# Makefile to rebuild SM64 split image ### Default target ### default: all ### Build Options ### # These options can either be changed by modifying the makefile, or # by building with 'make SETTING=value'. 'make clean' may be required. # Build debug version DEBUG ?= 0 # Version of the game to build VERSION ?= us # Graphics microcode used GRUCODE ?= f3dex2e # If COMPARE is 1, check the output sha1sum when building 'all' COMPARE ?= 1 # If NON_MATCHING is 1, define the NON_MATCHING and AVOID_UB macros when building (recommended) NON_MATCHING ?= 1 # Build and optimize for Raspberry Pi(s) TARGET_RPI ?= 0 # Build for Emscripten/WebGL TARGET_WEB ?= 0 # Makeflag to enable OSX fixes OSX_BUILD ?= 0 # Specify the target you are building for, TARGET_BITS=0 means native TARGET_ARCH ?= native TARGET_BITS ?= 0 # Enable immediate load by default IMMEDIATELOAD ?= 1 # Enable better camera by default BETTERCAMERA ?= 1 # Enable no drawing distance by default NODRAWINGDISTANCE ?= 1 # Disable texture fixes by default (helps with them purists) TEXTURE_FIX ?= 1 # Enable extended options menu by default EXT_OPTIONS_MENU ?= 1 # Disable text-based save-files by default TEXTSAVES ?= 0 # Load resources from external files EXTERNAL_DATA ?= 0 # Enable Discord Rich Presence (outdated, no longer supported) DISCORDRPC ?= 0 # Enable Discord Game SDK (used for Discord server hosting) DISCORD_SDK ?= 1 # Enable docker build workarounds DOCKERBUILD ?= 0 # Enable development/testing flags DEVELOPMENT ?= 0 # Various workarounds for weird toolchains NO_BZERO_BCOPY ?= 0 NO_LDIV ?= 0 # Backend selection # Renderers: GL, GL_LEGACY, D3D11, D3D12, DUMMY RENDER_API ?= GL # Window managers: SDL1, SDL2, DXGI (forced if D3D11 or D3D12 in RENDER_API), DUMMY (forced if RENDER_API is DUMMY) WINDOW_API ?= SDL2 # Audio backends: SDL1, SDL2, DUMMY AUDIO_API ?= SDL2 # Controller backends (can have multiple, space separated): SDL2, SDL1 CONTROLLER_API ?= SDL2 # Misc settings for EXTERNAL_DATA BASEDIR ?= res BASEPACK ?= base.zip # Automatic settings for PC port(s) WINDOWS_BUILD ?= 0 # Attempt to detect OS ifeq ($(OS),Windows_NT) HOST_OS ?= Windows else HOST_OS ?= $(shell uname -s 2>/dev/null || echo Unknown) # some weird MINGW/Cygwin env that doesn't define $OS ifneq (,$(findstring MINGW,HOST_OS)) HOST_OS := Windows endif endif ifeq ($(TARGET_WEB),0) ifeq ($(HOST_OS),Windows) WINDOWS_BUILD := 1 endif endif # MXE overrides ifeq ($(WINDOWS_BUILD),1) ifeq ($(CROSS),i686-w64-mingw32.static-) TARGET_ARCH = i386pe TARGET_BITS = 32 NO_BZERO_BCOPY := 1 else ifeq ($(CROSS),x86_64-w64-mingw32.static-) TARGET_ARCH = i386pe TARGET_BITS = 64 NO_BZERO_BCOPY := 1 endif endif ifneq ($(TARGET_BITS),0) BITS := -m$(TARGET_BITS) endif # Determine default windows target bits ifeq ($(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 endif # Release (version) flag defs ifeq ($(VERSION),jp) //VERSION_DEF := VERSION_JP $(error JP ROM is incompatible with sm64ex-coop at this time) else ifeq ($(VERSION),us) VERSION_DEF := VERSION_US else ifeq ($(VERSION),eu) //VERSION_DEF := VERSION_EU $(error EU ROM is incompatible with sm64ex-coop at this time) else ifeq ($(VERSION),sh) //$(warning Building SH is experimental and is prone to breaking. Try at your own risk.) //VERSION_DEF := VERSION_SH # TODO: GET RID OF THIS!!! We should mandate assets for Shindou like EU but we dont have the addresses extracted yet so we'll just pretend you have everything extracted for now. //NOEXTRACT := 1 $(error Shindou ROM is incompatible with sm64ex-coop at this time) else $(error unknown version "$(VERSION)") endif endif endif endif TARGET := sm64.