mirror of https://github.com/sm64pc/sm64pc.git
761 lines
24 KiB
Makefile
761 lines
24 KiB
Makefile
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# Makefile to rebuild SM64 split image
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### Default target ###
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default: all
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### Build Options ###
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# These options can either be changed by modifying the makefile, or
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# by building with 'make SETTING=value'. 'make clean' may be required.
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# Build debug version
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DEBUG ?= 0
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# Version of the game to build
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VERSION ?= us
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# Graphics microcode used
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GRUCODE ?= f3dex2e
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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)
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TARGET_RPI ?= 0
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# Build for Emscripten/WebGL
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TARGET_WEB ?= 0
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# Makeflag to enable OSX fixes
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OSX_BUILD ?= 0
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# Specify the target you are building for, TARGET_BITS=0 means native
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TARGET_ARCH ?= native
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TARGET_BITS ?= 0
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# Disable better camera by default
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BETTERCAMERA ?= 0
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# Disable no drawing distance by default
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NODRAWINGDISTANCE ?= 0
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# Disable texture fixes by default (helps with them purists)
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TEXTURE_FIX ?= 0
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# Enable extended options menu by default
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EXT_OPTIONS_MENU ?= 1
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# Enable Discord Rich Presence
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DISCORDRPC ?= 0
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# Various workarounds for weird toolchains
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NO_BZERO_BCOPY ?= 0
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NO_LDIV ?= 0
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# Backend selection
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# Renderers: GL, GL_LEGACY, D3D11, D3D12
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RENDER_API ?= GL
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# Window managers: SDL2, DXGI (forced if D3D11 or D3D12 in RENDER_API)
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WINDOW_API ?= SDL2
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# Audio backends: SDL2
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AUDIO_API ?= SDL2
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# Controller backends (can have multiple, space separated): SDL2
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CONTROLLER_API ?= SDL2
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LEGACY_RES ?= 0
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BASEDIR ?= res
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# Automatic settings for PC port(s)
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WINDOWS_BUILD ?= 0
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# Attempt to detect OS
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ifeq ($(OS),Windows_NT)
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HOST_OS ?= Windows
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else
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HOST_OS ?= $(shell uname -s 2>/dev/null || echo Unknown)
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# some weird MINGW/Cygwin env that doesn't define $OS
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ifneq (,$(findstring MINGW,HOST_OS))
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HOST_OS := Windows
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endif
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endif
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ifeq ($(TARGET_WEB),0)
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ifeq ($(HOST_OS),Windows)
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WINDOWS_BUILD := 1
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endif
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endif
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# MXE overrides
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ifeq ($(WINDOWS_BUILD),1)
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ifeq ($(CROSS),i686-w64-mingw32.static-)
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TARGET_ARCH = i386pe
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TARGET_BITS = 32
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NO_BZERO_BCOPY := 1
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else ifeq ($(CROSS),x86_64-w64-mingw32.static-)
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TARGET_ARCH = i386pe
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TARGET_BITS = 64
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NO_BZERO_BCOPY := 1
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endif
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endif
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# macOS overrides
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ifeq ($(HOST_OS),Darwin)
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OSX_BUILD := 1
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# Using MacPorts?
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ifeq ($(shell test -d /opt/local/lib && echo y),y)
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OSX_GCC_VER = $(shell find /opt/local/bin/gcc* | grep -oE '[[:digit:]]+' | sort -n | uniq | tail -1)
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CC := gcc-mp-$(OSX_GCC_VER)
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CXX := g++-mp-$(OSX_GCC_VER)
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CPP := cpp-mp-$(OSX_GCC_VER) -P
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PLATFORM_CFLAGS := -I /opt/local/include
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PLATFORM_LDFLAGS := -L /opt/local/lib
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else
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# Using Homebrew?
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ifeq ($(shell which brew >/dev/null 2>&1 && echo y),y)
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OSX_GCC_VER = $(shell find `brew --prefix`/bin/gcc* | grep -oE '[[:digit:]]+' | sort -n | uniq | tail -1)
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CC := gcc-$(OSX_GCC_VER)
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CXX := g++-$(OSX_GCC_VER)
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CPP := cpp-$(OSX_GCC_VER) -P
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PLATFORM_CFLAGS := -I /usr/local/include
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PLATFORM_LDFLAGS := -L /usr/local/lib
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else
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$(error No suitable macOS toolchain found, have you installed Homebrew?)
