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# Makefile to rebuild SM64 split image
### Default target ###
default : all
### Build Options ###
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# These options can either be changed by modifying the makefile, or
# by building with 'make SETTING=value'. 'make clean' may be required.
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# 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
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# If NON_MATCHING is 1, define the NON_MATCHING and AVOID_UB macros when building (recommended)
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NON_MATCHING ?= 1
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# Build and optimize for Raspberry Pi(s)
TARGET_RPI ?= 0
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# Makeflag to enable OSX fixes
OSX_BUILD ?= 0
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# Disable better camera by default
BETTERCAMERA ?= 0
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# Disable no drawing distance by default
NODRAWINGDISTANCE ?= 0
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# Disable texture fixes by default (helps with them purists)
TEXTURE_FIX ?= 0
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# Enable extended options menu by default
EXT_OPTIONS_MENU ?= 1
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# Disable text-based save-files by default
TEXTSAVES ?= 0
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# Disable no bzero/bcopy workaround by default
# Enable by default for MXE builds
i f e q ( $( WINDOWS_BUILD ) , 1 )
ifeq ( $( CROSS) ,i686-w64-mingw32.static-)
NO_BZERO_BCOPY := 1
else ifeq ( $( CROSS) ,x86_64-w64-mingw32.static-)
NO_BZERO_BCOPY := 1
else
NO_BZERO_BCOPY ?= 0
endif
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NO_BZERO_BCOPY ?= 0
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# Build for Emscripten/WebGL
TARGET_WEB ?= 0
# Specify the target you are building for, 0 means native
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i f e q ( $( WINDOWS_BUILD ) , 1 )
ifeq ( $( CROSS) ,i686-w64-mingw32.static-)
TARGET_ARCH = i386pe
else ifeq ( $( CROSS) ,x86_64-w64-mingw32.static-)
TARGET_ARCH = i386pe
else
TARGET_ARCH ?= native
endif
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TARGET_ARCH ?= native
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i f e q ( $( WINDOWS_BUILD ) , 1 )
ifeq ( $( CROSS) ,i686-w64-mingw32.static-)
TARGET_BITS = 32
else ifeq ( $( CROSS) ,x86_64-w64-mingw32.static-)
TARGET_BITS = 64
else
TARGET_BITS ?= 0
endif
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TARGET_BITS ?= 0
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i f n e q ( $( TARGET_BITS ) , 0 )
BITS := -m$( TARGET_BITS)
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BITS :=
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# Automatic settings for PC port(s)
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NON_MATCHING := 1
GRUCODE := f3dex2e
WINDOWS_BUILD := 0
i f e q ( $( TARGET_WEB ) , 0 )
i f e q ( $( OS ) , W i n d o w s _ N T )
WINDOWS_BUILD := 1
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# Release (version) flag defs
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i f e q ( $( VERSION ) , j p )
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VERSION_CFLAGS := -DVERSION_JP
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VERSION_ASFLAGS := --defsym VERSION_JP = 1
GRUCODE_CFLAGS := -DF3D_OLD
GRUCODE_ASFLAGS := --defsym F3D_OLD = 1
TARGET := sm64.jp
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i f e q ( $( VERSION ) , u s )
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VERSION_CFLAGS := -DVERSION_US
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VERSION_ASFLAGS := --defsym VERSION_US = 1
GRUCODE_CFLAGS := -DF3D_OLD
GRUCODE_ASFLAGS := --defsym F3D_OLD = 1
TARGET := sm64.us
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i f e q ( $( VERSION ) , e u )
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VERSION_CFLAGS := -DVERSION_EU
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VERSION_ASFLAGS := --defsym VERSION_EU = 1
GRUCODE_CFLAGS := -DF3D_NEW
GRUCODE_ASFLAGS := --defsym F3D_NEW = 1
TARGET := sm64.eu
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i f e q ( $( VERSION ) , s h )
$( warning Building SH is experimental and is prone to breaking. Try at your own risk.)
