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432 lines
14 KiB
432 lines
14 KiB
# 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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# Version of the game to build and graphics microcode used
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VERSION ?= us
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GRUCODE ?= f3d_old
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# If COMPARE is 1, check the output sha1sum when building 'all'
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COMPARE ?= 1
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# If NON_MATCHING is 1, define the NON_MATCHING macro when building
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NON_MATCHING ?= 0
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# If ENDIAN_IND is 1, enable non-matching code changes that try to ensure
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# endianness independence
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ENDIAN_IND ?= 0
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# Release
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ifeq ($(VERSION),jp)
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VERSION_CFLAGS := -DVERSION_JP=1
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VERSION_ASFLAGS := --defsym VERSION_JP=1
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GRUCODE_CFLAGS := -DF3D_OLD
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GRUCODE_ASFLAGS := --defsym F3D_OLD=1
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TARGET := sm64.j
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else
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ifeq ($(VERSION),us)
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VERSION_CFLAGS := -DVERSION_US=1
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VERSION_ASFLAGS := --defsym VERSION_US=1
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GRUCODE_CFLAGS := -DF3D_OLD
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GRUCODE_ASFLAGS := --defsym F3D_OLD=1
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TARGET := sm64.u
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else
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ifeq ($(VERSION),eu)
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$(warning Building EU is experimental and is prone to breaking. Try at your own risk.)
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VERSION_CFLAGS := -DVERSION_EU=1
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VERSION_ASFLAGS := --defsym VERSION_US=1 --defsym VERSION_EU=1
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GRUCODE_CFLAGS := -DF3D_OLD
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GRUCODE_ASFLAGS := --defsym F3D_OLD=1
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TARGET := sm64.eu
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else
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$(error unknown version "$(VERSION)")
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endif
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endif
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endif
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# Microcode
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ifeq ($(GRUCODE),f3dex) # Fast3DEX
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GRUCODE_CFLAGS := -DF3DEX_GBI=1
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GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 --defsym F3DEX_GBI=1
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TARGET := $(TARGET).f3dex
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COMPARE := 0
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else
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ifeq ($(GRUCODE), f3dex2) # Fast3DEX2
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GRUCODE_CFLAGS := -DF3DEX_GBI_2=1
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GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 --defsym F3DEX_GBI_2=1
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TARGET := $(TARGET).f3dex2
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COMPARE := 0
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else
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ifeq ($(GRUCODE),f3d_new) # Fast3D 2.0H (Shindou)
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GRUCODE_CFLAGS := -DF3D_NEW
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GRUCODE_ASFLAGS := --defsym F3D_NEW=1
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TARGET := $(TARGET).f3d_new
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COMPARE := 0
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else
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ifeq ($(GRUCODE),f3dzex) # Fast3DZEX (2.0J / Animal Forest - Dōbutsu no Mori)
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$(warning Fast3DZEX is experimental. Try at your own risk.)
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GRUCODE_CFLAGS := -DF3DEX_GBI_2=1
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GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 --defsym F3DZEX_GBI=1
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TARGET := $(TARGET).f3dzex
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COMPARE := 0
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endif
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endif
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endif
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endif
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ifeq ($(NON_MATCHING),1)
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VERSION_CFLAGS := $(VERSION_CFLAGS) -DNON_MATCHING=1
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COMPARE := 0
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endif
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ifeq ($(ENDIAN_IND),1)
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VERSION_CFLAGS := $(VERSION_CFLAGS) -DENDIAN_IND=1
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COMPARE := 0
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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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BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)
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LIBULTRA := $(BUILD_DIR)/libultra.a
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ROM := $(BUILD_DIR)/$(TARGET).z64
