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# Makefile to rebuild SM64 split image
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i n c l u d e u t i l . m k
# Default target
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default : all
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# Preprocessor definitions
DEFINES :=
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#==============================================================================#
# Build Options #
#==============================================================================#
# These options can either be set by building with 'make SETTING=value'.
# 'make clean' may be required first.
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# Build debug version
DEBUG ?= 0
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# Enable development/testing flags
DEVELOPMENT ?= 0
Added lua profiler; Added useful object functions; Bug fixes (#65)
Added a basic lua profiler
If the game is compiled with LUA_PROFILER=1, displays on screen the average execution time per frame of each active lua mod, in microseconds.
Added object functions
For some reasons, accessing the object fields obj.o* via lua is rather slow, and can drastically increase execution time of custom behaviors. For basic stuff like setting an object's velocity or moving it, some functions, missing from the original code, have been added:
s32 obj_is_valid_for_interaction(struct Object *o): returns 1 if an object is valid for interaction, i.e. active, tangible and not interacted.
s32 obj_check_hitbox_overlap(struct Object *o1, struct Object *o2): returns 1 if two objects hitboxes overlap. Doesn't check tangibility, only hitbox values.
void obj_set_vel(struct Object *o, f32 vx, f32 vy, f32 vz): sets an object's velocity.
void obj_move_xyz(struct Object *o, f32 dx, f32 dy, f32 dz): moves an object position by (dx, dy, dz).
Bug fixes:
Disable collisions with walls and ceilings after Mario exits a warp pipe to prevent softlocks in narrow places.
Make the koopa shell exclamation box respawn after some time.
Quicksand no longer downwarps and instant-kills Mario if he's shocked while being above it.
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# Enable lua profiler
LUA_PROFILER ?= 0
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# Build for the N64 (turn this off for ports)
TARGET_N64 = 0
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# Build and optimize for Raspberry Pi(s)
TARGET_RPI ?= 0
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# Build for Emscripten/WebGL
TARGET_WEB ?= 0
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# Makeflag to enable OSX fixes
OSX_BUILD ?= 0
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# Specify the target you are building for, TARGET_BITS=0 means native
TARGET_ARCH ?= native
TARGET_BITS ?= 0
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# Enable immediate load by default
IMMEDIATELOAD ?= 1
# Enable better camera by default
BETTERCAMERA ?= 1
# Enable no drawing distance by default
NODRAWINGDISTANCE ?= 1
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# Disable texture fixes by default (helps with them purists)
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TEXTURE_FIX ?= 1
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# Enable extended options menu by default
EXT_OPTIONS_MENU ?= 1
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# Disable text-based save-files by default
TEXTSAVES ?= 0
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# Load resources from external files
EXTERNAL_DATA ?= 0
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# Enable Discord Rich Presence (outdated, no longer supported)
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DISCORDRPC ?= 0
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# Enable Discord Game SDK (used for Discord server hosting)
DISCORD_SDK ?= 1
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# Enable docker build workarounds
DOCKERBUILD ?= 0
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# Enable compiling with more debug info.
DEBUG_INFO_LEVEL ?= 2
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# Enable profiling
PROFILE ?= 0
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# Compile headless
HEADLESS ?= 0
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# Enable Game ICON
ICON ?= 1
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# Various workarounds for weird toolchains
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NO_BZERO_BCOPY ?= 0
NO_LDIV ?= 0
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# Backend selection
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# Renderers: GL, GL_LEGACY, D3D11, D3D12, DUMMY
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RENDER_API ?= GL
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# Window managers: SDL1, SDL2, DXGI (forced if D3D11 or D3D12 in RENDER_API), DUMMY (forced if RENDER_API is DUMMY)
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WINDOW_API ?= SDL2
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# Audio backends: SDL1, SDL2, DUMMY
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AUDIO_API ?= SDL2
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# Controller backends (can have multiple, space separated): SDL2, SDL1
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CONTROLLER_API ?= SDL2
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# Misc settings for EXTERNAL_DATA
BASEDIR ?= res
BASEPACK ?= base.zip
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# Automatic settings for PC port(s)
WINDOWS_BUILD ?= 0
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WINDOWS_AUTO_BUILDER ?= 0
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# Setup extra cflags
EXTRA_CFLAGS ?=
EXTRA_CPP_FLAGS ?=
EXTRA_CFLAGS += -Wno-format-security -Wno-trigraphs
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# COMPILER - selects the C compiler to use
# gcc - uses the GNU C Compiler
COMPILER = gcc
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$( eval $ ( call validate -option ,COMPILER ,ido gcc clang ) )
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i f e q ( $( WINDOWS_AUTO_BUILDER ) , 1 )
export SHELL = sh.exe
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EXTRA_INCLUDES := -I ../include/1 -I ../include/2 -I ../include/3 -I ../include/4
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EXTRA_CFLAGS += -Wno-expansion-to-defined
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EXTRA_CPP_INCLUDES := -I ../include/cpp
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EXTRA_CPP_FLAGS := -Wno-class-conversion -Wno-packed-not-aligned
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e l s e
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EXTRA_INCLUDES ?=
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EXTRA_CPP_INCLUDES ?=
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e n d i f
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# Attempt to detect OS
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i f e q ( $( OS ) , W i n d o w s _ N T )
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HOST_OS ?= Windows
e l s e
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
e n d i f
i f e q ( $( TARGET_WEB ) , 0 )
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ifeq ( $( HOST_OS) ,Windows)
WINDOWS_BUILD := 1
endif
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e n d i f
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# MXE overrides
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i f e q ( $( WINDOWS_BUILD ) , 1 )
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
e n d i f
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# Determine default windows target bits
i f e q ( $( WINDOWS_BUILD ) , 1 )
ifeq ( $( TARGET_BITS) , 0)
CPU_TYPE := $( firstword $( subst -, ,$( shell $( CC) -dumpmachine) ) )
ifeq ( $( CPU_TYPE) , x86_64)
TARGET_BITS := 64
else ifeq ( $( CPU_TYPE) , i686)
TARGET_BITS := 32
else ifeq ( $( CPU_TYPE) , mingw32)
TARGET_BITS := 32
endif
endif
e n d i f
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i f n e q ( $( TARGET_BITS ) , 0 )
BITS := -m$( TARGET_BITS)
e n d i f
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# VERSION - selects the version of the game to build
# jp - builds the 1996 Japanese version
# us - builds the 1996 North American version
# eu - builds the 1997 PAL version
# sh - builds the 1997 Japanese Shindou version, with rumble pak support
VERSION ?= us
$( eval $ ( call validate -option ,VERSION ,jp us eu sh ) )
# Graphics microcode used
GRUCODE ?= f3dex2e
i f e q ( $( VERSION ) , j p )
DEFINES += VERSION_JP = 1
#GRUCODE ?= f3d_old
VERSION_JP_US ?= true
e l s e i f e q ( $( VERSION ) , u s )
DEFINES += VERSION_US = 1
#GRUCODE ?= f3d_old
VERSION_JP_US ?= true
e l s e i f e q ( $( VERSION ) , e u )
DEFINES += VERSION_EU = 1
#GRUCODE ?= f3d_new
VERSION_JP_US ?= false
e l s e i f e q ( $( VERSION ) , s h )
DEFINES += VERSION_SH = 1
#GRUCODE ?= f3d_new
VERSION_JP_US ?= false
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e n d i f
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# Determine our optimization level.
i f e q ( $( DEBUG ) , 0 )
# Can't use O2 or higher right now for auto-builders, coop-compiler produces strange graphical errors
# likely due to undefined behavior somewhere
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#ifeq ($(WINDOWS_AUTO_BUILDER),1)
# OPT_FLAGS := -O1
#else
OPT_FLAGS := -O2
#endif
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e l s e
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OPT_FLAGS := -O0
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e n d i f
# Set our level of debug symbol info,
# Including an option to disable it.
# Level 0 produces no debug information at all. Thus, -g0 negates -g.
# Level 1 produces minimal information, enough for making backtraces in parts of the program that you don’ t plan to debug. This includes descriptions of functions and external variables, and line number tables, but no information about local variables.
# Level 3 includes extra information, such as all the macro definitions present in the program. Some debuggers support macro expansion when you use -g3.
# From https://gcc.gnu.org/onlinedocs/gcc/Debugging-Options.html
i f e q ( $( DEBUG_INFO_LEVEL ) , 3 )
OPT_FLAGS += -g -g3
e l s e i f e q ( $( DEBUG_INFO_LEVEL ) , 1 )
OPT_FLAGS += -g -g1
e l s e i f e q ( $( DEBUG_INFO_LEVEL ) , 0 )
# If we're compiling with -0g. I don't believe this will do anything worthwhile.
OPT_FLAGS += -g0
e l s e
# This is our default AND level 2.
OPT_FLAGS += -g
e n d i f
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i f e q ( $( PROFILE ) , 1 )
PROF_FLAGS := -pg
e l s e
PROF_FLAGS :=
e n d i f
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i f e q ( $( TARGET_WEB ) , 1 )
OPT_FLAGS := -O2 -g4 --source-map-base http://localhost:8080/
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e n d i f
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i f e q ( $( 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
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e n d i f
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# Set BITS (32/64) to compile for
OPT_FLAGS += $( BITS)
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TARGET := sm64.$( VERSION)
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# Stuff for showing the git hash in the intro on nightly builds
# From https://stackoverflow.com/questions/44038428/include-git-commit-hash-and-or-branch-name-in-c-c-source
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#ifeq ($(shell git rev-parse --abbrev-ref HEAD),nightly)
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# GIT_HASH=`git rev-parse --short HEAD`
# COMPILE_TIME=`date -u +'%Y-%m-%d %H:%M:%S UTC'`
# DEFINES += -DNIGHTLY -DGIT_HASH="\"$(GIT_HASH)\"" -DCOMPILE_TIME="\"$(COMPILE_TIME)\""
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#endif
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# GRUCODE - selects which RSP microcode to use.