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endif
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endif
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endif
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ifneq ($(TARGET_BITS),0)
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BITS := -m$(TARGET_BITS)
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endif
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# Release (version) flag defs
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VERSION_DEF := VERSION_US
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TARGET := sm64.$(VERSION)
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VERSION_CFLAGS := -D$(VERSION_DEF) -D_LANGUAGE_C
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VERSION_ASFLAGS := --defsym $(VERSION_DEF)=1
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# Stuff for showing the git hash in the title bar
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GIT_HASH := $(shell git rev-parse --short HEAD)
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VERSION_CFLAGS += -DGIT_HASH="\"$(GIT_HASH)\""
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ifeq ($(shell git rev-parse --abbrev-ref HEAD),nightly)
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VERSION_CFLAGS += -DNIGHTLY
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endif
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GRUCODE_DEF := F3DEX_GBI_2E
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TARGET := $(TARGET).f3dex2e
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GRUCODE_CFLAGS := -D$(GRUCODE_DEF)
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GRUCODE_ASFLAGS := $(GRUCODE_ASFLAGS) --defsym $(GRUCODE_DEF)=1
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# Default build is for PC now
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VERSION_CFLAGS := $(VERSION_CFLAGS) -DNON_MATCHING -DAVOID_UB
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ifeq ($(TARGET_RPI),1) # Define RPi to change SDL2 title & GLES2 hints
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VERSION_CFLAGS += -DUSE_GLES
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endif
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ifeq ($(OSX_BUILD),1) # Modify GFX & SDL2 for OSX GL
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VERSION_CFLAGS += -DOSX_BUILD
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endif
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VERSION_ASFLAGS := --defsym AVOID_UB=1
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ifeq ($(TARGET_WEB),1)
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VERSION_CFLAGS := $(VERSION_CFLAGS) -DTARGET_WEB -DUSE_GLES
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endif
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# Check backends
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ifneq (,$(filter $(RENDER_API),D3D11 D3D12))
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ifneq ($(WINDOWS_BUILD),1)
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$(error DirectX is only supported on Windows)
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endif
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ifneq ($(WINDOW_API),DXGI)
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$(warning DirectX renderers require DXGI, forcing WINDOW_API value)
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WINDOW_API := DXGI
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endif
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else
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ifeq ($(WINDOW_API),DXGI)
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$(error DXGI can only be used with DirectX renderers)
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endif
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endif
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################### Universal Dependencies ###################
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# (This is a bit hacky, but a lot of rules implicitly depend
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# on tools and assets, and we use directory globs further down
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# in the makefile that we want should cover assets.)
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ifneq ($(MAKECMDGOALS),clean)
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ifneq ($(MAKECMDGOALS),cleantools)
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ifneq ($(MAKECMDGOALS),distclean)
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# Make sure assets exist
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NOEXTRACT ?= 0
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ifeq ($(NOEXTRACT),0)
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DUMMY != ./extract_assets.py $(VERSION) >&2 || echo FAIL
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ifeq ($(DUMMY),FAIL)
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$(error Failed to extract assets)
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endif
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endif
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# Make tools if out of date
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DUMMY != CC=$(CC) CXX=$(CXX) $(MAKE) -C tools >&2 || echo FAIL
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ifeq ($(DUMMY),FAIL)
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$(error Failed to build tools)
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endif
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endif
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endif
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endif
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################ Target Executable and Sources ###############
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# BUILD_DIR is location where all build artifacts are placed
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BUILD_DIR_BASE := build
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ifeq ($(TARGET_WEB),1)
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BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_web
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else
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BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_pc