$(VERSION) VERSION_CFLAGS := -D$(VERSION_DEF) -D_LANGUAGE_C VERSION_ASFLAGS := --defsym $(VERSION_DEF)=1 # Stuff for showing the git hash in the intro on nightly builds # From https://stackoverflow.com/questions/44038428/include-git-commit-hash-and-or-branch-name-in-c-c-source #ifeq ($(shell git rev-parse --abbrev-ref HEAD),nightly) GIT_HASH=`git rev-parse --short HEAD` COMPILE_TIME=`date -u +'%Y-%m-%d %H:%M:%S UTC'` VERSION_CFLAGS += -DNIGHTLY -DGIT_HASH="\"$(GIT_HASH)\"" -DCOMPILE_TIME="\"$(COMPILE_TIME)\"" #endif # Microcode ifeq ($(GRUCODE),f3dex) # Fast3DEX GRUCODE_DEF := F3DEX_GBI GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 TARGET := $(TARGET).f3dex COMPARE := 0 else ifeq ($(GRUCODE),f3dex2) # Fast3DEX2 GRUCODE_DEF := F3DEX_GBI_2 GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 TARGET := $(TARGET).f3dex2 COMPARE := 0 else ifeq ($(GRUCODE),f3dex2e) # Fast3DEX2 Extended (PC default) GRUCODE_DEF := F3DEX_GBI_2E TARGET := $(TARGET).f3dex2e COMPARE := 0 else ifeq ($(GRUCODE),f3d_new) # Fast3D 2.0H (Shindou) GRUCODE_DEF := F3D_NEW TARGET := $(TARGET).f3d_new COMPARE := 0 else ifeq ($(GRUCODE),f3dzex) # Fast3DZEX (2.0J / Animal Forest - Dōbutsu no Mori) $(warning Fast3DZEX is experimental. Try at your own risk.) GRUCODE_DEF := F3DEX_GBI_2 GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1 TARGET := $(TARGET).f3dzex COMPARE := 0 endif endif endif endif endif GRUCODE_CFLAGS := -D$(GRUCODE_DEF) GRUCODE_ASFLAGS := $(GRUCODE_ASFLAGS) --defsym $(GRUCODE_DEF)=1 # Default build is for PC now VERSION_CFLAGS := $(VERSION_CFLAGS) -DNON_MATCHING -DAVOID_UB ifeq ($(TARGET_RPI),1) # Define RPi to change SDL2 title & GLES2 hints VERSION_CFLAGS += -DUSE_GLES endif ifeq ($(OSX_BUILD),1) # Modify GFX & SDL2 for OSX GL VERSION_CFLAGS += -DOSX_BUILD endif VERSION_ASFLAGS := --defsym AVOID_UB=1 COMPARE := 0 ifeq ($(TARGET_WEB),1) VERSION_CFLAGS := $(VERSION_CFLAGS) -DTARGET_WEB -DUSE_GLES endif # Check backends ifneq (,$(filter $(RENDER_API),D3D11 D3D12)) ifneq ($(WINDOWS_BUILD),1) $(error DirectX is only supported on Windows) endif ifneq ($(WINDOW_API),DXGI) $(warning DirectX renderers require DXGI, forcing WINDOW_API value) WINDOW_API := DXGI endif else ifeq ($(WINDOW_API),DXGI) $(error DXGI can only be used with DirectX renderers) endif ifneq ($(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) $(warning Dummy window API requires dummy renderer, forcing RENDER_API value) RENDER_API := DUMMY endif endif endif ################### Universal Dependencies ################### # (This is a bit hacky, but a lot of rules implicitly depend # on tools and assets, and we use directory globs further down # in the makefile that we want should cover assets.) ifneq ($(MAKECMDGOALS),clean) ifneq ($(MAKECMDGOALS),distclean) # Make sure assets exist NOEXTRACT ?= 0 ifeq ($(NOEXTRACT),0) DUMMY != ./extract_assets.py $(VERSION) >&2 || echo FAIL ifeq ($(DUMMY),FAIL) $(error Failed to extract assets) endif endif # Copy missing luigi sounds from mario sound banks $(shell mkdir -p sound/samples/sfx_custom_luigi sound/samples/sfx_custom_luigi_peach ) $(shell cp -n sound/samples/sfx_mario/*.aiff sound/samples/sfx_custom_luigi/ ) $(shell cp -n sound/samples/sfx_mario_peach/*.aiff sound/samples/sfx_custom_luigi_peach/ ) # Make tools if out of date DUMMY != make -C tools >&2 || echo FAIL ifeq ($(DUMMY),FAIL) $(error Failed to build tools) endif endif endif ################ Target Executable and Sources ############### # BUILD_DIR is location where all build artifacts are placed BUILD_DIR_BASE := build ifeq ($(TARGET_WEB),1) BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_web else BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_pc endif LIBULTRA := $(BUILD_DIR)/libultra.a ifeq ($(TARGET_WEB),1) EXE := $(BUILD_DIR)/$(TARGET).html else ifeq ($(WINDOWS_BUILD),1) EXE := $(BUILD_DIR)/$(TARGET).exe else # Linux builds/binary namer ifeq ($(TARGET_RPI),1) EXE := $(BUILD_DIR)/$(TARGET).arm else EXE := $(BUILD_DIR)/$(TARGET) endif endif endif ELF := $(BUILD_DIR)/$(TARGET).elf LD_SCRIPT := sm64.ld MIO0_DIR := $(BUILD_DIR)/bin SOUND_BIN_DIR := $(BUILD_DIR)/sound TEXTURE_DIR := textures ACTOR_DIR := actors LEVEL_DIRS := $(patsubst levels/%,%,$(dir $(wildcard levels/*/header.h))) # Directories containing source files # Hi, I'm a PC SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets src/pc src/pc/gfx src/pc/audio src/pc/controller src/pc/fs src/pc/fs/packtypes SRC_DIRS += src/pc/network src/pc/network/packets src/pc/network/socket src/pc/utils src/pc/djui ASM_DIRS := #ifeq ($(DISCORDRPC),1) # SRC_DIRS += src/pc/discord #endif ifeq ($(DISCORD_SDK),1) SRC_DIRS += src/pc/network/discord endif BIN_DIRS := bin bin/$(VERSION) ULTRA_SRC_DIRS := lib/src lib/src/math ULTRA_ASM_DIRS := lib/asm lib/data ULTRA_BIN_DIRS := lib/bin GODDARD_SRC_DIRS := src/goddard src/goddard/dynlists MIPSISET := -mips2 MIPSBIT := -32 ifeq ($(DEBUG),1) OPT_FLAGS := -g else OPT_FLAGS := -O2 endif # Set BITS (32/64) to compile for OPT_FLAGS += $(BITS) ifeq ($(TARGET_WEB),1) OPT_FLAGS := -O2 -g4 --source-map-base http://localhost:8080/ endif ifeq ($(TARGET_RPI),1) machine = $(shell sh -c 'uname -m 2>/dev/null || echo unknown') # Raspberry Pi B+, Zero, etc ifneq (,$(findstring armv6l,$(machine))) OPT_FLAGS := -march=armv6zk+fp -mfpu=vfp -Ofast endif # Raspberry Pi 2 and 3 in ARM 32bit mode ifneq (,$(findstring armv7l,$(machine))) model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown') ifneq (,$(findstring 3,$(model))) OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -mfpu=neon-fp-armv8 -O3 else OPT_FLAGS := -march=armv7-a -mtune=cortex-a7 -mfpu=neon-vfpv4 -O3 endif endif # RPi3 or RPi4, in ARM64 (aarch64) mode. NEEDS TESTING 32BIT. # DO NOT pass -mfpu stuff here, thats for 32bit ARM only and will fail for 64bit ARM. ifneq (,$(findstring aarch64,$(machine))) model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown') ifneq (,$(findstring 3,$(model))) OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -O3 else ifneq (,$(findstring 4,$(model))) OPT_FLAGS := -march=armv8-a+crc+simd -mtune=cortex-a72 -O3 endif endif endif # File dependencies and variables for specific files include Makefile.split # Source code files LEVEL_C_FILES := $(wildcard levels/*/leveldata.c) $(wildcard levels/*/script.c) $(wildcard levels/*/geo.c) C_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.c)) $(LEVEL_C_FILES) CXX_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.cpp)) S_FILES := $(foreach dir,$(ASM_DIRS),$(wildcard $(dir)/*.s)) GODDARD_C_FILES := $(foreach dir,$(GODDARD_SRC_DIRS),$(wildcard $(dir)/*.c)) GENERATED_C_FILES := $(BUILD_DIR)/assets/mario_anim_data.c $(BUILD_DIR)/assets/demo_data.c \ $(addprefix $(BUILD_DIR)/bin/,$(addsuffix _skybox.c,$(notdir $(basename $(wildcard textures/skyboxes/*.png))))) ULTRA_C_FILES := \ alBnkfNew.c \ guLookAtRef.c \ guMtxF2L.c \ guNormalize.c \ guOrthoF.c \ guPerspectiveF.c \ guRotateF.c \ guScaleF.c \ guTranslateF.c \ ldiv.c C_FILES := $(filter-out src/game/main.c,$(C_FILES)) ULTRA_C_FILES := $(addprefix lib/src/,$(ULTRA_C_FILES)) # "If we're not N64, use the above" ifeq ($(VERSION),sh) SOUND_BANK_FILES := $(wildcard sound/sound_banks/*.json) SOUND_SEQUENCE_FILES := $(wildcard sound/sequences/jp/*.m64) \ $(wildcard sound/sequences/*.m64) \ $(foreach file,$(wildcard sound/sequences/jp/*.s),$(BUILD_DIR)/$(file:.s=.m64)) \ $(foreach file,$(wildcard sound/sequences/*.s),$(BUILD_DIR)/$(file:.s=.m64)) else SOUND_BANK_FILES := $(wildcard sound/sound_banks/*.json) SOUND_SEQUENCE_FILES := $(wildcard sound/sequences/$(VERSION)/*.m64) \ $(wildcard sound/sequences/*.m64) \ $(foreach file,$(wildcard sound/sequences/$(VERSION)/*.s),$(BUILD_DIR)/$(file:.s=.m64)) \ $(foreach file,$(wildcard sound/sequences/*.s),$(BUILD_DIR)/$(file:.s=.m64)) endif SOUND_SAMPLE_DIRS := $(wildcard sound/samples/*) SOUND_SAMPLE_AIFFS := $(foreach dir,$(SOUND_SAMPLE_DIRS),$(wildcard $(dir)/*.aiff)) SOUND_SAMPLE_TABLES := $(foreach file,$(SOUND_SAMPLE_AIFFS),$(BUILD_DIR)/$(file:.aiff=.table)) SOUND_SAMPLE_AIFCS := $(foreach file,$(SOUND_SAMPLE_AIFFS),$(BUILD_DIR)/$(file:.aiff=.aifc)) SOUND_OBJ_FILES := $(SOUND_BIN_DIR)/sound_data.o # Object files O_FILES := $(foreach file,$(C_FILES),$(BUILD_DIR)/$(file:.c=.o)) \ $(foreach file,$(CXX_FILES),$(BUILD_DIR)/$(file:.cpp=.o)) \ $(foreach file,$(S_FILES),$(BUILD_DIR)/$(file:.s=.o)) \ $(foreach file,$(GENERATED_C_FILES),$(file:.c=.o)) ULTRA_O_FILES := $(foreach file,$(ULTRA_S_FILES),$(BUILD_DIR)/$(file:.s=.o)) \ $(foreach file,$(ULTRA_C_FILES),$(BUILD_DIR)/$(file:.c=.o)) GODDARD_O_FILES := $(foreach file,$(GODDARD_C_FILES),$(BUILD_DIR)/$(file:.c=.o)) RPC_LIBS := #ifeq ($(DISCORDRPC),1) # ifeq ($(WINDOWS_BUILD),1) # RPC_LIBS := lib/discord/libdiscord-rpc.dll # else ifeq ($(OSX_BUILD),1) # # needs testing # RPC_LIBS := lib/discord/libdiscord-rpc.dylib # else # RPC_LIBS := lib/discord/libdiscord-rpc.so # endif #endif DISCORD_SDK_LIBS := ifeq ($(DISCORD_SDK), 1) ifeq ($(WINDOWS_BUILD),1) ifeq ($(TARGET_BITS), 32) DISCORD_SDK_LIBS := lib/discordsdk/x86/discord_game_sdk.dll else DISCORD_SDK_LIBS := lib/discordsdk/discord_game_sdk.dll endif else ifeq ($(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" DISCORD_SDK_LIBS := lib/discordsdk/discord_game_sdk.dylib lib/discordsdk/libdiscord_game_sdk.dylib else DISCORD_SDK_LIBS := lib/discordsdk/libdiscord_game_sdk.so endif endif # Automatic dependency files DEP_FILES := $(O_FILES:.o=.d) $(ULTRA_O_FILES:.o=.d) $(GODDARD_O_FILES:.o=.d) $(BUILD_DIR)/$(LD_SCRIPT).d # Segment elf files SEG_FILES := $(SEGMENT_ELF_FILES) $(ACTOR_ELF_FILES) $(LEVEL_ELF_FILES) ##################### Compiler Options ####################### INCLUDE_CFLAGS := -I include -I $(BUILD_DIR) -I $(BUILD_DIR)/include -I src -I . ENDIAN_BITWIDTH := $(BUILD_DIR)/endian-and-bitwidth # Huge deleted N64 section was here AS := $(CROSS)as ifeq ($(OSX_BUILD),1) AS := i686-w64-mingw32-as endif ifneq ($(TARGET_WEB),1) # As in, not-web PC port CC ?= $(CROSS)gcc CXX ?= $(CROSS)g++ else CC := emcc CXX := emcc endif #ifeq ($(DISCORDRPC),1) ifeq ($(DISCORD_SDK),1) LD := $(CXX) else ifeq ($(WINDOWS_BUILD),1) ifeq ($(CROSS),i686-w64-mingw32.static-) # fixes compilation in MXE on Linux and WSL LD := $(CC) else ifeq ($(CROSS),x86_64-w64-mingw32.static-) LD := $(CC) else LD := $(CXX) endif endif ifeq ($(WINDOWS_BUILD),1) # fixes compilation in MXE on Linux and WSL CPP := cpp -P OBJCOPY := objcopy OBJDUMP := $(CROSS)objdump else ifeq ($(OSX_BUILD),1) CPP := cpp-9 -P OBJDUMP := i686-w64-mingw32-objdump OBJCOPY := i686-w64-mingw32-objcopy else # Linux & other builds CPP := $(CROSS)cpp -P OBJCOPY := $(CROSS)objcopy OBJDUMP := $(CROSS)objdump endif PYTHON := python3 SDLCONFIG := $(CROSS)sdl2-config # configure backend flags BACKEND_CFLAGS := -DRAPI_$(RENDER_API)=1 -DWAPI_$(WINDOW_API)=1 -DAAPI_$(AUDIO_API)=1 # can have multiple controller APIs BACKEND_CFLAGS += $(foreach capi,$(CONTROLLER_API),-DCAPI_$(capi)=1) BACKEND_LDFLAG0S := SDL1_USED := 0 SDL2_USED := 0 # for now, it's either SDL+GL or DXGI+DirectX, so choose based on WAPI ifeq ($(WINDOW_API),DXGI) DXBITS := `cat $(ENDIAN_BITWIDTH) | tr ' ' '\n' | tail -1` ifeq ($(RENDER_API),D3D12) BACKEND_CFLAGS += -Iinclude/dxsdk endif BACKEND_LDFLAGS += -ld3dcompiler -ldxgi -ldxguid BACKEND_LDFLAGS += -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -static else ifeq ($(findstring SDL,$(WINDOW_API)),SDL) ifeq ($(WINDOWS_BUILD),1) BACKEND_LDFLAGS += -lglew32 -lglu32 -lopengl32 else ifeq ($(TARGET_RPI),1) BACKEND_LDFLAGS += -lGLESv2 else ifeq ($(OSX_BUILD),1) BACKEND_LDFLAGS += -framework OpenGL `pkg-config --libs glew` else BACKEND_LDFLAGS += -lGL endif endif ifneq (,$(findstring SDL2,$(AUDIO_API)$(WINDOW_API)$(CONTROLLER_API))) SDL2_USED := 1 endif ifneq (,$(findstring SDL1,$(AUDIO_API)$(WINDOW_API)$(CONTROLLER_API))) SDL1_USED := 1 endif ifeq ($(SDL1_USED)$(SDL2_USED),11) $(error Cannot link both SDL1 and SDL2 at the same time) endif # SDL can be used by different systems, so we consolidate all of that shit into this ifeq ($(SDL2_USED),1) SDLCONFIG := $(CROSS)sdl2-config BACKEND_CFLAGS += -DHAVE_SDL2=1 else ifeq ($(SDL1_USED),1) SDLCONFIG := $(CROSS)sdl-config BACKEND_CFLAGS += -DHAVE_SDL1=1 endif ifneq ($(SDL1_USED)$(SDL2_USED),00) BACKEND_CFLAGS += `$(SDLCONFIG) --cflags` ifeq ($(WINDOWS_BUILD),1) BACKEND_LDFLAGS += `$(SDLCONFIG) --static-libs` -lsetupapi -luser32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion else BACKEND_LDFLAGS += `$(SDLCONFIG) --libs` endif endif ifeq ($(WINDOWS_BUILD),1) CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -DWINSOCK CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -DWINSOCK else ifeq ($(TARGET_WEB),1) CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -s USE_SDL=2 CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -s USE_SDL=2 # Linux / Other builds below else CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv endif # Identify that this is a coop build so that one patch can be applied to EX # and/or