# f3d_old - default for JP and US versions
# f3d_new - default for EU and Shindou versions
# f3dex -
# f3dex2 -
# f3dex2e -
# f3dzex - newer, experimental microcode used in Animal Crossing
$( eval $ ( call validate -option ,GRUCODE ,f 3d_old f 3dex f 3dex 2 f 3dex 2e f 3d_new f 3dzex ) )
i f e q ( $( GRUCODE ) , f 3 d _ o l d )
DEFINES += F3D_OLD = 1
e l s e i f e q ( $( GRUCODE ) , f 3 d _ n e w ) # Fast3D 2.0H
DEFINES += F3D_NEW = 1
e l s e i f e q ( $( GRUCODE ) , f 3 d e x ) # Fast3DEX
DEFINES += F3DEX_GBI = 1 F3DEX_GBI_SHARED = 1
e l s e i f e q ( $( GRUCODE ) , f 3 d e x 2 ) # Fast3DEX2
DEFINES += F3DEX_GBI_2 = 1 F3DEX_GBI_SHARED = 1
e l s e i f e q ( $( GRUCODE ) , f 3 d e x 2 e ) # Fast3DEX2 Extended (PC default)
DEFINES += F3DEX_GBI_2E = 1 F3DEX_GBI_SHARED = 1
e l s e i f e q ( $( GRUCODE ) , f 3 d z e x ) # Fast3DZEX (2.0J / Animal Forest - Dōbutsu no Mori)
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$( warning Fast3DZEX is experimental. Try at your own risk.)
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DEFINES += F3DZEX_GBI_2 = 1 F3DEX_GBI_2 = 1 F3DEX_GBI_SHARED = 1
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e n d i f
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# Check for certain target types.
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i f e q ( $( TARGET_RPI ) , 1 ) # Define RPi to change SDL2 title & GLES2 hints
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DEFINES += USE_GLES = 1
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e n d i f
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i f e q ( $( OSX_BUILD ) , 1 ) # Modify GFX & SDL2 for OSX GL
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DEFINES += OSX_BUILD = 1
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e n d i f
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i f e q ( $( TARGET_WEB ) , 1 )
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DEFINES := $( DEFINES) -DTARGET_WEB -DUSE_GLES
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e n d i f
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# Check backends
i f n e q ( , $( filter $ ( RENDER_API ) ,D 3D 11 D 3D 12) )
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
e l s e
ifeq ( $( WINDOW_API) ,DXGI)
$( error DXGI can only be used with DirectX renderers)
endif
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ifneq ( $( WINDOW_API) ,DUMMY)
ifeq ( $( RENDER_API) ,DUMMY)
$( warning Dummy renderer requires dummy window API, forcing WINDOW_API value)
WINDOW_API := DUMMY
endif
else
ifneq ( $( RENDER_API) ,DUMMY)
$( warning Dummy window API requires dummy renderer, forcing RENDER_API value)
RENDER_API := DUMMY
endif
endif
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e n d i f
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i f e q ( $( HEADLESS ) , 1 )
$( warning Compiling headless)
RENDER_API := DUMMY
WINDOW_API := DUMMY
AUDIO_API := DUMMY
CONTROLLER_API :=
e n d i f
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# NON_MATCHING - whether to build a matching, identical copy of the ROM
# 1 - enable some alternate, more portable code that does not produce a matching ROM
# 0 - build a matching ROM
NON_MATCHING ?= 0
$( eval $ ( call validate -option ,NON_MATCHING ,0 1) )
i f e q ( $( TARGET_N 64) , 0 )
NON_MATCHING := 1
e n d i f
i f e q ( $( NON_MATCHING ) , 1 )
DEFINES += NON_MATCHING = 1 AVOID_UB = 1
COMPARE := 0
e n d i f
# COMPARE - whether to verify the SHA-1 hash of the ROM after building
# 1 - verifies the SHA-1 hash of the selected version of the game
# 0 - does not verify the hash
COMPARE ?= 1
$( eval $ ( call validate -option ,COMPARE ,0 1) )
TARGET_STRING := sm64.$( VERSION) .$( GRUCODE)
# If non-default settings were chosen, disable COMPARE
i f e q ( $( filter $ ( TARGET_STRING ) , sm 64.jp .f 3d_old sm 64.us .f 3d_old sm 64.eu .f 3d_new sm 64.sh .f 3d_new ) , )
COMPARE := 0
e n d i f
# Whether to hide commands or not
VERBOSE ?= 0
i f e q ( $( VERBOSE ) , 0 )
V := @
e n d i f
# Whether to colorize build messages
COLOR ?= 1
# display selected options unless 'make clean' or 'make distclean' is run
i f e q ( $( filter clean distclean ,$ ( MAKECMDGOALS ) ) , )
$( info = = = = Build Options = = = = )
$( info Version: $( VERSION) )
$( info Microcode: $( GRUCODE) )
$( info Target: $( TARGET) )
ifeq ( $( COMPARE) ,1)
$( info Compare ROM: yes)
else
$( info Compare ROM: no)
endif
ifeq ( $( NON_MATCHING) ,1)
$( info Build Matching: no)
else
$( info Build Matching: yes)
endif
$( info = = = = = = = = = = = = = = = = = = = = = = = )
e n d i f
#==============================================================================#
# Universal Dependencies #
#==============================================================================#
TOOLS_DIR := tools
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# (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.)
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PYTHON := python3
i f e q ( $( filter clean distclean print -%,$ ( MAKECMDGOALS ) ) , )
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# Make sure assets exist
NOEXTRACT ?= 0
ifeq ( $( NOEXTRACT) ,0)
DUMMY != $( PYTHON) extract_assets.py $( VERSION) >& 2 || echo FAIL
ifeq ( $( DUMMY) ,FAIL)
$( error Failed to extract assets)
endif
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endif
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# Make tools if out of date
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ifeq ( $( WINDOWS_AUTO_BUILDER) ,0)
$( info Building tools...)
#DUMMY != $(MAKE) -s -C $(TOOLS_DIR) $(if $(filter-out ido0,$(COMPILER)$(USE_QEMU_IRIX)),all-except-recomp,) >&2 || echo FAIL
DUMMY != $( MAKE) -C $( TOOLS_DIR) >& 2 || echo FAIL
ifeq ( $( DUMMY) ,FAIL)
$( error Failed to build tools)
endif
endif
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$( info Building Game...)
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e n d i f
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#==============================================================================#
# Extra Source Files #
#==============================================================================#
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# Luigi and wario sounds don't work on 32-bit right now
# And the audio code is so terrible I don't care enough to figure it out at the moment
i f e q ( $( TARGET_BITS ) , 3 2 )
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_ := $( shell rm -rf sound/samples/sfx_custom_luigi/*.aiff)
_ := $( shell rm -rf sound/samples/sfx_custom_luigi_peach/*.aiff)
_ := $( shell rm -rf sound/samples/sfx_custom_wario/*.aiff)
_ := $( shell rm -rf sound/samples/sfx_custom_wario_peach/*.aiff)
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e n d i f
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# Copy missing character sounds from mario sound banks
_ := $( shell $( PYTHON) $( TOOLS_DIR) /copy_mario_sounds.py)
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#==============================================================================#
# Target Executable and Sources #
#==============================================================================#
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BUILD_DIR_BASE := build
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# BUILD_DIR is the location where all build artifacts are placed
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i f e q ( $( TARGET_WEB ) , 1 )
BUILD_DIR := $( BUILD_DIR_BASE) /$( VERSION) _web
e l s e
BUILD_DIR := $( BUILD_DIR_BASE) /$( VERSION) _pc
e n d i f
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i f e q ( $( TARGET_WEB ) , 1 )
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EXE := $( BUILD_DIR) /$( TARGET_STRING) .html
e l s e
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ifeq ( $( WINDOWS_BUILD) ,1)
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EXE := $( BUILD_DIR) /$( TARGET_STRING) .exe
else # Linux builds/binary namer
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ifeq ( $( TARGET_RPI) ,1)
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EXE := $( BUILD_DIR) /$( TARGET_STRING) .arm
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else
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EXE := $( BUILD_DIR) /$( TARGET_STRING)
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endif
endif
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e n d i f
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ELF := $( BUILD_DIR) /$( TARGET) .elf
LIBULTRA := $( BUILD_DIR) /libultra.a
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 $( wildcard levels/*/header.h) ) )
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# Directories containing source files
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SRC_DIRS := src src/engine src/game src/audio src/bass_audio src/menu src/buffers actors levels bin data assets asm lib sound
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BIN_DIRS := bin bin/$( VERSION)
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# PC files
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SRC_DIRS += src/pc src/pc/gfx src/pc/audio src/pc/controller src/pc/fs src/pc/fs/packtypes src/pc/mods src/pc/network src/pc/network/packets src/pc/network/socket src/pc/utils src/pc/djui src/pc/lua src/pc/lua/utils
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#ifeq ($(DISCORDRPC),1)
# SRC_DIRS += src/pc/discord
#endif
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i f e q ( $( DISCORD_SDK ) , 1 )
SRC_DIRS += src/pc/network/discord
e n d i f
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ULTRA_SRC_DIRS := lib/src lib/src/math lib/asm lib/data
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ULTRA_BIN_DIRS := lib/bin
GODDARD_SRC_DIRS := src/goddard src/goddard/dynlists
# File dependencies and variables for specific files
i n c l u d e M a k e f i l e . s p l i t
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# Dynos
i n c l u d e d y n o s . m k
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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)
C_FILES := $( foreach dir,$( SRC_DIRS) ,$( wildcard $( dir) /*.c) ) $( LEVEL_C_FILES)
CPP_FILES := $( foreach dir,$( SRC_DIRS) ,$( wildcard $( dir) /*.cpp) )
S_FILES := $( foreach dir,$( SRC_DIRS) ,$( wildcard $( dir) /*.s) )
ULTRA_C_FILES := $( foreach dir,$( ULTRA_SRC_DIRS) ,$( wildcard $( dir) /*.c) )
GODDARD_C_FILES := $( foreach dir,$( GODDARD_SRC_DIRS) ,$( wildcard $( dir) /*.c) )
ULTRA_S_FILES := $( foreach dir,$( ULTRA_SRC_DIRS) ,$( wildcard $( dir) /*.s) )
GENERATED_C_FILES := $( BUILD_DIR) /assets/mario_anim_data.c $( BUILD_DIR) /assets/demo_data.c
i f e q ( $( TARGET_N 64) , 0 )
GENERATED_C_FILES += $( addprefix $( BUILD_DIR) /bin/,$( addsuffix _skybox.c,$( notdir $( basename $( wildcard textures/skyboxes/*.png) ) ) ) )
e n d i f
# "If we're N64, use the above"
i f e q ( $( TARGET_N 64) , 0 )
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) )
e n d i f
# Sound files
SOUND_BANK_FILES := $( wildcard sound/sound_banks/*.json)
SOUND_SAMPLE_DIRS := $( wildcard sound/samples/*)
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) )
SOUND_SEQUENCE_DIRS := sound/sequences sound/sequences/$( VERSION)
# all .m64 files in SOUND_SEQUENCE_DIRS, plus all .m64 files that are generated from .s files in SOUND_SEQUENCE_DIRS
SOUND_SEQUENCE_FILES := \
$( foreach dir,$( SOUND_SEQUENCE_DIRS) ,\
$( wildcard $( dir) /*.m64) \
$( foreach file,$( wildcard $( dir) /*.s) ,$( BUILD_DIR) /$( file:.s= .m64) ) \
)
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# Object files
O_FILES := $( foreach file,$( C_FILES) ,$( BUILD_DIR) /$( file:.c= .o) ) \
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$( foreach file,$( CPP_FILES) ,$( BUILD_DIR) /$( file:.cpp= .o) ) \
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$( foreach file,$( S_FILES) ,$( BUILD_DIR) /$( file:.s= .o) ) \
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$( foreach file,$( GENERATED_C_FILES) ,$( file:.c= .o) )
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ULTRA_O_FILES := $( foreach file,$( ULTRA_S_FILES) ,$( BUILD_DIR) /$( file:.s= .o) ) \
$( foreach file,$( ULTRA_C_FILES) ,$( BUILD_DIR) /$( file:.c= .o) )
GODDARD_O_FILES := $( foreach file,$( GODDARD_C_FILES) ,$( BUILD_DIR) /$( file:.c= .o) )
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RPC_LIBS :=
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#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
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DISCORD_SDK_LIBS :=
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i f e q ( $( DISCORD_SDK ) , 1 )
ifeq ( $( WINDOWS_BUILD) ,1)
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ifeq ( $( TARGET_BITS) , 32)
DISCORD_SDK_LIBS := lib/discordsdk/x86/discord_game_sdk.dll
else
DISCORD_SDK_LIBS := lib/discordsdk/discord_game_sdk.dll
endif
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else ifeq ( $( OSX_BUILD) ,1)
# needs testing
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# HACKY! Instead of figuring out all of the dynamic library linking madness...