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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)/mio0
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TEXTURE_DIR := textures
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ACTOR_DIR := actors
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# Directories containing source files
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SRC_DIRS := src src/engine src/game src/goddard src/goddard/dynlists src/audio
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ASM_DIRS := asm actors lib data levels assets text
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BIN_DIRS := bin
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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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LEVEL_DIRS := $(patsubst levels/%,%,$(dir $(wildcard levels/*/header.s)))
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MIPSISET := -mips2 -32
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ifeq ($(VERSION),eu)
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OPT_FLAGS := -O2
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else
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OPT_FLAGS := -g
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endif
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# File dependencies and variables for specific files
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include Makefile.split
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# Source code files
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C_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.c))
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S_FILES := $(foreach dir,$(ASM_DIRS),$(wildcard $(dir)/*.s))
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ULTRA_C_FILES := $(foreach dir,$(ULTRA_SRC_DIRS),$(wildcard $(dir)/*.c))
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ULTRA_S_FILES := $(foreach dir,$(ULTRA_ASM_DIRS),$(wildcard $(dir)/*.s))
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LEVEL_S_FILES := $(addsuffix header.s,$(addprefix bin/,$(LEVEL_DIRS)))
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SEG_IN_FILES := $(foreach dir,$(BIN_DIRS),$(wildcard $(dir)/*.s.in))
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SEG_S_FILES := $(foreach dir,$(BIN_DIRS),$(wildcard $(dir)/*.s)) \
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$(foreach file,$(SEG_IN_FILES),$(file:.s.in=.s))
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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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$(foreach file,$(S_FILES),$(BUILD_DIR)/$(file:.s=.o)) \
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$(foreach file,$(LEVEL_S_FILES),$(BUILD_DIR)/$(file:.s=.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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# Automatic dependency files
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DEP_FILES := $(O_FILES:.o=.d) $(ULTRA_O_FILES:.o=.d)
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# Files with NON_MATCHING ifdefs
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NON_MATCHING_C_FILES != grep -rl NON_MATCHING $(wildcard src/audio/*.c)
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NON_MATCHING_O_FILES = $(foreach file,$(NON_MATCHING_C_FILES),$(BUILD_DIR)/$(file:.c=.o))
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NON_MATCHING_DEP = $(BUILD_DIR)/src/audio/non_matching_dep
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# Segment elf files
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SEG_FILES := $(foreach file,$(SEG_S_FILES),$(BUILD_DIR)/$(file:.s=.elf)) $(ACTOR_ELF_FILES) $(LEVEL_ELF_FILES)
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##################### Compiler Options #######################
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IRIX_ROOT := tools/ido5.3_compiler
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ifeq ($(shell type mips-linux-gnu-ld >/dev/null 2>/dev/null; echo $$?), 0)
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CROSS := mips-linux-gnu-
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else
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CROSS := mips64-elf-
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endif
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AS := $(CROSS)as
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CC := $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/bin/cc
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CPP := cpp -P
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LD := $(CROSS)ld
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AR := $(CROSS)ar
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OBJDUMP := $(CROSS)objdump
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OBJCOPY := $(CROSS)objcopy
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# Check code syntax with host compiler
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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)
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ASFLAGS := -march=vr4300 -mabi=32 -I include -I $(BUILD_DIR) $(VERSION_ASFLAGS) $(GRUCODE_ASFLAGS)
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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)
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OBJCOPYFLAGS := --pad-to=0x800000 --gap-fill=0xFF
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SYMBOL_LINKING_FLAGS := $(addprefix -R ,$(SEG_FILES))
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LDFLAGS := -T undefined_syms.txt -T $(BUILD_DIR)/$(LD_SCRIPT) -Map $(BUILD_DIR)/sm64.map --no-check-sections $(SYMBOL_LINKING_FLAGS)
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ifeq ($(shell getconf LONG_BIT), 32)
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# Work around memory allocation bug in QEMU
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export QEMU_GUEST_BASE := 1
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else
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# Ensure that gcc treats the code as 32-bit
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CC_CHECK += -m32
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endif
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####################### Other Tools #########################
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# N64 tools
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TOOLS_DIR = tools