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endif
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LIBULTRA := $(BUILD_DIR)/libultra.a
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ifeq ($(TARGET_WEB),1)
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EXE := $(BUILD_DIR)/$(TARGET).html
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else
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ifeq ($(WINDOWS_BUILD),1)
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EXE := $(BUILD_DIR)/$(TARGET).exe
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else # Linux builds/binary namer
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ifeq ($(TARGET_RPI),1)
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EXE := $(BUILD_DIR)/$(TARGET).arm
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else
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EXE := $(BUILD_DIR)/$(TARGET)
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endif
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endif
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endif
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ELF := $(BUILD_DIR)/$(TARGET).elf
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LD_SCRIPT := sm64.ld
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MIO0_DIR := $(BUILD_DIR)/bin
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SOUND_BIN_DIR := $(BUILD_DIR)/sound
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TEXTURE_DIR := textures
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ACTOR_DIR := actors
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LEVEL_DIRS := $(patsubst levels/%,%,$(dir $(wildcard levels/*/header.h)))
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# Directories containing source files
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# Hi, I'm a PC
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SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets src/text src/text/libs src/pc src/pc/gfx src/pc/audio src/pc/controller src/pc/fs src/pc/fs/packtypes
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ifeq ($(DISCORDRPC),1)
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SRC_DIRS += src/pc/discord
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endif
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BIN_DIRS := bin bin/$(VERSION)
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ULTRA_SRC_DIRS := lib/src lib/src/math
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ULTRA_ASM_DIRS := lib/asm lib/data
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ULTRA_BIN_DIRS := lib/bin
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GODDARD_SRC_DIRS := src/goddard src/goddard/dynlists
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MIPSISET := -mips2
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MIPSBIT := -32
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ifeq ($(DEBUG),1)
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OPT_FLAGS := -g
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else
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OPT_FLAGS := -O2
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endif
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# Set BITS (32/64) to compile for
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OPT_FLAGS += $(BITS)
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ifeq ($(TARGET_WEB),1)
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OPT_FLAGS := -O2 -g4 --source-map-base http://localhost:8080/
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endif
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ifeq ($(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,$(machine)))
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OPT_FLAGS := -march=armv6zk+fp -mfpu=vfp -Ofast
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endif
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# Raspberry Pi 2 and 3 in ARM 32bit mode
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ifneq (,$(findstring armv7l,$(machine)))
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model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown')
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ifneq (,$(findstring 3,$(model)))
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OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -mfpu=neon-fp-armv8 -O3
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else
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OPT_FLAGS := -march=armv7-a -mtune=cortex-a7 -mfpu=neon-vfpv4 -O3
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endif
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endif
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# RPi3 or RPi4, in ARM64 (aarch64) mode. NEEDS TESTING 32BIT.
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# DO NOT pass -mfpu stuff here, thats for 32bit ARM only and will fail for 64bit ARM.
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ifneq (,$(findstring aarch64,$(machine)))
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model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown')
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ifneq (,$(findstring 3,$(model)))
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OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -O3
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else ifneq (,$(findstring 4,$(model)))
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OPT_FLAGS := -march=armv8-a+crc+simd -mtune=cortex-a72 -O3
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endif
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endif
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endif
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# Source code files
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LEVEL_C_FILES := $(wildcard levels/*/leveldata.c) $(wildcard levels/*/script.c) $(wildcard levels/*/geo.c)
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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))
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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
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ULTRA_C_FILES := \
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alBnkfNew.c \