# I copied the library and gave it two names.
# This really shouldn't be required, but I got tired of trying to do it the "right way"
DISCORD_SDK_LIBS := lib/discordsdk/discord_game_sdk.dylib lib/discordsdk/libdiscord_game_sdk.dylib
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else
DISCORD_SDK_LIBS := lib/discordsdk/libdiscord_game_sdk.so
endif
2020-09-13 04:16:10 +00:00
e n d i f
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BASS_LIBS :=
i f e q ( $( WINDOWS_BUILD ) , 1 )
ifeq ( $( TARGET_BITS) , 32)
BASS_LIBS := lib/bass/x86/bass.dll lib/bass/x86/bass_fx.dll
else
BASS_LIBS := lib/bass/bass.dll lib/bass/bass_fx.dll
endif
e l s e i f e q ( $( OSX_BUILD ) , 1 )
# needs testing
# HACKY! Instead of figuring out all of the dynamic library linking madness...
# I copied the library and gave it two names.
# This really shouldn't be required, but I got tired of trying to do it the "right way"
BASS_LIBS := lib/bass/bass.dylib lib/bass/libbass.dylib lib/bass/bass_fx.dylib lib/bass/libbass_fx.dylib
e l s e
BASS_LIBS := lib/bass/libbass.so lib/bass/libbass_fx.so
e n d i f
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MOD_DIR := mods
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# Remove old mod dir
_ := $( shell rm -rf ./$( BUILD_DIR) /$( MOD_DIR) )
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# 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)
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# Files with GLOBAL_ASM blocks
i f e q ( $( NON_MATCHING ) , 0 )
ifeq ( $( VERSION) ,sh)
GLOBAL_ASM_C_FILES != grep -rl 'GLOBAL_ASM(' $( wildcard src/**/*.c) $( wildcard lib/src/*.c)
else
GLOBAL_ASM_C_FILES != grep -rl 'GLOBAL_ASM(' $( wildcard src/**/*.c)
endif
GLOBAL_ASM_O_FILES = $( foreach file,$( GLOBAL_ASM_C_FILES) ,$( BUILD_DIR) /$( file:.c= .o) )
GLOBAL_ASM_DEP = $( BUILD_DIR) /src/audio/non_matching_dep
e n d i f
2020-05-07 18:21:22 +00:00
2022-01-16 16:51:29 +00:00
2022-03-13 08:17:10 +00:00
#==============================================================================#
# Compiler Options #
#==============================================================================#
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AS := $( CROSS) as
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2020-05-16 19:30:27 +00:00
i f e q ( $( OSX_BUILD ) , 1 )
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AS := i686-w64-mingw32-as
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e n d i f
2022-03-22 00:02:24 +00:00
i f e q ( $( WINDOWS_AUTO_BUILDER ) , 1 )
CC := cc
CXX := g++
e l s e i f e q ( $( COMPILER ) , g c c )
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CC := $( CROSS) gcc
CXX := $( CROSS) g++
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EXTRA_CFLAGS += -Wno-unused-result -Wno-format-truncation
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e l s e i f e q ( $( COMPILER ) , c l a n g )
CC := clang
CXX := clang++
CPP := clang++
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EXTRA_CFLAGS += -Wno-unused-function -Wno-unused-variable -Wno-unknown-warning-option -Wno-self-assign -Wno-unknown-pragmas -Wno-unused-result
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e l s e i f e q ( $( TARGET_WEB ) , 1 ) # As in, web PC port
CC := emcc
CXX := emcc
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e l s e
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ifeq ( $( USE_QEMU_IRIX) ,1)
IRIX_ROOT := $( TOOLS_DIR) /ido5.3_compiler
CC := $( QEMU_IRIX) -silent -L $( IRIX_ROOT) $( IRIX_ROOT) /usr/bin/cc
ACPP := $( QEMU_IRIX) -silent -L $( IRIX_ROOT) $( IRIX_ROOT) /usr/lib/acpp
COPT := $( QEMU_IRIX) -silent -L $( IRIX_ROOT) $( IRIX_ROOT) /usr/lib/copt
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else
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IDO_ROOT := $( TOOLS_DIR) /ido5.3_recomp
CC := $( IDO_ROOT) /cc
ACPP := $( IDO_ROOT) /acpp
COPT := $( IDO_ROOT) /copt
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endif
e n d i f
2020-05-10 08:11:27 +00:00
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i f e q ( $( WINDOWS_BUILD ) , 1 ) # fixes compilation in MXE on Linux and WSL
CPP := cpp -P
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OBJCOPY := objcopy
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OBJDUMP := $( CROSS) objdump
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e l s e i f e q ( $( OSX_BUILD ) , 1 )
CPP := cpp-9 -P
OBJDUMP := i686-w64-mingw32-objdump
OBJCOPY := i686-w64-mingw32-objcopy
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e l s e i f e q ( $( TARGET_N 64) , 0 ) # Linux & other builds
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CPP := $( CROSS) cpp -P
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OBJCOPY := $( CROSS) objcopy
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OBJDUMP := $( CROSS) objdump
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e l s e
# Prefer gcc's cpp if installed on the system
ifneq ( ,$( call find-command,cpp-10) )
CPP := cpp-10
else
CPP := cpp
endif
OBJDUMP := $( CROSS) objdump
OBJCOPY := $( CROSS) objcopy
2020-05-16 19:30:27 +00:00
e n d i f
2022-03-13 08:17:10 +00:00
# thank you apple very cool
i f e q ( $( HOST_OS ) , D a r w i n )
CP := gcp
e l s e
CP := cp
e n d i f
2020-05-07 18:21:22 +00:00
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#ifeq ($(DISCORDRPC),1)
i f e q ( $( DISCORD_SDK ) , 1 )
LD := $( CXX)
e l s e i f e q ( $( 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
e l s e
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LD := $( CXX)
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e n d i f
AR := $( CROSS) ar
i f e q ( $( TARGET_N 64) , 1 )
TARGET_CFLAGS := -nostdinc -DTARGET_N64 -D_LANGUAGE_C
CC_CFLAGS := -fno-builtin
e l s e
TARGET_CFLAGS := -D_LANGUAGE_C
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TARGET_CFLAGS += $( EXTRA_CFLAGS)
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e n d i f
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2022-03-13 08:17:10 +00:00
INCLUDE_DIRS := include $( BUILD_DIR) $( BUILD_DIR) /include src .