VERSION_CFLAGS := -DVERSION_SH
VERSION_ASFLAGS := --defsym VERSION_SH = 1
GRUCODE_CFLAGS := -DF3D_NEW
GRUCODE_ASFLAGS := --defsym F3D_NEW = 1
TARGET := sm64.sh
# TODO: GET RID OF THIS!!! We should mandate assets for Shindou like EU but we dont have the addresses extracted yet so we'll just pretend you have everything extracted for now.
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NOEXTRACT := 1
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$( error unknown version " $( VERSION) " )
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# Microcode
i f e q ( $( GRUCODE ) , f 3 d e x ) # Fast3DEX
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GRUCODE_CFLAGS := -DF3DEX_GBI
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GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED = 1 --defsym F3DEX_GBI = 1
TARGET := $( TARGET) .f3dex
COMPARE := 0
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i f e q ( $( GRUCODE ) , f 3 d e x 2 ) # Fast3DEX2
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GRUCODE_CFLAGS := -DF3DEX_GBI_2
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GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED = 1 --defsym F3DEX_GBI_2 = 1
TARGET := $( TARGET) .f3dex2
COMPARE := 0
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i f e q ( $( GRUCODE ) , f 3 d e x 2 e ) # Fast3DEX2 Extended (PC default)
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GRUCODE_CFLAGS := -DF3DEX_GBI_2E
TARGET := $( TARGET) .f3dex2e
COMPARE := 0
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i f e q ( $( GRUCODE ) , f 3 d _ n e w ) # Fast3D 2.0H (Shindou)
GRUCODE_CFLAGS := -DF3D_NEW
GRUCODE_ASFLAGS := --defsym F3D_NEW = 1
TARGET := $( TARGET) .f3d_new
COMPARE := 0
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i f e q ( $( GRUCODE ) , f 3 d z e x ) # Fast3DZEX (2.0J / Animal Forest - Dōbutsu no Mori)
$( warning Fast3DZEX is experimental. Try at your own risk.)
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GRUCODE_CFLAGS := -DF3DEX_GBI_2
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GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED = 1 --defsym F3DZEX_GBI = 1
TARGET := $( TARGET) .f3dzex
COMPARE := 0
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# Default build is for PC now
VERSION_CFLAGS := $( VERSION_CFLAGS) -DNON_MATCHING -DAVOID_UB
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i f e q ( $( TARGET_RPI ) , 1 ) # Define RPi to change SDL2 title & GLES2 hints
VERSION_CFLAGS += -DUSE_GLES
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i f e q ( $( OSX_BUILD ) , 1 ) # Modify GFX & SDL2 for OSX GL
VERSION_CFLAGS += -DOSX_BUILD
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VERSION_ASFLAGS := --defsym AVOID_UB = 1
COMPARE := 0
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i f e q ( $( TARGET_WEB ) , 1 )
VERSION_CFLAGS := $( VERSION_CFLAGS) -DTARGET_WEB
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################### 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.)