COOP. They can choose to ifdef entity synchronization out. CC_CHECK += -DCOOP CFLAGS += -DCOOP # Enforce -Werror in strict mode ifeq ($(STRICT),1) CC_CHECK += -Werror CFLAGS += -Werror endif # Check for debug option ifeq ($(DEBUG),1) CC_CHECK += -DDEBUG CFLAGS += -DDEBUG endif # Check for enhancement options # Check for immediate load option ifeq ($(IMMEDIATELOAD),1) CC_CHECK += -DIMMEDIATELOAD CFLAGS += -DIMMEDIATELOAD endif # Check for docker build workaround option ifeq ($(DOCKERBUILD),1) CC_CHECK += -DDOCKERBUILD CFLAGS += -DDOCKERBUILD endif # Check for Puppycam option ifeq ($(BETTERCAMERA),1) CC_CHECK += -DBETTERCAMERA CFLAGS += -DBETTERCAMERA EXT_OPTIONS_MENU := 1 endif #ifeq ($(TEXTSAVES),1) # CC_CHECK += -DTEXTSAVES # CFLAGS += -DTEXTSAVES #endif # Check for no drawing distance option #ifeq ($(NODRAWINGDISTANCE),1) CC_CHECK += -DNODRAWINGDISTANCE CFLAGS += -DNODRAWINGDISTANCE #endif # Check for Discord Rich Presence option #ifeq ($(DISCORDRPC),1) # CC_CHECK += -DDISCORDRPC # CFLAGS += -DDISCORDRPC #endif # Check for Discord SDK option ifeq ($(DISCORD_SDK),1) CC_CHECK += -DDISCORD_SDK CFLAGS += -DDISCORD_SDK endif # Check for development option ifeq ($(DEVELOPMENT),1) CC_CHECK += -DDEVELOPMENT CFLAGS += -DDEVELOPMENT endif # Check for texture fix option ifeq ($(TEXTURE_FIX),1) CC_CHECK += -DTEXTURE_FIX CFLAGS += -DTEXTURE_FIX endif # Check for extended options menu option ifeq ($(EXT_OPTIONS_MENU),1) CC_CHECK += -DEXT_OPTIONS_MENU CFLAGS += -DEXT_OPTIONS_MENU endif # Check for no bzero/bcopy workaround option ifeq ($(NO_BZERO_BCOPY),1) CC_CHECK += -DNO_BZERO_BCOPY CFLAGS += -DNO_BZERO_BCOPY endif # Use internal ldiv()/lldiv() ifeq ($(NO_LDIV),1) CC_CHECK += -DNO_LDIV CFLAGS += -DNO_LDIV endif # Use OpenGL 1.3 ifeq ($(LEGACY_GL),1) CC_CHECK += -DLEGACY_GL CFLAGS += -DLEGACY_GL endif # Load external textures ifeq ($(EXTERNAL_DATA),1) CC_CHECK += -DEXTERNAL_DATA -DFS_BASEDIR="\"$(BASEDIR)\"" CFLAGS += -DEXTERNAL_DATA -DFS_BASEDIR="\"$(BASEDIR)\"" # tell skyconv to write names instead of actual texture data and save the split tiles so we can use them later SKYTILE_DIR := $(BUILD_DIR)/textures/skybox_tiles SKYCONV_ARGS := --store-names --write-tiles "$(SKYTILE_DIR)" endif ASFLAGS := -I include -I $(BUILD_DIR) $(VERSION_ASFLAGS) ifeq ($(TARGET_WEB),1) LDFLAGS := -lm -lGL -lSDL2 -no-pie -s TOTAL_MEMORY=20MB -g4 --source-map-base http://localhost:8080/ -s "EXTRA_EXPORTED_RUNTIME_METHODS=['callMain']" else ifeq ($(WINDOWS_BUILD),1) LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -Llib -lpthread $(BACKEND_LDFLAGS) -static ifeq ($(CROSS),) LDFLAGS += -no-pie endif ifeq ($(WINDOWS_CONSOLE),1) LDFLAGS += -mconsole endif else ifeq ($(TARGET_RPI),1) LDFLAGS := $(OPT_FLAGS) -lm $(BACKEND_LDFLAGS) -no-pie else ifeq ($(OSX_BUILD),1) LDFLAGS := -lm $(BACKEND_LDFLAGS) -lpthread else LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -lm $(BACKEND_LDFLAGS) -no-pie -lpthread # ifeq ($(DISCORDRPC),1) # LDFLAGS += -ldl -Wl,-rpath . # endif endif # coop specific libraries ifeq ($(WINDOWS_BUILD),1) LDFLAGS += -L"ws2_32" -lwsock32 ifeq ($(DISCORD_SDK),1) LDFLAGS += -Wl,-Bdynamic -ldiscord_game_sdk -Wl,-Bstatic endif else ifeq ($(DISCORD_SDK),1) LDFLAGS += -ldiscord_game_sdk -Wl,-rpath . -Wl,-rpath lib/discordsdk endif endif # End of LDFLAGS # Prevent a crash with -sopt export LANG := C ####################### Other Tools ######################### # N64 conversion tools TOOLS_DIR = tools MIO0TOOL = $(TOOLS_DIR)/mio0 N64CKSUM = $(TOOLS_DIR)/n64cksum N64GRAPHICS = $(TOOLS_DIR)/n64graphics N64GRAPHICS_CI = $(TOOLS_DIR)/n64graphics_ci TEXTCONV = $(TOOLS_DIR)/textconv AIFF_EXTRACT_CODEBOOK = $(TOOLS_DIR)/aiff_extract_codebook VADPCM_ENC = $(TOOLS_DIR)/vadpcm_enc EXTRACT_DATA_FOR_MIO = $(TOOLS_DIR)/extract_data_for_mio SKYCONV = $(TOOLS_DIR)/skyconv EMULATOR = mupen64plus EMU_FLAGS = --noosd LOADER = loader64 LOADER_FLAGS = -vwf SHA1SUM = sha1sum ZEROTERM = $(PYTHON) $(TOOLS_DIR)/zeroterm.py ###################### Dependency Check ##################### # Stubbed ######################## Targets ############################# all: $(EXE) # thank you apple very cool ifeq ($(HOST_OS),Darwin) CP := gcp else CP := cp endif ifeq ($(EXTERNAL_DATA),1) BASEPACK_PATH := $(BUILD_DIR)/$(BASEDIR)/$(BASEPACK) BASEPACK_LST := $(BUILD_DIR)/basepack.lst # depend on resources as well all: $(BASEPACK_PATH) # phony target for building resources res: $(BASEPACK_PATH) # prepares the basepack.lst $(BASEPACK_LST): $(EXE) @mkdir -p $(BUILD_DIR)/$(BASEDIR) @echo -n > $(BASEPACK_LST) @echo "$(BUILD_DIR)/sound/bank_sets sound/bank_sets" >> $(BASEPACK_LST) @echo "$(BUILD_DIR)/sound/sequences.bin sound/sequences.bin" >> $(BASEPACK_LST) @echo "$(BUILD_DIR)/sound/sound_data.ctl sound/sound_data.ctl" >> $(BASEPACK_LST) @echo "$(BUILD_DIR)/sound/sound_data.tbl sound/sound_data.tbl" >> $(BASEPACK_LST) @$(foreach f, $(wildcard $(SKYTILE_DIR)/*), echo $(f) gfx/$(f:$(BUILD_DIR)/%=%) >> $(BASEPACK_LST);) @find actors -name \*.png -exec echo "{} gfx/{}" >> $(BASEPACK_LST) \; @find levels -name \*.png -exec echo "{} gfx/{}" >> $(BASEPACK_LST) \; @find textures -name \*.png -exec echo "{} gfx/{}" >> $(BASEPACK_LST) \; # prepares the resource ZIP with base data $(BASEPACK_PATH): $(BASEPACK_LST) @$(PYTHON) $(TOOLS_DIR)/mkzip.py $(BASEPACK_LST) $(BASEPACK_PATH) endif clean: $(RM) -r $(BUILD_DIR_BASE) cleantools: $(MAKE) -s -C tools clean distclean: $(RM) -r $(BUILD_DIR_BASE) ./extract_assets.py --clean test: $(ROM) $(EMULATOR) $(EMU_FLAGS) $< load: $(ROM) $(LOADER) $(LOADER_FLAGS) $< $(BUILD_DIR)/$(RPC_LIBS): @$(CP) -f $(RPC_LIBS) $(BUILD_DIR) $(BUILD_DIR)/$(DISCORD_SDK_LIBS): @$(CP) -f $(DISCORD_SDK_LIBS) $(BUILD_DIR) libultra: $(BUILD_DIR)/libultra.a $(BUILD_DIR)/asm/boot.o: $(IPL3_RAW_FILES) $(BUILD_DIR)/src/game/crash_screen.o: $(CRASH_TEXTURE_C_FILES) $(BUILD_DIR)/lib/rsp.o: $(BUILD_DIR)/rsp/rspboot.bin $(BUILD_DIR)/rsp/fast3d.bin $(BUILD_DIR)/rsp/audio.bin #Required so the compiler doesn't complain about this not existing. $(BUILD_DIR)/src/game/camera.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/include/text_strings.h: include/text_strings.h.in $(TEXTCONV) charmap.txt $< $@ $(BUILD_DIR)/include/text_menu_strings.h: include/text_menu_strings.h.in $(TEXTCONV) charmap_menu.txt $< $@ ifeq ($(VERSION),eu) TEXT_DIRS := text/de text/us text/fr # EU encoded text inserted into individual segment 0x19 files, # and course data also duplicated in leveldata.c $(BUILD_DIR)/bin/eu/translation_en.o: $(BUILD_DIR)/text/us/define_text.inc.c $(BUILD_DIR)/bin/eu/translation_de.o: $(BUILD_DIR)/text/de/define_text.inc.c $(BUILD_DIR)/bin/eu/translation_fr.o: $(BUILD_DIR)/text/fr/define_text.inc.c $(BUILD_DIR)/levels/menu/leveldata.o: $(BUILD_DIR)/text/us/define_courses.inc.c $(BUILD_DIR)/levels/menu/leveldata.o: $(BUILD_DIR)/text/de/define_courses.inc.c $(BUILD_DIR)/levels/menu/leveldata.o: $(BUILD_DIR)/text/fr/define_courses.inc.c else ifeq ($(VERSION),sh) TEXT_DIRS := text/jp $(BUILD_DIR)/bin/segment2.o: $(BUILD_DIR)/text/jp/define_text.inc.c else TEXT_DIRS := text/$(VERSION) # non-EU encoded text inserted into segment 0x02 $(BUILD_DIR)/bin/segment2.o: $(BUILD_DIR)/text/$(VERSION)/define_text.inc.c endif endif $(BUILD_DIR)/text/%/define_courses.inc.c: text/define_courses.inc.c text/%/courses.h $(CPP) $(VERSION_CFLAGS) $< -o - -I text/$*/ | $(TEXTCONV) charmap.txt - $@ $(BUILD_DIR)/text/%/define_text.inc.c: text/define_text.inc.c text/%/courses.h text/%/dialogs.h $(CPP) $(VERSION_CFLAGS) $< -o - -I text/$*/ | $(TEXTCONV) charmap.txt - $@ RSP_DIRS := $(BUILD_DIR)/rsp ALL_DIRS := $(BUILD_DIR) $(addprefix $(BUILD_DIR)/,$(SRC_DIRS) $(ASM_DIRS) $(GODDARD_SRC_DIRS) $(ULTRA_SRC_DIRS) $(ULTRA_ASM_DIRS) $(ULTRA_BIN_DIRS) $(BIN_DIRS) $(TEXTURE_DIRS) $(TEXT_DIRS) $(SOUND_SAMPLE_DIRS) $(addprefix levels/,$(LEVEL_DIRS)) include) $(MIO0_DIR) $(addprefix $(MIO0_DIR)/,$(VERSION)) $(SOUND_BIN_DIR) $(SOUND_BIN_DIR)/sequences/$(VERSION) $(RSP_DIRS) # Make sure build directory exists before compiling anything DUMMY != mkdir -p $(ALL_DIRS) $(BUILD_DIR)/include/text_strings.h: $(BUILD_DIR)/include/text_menu_strings.h ifeq ($(VERSION),eu) $(BUILD_DIR)/src/menu/file_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o $(BUILD_DIR)/src/menu/star_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o $(BUILD_DIR)/src/game/ingame_menu.