i f e q ( $( TARGET_N 64) , 1 )
INCLUDE_DIRS += include/libc
e l s e
INCLUDE_DIRS += sound lib/lua/include $( EXTRA_INCLUDES)
e n d i f
# Connfigure backend flags
SDLCONFIG := $( CROSS) sdl2-config
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BACKEND_CFLAGS := -DRAPI_$( 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)
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BACKEND_LDFLAG0S :=
SDL1_USED := 0
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SDL2_USED := 0
# for now, it's either SDL+GL or DXGI+DirectX, so choose based on WAPI
i f e q ( $( WINDOW_API ) , D X G I )
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
BACKEND_LDFLAGS += -ld3dcompiler -ldxgi -ldxguid
BACKEND_LDFLAGS += -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -static
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e l s e i f e q ( $( findstring SDL ,$ ( WINDOW_API ) ) , S D L )
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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`
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EXTRA_CPP_FLAGS += -stdlib= libc++ -std= c++0x
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else
BACKEND_LDFLAGS += -lGL
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endif
2020-06-11 00:44:08 +00:00
e n d i f
2020-08-15 04:15:28 +00:00
i f n e q ( , $( findstring SDL 2,$ ( AUDIO_API ) $ ( WINDOW_API ) $ ( CONTROLLER_API ) ) )
SDL2_USED := 1
e n d i f
i f n e q ( , $( findstring SDL 1,$ ( AUDIO_API ) $ ( WINDOW_API ) $ ( CONTROLLER_API ) ) )
SDL1_USED := 1
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e n d i f
2020-08-15 04:15:28 +00:00
i f e q ( $( SDL 1_USED ) $( SDL 2_USED ) , 1 1 )
$( error Cannot link both SDL1 and SDL2 at the same time )
2020-06-11 00:44:08 +00:00
e n d i f
# SDL can be used by different systems, so we consolidate all of that shit into this
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2020-08-15 04:15:28 +00:00
i f e q ( $( SDL 2_USED ) , 1 )
SDLCONFIG := $( CROSS) sdl2-config
BACKEND_CFLAGS += -DHAVE_SDL2= 1
e l s e i f e q ( $( SDL 1_USED ) , 1 )
SDLCONFIG := $( CROSS) sdl-config
BACKEND_CFLAGS += -DHAVE_SDL1= 1
e n d i f
i f n e q ( $( SDL 1_USED ) $( SDL 2_USED ) , 0 0 )
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ifeq ( $( OSX_BUILD) ,1)
# on OSX at least the homebrew version of sdl-config gives include path as `.../include/SDL2` instead of `.../include`
OSX_PREFIX := $( shell $( SDLCONFIG) --prefix)
BACKEND_CFLAGS += -I$( OSX_PREFIX) /include $( shell $( SDLCONFIG) --cflags)
else
BACKEND_CFLAGS += ` $( SDLCONFIG) --cflags`
endif
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ifeq ( $( WINDOWS_BUILD) ,1)
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BACKEND_LDFLAGS += ` $( SDLCONFIG) --static-libs` -lsetupapi -luser32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion
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else
BACKEND_LDFLAGS += ` $( SDLCONFIG) --libs`
endif
e n d i f
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C_DEFINES := $( foreach d,$( DEFINES) ,-D$( d) )
DEF_INC_CFLAGS := $( foreach i,$( INCLUDE_DIRS) ,-I$( i) ) $( C_DEFINES)
# Check code syntax with host compiler
CC_CHECK := $( CC)
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i f e q ( $( WINDOWS_BUILD ) , 1 )
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CC_CHECK_CFLAGS := -fsyntax-only -fsigned-char $( BACKEND_CFLAGS) $( DEF_INC_CFLAGS) -Wall -Wextra $( TARGET_CFLAGS) -DWINSOCK
CFLAGS := $( OPT_FLAGS) $( DEF_INC_CFLAGS) $( BACKEND_CFLAGS) $( TARGET_CFLAGS) -fno-strict-aliasing -fwrapv -DWINSOCK
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ifeq ( $( TARGET_BITS) , 32)
BACKEND_LDFLAGS += -ldbghelp
endif
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e l s e i f e q ( $( TARGET_WEB ) , 1 )
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CC_CHECK_CFLAGS := -fsyntax-only -fsigned-char $( BACKEND_CFLAGS) $( DEF_INC_CFLAGS) -Wall -Wextra -Wno-format-security $( TARGET_CFLAGS) -s USE_SDL = 2
CFLAGS := $( OPT_FLAGS) $( DEF_INC_CFLAGS) $( BACKEND_CFLAGS) $( TARGET_CFLAGS) -fno-strict-aliasing -fwrapv -s USE_SDL = 2
e l s e i f e q ( $( TARGET_N 64) , 0 ) # Linux / Other builds below
CC_CHECK_CFLAGS := -fsyntax-only -fsigned-char $( BACKEND_CFLAGS) $( DEF_INC_CFLAGS) -Wall -Wextra $( TARGET_CFLAGS)
CFLAGS := $( OPT_FLAGS) $( DEF_INC_CFLAGS) $( BACKEND_CFLAGS) $( TARGET_CFLAGS) -fno-strict-aliasing -fwrapv
e l s e # C compiler options for N64
CC_CHECK_CFLAGS := -fsyntax-only -fsigned-char $( CC_CFLAGS) $( TARGET_CFLAGS) -std= gnu90 -Wall -Wextra -Wno-main -DNON_MATCHING -DAVOID_UB $( DEF_INC_CFLAGS)
CFLAGS = -G 0 $( OPT_FLAGS) $( TARGET_CFLAGS) $( MIPSISET) $( DEF_INC_CFLAGS)
ifeq ( $( COMPILER) ,gcc)
CFLAGS += -mno-shared -march= vr4300 -mfix4300 -mabi= 32 -mhard-float -mdivide-breaks -fno-stack-protector -fno-common -fno-zero-initialized-in-bss -fno-PIC -mno-abicalls -fno-strict-aliasing -fno-inline-functions -ffreestanding -fwrapv -Wall -Wextra
else
CFLAGS += -non_shared -Wab,-r4300_mul -Xcpluscomm -Xfullwarn -signed -32
endif
e n d i f
2020-05-10 08:11:27 +00:00
2022-03-13 08:17:10 +00:00
i f e q ( $( TARGET_N 64) , 1 )
ASFLAGS := -march= vr4300 -mabi= 32 $( foreach i,$( INCLUDE_DIRS) ,-I$( i) ) $( foreach d,$( DEFINES) ,--defsym $( d) )
RSPASMFLAGS := $( foreach d,$( DEFINES) ,-definelabel $( subst = , ,$( d) ) )
2020-05-07 18:21:22 +00:00
e l s e
2022-03-13 08:17:10 +00:00
ASFLAGS := $( foreach i,$( INCLUDE_DIRS) ,-I$( i) ) $( foreach d,$( DEFINES) ,--defsym $( d) )
RSPASMFLAGS :=
e n d i f
# C preprocessor flags
CPPFLAGS := -P -Wno-trigraphs $( DEF_INC_CFLAGS)
2020-06-11 00:44:08 +00:00
2022-03-13 08:17:10 +00:00
i f e q ( $( TARGET_N 64) , 1 )
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_CFLAGS += -m32
endif
2020-05-07 18:21:22 +00:00
e n d i f
2022-03-13 08:17:10 +00:00
i f e q ( $( TARGET_WEB ) , 1 )
LDFLAGS := -lm -lGL -lSDL2 -no-pie -s TOTAL_MEMORY = 20MB -g4 --source-map-base http://localhost:8080/ -s "EXTRA_EXPORTED_RUNTIME_METHODS=['callMain']"
e l s e i f e q ( $( 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
e l s e i f e q ( $( TARGET_RPI ) , 1 )
LDFLAGS := $( OPT_FLAGS) -lm $( BACKEND_LDFLAGS) -no-pie
e l s e i f e q ( $( OSX_BUILD ) , 1 )
LDFLAGS := -lm $( BACKEND_LDFLAGS) -lpthread
e l s e
LDFLAGS := $( BITS) -march= $( TARGET_ARCH) -lm $( BACKEND_LDFLAGS) -no-pie -lpthread
# ifeq ($(DISCORDRPC),1)
# LDFLAGS += -ldl -Wl,-rpath .
# endif
e n d i f
2022-05-19 23:33:17 +00:00
#icon
i f e q ( $( WINDOWS_BUILD ) , 1 )
ifeq ( $( ICON) ,1)
Command := mkdir $( BUILD_DIR) /res
Resp := $( shell $( call Command) )
Command := windres -o " $( BUILD_DIR) /res/icon.o " -i res/icon.rc
Resp := $( shell $( call Command) )
LDFLAGS += $( BUILD_DIR) /res/icon.o
endif
e n d i f
2022-03-13 08:17:10 +00:00
# Coop specific libraries
# Lua
i f e q ( $( WINDOWS_BUILD ) , 1 )
ifeq ( $( TARGET_BITS) , 32)
LDFLAGS += -Llib/lua/win32 -l:liblua53.a
else
LDFLAGS += -Llib/lua/win64 -l:liblua53.a
endif
e l s e i f e q ( $( OSX_BUILD ) , 1 )
LDFLAGS += -L./lib/lua/mac/ -l lua53
e l s e
LDFLAGS += -Llib/lua/linux -l:liblua53.a
e n d i f
2022-05-09 00:01:19 +00:00
# Network/Discord/Bass (ugh, needs cleanup)
2022-03-13 08:17:10 +00:00
i f e q ( $( WINDOWS_BUILD ) , 1 )
LDFLAGS += -L"ws2_32" -lwsock32
ifeq ( $( DISCORD_SDK) ,1)
2022-05-08 07:25:09 +00:00
LDFLAGS += -Wl,-Bdynamic -L./lib/discordsdk/ -L./lib/bass/ -ldiscord_game_sdk -lbass -lbass_fx -Wl,-Bstatic
2022-05-09 00:01:19 +00:00
else
LDFLAGS += -Wl,-Bdynamic -L./lib/bass/ -lbass -lbass_fx -Wl,-Bstatic
2022-03-13 08:17:10 +00:00
endif
e l s e
ifeq ( $( DISCORD_SDK) ,1)
2022-05-08 07:25:09 +00:00
LDFLAGS += -ldiscord_game_sdk -lbass -lbass_fx -Wl,-rpath . -Wl,-rpath lib/discordsdk -Wl,-rpath lib/bass
