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# Makefile to rebuild SM64 split image
### Default target ###
default: all
### Build Options ###
# Version of the game to build and graphics microcode used
VERSION ?= us GRUCODE ?= f3d_old # If COMPARE is 1, check the output sha1sum when building 'all'
COMPARE ?= 1 # If NON_MATCHING is 1, define the NON_MATCHING macro when building
NON_MATCHING ?= 0 # If ENDIAN_IND is 1, enable non-matching code changes that try to ensure
# endianness independence
ENDIAN_IND ?= 0
# Release
ifeq ($(VERSION),jp) VERSION_CFLAGS := -DVERSION_JP=1 VERSION_ASFLAGS := --defsym VERSION_JP=1 GRUCODE_CFLAGS := -DF3D_OLD GRUCODE_ASFLAGS := --defsym F3D_OLD=1 TARGET := sm64.j else ifeq ($(VERSION),us) VERSION_CFLAGS := -DVERSION_US=1 VERSION_ASFLAGS := --defsym VERSION_US=1 GRUCODE_CFLAGS := -DF3D_OLD GRUCODE_ASFLAGS := --defsym F3D_OLD=1 TARGET := sm64.u else ifeq ($(VERSION),eu) $(warning Building EU is experimental and is prone to breaking. Try at your own risk.) VERSION_CFLAGS := -DVERSION_EU=1 VERSION_ASFLAGS := --defsym VERSION_US=1 --defsym VERSION_EU=1 GRUCODE_CFLAGS := -DF3D_OLD GRUCODE_ASFLAGS := --defsym F3D_OLD=1 TARGET := sm64.eu else $(error unknown version "$(VERSION)") endif endif endif
# Microcode
ifeq ($(GRUCODE),f3dex) # Fast3DEX
GRUCODE_CFLAGS := -DF3DEX_GBI=1 GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 --defsym F3DEX_GBI=1 TARGET := $(TARGET).f3dex COMPARE := 0 else ifeq ($(GRUCODE), f3dex2) # Fast3DEX2
GRUCODE_CFLAGS := -DF3DEX_GBI_2=1 GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 --defsym F3DEX_GBI_2=1 TARGET := $(TARGET).f3dex2 COMPARE := 0 else ifeq ($(GRUCODE),f3d_new) # Fast3D 2.0H (Shindou)
GRUCODE_CFLAGS := -DF3D_NEW GRUCODE_ASFLAGS := --defsym F3D_NEW=1 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_CFLAGS := -DF3DEX_GBI_2=1 GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 --defsym F3DZEX_GBI=1 TARGET := $(TARGET).f3dzex COMPARE := 0 endif endif endif endif
ifeq ($(NON_MATCHING),1) VERSION_CFLAGS := $(VERSION_CFLAGS) -DNON_MATCHING=1 COMPARE := 0 endif
ifeq ($(ENDIAN_IND),1) VERSION_CFLAGS := $(VERSION_CFLAGS) -DENDIAN_IND=1 COMPARE := 0 endif
################ Target Executable and Sources ###############
# BUILD_DIR is location where all build artifacts are placed
BUILD_DIR_BASE := build BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)
LIBULTRA := $(BUILD_DIR)/libultra.a ROM := $(BUILD_DIR)/$(TARGET).z64 ELF := $(BUILD_DIR)/$(TARGET).elf LD_SCRIPT := sm64.ld MIO0_DIR := $(BUILD_DIR)/mio0 TEXTURE_DIR := textures ACTOR_DIR := actors
# Directories containing source files
SRC_DIRS := src src/engine src/game src/goddard src/goddard/dynlists src/audio ASM_DIRS := asm actors lib data levels assets text BIN_DIRS := bin