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MIO0TOOL = $(TOOLS_DIR)/mio0
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N64CKSUM = $(TOOLS_DIR)/n64cksum
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N64GRAPHICS = $(TOOLS_DIR)/n64graphics
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N64GRAPHICS_CI = $(TOOLS_DIR)/n64graphics_ci
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TEXTCONV = $(TOOLS_DIR)/textconv
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IPLFONTUTIL = $(TOOLS_DIR)/iplfontutil
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EMULATOR = mupen64plus
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EMU_FLAGS = --noosd
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LOADER = loader64
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LOADER_FLAGS = -vwf
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SHA1SUM = sha1sum
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# Make tools if out of date
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DUMMY != make -s -C tools >&2
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###################### Dependency Check #####################
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BINUTILS_VER_MAJOR := $(shell $(LD) --version | grep ^GNU | sed 's/^.* //; s/\..*//g')
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BINUTILS_VER_MINOR := $(shell $(LD) --version | grep ^GNU | sed 's/^[^.]*\.//; s/\..*//g')
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BINUTILS_DEPEND := $(shell expr $(BINUTILS_VER_MAJOR) \>= 2 \& $(BINUTILS_VER_MINOR) \>= 27)
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ifeq ($(BINUTILS_DEPEND),0)
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$(error binutils version 2.27 required, version $(BINUTILS_VER_MAJOR).$(BINUTILS_VER_MINOR) detected)
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endif
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ifndef QEMU_IRIX
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$(error env variable QEMU_IRIX should point to the qemu-mips binary)
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endif
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######################## Targets #############################
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all: $(ROM)
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ifeq ($(COMPARE),1)
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@$(SHA1SUM) -c $(TARGET).sha1
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endif
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clean:
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$(RM) -r $(BUILD_DIR_BASE)
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test: $(ROM)
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$(EMULATOR) $(EMU_FLAGS) $<
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load: $(ROM)
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$(LOADER) $(LOADER_FLAGS) $<
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libultra: $(BUILD_DIR)/libultra.a
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asm/boot.s: $(BUILD_DIR)/lib/bin/ipl3_font.bin
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$(BUILD_DIR)/lib/bin/ipl3_font.bin: lib/ipl3_font.png | $(BUILD_DIR)
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$(IPLFONTUTIL) e $< $@
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$(BUILD_DIR)/include/text_strings.h: include/text_strings.h.in | $(BUILD_DIR)
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$(TEXTCONV) charmap.txt $< $@
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$(BUILD_DIR)/text/%.s: text/$(VERSION)/%.s.in | $(BUILD_DIR)
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$(TEXTCONV) charmap.txt $< $@
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build/bin/segment2.o: bin/segment2.s
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bin/segment2.s: $(BUILD_DIR)/text/debug.s $(BUILD_DIR)/text/dialog.s $(BUILD_DIR)/text/level.s $(BUILD_DIR)/text/star.s
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touch bin/segment2.s
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$(MIO0_DIR)/%.mio0: bin/%.bin
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$(MIO0TOOL) $< $@
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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))
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# Make sure build directory exists before compiling anything
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DUMMY != mkdir -p $(ALL_DIRS)
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$(BUILD_DIR)/src/game/star_select.o: $(BUILD_DIR)/include/text_strings.h
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$(BUILD_DIR)/src/game/file_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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# texture generation
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$(BUILD_DIR)/bin/%.rgba16: textures/%.rgba16.png
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$(N64GRAPHICS) -i $@ -g $< -f rgba16
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$(BUILD_DIR)/bin/%.ia16: textures/%.ia16.png
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$(N64GRAPHICS) -i $@ -g $< -f ia16
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$(BUILD_DIR)/bin/%.ia8: textures/%.ia8.png
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$(N64GRAPHICS) -i $@ -g $< -f ia8
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$(BUILD_DIR)/bin/%.ia4: textures/%.ia4.png
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$(N64GRAPHICS) -i $@ -g $< -f ia4
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$(BUILD_DIR)/bin/%.ia1: textures/%.ia1.png
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$(N64GRAPHICS) -i $@ -g $< -f ia1
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# Color index textures (not used by SM64)
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$(BUILD_DIR)/bin/%.ci8: textures/%.ci8.png
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$(N64GRAPHICS_CI) -i $@ -g $< -f ci8
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$(BUILD_DIR)/bin/%.ci4: textures/%.ci4.png
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$(N64GRAPHICS_CI) -i $@ -g $< -f ci4
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# texture generation 2nd method: rgba16s are preferred (and used
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# more often) over the ones listed below due to more colors.