2022-05-09 00:01:19 +00:00
else
LDFLAGS += -lbass -lbass_fx -Wl,-rpath . -Wl,-rpath lib/bass
2022-03-13 08:17:10 +00:00
endif
e n d i f
2022-05-09 00:01:19 +00:00
2022-03-13 08:17:10 +00:00
# Prevent a crash with -sopt
export LANG := C
#==============================================================================#
# Extra CC Flags #
#==============================================================================#
2020-09-04 04:48:50 +00:00
# Identify that this is a coop build so that one patch can be applied to EX
# and/or COOP. They can choose to ifdef entity synchronization out.
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DCOOP
2020-09-04 04:48:50 +00:00
CFLAGS += -DCOOP
2020-09-04 09:04:37 +00:00
# Enforce -Werror in strict mode
i f e q ( $( STRICT ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -Werror
2021-08-20 01:16:16 +00:00
CFLAGS += -Werror
2020-09-04 08:55:54 +00:00
e n d i f
2020-05-13 21:33:12 +00:00
2020-09-02 05:06:36 +00:00
# Check for debug option
i f e q ( $( DEBUG ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DDEBUG
2020-09-02 05:06:36 +00:00
CFLAGS += -DDEBUG
e n d i f
2020-09-04 08:55:54 +00:00
# Check for enhancement options
2020-07-31 03:42:39 +00:00
# Check for immediate load option
i f e q ( $( IMMEDIATELOAD ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DIMMEDIATELOAD
2020-07-31 03:42:39 +00:00
CFLAGS += -DIMMEDIATELOAD
e n d i f
2020-09-05 00:02:09 +00:00
# Check for docker build workaround option
i f e q ( $( DOCKERBUILD ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DDOCKERBUILD
2020-09-05 00:02:09 +00:00
CFLAGS += -DDOCKERBUILD
e n d i f
2020-05-13 21:33:12 +00:00
# Check for Puppycam option
2020-05-08 01:24:42 +00:00
i f e q ( $( BETTERCAMERA ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DBETTERCAMERA
2020-05-13 21:33:12 +00:00
CFLAGS += -DBETTERCAMERA
EXT_OPTIONS_MENU := 1
2020-05-08 01:24:42 +00:00
e n d i f
2020-09-15 01:29:47 +00:00
#ifeq ($(TEXTSAVES),1)
2022-03-13 08:17:10 +00:00
# CC_CHECK_CFLAGS += -DTEXTSAVES
2020-09-15 01:29:47 +00:00
# CFLAGS += -DTEXTSAVES
#endif
2020-05-18 08:45:28 +00:00
2020-05-12 07:26:16 +00:00
# Check for no drawing distance option
2020-09-15 01:29:47 +00:00
#ifeq ($(NODRAWINGDISTANCE),1)
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DNODRAWINGDISTANCE
2020-05-13 21:33:12 +00:00
CFLAGS += -DNODRAWINGDISTANCE
2020-09-15 01:29:47 +00:00
#endif
2020-05-12 07:26:16 +00:00
2020-06-08 20:48:23 +00:00
# Check for Discord Rich Presence option
2020-09-15 01:29:47 +00:00
#ifeq ($(DISCORDRPC),1)
2022-03-13 08:17:10 +00:00
# CC_CHECK_CFLAGS += -DDISCORDRPC
2020-09-15 01:29:47 +00:00
# CFLAGS += -DDISCORDRPC
#endif
2020-06-08 20:48:23 +00:00
2020-09-19 07:51:40 +00:00
# Check for Discord SDK option
i f e q ( $( DISCORD_SDK ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DDISCORD_SDK
2020-09-19 07:51:40 +00:00
CFLAGS += -DDISCORD_SDK
e n d i f
2020-09-19 09:12:49 +00:00
# Check for development option
i f e q ( $( DEVELOPMENT ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DDEVELOPMENT
2020-09-19 09:12:49 +00:00
CFLAGS += -DDEVELOPMENT
e n d i f
Added lua profiler; Added useful object functions; Bug fixes (#65)
Added a basic lua profiler
If the game is compiled with LUA_PROFILER=1, displays on screen the average execution time per frame of each active lua mod, in microseconds.
Added object functions
For some reasons, accessing the object fields obj.o* via lua is rather slow, and can drastically increase execution time of custom behaviors. For basic stuff like setting an object's velocity or moving it, some functions, missing from the original code, have been added:
s32 obj_is_valid_for_interaction(struct Object *o): returns 1 if an object is valid for interaction, i.e. active, tangible and not interacted.
s32 obj_check_hitbox_overlap(struct Object *o1, struct Object *o2): returns 1 if two objects hitboxes overlap. Doesn't check tangibility, only hitbox values.
void obj_set_vel(struct Object *o, f32 vx, f32 vy, f32 vz): sets an object's velocity.
void obj_move_xyz(struct Object *o, f32 dx, f32 dy, f32 dz): moves an object position by (dx, dy, dz).
Bug fixes:
Disable collisions with walls and ceilings after Mario exits a warp pipe to prevent softlocks in narrow places.
Make the koopa shell exclamation box respawn after some time.
Quicksand no longer downwarps and instant-kills Mario if he's shocked while being above it.
2022-04-20 18:20:45 +00:00
# Check for lua profiler option
i f e q ( $( LUA_PROFILER ) , 1 )
CC_CHECK_CFLAGS += -DLUA_PROFILER
CFLAGS += -DLUA_PROFILER
e n d i f
2020-05-16 12:41:57 +00:00
# Check for texture fix option
i f e q ( $( TEXTURE_FIX ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DTEXTURE_FIX
2020-05-13 21:33:12 +00:00
CFLAGS += -DTEXTURE_FIX
e n d i f
# Check for extended options menu option
i f e q ( $( EXT_OPTIONS_MENU ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DEXT_OPTIONS_MENU
2020-05-13 21:33:12 +00:00
CFLAGS += -DEXT_OPTIONS_MENU
2020-05-16 12:41:57 +00:00
e n d i f
2020-05-19 13:32:01 +00:00
# Check for no bzero/bcopy workaround option
i f e q ( $( NO_BZERO_BCOPY ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DNO_BZERO_BCOPY
2020-05-19 13:32:01 +00:00
CFLAGS += -DNO_BZERO_BCOPY
e n d i f
2020-05-19 19:22:52 +00:00
# Use internal ldiv()/lldiv()
i f e q ( $( NO_LDIV ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DNO_LDIV
2020-05-19 19:22:52 +00:00
CFLAGS += -DNO_LDIV
e n d i f
2020-05-20 03:58:35 +00:00
# Use OpenGL 1.3
i f e q ( $( LEGACY_GL ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DLEGACY_GL
2020-05-20 03:58:35 +00:00
CFLAGS += -DLEGACY_GL
e n d i f
2020-05-25 01:21:36 +00:00
# Load external textures
2020-06-01 09:13:05 +00:00
i f e q ( $( EXTERNAL_DATA ) , 1 )
2022-03-13 08:17:10 +00:00
CC_CHECK_CFLAGS += -DEXTERNAL_DATA -DFS_BASEDIR= " \" $( BASEDIR) \" "
2020-06-07 18:05:26 +00:00
CFLAGS += -DEXTERNAL_DATA -DFS_BASEDIR= " \" $( BASEDIR) \" "
2020-05-25 01:21:36 +00:00
# tell skyconv to write names instead of actual texture data and save the split tiles so we can use them later
2020-06-07 19:00:57 +00:00
SKYTILE_DIR := $( BUILD_DIR) /textures/skybox_tiles
SKYCONV_ARGS := --store-names --write-tiles " $( SKYTILE_DIR) "
2022-03-13 08:17:10 +00:00
$( shell mkdir -p $( SKYTILE_DIR) )