i f n e q ( $( MAKECMDGOALS ) , c l e a n )
i f n e q ( $( MAKECMDGOALS ) , d i s t c l e a n )
# Make sure assets exist
NOEXTRACT ?= 0
i f e q ( $( NOEXTRACT ) , 0 )
DUMMY != ./extract_assets.py $( VERSION) >& 2 || echo FAIL
i f e q ( $( DUMMY ) , F A I L )
$( error Failed to extract assets)
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# Make tools if out of date
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DUMMY != make -C tools >& 2 || echo FAIL
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i f e q ( $( DUMMY ) , F A I L )
$( error Failed to build tools)
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################ Target Executable and Sources ###############
# BUILD_DIR is location where all build artifacts are placed
BUILD_DIR_BASE := build
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i f e q ( $( TARGET_WEB ) , 1 )
BUILD_DIR := $( BUILD_DIR_BASE) /$( VERSION) _web
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BUILD_DIR := $( BUILD_DIR_BASE) /$( VERSION) _pc
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LIBULTRA := $( BUILD_DIR) /libultra.a
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i f e q ( $( TARGET_WEB ) , 1 )
EXE := $( BUILD_DIR) /$( TARGET) .html
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else
ifeq ( $( WINDOWS_BUILD) ,1)
EXE := $( BUILD_DIR) /$( TARGET) .exe
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else # Linux builds/binary namer
ifeq ( $( TARGET_RPI) ,1)
EXE := $( BUILD_DIR) /$( TARGET) .arm
else
EXE := $( BUILD_DIR) /$( TARGET)
endif
endif
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ELF := $( BUILD_DIR) /$( TARGET) .elf
LD_SCRIPT := sm64.ld
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MIO0_DIR := $( BUILD_DIR) /bin
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SOUND_BIN_DIR := $( BUILD_DIR) /sound
TEXTURE_DIR := textures
ACTOR_DIR := actors
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LEVEL_DIRS := $( patsubst levels/%,%,$( dir $( wildcard levels/*/header.h) ) )
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# Directories containing source files
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# Hi, I'm a PC
SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets src/pc src/pc/gfx src/pc/audio src/pc/controller
ASM_DIRS :=
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BIN_DIRS := bin bin/$( 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
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MIPSISET := -mips2
MIPSBIT := -32
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i f e q ( $( VERSION ) , e u )
OPT_FLAGS := -O2
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i f e q ( $( VERSION ) , s h )
OPT_FLAGS := -O2
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OPT_FLAGS := -g
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# Set BITS (32/64) to compile for
OPT_FLAGS += $( BITS)
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i f e q ( $( TARGET_WEB ) , 1 )
OPT_FLAGS := -O2 -g4 --source-map-base http://localhost:8080/
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# Use a default opt flag for gcc, then override if RPi
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# OPT_FLAGS := -O2 # "Whole-compile optimization flag" Breaks sound on x86.
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i f e q ( $( TARGET_RPI ) , 1 )
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machine = $( shell sh -c 'uname -m 2>/dev/null || echo unknown' )
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# Raspberry Pi B+, Zero, etc
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ifneq ( ,$( findstring armv6l,$( machine) ) )
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OPT_FLAGS := -march= armv6zk+fp -mfpu= vfp -Ofast
endif
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# Raspberry Pi 2 and 3 in ARM 32bit mode
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ifneq ( ,$( findstring armv7l,$( machine) ) )
model = $( shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown' )
ifneq ( ,$( findstring 3,$( model) ) )
OPT_FLAGS := -march= armv8-a+crc -mtune= cortex-a53 -mfpu= neon-fp-armv8 -O3
else
OPT_FLAGS := -march= armv7-a -mtune= cortex-a7 -mfpu= neon-vfpv4 -O3
endif
endif
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# RPi3 or RPi4, in ARM64 (aarch64) mode. NEEDS TESTING 32BIT.
# DO NOT pass -mfpu stuff here, thats for 32bit ARM only and will fail for 64bit ARM.
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ifneq ( ,$( findstring aarch64,$( machine) ) )
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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
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endif
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# File dependencies and variables for specific files
i n c l u d e M a k e f i l e . s p l i t
# Source code files
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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)
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CXX_FILES := $( foreach dir,$( SRC_DIRS) ,$( wildcard $( dir) /*.cpp) )
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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) )
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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) ) ) ) )
i f e q ( $( WINDOWS_BUILD ) , 0 )
CXX_FILES :=
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# We need to keep this for now
# If we're not N64 use below
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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) )
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# "If we're not N64, use the above"
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i f e q ( $( VERSION ) , s h )
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) )
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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) )
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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 \
$( SOUND_BIN_DIR) /sound_data.tbl.o \
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$( SOUND_BIN_DIR) /sequences.bin.o \
$( SOUND_BIN_DIR) /bank_sets.o
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# Object files
O_FILES := $( foreach file,$( C_FILES) ,$( BUILD_DIR) /$( file:.c= .o) ) \
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$( foreach file,$( CXX_FILES) ,$( BUILD_DIR) /$( file:.cpp= .o) ) \
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$( foreach file,$( S_FILES) ,$( BUILD_DIR) /$( file:.s= .o) ) \
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$( foreach file,$( GENERATED_C_FILES) ,$( file:.c= .o) )
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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 #######################
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INCLUDE_CFLAGS := -I include -I $( BUILD_DIR) -I $( BUILD_DIR) /include -I src -I .