ULTRA_SRC_DIRS := lib/src lib/src/math ULTRA_ASM_DIRS := lib/asm lib/data ULTRA_BIN_DIRS := lib/bin
LEVEL_DIRS := $(patsubst levels/%,%,$(dir $(wildcard levels/*/header.s)))
MIPSISET := -mips2 -32
ifeq ($(VERSION),eu) OPT_FLAGS := -O2 else OPT_FLAGS := -g endif
# File dependencies and variables for specific files
include Makefile.split
# Source code files
C_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.c)) S_FILES := $(foreach dir,$(ASM_DIRS),$(wildcard $(dir)/*.s)) ULTRA_C_FILES := $(foreach dir,$(ULTRA_SRC_DIRS),$(wildcard $(dir)/*.c)) ULTRA_S_FILES := $(foreach dir,$(ULTRA_ASM_DIRS),$(wildcard $(dir)/*.s)) LEVEL_S_FILES := $(addsuffix header.s,$(addprefix bin/,$(LEVEL_DIRS))) SEG_IN_FILES := $(foreach dir,$(BIN_DIRS),$(wildcard $(dir)/*.s.in)) SEG_S_FILES := $(foreach dir,$(BIN_DIRS),$(wildcard $(dir)/*.s)) \
$(foreach file,$(SEG_IN_FILES),$(file:.s.in=.s))
# Object files
O_FILES := $(foreach file,$(C_FILES),$(BUILD_DIR)/$(file:.c=.o)) \
$(foreach file,$(S_FILES),$(BUILD_DIR)/$(file:.s=.o)) \
$(foreach file,$(LEVEL_S_FILES),$(BUILD_DIR)/$(file:.s=.o))
ULTRA_O_FILES := $(foreach file,$(ULTRA_S_FILES),$(BUILD_DIR)/$(file:.s=.o)) \
$(foreach file,$(ULTRA_C_FILES),$(BUILD_DIR)/$(file:.c=.o))
# Automatic dependency files
DEP_FILES := $(O_FILES:.o=.d) $(ULTRA_O_FILES:.o=.d)
# Files with NON_MATCHING ifdefs
NON_MATCHING_C_FILES != grep -rl NON_MATCHING $(wildcard src/audio/*.c) NON_MATCHING_O_FILES = $(foreach file,$(NON_MATCHING_C_FILES),$(BUILD_DIR)/$(file:.c=.o)) NON_MATCHING_DEP = $(BUILD_DIR)/src/audio/non_matching_dep
# Segment elf files
SEG_FILES := $(foreach file,$(SEG_S_FILES),$(BUILD_DIR)/$(file:.s=.elf)) $(ACTOR_ELF_FILES) $(LEVEL_ELF_FILES)
##################### Compiler Options #######################
IRIX_ROOT := tools/ido5.3_compiler
ifeq ($(shell type mips-linux-gnu-ld >/dev/null 2>/dev/null; echo $$?), 0) CROSS := mips-linux-gnu- else CROSS := mips64-elf- endif
AS := $(CROSS)as CC := $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/bin/cc CPP := cpp -P LD := $(CROSS)ld AR := $(CROSS)ar OBJDUMP := $(CROSS)objdump OBJCOPY := $(CROSS)objcopy
# Check code syntax with host compiler
CC_CHECK := gcc -fsyntax-only -fsigned-char -nostdinc -I include -I $(BUILD_DIR)/include -I src -std=gnu90 -Wall -Wextra -Wno-format-security -D_LANGUAGE_C $(VERSION_CFLAGS) $(GRUCODE_CFLAGS)
ASFLAGS := -march=vr4300 -mabi=32 -I include -I $(BUILD_DIR) $(VERSION_ASFLAGS) $(GRUCODE_ASFLAGS) CFLAGS = -Wab,-r4300_mul -non_shared -G 0 -Xcpluscomm -Xfullwarn $(OPT_FLAGS) -signed -I include -I $(BUILD_DIR)/include -I src -D_LANGUAGE_C $(VERSION_CFLAGS) $(MIPSISET) $(GRUCODE_CFLAGS) OBJCOPYFLAGS := --pad-to=0x800000 --gap-fill=0xFF SYMBOL_LINKING_FLAGS := $(addprefix -R ,$(SEG_FILES)) LDFLAGS := -T undefined_syms.txt -T $(BUILD_DIR)/$(LD_SCRIPT) -Map $(BUILD_DIR)/sm64.map --no-check-sections $(SYMBOL_LINKING_FLAGS)