e n d i f
#==============================================================================#
# Miscellaneous Tools #
#==============================================================================#
# N64 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
# Use the system installed armips if available. Otherwise use the one provided with this repository.
i f n e q ( , $( call find -command ,armips ) )
RSPASM := armips
2020-05-16 19:30:27 +00:00
e l s e
2022-03-13 08:17:10 +00:00
RSPASM := $( TOOLS_DIR) /armips
2020-09-13 04:16:10 +00:00
e n d i f
2022-03-13 08:17:10 +00:00
ENDIAN_BITWIDTH := $( BUILD_DIR) /endian-and-bitwidth
2019-08-25 04:46:40 +00:00
EMULATOR = mupen64plus
EMU_FLAGS = --noosd
LOADER = loader64
LOADER_FLAGS = -vwf
SHA1SUM = sha1sum
2022-03-13 08:17:10 +00:00
PRINT = printf
2019-08-25 04:46:40 +00:00
2022-03-13 08:17:10 +00:00
i f e q ( $( COLOR ) , 1 )
NO_COL := \0 33[ 0m
RED := \0 33[ 0; 31m
GREEN := \0 33[ 0; 32m
BLUE := \0 33[ 0; 34m
YELLOW := \0 33[ 0; 33m
BLINK := \0 33[ 33; 5m
e n d i f
2019-08-25 04:46:40 +00:00
2022-03-13 08:17:10 +00:00
# Use Objcopy instead of extract_data_for_mio
i f e q ( $( COMPILER ) , g c c )
EXTRACT_DATA_FOR_MIO := $( OBJCOPY) -O binary --only-section= .data
e n d i f
2019-08-25 04:46:40 +00:00
2022-03-13 08:17:10 +00:00
# Common build print status function
d e f i n e p r i n t
@$( PRINT) " $( GREEN) $( 1) $( YELLOW) $( 2) $( GREEN) -> $( BLUE) $( 3) $( NO_COL) \n "
e n d e f
2019-08-25 04:46:40 +00:00
2022-03-13 08:17:10 +00:00
#==============================================================================#
# Main Targets #
#==============================================================================#
2020-06-02 19:37:43 +00:00
2022-05-19 23:33:17 +00:00
2020-06-09 15:15:49 +00:00
i f e q ( $( EXTERNAL_DATA ) , 1 )
2020-06-07 18:05:26 +00:00
BASEPACK_PATH := $( BUILD_DIR) /$( BASEDIR) /$( BASEPACK)
BASEPACK_LST := $( BUILD_DIR) /basepack.lst
2020-06-02 19:37:43 +00:00
2020-05-25 23:18:09 +00:00
# depend on resources as well
2020-06-07 18:05:26 +00:00
all : $( BASEPACK_PATH )
# phony target for building resources
res : $( BASEPACK_PATH )
# prepares the basepack.lst
$(BASEPACK_LST) : $( EXE )
2022-03-13 08:17:10 +00:00
@$( PRINT) " $( GREEN) Making basepack list. $( NO_COL) \n "
2020-06-07 18:05:26 +00:00
@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 " >> $( BASEPACK_LST)
2020-06-07 19:00:57 +00:00
@$( foreach f, $( wildcard $( SKYTILE_DIR) /*) , echo $( f) gfx/$( f:$( BUILD_DIR) /%= %) >> $( BASEPACK_LST) ; )
2020-06-07 18:05:26 +00:00
@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) : $( BASEPACK_LST )
2022-03-13 08:17:10 +00:00
@$( PRINT) " $( GREEN) Packing basepack zip file. $( NO_COL) \n "
$( V) $( PYTHON) $( TOOLS_DIR) /mkzip.py $( BASEPACK_LST) $( BASEPACK_PATH)
2020-06-02 14:57:23 +00:00
2020-05-25 01:21:36 +00:00
e n d i f
2022-03-13 08:17:10 +00:00
#all: $(ROM)
all : $( EXE )
2022-03-19 04:31:04 +00:00
i f e q ( $( WINDOWS_BUILD ) , 1 )
exemap : $( EXE )
$( V) $( OBJDUMP) -t $( EXE) > $( BUILD_DIR) /coop.map
all : exemap
e n d i f
2022-03-13 08:17:10 +00:00
i f e q ( $( COMPARE ) , 1 )
@$( PRINT) " $( GREEN) Checking if ROM matches.. $( NO_COL) \n "
@$( SHA1SUM) --quiet -c $( TARGET) .sha1 && $( PRINT) " $( TARGET) : $( GREEN) OK $( NO_COL) \n " || ( $( PRINT) " $( YELLOW) Building the ROM file has succeeded, but does not match the original ROM.\nThis is expected, and not an error, if you are making modifications.\nTo silence this message, use 'make COMPARE=0.' $( NO_COL) \n " && false )
e n d i f
2019-08-25 04:46:40 +00:00
clean :
$( RM) -r $( BUILD_DIR_BASE)
2022-03-13 08:17:10 +00:00
2020-05-07 18:21:22 +00:00
cleantools :
2022-03-13 08:17:10 +00:00
$( MAKE) -s -C $( TOOLS_DIR) clean
2020-05-07 18:21:22 +00:00
2022-03-13 08:17:10 +00:00
distclean : clean
$( PYTHON) extract_assets.py --clean
cleantools
2019-08-25 04:46:40 +00:00
test : $( ROM )
$( EMULATOR) $( EMU_FLAGS) $<
load : $( ROM )
$( LOADER) $( LOADER_FLAGS) $<
2022-03-13 08:17:10 +00:00
libultra : $( BUILD_DIR ) /libultra .a
2020-06-09 15:15:49 +00:00
$(BUILD_DIR)/$(RPC_LIBS) :
@$( CP) -f $( RPC_LIBS) $( BUILD_DIR)
2022-03-13 08:17:10 +00:00
2020-09-13 04:16:10 +00:00
$(BUILD_DIR)/$(DISCORD_SDK_LIBS) :
@$( CP) -f $( DISCORD_SDK_LIBS) $( BUILD_DIR)
2022-05-08 07:25:09 +00:00
$(BUILD_DIR)/$(BASS_LIBS) :
@$( CP) -f $( BASS_LIBS) $( BUILD_DIR)
2022-01-17 02:07:45 +00:00
$(BUILD_DIR)/$(MOD_DIR) :
@$( CP) -f -r $( MOD_DIR) $( BUILD_DIR)
2022-03-13 08:17:10 +00:00
# Extra object file dependencies
2019-08-25 04:46:40 +00:00
2022-03-13 08:17:10 +00:00
i f e q ( $( TARGET_N 64) , 1 )
$( 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
e n d i f
2019-08-25 04:46:40 +00:00
Fixed various audio bugs; DynOS can now detect texture duplicates to decrease generated bin files size (#110)
Fixed the following audio bugs:
Bug: Rom-hacks sequences don't seem to be affected by volume scaling and
muting
Fix: Force the BGM sequences to follow the vanilla behavior:
Volume can't go higher than default volume
Volume is reduced to 31% when the game is paused
Audio is stopped when the game is paused outside the Castle levels
Bug: (Pointed out by Draco) Mario's voice clips are not replaced by the
player's character's in the following instances: fall to death
barrier, "here we go" in the ending cutscene, "let's a go"
after selecting a star, "okey dokey" after starting the game.
Fix: The first two ones now call
play_character_sound(m, CHAR_SOUND_...) instead of
play_sound(SOUND_MARIO_..., pos). The last two ones couldn't be
fixed the same way for two reasons: First, the corresponding sounds
were not referenced in the sound table, second, the sound played is
always cut-off after a few frames (due to how sm64 resets the sound
banks after loading a level).
Added SOUND_*_LETS_A_GO and SOUND_*_OKEY_DOKEY sounds for each playable
character as Bass samples.
Character Bass sounds work the same way as vanilla sounds (i.e. can be
played with play_character_sound), but they cannot be prematurely stopped
by sm64 sound banks shenanigans.
This fixes the cut-off for both the star select and the castle grounds
entry, plays the sound corresponding to the player's character, and doesn't
need to extend or edit the sound table.
DynOS can detect texture duplicates when generating a bin or lvl file.
When a duplicate is detected, the name of the original texture node is
written instead of the whole PNG data, decreasing significantly the
resulting file size.
2022-05-19 23:40:45 +00:00
$(BUILD_DIR)/src/game/characters.o : $( SOUND_SAMPLE_TABLES )
2022-03-13 08:17:10 +00:00
$(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
2020-05-10 08:11:27 +00:00
2022-03-13 08:17:10 +00:00
i f e q ( $( VERSION ) , s h )
$( BUILD_DIR) /src/audio/load.o: $( SOUND_BIN_DIR) /bank_sets.inc.c $( SOUND_BIN_DIR) /sequences_header.inc.c $( SOUND_BIN_DIR) /ctl_header.inc.c $( SOUND_BIN_DIR) /tbl_header.inc.c
e n d i f
2019-08-25 04:46:40 +00:00
2022-03-13 08:17:10 +00:00
$(CRASH_TEXTURE_C_FILES) : TEXTURE_ENCODING := u 32
2019-08-25 04:46:40 +00:00
2022-03-13 08:17:10 +00:00
i f e q ( $( COMPILER ) , g c c )
$( BUILD_DIR) /lib/src/math/%.o: CFLAGS += -fno-builtin
e n d i f
2019-10-05 19:08:05 +00:00
2019-08-25 04:46:40 +00:00
i f e q ( $( VERSION ) , e u )
2022-03-13 08:17:10 +00:00
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) /include/text_strings.h
$( 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
2020-03-02 03:42:52 +00:00
e l s e
2022-03-13 08:17:10 +00:00
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
2020-03-02 03:42:52 +00:00
e n d i f
2019-08-25 04:46:40 +00:00
2022-03-13 08:17:10 +00:00
ALL_DIRS := $( BUILD_DIR) $( addprefix $( BUILD_DIR) /,$( SRC_DIRS) $( GODDARD_SRC_DIRS) $( ULTRA_SRC_DIRS) $( ULTRA_BIN_DIRS) $( BIN_DIRS) $( TEXTURE_DIRS) $( TEXT_DIRS) $( SOUND_SAMPLE_DIRS) $( addprefix levels/,$( LEVEL_DIRS) ) rsp include) $( MIO0_DIR) $( addprefix $( MIO0_DIR) /,$( VERSION) ) $( SOUND_BIN_DIR) $( SOUND_BIN_DIR) /sequences/$( VERSION)
2019-08-25 04:46:40 +00:00
# Make sure build directory exists before compiling anything
DUMMY != mkdir -p $( ALL_DIRS)
2019-10-05 23:40:22 +00:00
$(BUILD_DIR)/include/text_strings.h : $( BUILD_DIR ) /include /text_menu_strings .h
$(BUILD_DIR)/src/menu/file_select.o : $( BUILD_DIR ) /include /text_strings .h
$(BUILD_DIR)/src/menu/star_select.o : $( BUILD_DIR ) /include /text_strings .h
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$(BUILD_DIR)/src/game/camera.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 #
#==============================================================================#
TEXTURE_ENCODING := u8
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i f e q ( $( EXTERNAL_DATA ) , 1 )
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$( BUILD_DIR) /%: %.png
$( call print,Dummying:,$<,$@ )
$( V) $( PYTHON) $( TOOLS_DIR) /zeroterm.py " $( patsubst %.png,%,$^) " > $@
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e l s e
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# Convert PNGs to RGBA32, RGBA16, IA16, IA8, IA4, IA1, I8, I4 binary files
$( BUILD_DIR) /%: %.png
$( call print,Converting:,$<,$@ )
$( V) $( N64GRAPHICS) -s raw -i $@ -g $< -f $( lastword $( subst ., ,$@ ) )
$( BUILD_DIR) /%.inc.c: %.png
$( call print,Converting:,$<,$@ )
$( V) $( N64GRAPHICS) -s $( TEXTURE_ENCODING) -i $@ -g $< -f $( lastword ,$( subst ., ,$( basename $<) ) )
e n d i f
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i f e q ( $( EXTERNAL_DATA ) , 0 )
# Color Index CI8
$( BUILD_DIR) /%.ci8: %.ci8.png
$( call print,Converting:,$<,$@ )
$( V) $( N64GRAPHICS_CI) -i $@ -g $< -f ci8
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# Color Index CI4
$( BUILD_DIR) /%.ci4: %.ci4.png
$( call print,Converting:,$<,$@ )
$( V) $( N64GRAPHICS_CI) -i $@ -g $< -f ci4
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e n d i f
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#==============================================================================#
# Compressed Segment Generation #
#==============================================================================#
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i f e q ( $( TARGET_N 64) , 1 )
# Link segment file to resolve external labels
# TODO: ideally this would be `-Trodata-segment=0x07000000` but that doesn't set the address
$(BUILD_DIR)/%.elf : $( BUILD_DIR ) /%.o
$( call print,Linking ELF file:,$<,$@ )
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$( V) $( LD) $( PROF_FLAGS) -e 0 -Ttext= $( SEGMENT_ADDRESS) -Map $@ .map -o $@ $<
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# Override for leveldata.elf, which otherwise matches the above pattern
.SECONDEXPANSION :
$(BUILD_DIR)/levels/%/leveldata.elf : $( BUILD_DIR ) /levels /%/leveldata .o $( BUILD_DIR ) /bin /$$( TEXTURE_BIN ) .elf
$( call print,Linking ELF file:,$<,$@ )
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$( V) $( LD) $( PROF_FLAGS) -e 0 -Ttext= $( SEGMENT_ADDRESS) -Map $@ .map --just-symbols= $( BUILD_DIR) /bin/$( TEXTURE_BIN) .elf -o $@ $<
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$(BUILD_DIR)/%.bin : $( BUILD_DIR ) /%.elf
$( call print,Extracting compressionable data from:,$<,$@ )
$( V) $( EXTRACT_DATA_FOR_MIO) $< $@
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$(BUILD_DIR)/levels/%/leveldata.bin : $( BUILD_DIR ) /levels /%/leveldata .elf
$( call print,Extracting compressionable data from:,$<,$@ )
$( V) $( EXTRACT_DATA_FOR_MIO) $< $@
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# Compress binary file
$(BUILD_DIR)/%.mio0 : $( BUILD_DIR ) /%.bin
$( call print,Compressing:,$<,$@ )
$( V) $( MIO0TOOL) $< $@
# convert binary mio0 to object file
$(BUILD_DIR)/%.mio0.o : $( BUILD_DIR ) /%.mio 0
$( call print,Converting MIO0 to ELF:,$<,$@ )
$( V) printf " .section .data\n\n.incbin \" $<\"\n " | $( AS) $( ASFLAGS) -o $@
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e n d i f
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#==============================================================================#
# Sound File Generation #
#==============================================================================#
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$(BUILD_DIR)/%.table : %.aiff
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$( call print,Extracting codebook:,$<,$@ )
$( V) $( AIFF_EXTRACT_CODEBOOK) $< >$@
Fixed various audio bugs; DynOS can now detect texture duplicates to decrease generated bin files size (#110)
Fixed the following audio bugs:
Bug: Rom-hacks sequences don't seem to be affected by volume scaling and
muting
Fix: Force the BGM sequences to follow the vanilla behavior:
Volume can't go higher than default volume
Volume is reduced to 31% when the game is paused
Audio is stopped when the game is paused outside the Castle levels
Bug: (Pointed out by Draco) Mario's voice clips are not replaced by the
player's character's in the following instances: fall to death
barrier, "here we go" in the ending cutscene, "let's a go"
after selecting a star, "okey dokey" after starting the game.
