sm64coopdx/Makefile.split

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Text

# --------------------------------------
# General Rules
# --------------------------------------
# obtain a list of segments from the *.c files in bin directory
SEGMENTS := \
$(notdir $(basename $(wildcard bin/*.c))) \
$(addprefix $(VERSION)/,$(notdir $(basename $(wildcard bin/$(VERSION)/*.c)))) \
$(addsuffix _skybox,$(notdir $(basename $(wildcard textures/skyboxes/*.png))))
# Directories containing PNG files
TEXTURE_DIRS := \
$(wildcard textures/*/) \
$(filter %/,$(wildcard actors/*/))
# NOTE: textures assume naming convention "texture.<encoding>.png" generates "texture.<encoding>"
ACTOR_GROUPS := \
group0 \
group1 \
group2 \
group3 \
group4 \
group5 \
group6 \
group7 \
group8 \
group9 \
group10 \
group11 \
group12 \
group13 \
group14 \
group15 \
group16 \
group17 \
common0 \
common1 \
custom0 \
zcustom0
LEVEL_FILES := $(addsuffix leveldata,$(LEVEL_DIRS))
SEG_FILES := \
$(SEGMENTS:%=$(BUILD_DIR)/bin/%.elf) \
$(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.elf) \
$(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.elf)
MIO0_FILES := \
$(SEGMENTS:%=$(BUILD_DIR)/bin/%.mio0) \
$(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.mio0) \
$(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.mio0)
MIO0_OBJ_FILES := $(MIO0_FILES:.mio0=.mio0.o)
# --------------------------------------
# Actor Rules
# --------------------------------------
# Actor Directories
KOOPA_DIRS := koopa_flag poundable_pole koopa piranha_plant whomp chain_ball chain_chomp
CAPSWITCH_DIRS := capswitch springboard
CHILLYCHIEF_DIRS := chillychief moneybag
BULLY_DIRS := bully blargg
SPINDRIFT_DIRS := spindrift penguin snowman
KING_BOBOMB_DIRS := king_bobomb water_bubble
BOO_DIRS := bookend book chair small_key mad_piano boo haunted_cage
MR_I_DIRS := mr_i_eyeball mr_i_iris swoop snufit dorrie scuttlebug
HOOT_DIRS := yellow_sphere_small hoot yoshi_egg thwomp bullet_bill heave_ho
COINS_DIRS := mist explosion butterfly coin warp_pipe door bowser_key flame blue_fish pebble leaves warp_collision mario_cap power_meter mushroom_1up star sand dirt transparent_star white_particle wooden_signpost tree
BUBBA_DIRS := bubba wiggler wiggler_body_part lakitu_enemy spiny_egg spiny
SKEETER_DIRS := skeeter seaweed water_mine cyan_fish bub water_ring treasure_chest
KLEPTO_DIRS := klepto eyerok pokey tornado
SEA_DIRS := clam_shell manta sushi unagi whirlpool
AMP_DIRS := blue_coin_switch amp cannon_lid cannon_base cannon_barrel chuckya purple_switch checkerboard_platform heart flyguy breakable_box exclamation_box goomba bobomb metal_box exclamation_box_outline test_platform koopa_shell
MOLE_DIRS := monty_mole_hole monty_mole smoke ukiki fwoosh
LAKITU_DIRS := lakitu_cameraman toad mips boo_castle
PEACH_DIRS := bird peach yoshi
BOWSER_DIRS := bowser_flame impact_ring yellow_sphere bowser bomb impact_smoke
MARIO_DIRS := mario bubble walk_smoke burn_smoke stomp_smoke water_wave sparkle water_splash white_particle_small sparkle_animation
# Add Luigi
CUSTOM_DIRS := luigi_cap
ZCUSTOM_DIRS := luigi
# Add Toad
CUSTOM_DIRS += toad_cap
ZCUSTOM_DIRS += toad_player
# Add Waluigi
CUSTOM_DIRS += waluigi_cap
ZCUSTOM_DIRS += waluigi
# Add Wario
CUSTOM_DIRS += wario_cap
ZCUSTOM_DIRS += wario
# Add coop-specific
CUSTOM_DIRS += error_model
# Actor Textures
CUSTOM_TEXTURES := $(foreach dir,$(CUSTOM_DIRS), $(wildcard actors/$(dir)/*.png))
AMP_CHUCKYA_TEXTURES := $(foreach dir,$(AMP_DIRS), $(wildcard actors/$(dir)/*.png))
BOBOMBS_BUBBLE_TEXTURES := $(foreach dir,$(KING_BOBOMB_DIRS),$(wildcard actors/$(dir)/*.png))
BOO_BOOKEND_TEXTURES := $(foreach dir,$(BOO_DIRS), $(wildcard actors/$(dir)/*.png))
CAPSWITCH_SPRINGBOARD_TEXTURES := $(foreach dir,$(CAPSWITCH_DIRS), $(wildcard actors/$(dir)/*.png))
COINS_PIPE_TEXTURES := $(foreach dir,$(COINS_DIRS), $(wildcard actors/$(dir)/*.png))
BOWSER_FLAMES_TEXTURES := $(foreach dir,$(BOWSER_DIRS), $(wildcard actors/$(dir)/*.png))
BUBBA_WIGGLER_TEXTURES := $(foreach dir,$(BUBBA_DIRS), $(wildcard actors/$(dir)/*.png))
BULLY_BLARGG_TEXTURES := $(foreach dir,$(BULLY_DIRS), $(wildcard actors/$(dir)/*.png))
CHILLYCHIEF_TEXTURES := $(foreach dir,$(CHILLYCHIEF_DIRS),$(wildcard actors/$(dir)/*.png))
HOOT_THWOMP_TEXTURES := $(foreach dir,$(HOOT_DIRS), $(wildcard actors/$(dir)/*.png))
KOOPA_LOG_TEXTURES := $(foreach dir,$(KOOPA_DIRS), $(wildcard actors/$(dir)/*.png))
KLEPTO_EYEROK_TEXTURES := $(foreach dir,$(KLEPTO_DIRS), $(wildcard actors/$(dir)/*.png))
LAKITU_TOAD_TEXTURES := $(foreach dir,$(LAKITU_DIRS), $(wildcard actors/$(dir)/*.png))
MARIO_WATER_TEXTURES := $(foreach dir,$(MARIO_DIRS), $(wildcard actors/$(dir)/*.png))