ifeq ($(shell getconf LONG_BIT), 32) # Work around memory allocation bug in QEMU export QEMU_GUEST_BASE := 1 else # Ensure that gcc treats the code as 32-bit CC_CHECK += -m32 endif
####################### Other Tools #########################
# N64 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 IPLFONTUTIL = $(TOOLS_DIR)/iplfontutil EMULATOR = mupen64plus EMU_FLAGS = --noosd LOADER = loader64 LOADER_FLAGS = -vwf SHA1SUM = sha1sum
# Make tools if out of date
DUMMY != make -s -C tools >&2
###################### Dependency Check #####################
BINUTILS_VER_MAJOR := $(shell $(LD) --version | grep ^GNU | sed 's/^.* //; s/\..*//g') BINUTILS_VER_MINOR := $(shell $(LD) --version | grep ^GNU | sed 's/^[^.]*\.//; s/\..*//g') BINUTILS_DEPEND := $(shell expr $(BINUTILS_VER_MAJOR) \>= 2 \& $(BINUTILS_VER_MINOR) \>= 27) ifeq ($(BINUTILS_DEPEND),0) $(error binutils version 2.27 required, version $(BINUTILS_VER_MAJOR).$(BINUTILS_VER_MINOR) detected) endif
ifndef QEMU_IRIX $(error env variable QEMU_IRIX should point to the qemu-mips binary) endif
######################## Targets #############################
all: $(ROM) ifeq ($(COMPARE),1) @$(SHA1SUM) -c $(TARGET).sha1 endif
clean: $(RM) -r $(BUILD_DIR_BASE)
test: $(ROM) $(EMULATOR) $(EMU_FLAGS) $<
load: $(ROM) $(LOADER) $(LOADER_FLAGS) $<
libultra: $(BUILD_DIR)/libultra.a
asm/boot.s: $(BUILD_DIR)/lib/bin/ipl3_font.bin
$(BUILD_DIR)/lib/bin/ipl3_font.bin: lib/ipl3_font.png | $(BUILD_DIR) $(IPLFONTUTIL) e $< $@
$(BUILD_DIR)/include/text_strings.h: include/text_strings.h.in | $(BUILD_DIR) $(TEXTCONV) charmap.txt $< $@
$(BUILD_DIR)/text/%.s: text/$(VERSION)/%.s.in | $(BUILD_DIR) $(TEXTCONV) charmap.txt $< $@
build/bin/segment2.o: bin/segment2.s
bin/segment2.s: $(BUILD_DIR)/text/debug.s $(BUILD_DIR)/text/dialog.s $(BUILD_DIR)/text/level.s $(BUILD_DIR)/text/star.s touch bin/segment2.s
$(MIO0_DIR)/%.mio0: bin/%.bin $(MIO0TOOL) $< $@
ALL_DIRS := $(BUILD_DIR) $(addprefix $(BUILD_DIR)/,$(SRC_DIRS) $(ASM_DIRS) $(ULTRA_SRC_DIRS) $(ULTRA_ASM_DIRS) $(ULTRA_BIN_DIRS) $(BIN_DIRS) $(TEXTURE_DIRS) $(addprefix levels/,$(LEVEL_DIRS)) $(addprefix bin/,$(LEVEL_DIRS)) include) $(MIO0_DIR) $(addprefix $(MIO0_DIR)/,$(LEVEL_DIRS))
# Make sure build directory exists before compiling anything
DUMMY != mkdir -p $(ALL_DIRS)
$(BUILD_DIR)/src/game/star_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/src/game/file_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/src/game/ingame_menu.o: $(BUILD_DIR)/include/text_strings.h
# texture generation
$(BUILD_DIR)/bin/%.rgba16: textures/%.rgba16.png $(N64GRAPHICS) -i $@ -g $< -f rgba16