Fix: The first two ones now call
play_character_sound(m, CHAR_SOUND_...) instead of
play_sound(SOUND_MARIO_..., pos). The last two ones couldn't be
fixed the same way for two reasons: First, the corresponding sounds
were not referenced in the sound table, second, the sound played is
always cut-off after a few frames (due to how sm64 resets the sound
banks after loading a level).
Added SOUND_*_LETS_A_GO and SOUND_*_OKEY_DOKEY sounds for each playable
character as Bass samples.
Character Bass sounds work the same way as vanilla sounds (i.e. can be
played with play_character_sound), but they cannot be prematurely stopped
by sm64 sound banks shenanigans.
This fixes the cut-off for both the star select and the castle grounds
entry, plays the sound corresponding to the player's character, and doesn't
need to extend or edit the sound table.
DynOS can detect texture duplicates when generating a bin or lvl file.
When a duplicate is detected, the name of the original texture node is
written instead of the whole PNG data, decreasing significantly the
resulting file size.
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$( call print,Piping:,$<,$@ .inc.c)
$( V) hexdump -v -e '1/1 "0x%X,"' $< > $@ .inc.c
$( V) echo >> $@ .inc.c
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$(BUILD_DIR)/%.aifc : $( BUILD_DIR ) /%.table %.aiff
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$( call print,Encoding VADPCM:,$<,$@ )
$( V) $( VADPCM_ENC) -c $^ $@
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$(ENDIAN_BITWIDTH) : $( TOOLS_DIR ) /determine -endian -bitwidth .c
@$( PRINT) " $( GREEN) Generating endian-bitwidth $( NO_COL) \n "
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$( V) $( CC) $( PROF_FLAGS) -c $( CFLAGS) -o $@ .dummy2 $< 2>$@ .dummy1; true
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$( V) grep -o 'msgbegin --endian .* --bitwidth .* msgend' $@ .dummy1 > $@ .dummy2
$( V) head -n1 <$@ .dummy2 | cut -d' ' -f2-5 > $@
@$( RM) $@ .dummy1
@$( RM) $@ .dummy2
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$(SOUND_BIN_DIR)/sound_data.ctl : sound /sound_banks / $( SOUND_BANK_FILES ) $( SOUND_SAMPLE_AIFCS ) $( ENDIAN_BITWIDTH )
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@$( PRINT) " $( GREEN) Generating: $( BLUE) $@ $( NO_COL) \n "
$( V) $( PYTHON) $( TOOLS_DIR) /assemble_sound.py $( BUILD_DIR) /sound/samples/ sound/sound_banks/ $( SOUND_BIN_DIR) /sound_data.ctl $( SOUND_BIN_DIR) /ctl_header $( SOUND_BIN_DIR) /sound_data.tbl $( SOUND_BIN_DIR) /tbl_header $( C_DEFINES) $$ ( cat $( ENDIAN_BITWIDTH) )
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$(SOUND_BIN_DIR)/sound_data.tbl : $( SOUND_BIN_DIR ) /sound_data .ctl
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@true
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$(SOUND_BIN_DIR)/ctl_header : $( SOUND_BIN_DIR ) /sound_data .ctl
@true
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$(SOUND_BIN_DIR)/tbl_header : $( SOUND_BIN_DIR ) /sound_data .ctl
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@true
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$(SOUND_BIN_DIR)/sequences.bin : $( SOUND_BANK_FILES ) sound /sequences .json $( SOUND_SEQUENCE_DIRS ) $( SOUND_SEQUENCE_FILES ) $( ENDIAN_BITWIDTH )
@$( PRINT) " $( GREEN) Generating: $( BLUE) $@ $( NO_COL) \n "
$( V) $( PYTHON) $( TOOLS_DIR) /assemble_sound.py --sequences $@ $( SOUND_BIN_DIR) /sequences_header $( SOUND_BIN_DIR) /bank_sets sound/sound_banks/ sound/sequences.json $( SOUND_SEQUENCE_FILES) $( C_DEFINES) $$ ( cat $( ENDIAN_BITWIDTH) )
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$(SOUND_BIN_DIR)/bank_sets : $( SOUND_BIN_DIR ) /sequences .bin
@true
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$(SOUND_BIN_DIR)/sequences_header : $( SOUND_BIN_DIR ) /sequences .bin
@true
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$(SOUND_BIN_DIR)/%.m64 : $( SOUND_BIN_DIR ) /%.o
$( call print,Converting to M64:,$<,$@ )
$( V) $( OBJCOPY) -j .rodata $< -O binary $@
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#==============================================================================#
# Generated Source Code Files #
#==============================================================================#
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i f e q ( $( EXTERNAL_DATA ) , 1 )
$( SOUND_BIN_DIR) /%.inc.c: $( SOUND_BIN_DIR) /%
$( call print,Dummying:,$<,$@ )
$( V) $( PYTHON) $( TOOLS_DIR) /zeroterm.py " $( patsubst $( BUILD_DIR) /%,%,$^) " | hexdump -v -e '1/1 "0x%X,"' > $@
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e n d i f
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# Convert binary file to a comma-separated list of byte values for inclusion in C code
$(BUILD_DIR)/%.inc.c : $( BUILD_DIR ) /%
$( call print,Piping:,$<,$@ )
$( V) hexdump -v -e '1/1 "0x%X,"' $< > $@
$( V) echo >> $@
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# Generate animation data
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$(BUILD_DIR)/assets/mario_anim_data.c : $( wildcard assets /anims /*.inc .c )
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@$( PRINT) " $( GREEN) Generating animation data $( NO_COL) \n "
$( V) $( PYTHON) $( TOOLS_DIR) /mario_anims_converter.py > $@
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# Generate demo input data
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$(BUILD_DIR)/assets/demo_data.c : assets /demo_data .json $( wildcard assets /demos /*.bin )
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@$( PRINT) " $( GREEN) Generating demo data $( NO_COL) \n "
$( V) $( PYTHON) $( TOOLS_DIR) /demo_data_converter.py assets/demo_data.json $( DEF_INC_CFLAGS) > $@
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# Encode in-game text strings
$(BUILD_DIR)/include/text_strings.h : include /text_strings .h .in
$( call print,Encoding:,$<,$@ )
$( V) $( TEXTCONV) charmap.txt $< $@
$(BUILD_DIR)/include/text_menu_strings.h : include /text_menu_strings .h .in
$( call print,Encoding:,$<,$@ )
$( V) $( TEXTCONV) charmap_menu.txt $< $@
$(BUILD_DIR)/text/%/define_courses.inc.c : text /define_courses .inc .c text /%/courses .h
@$( PRINT) " $( GREEN) Preprocessing: $( BLUE) $@ $( NO_COL) \n "
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$( V) $( CPP) $( PROF_FLAGS) $( CPPFLAGS) $< -o - -I text/$* / | $( TEXTCONV) charmap.txt - $@
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$(BUILD_DIR)/text/%/define_text.inc.c : text /define_text .inc .c text /%/courses .h text /%/dialogs .h
@$( PRINT) " $( GREEN) Preprocessing: $( BLUE) $@ $( NO_COL) \n "
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$( V) $( CPP) $( PROF_FLAGS) $( CPPFLAGS) $< -o - -I text/$* / | $( TEXTCONV) charmap.txt - $@
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# Level headers
$(BUILD_DIR)/include/level_headers.h : levels /level_headers .h .in
$( call print,Preprocessing level headers:,$<,$@ )
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$( V) $( CPP) $( PROF_FLAGS) $( CPPFLAGS) -I . levels/level_headers.h.in | $( PYTHON) $( TOOLS_DIR) /output_level_headers.py > $( BUILD_DIR) /include/level_headers.h
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# Run asm_processor on files that have NON_MATCHING code
i f e q ( $( NON_MATCHING ) , 0 )
$(GLOBAL_ASM_O_FILES) : CC := $( V ) $( PYTHON ) $( TOOLS_DIR ) /asm_processor /build .py $( CC ) -- $( AS ) $( ASFLAGS ) --
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e n d i f
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# Rebuild files with 'GLOBAL_ASM' if the NON_MATCHING flag changes.