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$(BUILD_DIR)/actors/%.rgba16: actors/%.rgba16.png
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$(N64GRAPHICS) -i $@ -g $< -f rgba16
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$(BUILD_DIR)/actors/%.ia16: actors/%.ia16.png
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$(N64GRAPHICS) -i $@ -g $< -f ia16
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$(BUILD_DIR)/actors/%.ia8: actors/%.ia8.png
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$(N64GRAPHICS) -i $@ -g $< -f ia8
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$(BUILD_DIR)/actors/%.ia4: actors/%.ia4.png
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$(N64GRAPHICS) -i $@ -g $< -f ia4
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$(BUILD_DIR)/actors/%.ia1: actors/%.ia1.png
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$(N64GRAPHICS) -i $@ -g $< -f ia1
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# Color index textures (not used by SM64)
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$(BUILD_DIR)/actors/%.ci8: actors/%.ci8.png
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$(N64GRAPHICS_CI) -i $@ -g $< -f ci8
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$(BUILD_DIR)/actors/%.ci4: actors/%.ci4.png
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$(N64GRAPHICS_CI) -i $@ -g $< -f ci4
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# texture generation 3rd method: rgba16s are preferred (and used
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# more often) over the ones listed below due to more colors.
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$(BUILD_DIR)/levels/%.rgba16: levels/%.rgba16.png
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$(N64GRAPHICS) -i $@ -g $< -f rgba16
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$(BUILD_DIR)/levels/%.ia16: levels/%.ia16.png
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$(N64GRAPHICS) -i $@ -g $< -f ia16
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$(BUILD_DIR)/levels/%.ia8: levels/%.ia8.png
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$(N64GRAPHICS) -i $@ -g $< -f ia8
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$(BUILD_DIR)/levels/%.ia4: levels/%.ia4.png
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$(N64GRAPHICS) -i $@ -g $< -f ia4
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$(BUILD_DIR)/levels/%.ia1: levels/%.ia1.png
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$(N64GRAPHICS) -i $@ -g $< -f ia1
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# Color index textures (not used by SM64)
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$(BUILD_DIR)/levels/%.ci8: levels/%.ci8.png
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$(N64GRAPHICS_CI) -i $@ -g $< -f ci8
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$(BUILD_DIR)/levels/%.ci4: levels/%.ci4.png
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$(N64GRAPHICS_CI) -i $@ -g $< -f ci4
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# compressed segment generation
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$(BUILD_DIR)/bin/%.o: bin/%.s
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$(AS) $(ASFLAGS) --no-pad-sections -o $@ $<
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# compressed segment generation (actors)
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$(BUILD_DIR)/bin/%.o: actors/%.s
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$(AS) $(ASFLAGS) --no-pad-sections -o $@ $<
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$(BUILD_DIR)/bin/%/leveldata.o: levels/%/leveldata.s
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$(AS) $(ASFLAGS) --no-pad-sections -o $@ $<
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$(BUILD_DIR)/bin/%/header.o: levels/%/header.s $(MIO0_DIR)/%/leveldata.mio0 levels/%/script.s
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$(AS) $(ASFLAGS) --no-pad-sections -o $@ $<
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# TODO: ideally this would be `-Trodata-segment=0x07000000` but that doesn't set the address
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$(BUILD_DIR)/bin/%.elf: $(BUILD_DIR)/bin/%.o
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$(LD) -e 0 -Ttext=$(SEGMENT_ADDRESS) -Map $@.map -o $@ $<
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# Override for level.elf, which otherwise matches the above pattern
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.SECONDEXPANSION:
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$(BUILD_DIR)/bin/%/leveldata.elf: $(BUILD_DIR)/bin/%/leveldata.o $(BUILD_DIR)/bin/$$(TEXTURE_BIN).elf
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$(LD) -e 0 -Ttext=$(SEGMENT_ADDRESS) -Map $@.map --just-symbols=$(BUILD_DIR)/bin/$(TEXTURE_BIN).elf -o $@ $<
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$(BUILD_DIR)/bin/%.bin: $(BUILD_DIR)/bin/%.elf
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$(OBJCOPY) -j .rodata $< -O binary $@
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$(MIO0_DIR)/%.mio0: $(BUILD_DIR)/bin/%.bin
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$(MIO0TOOL) $< $@
