# 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 # Disable better camera by default BETTERCAMERA ?= 0 # Disable no drawing distance by default NODRAWINGDISTANCE ?= 0 # Disable texture fixes by default (helps with them purists) TEXTURE_FIX ?= 0 # Enable extended options menu by default EXT_OPTIONS_MENU ?= 1 # Disable text-based save-files by default TEXTSAVES ?= 1 # Enable Discord Rich Presence DISCORDRPC ?= 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: SDL2, DXGI (forced if D3D11 or D3D12 in RENDER_API) WINDOW_API ?= SDL2 # Audio backends: SDL2 AUDIO_API ?= SDL2 # Controller backends (can have multiple, space separated): SDL2 CONTROLLER_API ?= SDL2 LEGACY_RES ?= 0 BASEDIR ?= res # 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$(TARGET_BITS) endif # Release (version) flag defs ifeq ($(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 $(VERSION_DEF)=1 # Stuff for showing the git hash in the intro # From https://stackoverflow.com/questions/44038428/include-git-commit-hash-and-or-branch-name-in-c-c-source GIT_HASH=`git rev-parse --short HEAD` COMPILE_TIME=`date -u +'%Y-%m-%d %H:%M:%S UTC'` VERSION_CFLAGS += -DGIT_HASH="\"$(GIT_HASH)\"" -DCOMPILE_TIME="\"$(COMPILE_TIME)\"" ifeq ($(shell git rev-parse --abbrev-ref HEAD),nightly) VERSION_CFLAGS += -DNIGHTLY 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 $(wildcard levels/*/header.h))) # Directories containing source files # Hi, I'm a PC SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets src/pc src/pc/gfx src/pc/audio src/pc/controller src/pc/fs src/pc/fs/packtypes ASM_DIRS := ifeq ($(DISCORDRPC),1) SRC_DIRS += src/pc/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 # 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 LD := $(CC) ifeq ($(DISCORDRPC),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_$(capi)=1) BACKEND_LDFLAGS := SDL2_USED := 0 # for now, it's either SDL+GL or DXGI+DirectX, so choose based on WAPI ifeq ($(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 ($(WINDOW_API),SDL2) ifeq ($(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 SDL_USED := 2 endif ifeq ($(AUDIO_API),SDL2) SDL_USED := 2 endif ifneq (,$(findstring SDL,$(CONTROLLER_API))) SDL_USED := 2 endif # SDL can be used by different systems, so we consolidate all of that shit into this ifeq ($(SDL_USED),2) BACKEND_CFLAGS += -DHAVE_SDL2=1 `$(SDLCONFIG) --cflags` ifeq ($(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) CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv else ifeq ($(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) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv endif # Check for enhancement options # Check for Puppycam option ifeq ($(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 ($(DISCORDRPC),1) CC_CHECK += -DDISCORDRPC CFLAGS += -DDISCORDRPC endif # Check for texture fix option ifeq ($(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 # TODO: Remove -DEXTERNAL_DATA # Load external textures 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)" 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 # 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 BASEPACK_PATH := $(BUILD_DIR)/$(BASEDIR)/ 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) $(LEGACY_RES) 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) 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 # 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 $@ $< $(SOUND_BIN_DIR)/%.inc.c: $(SOUND_BIN_DIR)/% $(ZEROTERM) "$(patsubst $(BUILD_DIR)/%,%,$^)" | hexdump -v -e '1/1 "0x%X,"' > $@ $(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) $(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