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guLookAtRef.c \
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guMtxF2L.c \
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guNormalize.c \
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guOrthoF.c \
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guPerspectiveF.c \
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guRotateF.c \
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guScaleF.c \
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guTranslateF.c \
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ldiv.c
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C_FILES := $(filter-out src/game/main.c,$(C_FILES))
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ULTRA_C_FILES := $(addprefix lib/src/,$(ULTRA_C_FILES))
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# "If we're not N64, use the above"
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SOUND_BANK_FILES := $(wildcard sound/sound_banks/*.json)
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SOUND_SEQUENCE_FILES := $(wildcard sound/sequences/$(VERSION)/*.m64) \
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$(wildcard sound/sequences/*.m64) \
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$(foreach file,$(wildcard sound/sequences/$(VERSION)/*.s),$(BUILD_DIR)/$(file:.s=.m64)) \
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$(foreach file,$(wildcard sound/sequences/*.s),$(BUILD_DIR)/$(file:.s=.m64))
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SOUND_SAMPLE_DIRS := $(wildcard sound/samples/*)
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SOUND_SAMPLE_AIFFS := $(foreach dir,$(SOUND_SAMPLE_DIRS),$(wildcard $(dir)/*.aiff))
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SOUND_SAMPLE_TABLES := $(foreach file,$(SOUND_SAMPLE_AIFFS),$(BUILD_DIR)/$(file:.aiff=.table))
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SOUND_SAMPLE_AIFCS := $(foreach file,$(SOUND_SAMPLE_AIFFS),$(BUILD_DIR)/$(file:.aiff=.aifc))
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SOUND_OBJ_FILES := $(SOUND_BIN_DIR)/sound_data.o
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# Object files
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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)) \
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$(foreach file,$(ULTRA_C_FILES),$(BUILD_DIR)/$(file:.c=.o))
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GODDARD_O_FILES := $(foreach file,$(GODDARD_C_FILES),$(BUILD_DIR)/$(file:.c=.o))
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RPC_LIBS :=
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ifeq ($(DISCORDRPC),1)
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ifeq ($(WINDOWS_BUILD),1)
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RPC_LIBS := lib/discord/libdiscord-rpc.dll
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else ifeq ($(OSX_BUILD),1)
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# needs testing
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RPC_LIBS := lib/discord/libdiscord-rpc.dylib
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else
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RPC_LIBS := lib/discord/libdiscord-rpc.so
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endif
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endif
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# Automatic dependency files
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DEP_FILES := $(O_FILES:.o=.d) $(ULTRA_O_FILES:.o=.d) $(GODDARD_O_FILES:.o=.d) $(BUILD_DIR)/$(LD_SCRIPT).d
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# Segment elf files
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SEG_FILES := $(SEGMENT_ELF_FILES) $(ACTOR_ELF_FILES) $(LEVEL_ELF_FILES)
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##################### Compiler Options #######################
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INCLUDE_CFLAGS := $(PLATFORM_CFLAGS) -I include -I $(BUILD_DIR) -I $(BUILD_DIR)/include -I src -I .
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ENDIAN_BITWIDTH := $(BUILD_DIR)/endian-and-bitwidth
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# Huge deleted N64 section was here
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AS := $(CROSS)as
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ifeq ($(OSX_BUILD),1)
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AS := i686-w64-mingw32-as
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endif
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ifneq ($(TARGET_WEB),1) # As in, not-web PC port
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CC ?= $(CROSS)gcc
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CXX ?= $(CROSS)g++
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else
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CC := emcc
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CXX := emcc
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endif
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LD := $(CC)
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ifeq ($(DISCORDRPC),1)
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LD := $(CXX)
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else ifeq ($(WINDOWS_BUILD),1)
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ifeq ($(CROSS),i686-w64-mingw32.static-) # fixes compilation in MXE on Linux and WSL
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LD := $(CC)
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else ifeq ($(CROSS),x86_64-w64-mingw32.static-)
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LD := $(CC)
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else
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LD := $(CXX)
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endif
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endif
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ifeq ($(WINDOWS_BUILD),1) # fixes compilation in MXE on Linux and WSL
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CPP := cpp -P
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OBJCOPY := objcopy
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OBJDUMP := $(CROSS)objdump
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else ifeq ($(OSX_BUILD),1)
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OBJDUMP := i686-w64-mingw32-objdump