ENDIAN_BITWIDTH := $( BUILD_DIR) /endian-and-bitwidth
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# Huge deleted N64 section was here
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AS := as
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i f e q ( $( OSX_BUILD ) , 1 )
AS := i686-w64-mingw32-as
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i f n e q ( $( TARGET_WEB ) , 1 ) # As in, not-web PC port
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CC := $( CROSS) gcc
CXX := $( CROSS) g++
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CC := emcc
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i f e q ( $( WINDOWS_BUILD ) , 1 )
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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
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LD := $( CC)
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i f e q ( $( WINDOWS_BUILD ) , 1 ) # fixes compilation in MXE on Linux and WSL
CPP := cpp -P
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OBJCOPY := objcopy
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OBJDUMP := $( CROSS) objdump
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i f e q ( $( OSX_BUILD ) , 1 )
CPP := cpp-9 -P
OBJDUMP := i686-w64-mingw32-objdump
OBJCOPY := i686-w64-mingw32-objcopy
e l s e # Linux & other builds
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CPP := $( CROSS) cpp -P
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OBJCOPY := $( CROSS) objcopy
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OBJDUMP := $( CROSS) objdump
e n d i f
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e n d i f
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PYTHON := python3
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SDLCONFIG := $( CROSS) sdl2-config
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i f e q ( $( WINDOWS_BUILD ) , 1 )
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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`
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e l s e i f e q ( $( 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
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# Linux / Other builds below
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e l s e
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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`
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e n d i f
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# Check for enhancement options
# Check for Puppycam option
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i f e q ( $( BETTERCAMERA ) , 1 )
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CC_CHECK += -DBETTERCAMERA
CFLAGS += -DBETTERCAMERA
EXT_OPTIONS_MENU := 1
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e n d i f
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i f e q ( $( TEXTSAVES ) , 1 )
CC_CHECK += -DTEXTSAVES
CFLAGS += -DTEXTSAVES
e n d i f
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# Check for no drawing distance option
i f e q ( $( NODRAWINGDISTANCE ) , 1 )
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CC_CHECK += -DNODRAWINGDISTANCE
CFLAGS += -DNODRAWINGDISTANCE
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e n d i f
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# Check for texture fix option
i f e q ( $( TEXTURE_FIX ) , 1 )
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CC_CHECK += -DTEXTURE_FIX
CFLAGS += -DTEXTURE_FIX
e n d i f
# Check for extended options menu option
i f e q ( $( EXT_OPTIONS_MENU ) , 1 )
CC_CHECK += -DEXT_OPTIONS_MENU
CFLAGS += -DEXT_OPTIONS_MENU
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e n d i f
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# Check for no bzero/bcopy workaround option
i f e q ( $( NO_BZERO_BCOPY ) , 1 )
CC_CHECK += -DNO_BZERO_BCOPY
CFLAGS += -DNO_BZERO_BCOPY
e n d i f
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ASFLAGS := -I include -I $( BUILD_DIR) $( VERSION_ASFLAGS)
i f e q ( $( 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']"
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e l s e i f e q ( $( WINDOWS_BUILD ) , 1 )
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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