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o $(BUILD_DIR)/src/game/options_menu.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o O_FILES += $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o #ifeq ($(DISCORDRPC),1) # $(BUILD_DIR)/src/pc/discord/discordrpc.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o #endif else $(BUILD_DIR)/src/menu/file_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/src/menu/star_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/src/game/ingame_menu.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/src/game/options_menu.o: $(BUILD_DIR)/include/text_strings.h #ifeq ($(DISCORDRPC),1) # $(BUILD_DIR)/src/pc/discord/discordrpc.o: $(BUILD_DIR)/include/text_strings.h #endif endif ################################################################ # TEXTURE GENERATION # ################################################################ # RGBA32, RGBA16, IA16, IA8, IA4, IA1, I8, I4 ifeq ($(EXTERNAL_DATA),1) $(BUILD_DIR)/%: %.png $(ZEROTERM) "$(patsubst %.png,%,$^)" > $@ else $(BUILD_DIR)/%: %.png $(N64GRAPHICS) -i $@ -g $< -f $(lastword $(subst ., ,$@)) endif $(BUILD_DIR)/%.inc.c: $(BUILD_DIR)/% %.png hexdump -v -e '1/1 "0x%X,"' $< > $@ echo >> $@ ifeq ($(EXTERNAL_DATA),0) # Color Index CI8 $(BUILD_DIR)/%.ci8: %.ci8.png $(N64GRAPHICS_CI) -i $@ -g $< -f ci8 # Color Index CI4 $(BUILD_DIR)/%.ci4: %.ci4.png $(N64GRAPHICS_CI) -i $@ -g $< -f ci4 endif ################################################################ # compressed segment generation # PC Area $(BUILD_DIR)/%.table: %.aiff $(AIFF_EXTRACT_CODEBOOK) $< >$@ $(BUILD_DIR)/%.aifc: $(BUILD_DIR)/%.table %.aiff $(VADPCM_ENC) -c $^ $@ $(BUILD_DIR)/rsp/%.bin $(BUILD_DIR)/rsp/%_data.bin: rsp/%.s $(RSPASM) -sym $@.sym -definelabel $(VERSION_DEF) 1 -definelabel $(GRUCODE_DEF) 1 -strequ CODE_FILE $(BUILD_DIR)/rsp/$*.bin -strequ DATA_FILE $(BUILD_DIR)/rsp/$*_data.bin $< $(ENDIAN_BITWIDTH): tools/determine-endian-bitwidth.c $(CC) -c $(CFLAGS) -o $@.dummy2 $< 2>$@.dummy1; true grep -o 'msgbegin --endian .* --bitwidth .* msgend' $@.dummy1 > $@.dummy2 head -n1 <$@.dummy2 | cut -d' ' -f2-5 > $@ @rm $@.dummy1 @rm $@.dummy2 $(SOUND_BIN_DIR)/sound_data.ctl: sound/sound_banks/ $(SOUND_BANK_FILES) $(SOUND_SAMPLE_AIFCS) $(ENDIAN_BITWIDTH) $(PYTHON) tools/assemble_sound.py $(BUILD_DIR)/sound/samples/ sound/sound_banks/ $(SOUND_BIN_DIR)/sound_data.ctl $(SOUND_BIN_DIR)/sound_data.tbl $(VERSION_CFLAGS) $$(cat $(ENDIAN_BITWIDTH)) $(SOUND_BIN_DIR)/sound_data.tbl: $(SOUND_BIN_DIR)/sound_data.ctl @true ifeq ($(VERSION),sh) $(SOUND_BIN_DIR)/sequences.bin: $(SOUND_BANK_FILES) sound/sequences.json sound/sequences/ sound/sequences/jp/ $(SOUND_SEQUENCE_FILES) $(ENDIAN_BITWIDTH) $(PYTHON) tools/assemble_sound.py --sequences $@ $(SOUND_BIN_DIR)/bank_sets sound/sound_banks/ sound/sequences.json $(SOUND_SEQUENCE_FILES) $(VERSION_CFLAGS) $$(cat $(ENDIAN_BITWIDTH)) else $(SOUND_BIN_DIR)/sequences.bin: $(SOUND_BANK_FILES) sound/sequences.json sound/sequences/ sound/sequences/$(VERSION)/ $(SOUND_SEQUENCE_FILES) $(ENDIAN_BITWIDTH) $(PYTHON) tools/assemble_sound.py --sequences $@ $(SOUND_BIN_DIR)/bank_sets sound/sound_banks/ sound/sequences.json $(SOUND_SEQUENCE_FILES) $(VERSION_CFLAGS) $$(cat $(ENDIAN_BITWIDTH)) endif $(SOUND_BIN_DIR)/bank_sets: $(SOUND_BIN_DIR)/sequences.bin @true $(SOUND_BIN_DIR)/%.m64: $(SOUND_BIN_DIR)/%.o $(OBJCOPY) -j .rodata $< -O binary $@ $(SOUND_BIN_DIR)/%.o: $(SOUND_BIN_DIR)/%.s $(AS) $(ASFLAGS) -o $@ $< ifeq ($(EXTERNAL_DATA),1) $(SOUND_BIN_DIR)/%.inc.c: $(SOUND_BIN_DIR)/% $(ZEROTERM) "$(patsubst $(BUILD_DIR)/%,%,$^)" | hexdump -v -e '1/1 "0x%X,"' > $@ else $(SOUND_BIN_DIR)/%.inc.c: $(SOUND_BIN_DIR)/% hexdump -v -e '1/1 "0x%X,"' $< > $@ echo >> $@ endif $(SOUND_BIN_DIR)/sound_data.o: $(SOUND_BIN_DIR)/sound_data.ctl.inc.c $(SOUND_BIN_DIR)/sound_data.tbl.inc.c $(SOUND_BIN_DIR)/sequences.bin.inc.c $(SOUND_BIN_DIR)/bank_sets.inc.c $(BUILD_DIR)/levels/scripts.o: $(BUILD_DIR)/include/level_headers.h $(BUILD_DIR)/include/level_headers.h: levels/level_headers.h.in $(CPP) -I . levels/level_headers.h.in | $(PYTHON) tools/output_level_headers.py > $(BUILD_DIR)/include/level_headers.h $(BUILD_DIR)/assets/mario_anim_data.c: $(wildcard assets/anims/*.inc.c) $(PYTHON) tools/mario_anims_converter.py > $@ $(BUILD_DIR)/assets/demo_data.c: assets/demo_data.json $(wildcard assets/demos/*.bin) $(PYTHON) tools/demo_data_converter.py assets/demo_data.json $(VERSION_CFLAGS) > $@ # Source code $(BUILD_DIR)/levels/%/leveldata.o: OPT_FLAGS := -g $(BUILD_DIR)/actors/%.o: OPT_FLAGS := -g $(BUILD_DIR)/bin/%.o: OPT_FLAGS := -g $(BUILD_DIR)/src/goddard/%.o: OPT_FLAGS := -g $(BUILD_DIR)/src/goddard/%.o: MIPSISET := -mips1 $(BUILD_DIR)/src/audio/%.