$(GLOBAL_ASM_O_FILES) : $( GLOBAL_ASM_DEP ) .$( NON_MATCHING )
$(GLOBAL_ASM_DEP).$(NON_MATCHING) :
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@$( RM) $( GLOBAL_ASM_DEP) .*
$( V) touch $@
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#==============================================================================#
# Compilation Recipes #
#==============================================================================#
# Compile C++ code
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$(BUILD_DIR)/%.o : %.cpp
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$( call print,Compiling:,$<,$@ )
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@$( CXX) $( PROF_FLAGS) -fsyntax-only $( EXTRA_CPP_FLAGS) $( EXTRA_CPP_INCLUDES) $( CFLAGS) -MMD -MP -MT $@ -MF $( BUILD_DIR) /$* .d $<
$( V) $( CXX) $( PROF_FLAGS) -c $( EXTRA_CPP_FLAGS) $( EXTRA_CPP_INCLUDES) $( CFLAGS) -o $@ $<
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# Compile C code
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$(BUILD_DIR)/%.o : %.c
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$( call print,Compiling:,$<,$@ )
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@$( CC_CHECK) $( PROF_FLAGS) $( CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $( BUILD_DIR) /$* .d $<
$( V) $( CC) $( PROF_FLAGS) -c $( CFLAGS) -o $@ $<
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$(BUILD_DIR)/%.o : $( BUILD_DIR ) /%.c
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$( call print,Compiling:,$<,$@ )
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@$( CC_CHECK) $( PROF_FLAGS) $( CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $( BUILD_DIR) /$* .d $<
$( V) $( CC) $( PROF_FLAGS) -c $( CFLAGS) -o $@ $<
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# Alternate compiler flags needed for matching
i f e q ( $( COMPILER ) , i d o )
$( 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) /lib/src/%.o: OPT_FLAGS :=
$( BUILD_DIR) /lib/src/math/%.o: OPT_FLAGS := -O2
$( BUILD_DIR) /lib/src/math/ll%.o: OPT_FLAGS :=
$( BUILD_DIR) /lib/src/math/ll%.o: MIPSISET := -mips3 -32
$( 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
# For the asm-processor, since it doesn't support -O3. Probably not actually compiled with these flags.
ifeq ( $( VERSION) ,sh)
$( BUILD_DIR) /lib/src/unk_shindou_file.o: OPT_FLAGS := -O1
$( BUILD_DIR) /lib/src/func_sh_80304D20.o: OPT_FLAGS := -O1
$( BUILD_DIR) /lib/src/_Printf.o: OPT_FLAGS := -O3
$( BUILD_DIR) /lib/src/contramread.o: OPT_FLAGS := -O1
$( BUILD_DIR) /lib/src/osPfsIsPlug.o: OPT_FLAGS := -O1
$( BUILD_DIR) /lib/src/osAiSetFrequency.o: OPT_FLAGS := -O1
$( BUILD_DIR) /lib/src/contramwrite.o: OPT_FLAGS := -O1
$( BUILD_DIR) /lib/src/sprintf.o: OPT_FLAGS := -O3
$( BUILD_DIR) /lib/src/_Litob.o: OPT_FLAGS := -O3
$( BUILD_DIR) /lib/src/_Ldtob.o: OPT_FLAGS := -O3
$( BUILD_DIR) /lib/src/osDriveRomInit.o: OPT_FLAGS := -g
endif
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).
# For all audio files other than external.c and port_eu.c, put string literals
# in .data. (In Shindou, the port_eu.c string literals also moved to .data.)
$( BUILD_DIR) /src/audio/%.o: OPT_FLAGS := -O2 -use_readwrite_const
$( BUILD_DIR) /src/audio/port_eu.o: OPT_FLAGS := -O2
$( BUILD_DIR) /src/audio/external.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0
endif
ifeq ( $( VERSION_JP_US) ,true)
$( BUILD_DIR) /src/audio/%.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0
$( BUILD_DIR) /src/audio/load.o: OPT_FLAGS := -O2 -framepointer -Wo,-loopunroll,0
endif
ifeq ( $( VERSION_JP_US) ,true)
# The source-to-source optimizer copt is enabled for audio. This makes it use
# acpp, which needs -Wp,-+ to handle C++-style comments.
# All other files than external.c should really use copt, but only a few have
# been matched so far.
$( 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,-+
endif
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# Add a target for build/eu/src/audio/*.copt to make it easier to see debug
$(BUILD_DIR)/src/audio/%.acpp : src /audio /%.c
$( ACPP) $( TARGET_CFLAGS) $( DEF_INC_CFLAGS) -D__sgi -+ $< > $@
$(BUILD_DIR)/src/audio/%.copt : $( BUILD_DIR ) /src /audio /%.acpp
$( COPT) -signed -I= $< -CMP= $@ -cp= i -scalaroptimize= 1 $( COPTFLAGS)
$(BUILD_DIR)/src/audio/seqplayer.copt : COPTFLAGS := -inline_manual
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e n d i f
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# Run linker script through the C preprocessor
$(BUILD_DIR)/$(LD_SCRIPT) : $( LD_SCRIPT )
$( call print,Preprocessing linker script:,$<,$@ )
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$( V) $( CPP) $( PROF_FLAGS) $( CPPFLAGS) -DBUILD_DIR= $( BUILD_DIR) -MMD -MP -MT $@ -MF $@ .d -o $@ $<
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# Assemble assembly code
$(BUILD_DIR)/%.o : %.s
$( call print,Assembling:,$<,$@ )
$( V) $( AS) $( ASFLAGS) -MD $( BUILD_DIR) /$* .d -o $@ $<
i f e q ( $( TARGET_N 64) , 1 )
# Assemble RSP assembly code
$( BUILD_DIR) /rsp/%.bin $( BUILD_DIR) /rsp/%_data.bin: rsp/%.s
$( call print,Assembling:,$<,$@ )
$( V) $( RSPASM) -sym $@ .sym $( RSPASMFLAGS) -strequ CODE_FILE $( BUILD_DIR) /rsp/$* .bin -strequ DATA_FILE $( BUILD_DIR) /rsp/$* _data.bin $<
# Link libultra
$( BUILD_DIR) /libultra.a: $( ULTRA_O_FILES)
@$( PRINT) " $( GREEN) Linking libultra: $( BLUE) $@ $( NO_COL) \n "
$( V) $( AR) rcs -o $@ $( ULTRA_O_FILES)
$( V) $( TOOLS_DIR) /patch_libultra_math $@
# Link libgoddard
$( BUILD_DIR) /libgoddard.a: $( GODDARD_O_FILES)
@$( PRINT) " $( GREEN) Linking libgoddard: $( BLUE) $@ $( NO_COL) \n "
$( V) $( AR) rcs -o $@ $( GODDARD_O_FILES)
# Link SM64 ELF file
$( ELF) : $( O_FILES) $( MIO0_OBJ_FILES) $( SEG_FILES) $( BUILD_DIR) /$( LD_SCRIPT) undefined_syms.txt $( BUILD_DIR) /libultra.a $( BUILD_DIR) /libgoddard.a
@$( PRINT) " $( GREEN) Linking ELF file: $( BLUE) $@ $( NO_COL) \n "
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$( V) $( LD) $( PROF_FLAGS) -L $( BUILD_DIR) -T undefined_syms.txt -T $( BUILD_DIR) /$( LD_SCRIPT) -Map $( BUILD_DIR) /sm64.$( VERSION) .map --no-check-sections $( addprefix -R ,$( SEG_FILES) ) -o $@ $( O_FILES) -lultra -lgoddard
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# Build ROM
$( ROM) : $( ELF)
$( call print,Building ROM:,$<,$@ )
$( V) $( OBJCOPY) --pad-to= 0x800000 --gap-fill= 0xFF $< $( @:.z64= .bin) -O binary
$( V) $( N64CKSUM) $( @:.z64= .bin) $@
$( BUILD_DIR) /$( TARGET) .objdump: $( ELF)
$( OBJDUMP) -D $< > $@
e l s e
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$( EXE) : $( O_FILES) $( MIO0_FILES:.mio0= .o) $( ULTRA_O_FILES) $( GODDARD_O_FILES) $( BUILD_DIR) /$( RPC_LIBS) $( BUILD_DIR) /$( DISCORD_SDK_LIBS) $( BUILD_DIR) /$( BASS_LIBS) $( BUILD_DIR) /$( MOD_DIR)
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@$( PRINT) " $( GREEN) Linking executable: $( BLUE) $@ $( NO_COL) \n "
$( V) $( LD) $( PROF_FLAGS) -L $( BUILD_DIR) -o $@ $( O_FILES) $( ULTRA_O_FILES) $( GODDARD_O_FILES) $( LDFLAGS) $( EXTRA_INCLUDES)
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e n d i f
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.PHONY : all clean distclean default diff test load libultra res
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.PRECIOUS : $( BUILD_DIR ) /bin /%.elf $( SOUND_BIN_DIR ) /%.ctl $( SOUND_BIN_DIR ) /%.tbl $( SOUND_SAMPLE_TABLES ) $( SOUND_BIN_DIR ) /%.s $( BUILD_DIR ) /%
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# with no prerequisites, .SECONDARY causes no intermediate target to be removed
.SECONDARY :
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# Remove built-in rules, to improve performance
MAKEFLAGS += --no-builtin-rules
- i n c l u d e $( DEP_FILES )
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print-% : ; $( info $ * is a $ ( flavor $ *) variable set to [$ ( $ *) ]) @true