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ifeq ( $( CROSS) ,)
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LDFLAGS += -no-pie
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endif
ifeq ( $( WINDOWS_CONSOLE) ,1)
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LDFLAGS += -mconsole
endif
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e l s e i f e q ( $( TARGET_RPI ) , 1 )
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# Linux / Other builds below
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LDFLAGS := $( OPT_FLAGS) -lm -lGLESv2 ` $( SDLCONFIG) --libs` -no-pie
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e l s e
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i f e q ( $( OSX_BUILD ) , 1 )
LDFLAGS := -lm -framework OpenGL ` $( SDLCONFIG) --libs` -no-pie -lpthread ` pkg-config --libs libusb-1.0 glfw3 glew`
e l s e
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LDFLAGS := $( BITS) -march= $( TARGET_ARCH) -lm -lGL ` $( SDLCONFIG) --libs` -no-pie -lpthread
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e n d i f
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e n d i f # End of LDFLAGS
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# Prevent a crash with -sopt
export LANG := C
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####################### Other Tools #########################
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# N64 conversion tools
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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
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EXTRACT_DATA_FOR_MIO = $( TOOLS_DIR) /extract_data_for_mio
SKYCONV = $( TOOLS_DIR) /skyconv
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EMULATOR = mupen64plus
EMU_FLAGS = --noosd
LOADER = loader64
LOADER_FLAGS = -vwf
SHA1SUM = sha1sum
###################### Dependency Check #####################
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# Stubbed
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######################## Targets #############################
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all : $( EXE )
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clean :
$( RM) -r $( BUILD_DIR_BASE)
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cleantools :
$( MAKE) -s -C tools clean
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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 : $( BUILD_DIR ) /lib /bin /ipl 3_font .bin
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$(BUILD_DIR)/lib/bin/ipl3_font.bin : lib /ipl 3_font .png
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$( IPLFONTUTIL) e $< $@
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#Required so the compiler doesn't complain about this not existing.
$(BUILD_DIR)/src/game/camera.o : $( BUILD_DIR ) /include /text_strings .h
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$(BUILD_DIR)/include/text_strings.h : include /text_strings .h .in
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$( TEXTCONV) charmap.txt $< $@
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$(BUILD_DIR)/include/text_menu_strings.h : include /text_menu_strings .h .in
$( TEXTCONV) charmap_menu.txt $< $@
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i f e q ( $( VERSION ) , e u )
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TEXT_DIRS := text/de text/us text/fr
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# EU encoded text inserted into individual segment 0x19 files,
# and course data also duplicated in leveldata.c
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$(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 : $( BUILD_DIR ) /text /fr /define_text .inc .c
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$(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
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e l s e
i f e q ( $( VERSION ) , s h )
TEXT_DIRS := text/jp
$(BUILD_DIR)/bin/segment2.o : $( BUILD_DIR ) /text /jp /define_text .inc .c
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e l s e
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TEXT_DIRS := text/$( VERSION)
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# non-EU encoded text inserted into segment 0x02