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 $(BUILD_DIR)/src/audio/load.o: OPT_FLAGS := -O2 -framepointer -Wo,-loopunroll,0 $(BUILD_DIR)/lib/src/%.o: OPT_FLAGS := $(BUILD_DIR)/lib/src/math/ll%.o: MIPSISET := -mips3 -32 $(BUILD_DIR)/lib/src/math/%.o: OPT_FLAGS := -O2 $(BUILD_DIR)/lib/src/math/ll%.o: OPT_FLAGS := $(BUILD_DIR)/lib/src/ldiv.o: OPT_FLAGS := -O2 $(BUILD_DIR)/lib/src/string.o: OPT_FLAGS := -O2 $(BUILD_DIR)/lib/src/gu%.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/al%.o: OPT_FLAGS := -O3 ifeq ($(VERSION),eu) $(BUILD_DIR)/lib/src/_Litob.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/_Ldtob.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/_Printf.o: OPT_FLAGS := -O3 $(BUILD_DIR)/lib/src/sprintf.o: OPT_FLAGS := -O3 # enable loop unrolling except for external.c (external.c might also have used # unrolling, but it makes one loop harder to match) $(BUILD_DIR)/src/audio/%.o: OPT_FLAGS := -O2 $(BUILD_DIR)/src/audio/load.o: OPT_FLAGS := -O2 $(BUILD_DIR)/src/audio/external.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 else # The source-to-source optimizer copt is enabled for audio. This makes it use # acpp, which needs -Wp,-+ to handle C++-style comments. $(BUILD_DIR)/src/audio/effects.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 -sopt,-inline=sequence_channel_process_sound,-scalaroptimize=1 -Wp,-+ $(BUILD_DIR)/src/audio/synthesis.o: OPT_FLAGS := -O2 -sopt,-scalaroptimize=1 -Wp,-+ #$(BUILD_DIR)/src/audio/seqplayer.o: OPT_FLAGS := -O2 -sopt,-inline_manual,-scalaroptimize=1 -Wp,-+ #-Wo,-v,-bb,-l,seqplayer_list.txt # Add a target for build/eu/src/audio/*.copt to make it easier to see debug $(BUILD_DIR)/src/audio/%.acpp: src/audio/%.c $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/lib/acpp $(TARGET_CFLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(MATCH_CFLAGS) $(GRUCODE_CFLAGS) -D__sgi -+ $< > $@ $(BUILD_DIR)/src/audio/seqplayer.copt: $(BUILD_DIR)/src/audio/seqplayer.acpp $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/lib/copt -signed -I=$< -CMP=$@ -cp=i -scalaroptimize=1 -inline_manual $(BUILD_DIR)/src/audio/%.copt: $(BUILD_DIR)/src/audio/%.acpp $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/lib/copt -signed -I=$< -CMP=$@ -cp=i -scalaroptimize=1 endif # Rebuild files with 'GLOBAL_ASM' if the NON_MATCHING flag changes. $(GLOBAL_ASM_O_FILES): $(GLOBAL_ASM_DEP).$(NON_MATCHING) $(GLOBAL_ASM_DEP).$(NON_MATCHING): @rm -f $(GLOBAL_ASM_DEP).* touch $@ $(BUILD_DIR)/%.o: %.cpp @$(CXX) -fsyntax-only $(CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(CXX) -c $(CFLAGS) -o $@ $< $(BUILD_DIR)/%.o: %.c @$(CC_CHECK) $(CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(CC) -c $(CFLAGS) -o $@ $< $(BUILD_DIR)/%.o: $(BUILD_DIR)/%.c @$(CC_CHECK) $(CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $< $(CC) -c $(CFLAGS) -o $@ $< $(BUILD_DIR)/%.o: %.s $(AS) $(ASFLAGS) -MD $(BUILD_DIR)/$*.d -o $@ $< $(EXE): $(O_FILES) $(MIO0_FILES:.mio0=.o) $(SOUND_OBJ_FILES) $(ULTRA_O_FILES) $(GODDARD_O_FILES) $(BUILD_DIR)/$(RPC_LIBS) $(BUILD_DIR)/$(DISCORD_SDK_LIBS) $(LD) -L $(BUILD_DIR) -o $@ $(O_FILES) $(SOUND_OBJ_FILES) $(ULTRA_O_FILES) $(GODDARD_O_FILES) $(LDFLAGS) .PHONY: all clean distclean default diff test load libultra res .PRECIOUS: $(BUILD_DIR)/bin/%.elf $(SOUND_BIN_DIR)/%.ctl $(SOUND_BIN_DIR)/%.tbl $(SOUND_SAMPLE_TABLES) $(SOUND_BIN_DIR)/%.s $(BUILD_DIR)/% .DELETE_ON_ERROR: # Remove built-in rules, to improve performance MAKEFLAGS += --no-builtin-rules -include $(DEP_FILES) print-% : ; $(info $* is a $(flavor $*) variable set to [$($*)]) @true