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$(MIO0_DIR)/%.mio0.o: $(MIO0_DIR)/%.mio0.s
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$(AS) $(ASFLAGS) -o $@ $<
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$(MIO0_DIR)/%.mio0.s: $(MIO0_DIR)/%.mio0
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printf ".section .data\n\n.incbin \"$<\"\n" > $@
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# Source code
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$(BUILD_DIR)/src/goddard/%.o: OPT_FLAGS := -g
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$(BUILD_DIR)/src/goddard/%.o: MIPSISET := -mips1
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$(BUILD_DIR)/src/audio/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
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$(BUILD_DIR)/src/audio/%.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0
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$(BUILD_DIR)/src/audio/dma.o: OPT_FLAGS := -O2 -framepointer -Wo,-loopunroll,0
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$(BUILD_DIR)/lib/src/%.o: OPT_FLAGS :=
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$(BUILD_DIR)/lib/src/math/ll%.o: MIPSISET := -mips3 -32
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$(BUILD_DIR)/lib/src/math/%.o: OPT_FLAGS := -O2
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$(BUILD_DIR)/lib/src/math/ll%.o: OPT_FLAGS :=
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$(BUILD_DIR)/lib/src/ldiv.o: OPT_FLAGS := -O2
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$(BUILD_DIR)/lib/src/string.o: OPT_FLAGS := -O2
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$(BUILD_DIR)/lib/src/gu%.o: OPT_FLAGS := -O3
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$(BUILD_DIR)/lib/src/al%.o: OPT_FLAGS := -O3
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# Rebuild files with '#ifdef NON_MATCHING' when that macro changes.
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$(NON_MATCHING_O_FILES): $(NON_MATCHING_DEP).$(NON_MATCHING)
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$(NON_MATCHING_DEP).$(NON_MATCHING):
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@rm -f $(NON_MATCHING_DEP).*
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touch $@
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$(BUILD_DIR)/lib/src/math/%.o: lib/src/math/%.c
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@$(CC_CHECK) -MMD -MP -MT $@ -MF $(BUILD_DIR)/lib/src/math/$*.d $<
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$(CC) -c $(CFLAGS) -o $@ $<
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tools/patch_libultra_math $@ || rm $@
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$(BUILD_DIR)/%.o: %.c
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@$(CC_CHECK) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $<
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$(CC) -c $(CFLAGS) -o $@ $<
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$(BUILD_DIR)/%.o: %.s $(MIO0_FILES)
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$(AS) $(ASFLAGS) -MD $(BUILD_DIR)/$*.d -o $@ $<
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$(BUILD_DIR)/$(LD_SCRIPT): $(LD_SCRIPT)
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$(CPP) $(VERSION_CFLAGS) -I include/ -DBUILD_DIR=$(BUILD_DIR) -o $@ $<
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$(BUILD_DIR)/libultra.a: $(ULTRA_O_FILES)
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$(AR) rcs -o $@ $(ULTRA_O_FILES)
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$(ELF): $(O_FILES) $(MIO0_OBJ_FILES) $(SEG_FILES) $(BUILD_DIR)/$(LD_SCRIPT) undefined_syms.txt $(BUILD_DIR)/libultra.a
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$(LD) -L $(BUILD_DIR) $(LDFLAGS) -o $@ $(O_FILES)$(LIBS) -lultra
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|
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$(ROM): $(ELF)
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$(OBJCOPY) $(OBJCOPYFLAGS) $< $(@:.z64=.bin) -O binary
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$(N64CKSUM) $(@:.z64=.bin) $@
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|
|
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$(BUILD_DIR)/$(TARGET).objdump: $(ELF)
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|
$(OBJDUMP) -D $< > $@
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|
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.PHONY: all clean default diff test load libultra
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|
.PRECIOUS: $(BUILD_DIR)/mio0/%.mio0 $(BUILD_DIR)/bin/%.elf $(BUILD_DIR)/mio0/%.mio0.s
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|
|
|
# Remove built-in rules, to improve performance
|
|
MAKEFLAGS += --no-builtin-rules
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|
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-include $(DEP_FILES)
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|
|
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print-% : ; $(info $* is a $(flavor $*) variable set to [$($*)]) @true
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