png
$(ZEROTERM) "$(patsubst %.png,%,$^)" > $@
else
$(BUILD_DIR)/%: %.png
$(N64GRAPHICS) -i $@ -g $< -f $(lastword $(subst ., ,$@))
endif
$(BUILD_DIR)/%.inc.c: $(BUILD_DIR)/% %.png
hexdump -v -e '1/1 "0x%X,"' $< > $@
echo >> $@
ifeq ($(EXTERNAL_DATA),0)
# 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
endif
################################################################
# compressed segment generation
# PC Area
$(BUILD_DIR)/%.table: %.aiff
$(AIFF_EXTRACT_CODEBOOK) $< >$@
$(BUILD_DIR)/%.aifc: $(BUILD_DIR)/%.table %.aiff
$(VADPCM_ENC) -c $^ $@
$(BUILD_DIR)/rsp/%.bin $(BUILD_DIR)/rsp/%_data.bin: rsp/%.s
$(RSPASM) -sym $@.sym -definelabel $(VERSION_DEF) 1 -definelabel $(GRUCODE_DEF) 1 -strequ CODE_FILE $(BUILD_DIR)/rsp/$*.bin -strequ DATA_FILE $(BUILD_DIR)/rsp/$*_data.bin $<
$(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 $@ $<
ifeq ($(EXTERNAL_DATA),1)
$(SOUND_BIN_DIR)/%.inc.c: $(SOUND_BIN_DIR)/%
$(ZEROTERM) "$(patsubst $(BUILD_DIR)/%,%,$^)" | hexdump -v -e '1/1 "0x%X,"' > $@
else
$(SOUND_BIN_DIR)/%.inc.c: $(SOUND_BIN_DIR)/%
hexdump -v -e '1/1 "0x%X,"' $< > $@
echo >> $@
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
$(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) > $@
# 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,-+
$(BUILD_DIR)/src/audio/synthesis.o: OPT_FLAGS := -O2 -sopt,-scalaroptimize=1 -Wp,-+
#$(BUILD_DIR)/src/audio/seqplayer.o: OPT_FLAGS := -O2 -sopt,-inline_manual,-scalaroptimize=1 -Wp,-+ #-Wo,-v,-bb,-l,seqplayer_list.txt
# 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) $(MATCH_CFLAGS) $(GRUCODE_CFLAGS) -D__sgi -+ $< > $@
$(BUILD_DIR)/src/audio/seqplayer.copt: $(BUILD_DIR)/src/audio/seqplayer.acpp
$(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/lib/copt -signed -I=$< -CMP=$@ -cp=i -scalaroptimize=1 -inline_manual
$(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
# 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) $(CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $<
$(CC) -c $(CFLAGS) -o $@ $<
$(BUILD_DIR)/%.o: $(BUILD_DIR)/%.c
@$(CC_CHECK) $(CC_CHECK_CFLAGS) -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) $(BUILD_DIR)/$(RPC_LIBS) $(BUILD_DIR)/$(DISCORD_SDK_LIBS)
$(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 res
.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