$(BUILD_DIR)/bin/%.ia16: textures/%.ia16.png $(N64GRAPHICS) -i $@ -g $< -f ia16
$(BUILD_DIR)/bin/%.ia8: textures/%.ia8.png $(N64GRAPHICS) -i $@ -g $< -f ia8
$(BUILD_DIR)/bin/%.ia4: textures/%.ia4.png $(N64GRAPHICS) -i $@ -g $< -f ia4
$(BUILD_DIR)/bin/%.ia1: textures/%.ia1.png $(N64GRAPHICS) -i $@ -g $< -f ia1
# Color index textures (not used by SM64)
$(BUILD_DIR)/bin/%.ci8: textures/%.ci8.png $(N64GRAPHICS_CI) -i $@ -g $< -f ci8
$(BUILD_DIR)/bin/%.ci4: textures/%.ci4.png $(N64GRAPHICS_CI) -i $@ -g $< -f ci4
# texture generation 2nd method: rgba16s are preferred (and used
# more often) over the ones listed below due to more colors.
$(BUILD_DIR)/actors/%.rgba16: actors/%.rgba16.png $(N64GRAPHICS) -i $@ -g $< -f rgba16
$(BUILD_DIR)/actors/%.ia16: actors/%.ia16.png $(N64GRAPHICS) -i $@ -g $< -f ia16
$(BUILD_DIR)/actors/%.ia8: actors/%.ia8.png $(N64GRAPHICS) -i $@ -g $< -f ia8
$(BUILD_DIR)/actors/%.ia4: actors/%.ia4.png $(N64GRAPHICS) -i $@ -g $< -f ia4
$(BUILD_DIR)/actors/%.ia1: actors/%.ia1.png $(N64GRAPHICS) -i $@ -g $< -f ia1
# Color index textures (not used by SM64)
$(BUILD_DIR)/actors/%.ci8: actors/%.ci8.png $(N64GRAPHICS_CI) -i $@ -g $< -f ci8
$(BUILD_DIR)/actors/%.ci4: actors/%.ci4.png $(N64GRAPHICS_CI) -i $@ -g $< -f ci4
# texture generation 3rd method: rgba16s are preferred (and used
# more often) over the ones listed below due to more colors.
$(BUILD_DIR)/levels/%.rgba16: levels/%.rgba16.png $(N64GRAPHICS) -i $@ -g $< -f rgba16
$(BUILD_DIR)/levels/%.ia16: levels/%.ia16.png $(N64GRAPHICS) -i $@ -g $< -f ia16
$(BUILD_DIR)/levels/%.ia8: levels/%.ia8.png $(N64GRAPHICS) -i $@ -g $< -f ia8
$(BUILD_DIR)/levels/%.ia4: levels/%.ia4.png $(N64GRAPHICS) -i $@ -g $< -f ia4
$(BUILD_DIR)/levels/%.ia1: levels/%.ia1.png $(N64GRAPHICS) -i $@ -g $< -f ia1
# Color index textures (not used by SM64)
$(BUILD_DIR)/levels/%.ci8: levels/%.ci8.png $(N64GRAPHICS_CI) -i $@ -g $< -f ci8
$(BUILD_DIR)/levels/%.ci4: levels/%.ci4.png $(N64GRAPHICS_CI) -i $@ -g $< -f ci4
# compressed segment generation
$(BUILD_DIR)/bin/%.o: bin/%.s $(AS) $(ASFLAGS) --no-pad-sections -o $@ $<
# compressed segment generation (actors)
$(BUILD_DIR)/bin/%.o: actors/%.s $(AS) $(ASFLAGS) --no-pad-sections -o $@ $<
$(BUILD_DIR)/bin/%/leveldata.o: levels/%/leveldata.s $(AS) $(ASFLAGS) --no-pad-sections -o $@ $<
$(BUILD_DIR)/bin/%/header.o: levels/%/header.s $(MIO0_DIR)/%/leveldata.mio0 levels/%/script.s $(AS) $(ASFLAGS) --no-pad-sections -o $@ $<