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$(BUILD_DIR)/bin/segment2.o : $( BUILD_DIR ) /text /$( VERSION ) /define_text .inc .c
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e n d i f
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e n d i f
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$(BUILD_DIR)/text/%/define_courses.inc.c : text /define_courses .inc .c text /%/courses .h
$( CPP) $( VERSION_CFLAGS) $< -o $@ -I text/$* /
$( TEXTCONV) charmap.txt $@ $@
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$(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)
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# Make sure build directory exists before compiling anything
DUMMY != mkdir -p $( ALL_DIRS)
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$(BUILD_DIR)/include/text_strings.h : $( BUILD_DIR ) /include /text_menu_strings .h
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i f e q ( $( VERSION ) , e u )
$(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 $( BUILD_DIR ) /bin /eu /translation_fr .o
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$(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
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O_FILES += $( BUILD_DIR) /bin/eu/translation_en.o $( BUILD_DIR) /bin/eu/translation_de.o $( BUILD_DIR) /bin/eu/translation_fr.o
e l s e
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$(BUILD_DIR)/src/menu/file_select.o : $( BUILD_DIR ) /include /text_strings .h
$(BUILD_DIR)/src/menu/star_select.o : $( BUILD_DIR ) /include /text_strings .h
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$(BUILD_DIR)/src/game/ingame_menu.o : $( BUILD_DIR ) /include /text_strings .h
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$(BUILD_DIR)/src/game/options_menu.o : $( BUILD_DIR ) /include /text_strings .h
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e n d i f
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################################################################
# TEXTURE GENERATION #
################################################################
# RGBA32, RGBA16, IA16, IA8, IA4, IA1, I8, I4
$(BUILD_DIR)/% : %.png
$( N64GRAPHICS) -i $@ -g $< -f $( lastword $( subst ., ,$@ ) )
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$(BUILD_DIR)/%.inc.c : $( BUILD_DIR ) /% %.png
hexdump -v -e '1/1 "0x%X,"' $< > $@
echo >> $@
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# Color Index CI8
$(BUILD_DIR)/%.ci8 : %.ci 8.png
$( N64GRAPHICS_CI) -i $@ -g $< -f ci8
# Color Index CI4
$(BUILD_DIR)/%.ci4 : %.ci 4.png
$( N64GRAPHICS_CI) -i $@ -g $< -f ci4
################################################################
# compressed segment generation
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# PC Area
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$(BUILD_DIR)/%.table : %.aiff
$( AIFF_EXTRACT_CODEBOOK) $< >$@
$(BUILD_DIR)/%.aifc : $( BUILD_DIR ) /%.table %.aiff
$( VADPCM_ENC) -c $^ $@
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$(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) $$ ( cat $( ENDIAN_BITWIDTH) )
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$(SOUND_BIN_DIR)/sound_data.tbl : $( SOUND_BIN_DIR ) /sound_data .ctl
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@true
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i f e q ( $( VERSION ) , s h )
$(SOUND_BIN_DIR)/sequences.bin : $( SOUND_BANK_FILES ) sound /sequences .json sound /sequences / sound /sequences /jp / $( SOUND_SEQUENCE_FILES ) $( ENDIAN_BITWIDTH )
$( PYTHON) tools/assemble_sound.py --sequences $@ $( SOUND_BIN_DIR) /bank_sets sound/sound_banks/ sound/sequences.json $( SOUND_SEQUENCE_FILES) $( VERSION_CFLAGS) $$ ( cat $( ENDIAN_BITWIDTH) )
e l s e
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$(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 $( ENDIAN_BITWIDTH) )
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e n d i f
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$(SOUND_BIN_DIR)/bank_sets : $( SOUND_BIN_DIR ) /sequences .bin
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@true
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$(SOUND_BIN_DIR)/%.m64 : $( SOUND_BIN_DIR ) /%.o
$( OBJCOPY) -j .rodata $< -O binary $@