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OBJCOPY := i686-w64-mingw32-objcopy
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else # 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
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endif
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PYTHON := python3
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SDLCONFIG := $(CROSS)sdl2-config
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# configure backend flags
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BACKEND_CFLAGS := -DRAPI_$(RENDER_API)=1 -DWAPI_$(WINDOW_API)=1 -DAAPI_$(AUDIO_API)=1
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# can have multiple controller APIs
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BACKEND_CFLAGS += $(foreach capi,$(CONTROLLER_API),-DCAPI_$(capi)=1)
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BACKEND_LDFLAGS :=
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SDL2_USED := 0
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# for now, it's either SDL+GL or DXGI+DirectX, so choose based on WAPI
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ifeq ($(WINDOW_API),DXGI)
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DXBITS := `cat $(ENDIAN_BITWIDTH) | tr ' ' '\n' | tail -1`
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ifeq ($(RENDER_API),D3D12)
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BACKEND_CFLAGS += -Iinclude/dxsdk
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endif
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BACKEND_LDFLAGS += -ld3dcompiler -ldxgi -ldxguid
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BACKEND_LDFLAGS += -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -static
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else ifeq ($(WINDOW_API),SDL2)
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ifeq ($(WINDOWS_BUILD),1)
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BACKEND_LDFLAGS += -lglew32 -lglu32 -lopengl32
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else ifeq ($(TARGET_RPI),1)
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BACKEND_LDFLAGS += -lGLESv2
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else ifeq ($(OSX_BUILD),1)
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BACKEND_LDFLAGS += -framework OpenGL $(shell pkg-config --libs glew)
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else
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BACKEND_LDFLAGS += -lGL
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endif
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SDL_USED := 2
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endif
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ifeq ($(AUDIO_API),SDL2)
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SDL_USED := 2
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endif
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ifneq (,$(findstring SDL,$(CONTROLLER_API)))
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SDL_USED := 2
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endif
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# SDL can be used by different systems, so we consolidate all of that shit into this
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ifeq ($(SDL_USED),2)
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BACKEND_CFLAGS += -DHAVE_SDL2=1 $(shell $(SDLCONFIG) --cflags)
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ifeq ($(WINDOWS_BUILD),1)
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BACKEND_LDFLAGS += $(shell $(SDLCONFIG) --static-libs) -lsetupapi -luser32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion
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else
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BACKEND_LDFLAGS += $(shell $(SDLCONFIG) --libs)
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endif
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endif
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ifeq ($(WINDOWS_BUILD),1)
|
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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
|
|
|
|
# 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 ($(LEGACY_GL),1)
|
|
CC_CHECK += -DLEGACY_GL
|
|
CFLAGS += -DLEGACY_GL
|
|
endif
|
|
|
|
# TODO: Remove -DEXTERNAL_DATA
|
|
|
|
# Load external textures
|
|
CC_CHECK += -DFS_BASEDIR="\"$(BASEDIR)\""
|
|
CFLAGS += -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
|
|
|
|
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 $(PLATFORM_LDFLAGS) $(BACKEND_LDFLAGS) -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
|
|
AIFF_EXTRACT_CODEBOOK = $(TOOLS_DIR)/aiff_extract_codebook
|
|
VADPCM_ENC = $(TOOLS_DIR)/vadpcm_enc
|
|
EXTRACT_DATA_FOR_MIO = $(TOOLS_DIR)/extract_data_for_mio
|
|
ZEROTERM = $(PYTHON) $(TOOLS_DIR)/zeroterm.py
|
|
|
|
###################### Dependency Check #####################
|
|
|
|
# Stubbed
|
|
|
|
######################## Targets #############################
|
|
|
|
all: $(EXE)
|
|
|
|
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)
|
|
@touch $(BASEPACK_LST)
|
|
@echo "$(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) \;
|
|
@find texts -name \*.json -exec echo "{} {}" >> $(BASEPACK_LST) \;
|
|
@find db -name \*.* -exec echo "{} {}" >> $(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
|
|
|
|
$(BUILD_DIR)/$(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
|
|
|
|
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) $(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)
|
|
# 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) $$(cat $(ENDIAN_BITWIDTH))
|
|
|
|
$(SOUND_BIN_DIR)/sound_data.tbl: $(SOUND_BIN_DIR)/sound_data.ctl
|
|
@true
|
|
|
|
$(SOUND_BIN_DIR)/sequences.bin: $(SOUND_BANK_FILES) sound/sequences.json sound/sequences/ sound/sequences/$(VERSION)/ $(SOUND_SEQUENCE_FILES) $(ENDIAN_BITWIDTH)
|
|
$(PYTHON) tools/assemble_sound.py --sequences $@ $(SOUND_BIN_DIR)/bank_sets sound/sound_banks/ sound/sequences.json $(SOUND_SEQUENCE_FILES) $(VERSION_CFLAGS) $$(cat $(ENDIAN_BITWIDTH))
|
|
|
|
$(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
|
|
|
|
# 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
|
|
|
|
# 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 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 |