# TODO: ideally this would be `-Trodata-segment=0x07000000` but that doesn't set the address
$(BUILD_DIR)/bin/%.elf: $(BUILD_DIR)/bin/%.o $(LD) -e 0 -Ttext=$(SEGMENT_ADDRESS) -Map $@.map -o $@ $<
# Override for level.elf, which otherwise matches the above pattern
.SECONDEXPANSION: $(BUILD_DIR)/bin/%/leveldata.elf: $(BUILD_DIR)/bin/%/leveldata.o $(BUILD_DIR)/bin/$$(TEXTURE_BIN).elf $(LD) -e 0 -Ttext=$(SEGMENT_ADDRESS) -Map $@.map --just-symbols=$(BUILD_DIR)/bin/$(TEXTURE_BIN).elf -o $@ $<
$(BUILD_DIR)/bin/%.bin: $(BUILD_DIR)/bin/%.elf $(OBJCOPY) -j .rodata $< -O binary $@
$(MIO0_DIR)/%.mio0: $(BUILD_DIR)/bin/%.bin $(MIO0TOOL) $< $@
$(MIO0_DIR)/%.mio0.o: $(MIO0_DIR)/%.mio0.s $(AS) $(ASFLAGS) -o $@ $<
$(MIO0_DIR)/%.mio0.s: $(MIO0_DIR)/%.mio0 printf ".section .data\n\n.incbin \"$<\"\n" > $@
# Source code
$(BUILD_DIR)/src/goddard/%.o: OPT_FLAGS := -g $(BUILD_DIR)/src/goddard/%.o: MIPSISET := -mips1 $(BUILD_DIR)/src/audio/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) -- $(BUILD_DIR)/src/audio/%.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 $(BUILD_DIR)/src/audio/dma.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
# Rebuild files with '#ifdef NON_MATCHING' when that macro changes.
$(NON_MATCHING_O_FILES): $(NON_MATCHING_DEP).$(NON_MATCHING) $(NON_MATCHING_DEP).$(NON_MATCHING): @rm -f $(NON_MATCHING_DEP).* touch $@
$(BUILD_DIR)/lib/src/math/%.o: lib/src/math/%.c @$(CC_CHECK) -MMD -MP -MT $@ -MF $(BUILD_DIR)/lib/src/math/$*.d $< $(CC) -c $(CFLAGS) -o $@ $< tools/patch_libultra_math $@ || rm $@
$(BUILD_DIR)/%.o: %.c @$(CC_CHECK) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(CC) -c $(CFLAGS) -o $@ $<
$(BUILD_DIR)/%.o: %.s $(MIO0_FILES) $(AS) $(ASFLAGS) -MD $(BUILD_DIR)/$*.d -o $@ $<
$(BUILD_DIR)/$(LD_SCRIPT): $(LD_SCRIPT) $(CPP) $(VERSION_CFLAGS) -I include/ -DBUILD_DIR=$(BUILD_DIR) -o $@ $<
$(BUILD_DIR)/libultra.a: $(ULTRA_O_FILES) $(AR) rcs -o $@ $(ULTRA_O_FILES)
$(ELF): $(O_FILES) $(MIO0_OBJ_FILES) $(SEG_FILES) $(BUILD_DIR)/$(LD_SCRIPT) undefined_syms.txt $(BUILD_DIR)/libultra.a $(LD) -L $(BUILD_DIR) $(LDFLAGS) -o $@ $(O_FILES)$(LIBS) -lultra
$(ROM): $(ELF) $(OBJCOPY) $(OBJCOPYFLAGS) $< $(@:.z64=.bin) -O binary $(N64CKSUM) $(@:.z64=.bin) $@
$(BUILD_DIR)/$(TARGET).objdump: $(ELF) $(OBJDUMP) -D $< > $@
.PHONY: all clean default diff test load libultra .PRECIOUS: $(BUILD_DIR)/mio0/%.mio0 $(BUILD_DIR)/bin/%.elf $(BUILD_DIR)/mio0/%.mio0.s
# Remove built-in rules, to improve performance
MAKEFLAGS += --no-builtin-rules
-include $(DEP_FILES)
print-% : ; $(info $* is a $(flavor $*) variable set to [$($*)]) @true
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