$(SOUND_BIN_DIR)/%.o : $( SOUND_BIN_DIR ) /%.s
$( AS) $( ASFLAGS) -o $@ $<
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$(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
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echo "unsigned char gBankSetsData[0x100] = {" > $@
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hexdump -v -e '1/1 "0x%X,"' $< >> $@
echo "};" >> $@
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$(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 > $( BUILD_DIR) /include/level_headers.h
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$(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) > $@
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# Source code
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$(BUILD_DIR)/levels/%/leveldata.o : OPT_FLAGS := -g
$(BUILD_DIR)/actors/%.o : OPT_FLAGS := -g
$(BUILD_DIR)/bin/%.o : OPT_FLAGS := -g
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$(BUILD_DIR)/src/goddard/%.o : OPT_FLAGS := -g
$(BUILD_DIR)/src/goddard/%.o : MIPSISET := -mips 1
$(BUILD_DIR)/src/audio/%.o : OPT_FLAGS := -O 2 -Wo , -loopunroll , 0
$(BUILD_DIR)/src/audio/load.o : OPT_FLAGS := -O 2 -framepointer -Wo , -loopunroll , 0
$(BUILD_DIR)/lib/src/%.o : OPT_FLAGS :=
$(BUILD_DIR)/lib/src/math/ll%.o : MIPSISET := -mips 3 -32
$(BUILD_DIR)/lib/src/math/%.o : OPT_FLAGS := -O 2
$(BUILD_DIR)/lib/src/math/ll%.o : OPT_FLAGS :=
$(BUILD_DIR)/lib/src/ldiv.o : OPT_FLAGS := -O 2
$(BUILD_DIR)/lib/src/string.o : OPT_FLAGS := -O 2
$(BUILD_DIR)/lib/src/gu%.o : OPT_FLAGS := -O 3
$(BUILD_DIR)/lib/src/al%.o : OPT_FLAGS := -O 3
i f e q ( $( VERSION ) , e u )
$(BUILD_DIR)/lib/src/_Litob.o : OPT_FLAGS := -O 3
$(BUILD_DIR)/lib/src/_Ldtob.o : OPT_FLAGS := -O 3
$(BUILD_DIR)/lib/src/_Printf.o : OPT_FLAGS := -O 3
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$(BUILD_DIR)/lib/src/sprintf.o : OPT_FLAGS := -O 3
# 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 := -O 2
$(BUILD_DIR)/src/audio/load.o : OPT_FLAGS := -O 2
$(BUILD_DIR)/src/audio/external.o : OPT_FLAGS := -O 2 -Wo , -loopunroll , 0
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e l s e
# The source-to-source optimizer copt is enabled for audio. This makes it use
# acpp, which needs -Wp,-+ to handle C++-style comments.
$(BUILD_DIR)/src/audio/effects.o : OPT_FLAGS := -O 2 -Wo , -loopunroll , 0 -sopt , -inline =sequence_channel_process_sound , -scalaroptimize =1 -Wp , -+
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$(BUILD_DIR)/src/audio/synthesis.o : OPT_FLAGS := -O 2 -sopt , -scalaroptimize =1 -Wp , -+
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# 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
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e n d i f
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# 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) .*
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touch $@
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$(BUILD_DIR)/%.o : %.cpp
@$( CXX) -fsyntax-only $( CFLAGS) -MMD -MP -MT $@ -MF $( BUILD_DIR) /$* .d $<
$( CXX) -c $( CFLAGS) -o $@ $<
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$(BUILD_DIR)/%.o : %.c
@$( CC_CHECK) -MMD -MP -MT $@ -MF $( BUILD_DIR) /$* .d $<
$( CC) -c $( CFLAGS) -o $@ $<
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$(BUILD_DIR)/%.o : $( BUILD_DIR ) /%.c
@$( CC_CHECK) -MMD -MP -MT $@ -MF $( BUILD_DIR) /$* .d $<
$( CC) -c $( CFLAGS) -o $@ $<
$(BUILD_DIR)/%.o : %.s
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$( AS) $( ASFLAGS) -MD $( BUILD_DIR) /$* .d -o $@ $<
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$(EXE) : $( O_FILES ) $( MIO 0_FILES :.mio 0=.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)
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.PHONY : all clean distclean default diff test load libultra
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.PRECIOUS : $( BUILD_DIR ) /bin /%.elf $( SOUND_BIN_DIR ) /%.ctl $( SOUND_BIN_DIR ) /%.tbl $( SOUND_SAMPLE_TABLES ) $( SOUND_BIN_DIR ) /%.s $( BUILD_DIR ) /%
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.DELETE_ON_ERROR :
# Remove built-in rules, to improve performance
MAKEFLAGS += --no-builtin-rules
- i n c l u d e $( DEP_FILES )
print-% : ; $( info $ * is a $ ( flavor $ *) variable set to [$ ( $ *) ]) @true