MOLE_UKIKI_TEXTURES := $(foreach dir,$(MOLE_DIRS), $(wildcard actors/$(dir)/*.png))
MR_I_SWOOP_TEXTURES := $(foreach dir,$(MR_I_DIRS), $(wildcard actors/$(dir)/*.png))
PEACH_TOADSTOOL_TEXTURES := $(foreach dir,$(PEACH_DIRS), $(wildcard actors/$(dir)/*.png))
SEA_CREATURES_TEXTURES := $(foreach dir,$(SEA_DIRS), $(wildcard actors/$(dir)/*.png))
SKEETER_FISH_TEXTURES := $(foreach dir,$(SKEETER_DIRS), $(wildcard actors/$(dir)/*.png))
SPINDRIFT_PENGUIN_TEXTURES := $(foreach dir,$(SPINDRIFT_DIRS), $(wildcard actors/$(dir)/*.png))
ZCUSTOM_TEXTURES := $(foreach dir,$(ZCUSTOM_DIRS), $(wildcard actors/$(dir)/*.png))
# Actor dependencies
$(BUILD_DIR)/actors/group0.o: $(MARIO_WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group1.o: $(HOOT_THWOMP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group2.o: $(BULLY_BLARGG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group3.o: $(BOBOMBS_BUBBLE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group4.o: $(SEA_CREATURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group5.o: $(KLEPTO_EYEROK_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group6.o: $(MOLE_UKIKI_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group7.o: $(SPINDRIFT_PENGUIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group8.o: $(CAPSWITCH_SPRINGBOARD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group9.o: $(BOO_BOOKEND_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group10.o: $(PEACH_TOADSTOOL_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group11.o: $(BUBBA_WIGGLER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group12.o: $(BOWSER_FLAMES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group13.o: $(SKEETER_FISH_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group14.o: $(KOOPA_LOG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group15.o: $(LAKITU_TOAD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group16.o: $(CHILLYCHIEF_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group17.o: $(MR_I_SWOOP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/common0.o: $(AMP_CHUCKYA_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/common1.o: $(COINS_PIPE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/custom0.o: $(CUSTOM_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/zcustom0.o: $(ZCUSTOM_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
# Actor Elf Files
$(BUILD_DIR)/actors/group0.elf: SEGMENT_ADDRESS := 0x04000000
$(BUILD_DIR)/actors/group1.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group2.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group3.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group4.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group5.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group6.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group7.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group8.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group9.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group10.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group11.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group12.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group13.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group14.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group15.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group16.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group17.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/common0.elf: SEGMENT_ADDRESS := 0x08000000
$(BUILD_DIR)/actors/common1.elf: SEGMENT_ADDRESS := 0x03000000
$(BUILD_DIR)/actors/custom0.elf: SEGMENT_ADDRESS := 0x04000000
$(BUILD_DIR)/actors/zcustom0.elf: SEGMENT_ADDRESS := 0x04000000
# --------------------------------------
# Level Rules
# --------------------------------------
$(BUILD_DIR)/levels/%/leveldata.elf: SEGMENT_ADDRESS := 0x07000000
# TODO: Generate these rules from the level configs?
define level_rules =
$(1)_SEG7_FILES := $$(patsubst %.png,%.inc.c,$$(wildcard levels/$(1)/*.png))
$$(BUILD_DIR)/levels/$(1)/leveldata.o: $$(addprefix $$(BUILD_DIR)/,$$($(1)_SEG7_FILES))
$$(BUILD_DIR)/levels/$(1)/leveldata.elf: TEXTURE_BIN := $(2)
endef
ifneq ($(MAKECMDGOALS),clean)
ifneq ($(MAKECMDGOALS),distclean)
$(BUILD_DIR)/level_rules.mk: levels/level_rules.mk levels/level_defines.h
@$(PRINT) "$(GREEN)Preprocessing level make rules: $(BLUE)$@ $(NO_COL)\n"
@$(CPP) $(VERSION_CFLAGS) -I . $(EXTRA_INCLUDES) -o $@ $<
include $(BUILD_DIR)/level_rules.mk
endif
endif
# --------------------------------------
# Extra Level Rules
# --------------------------------------
$(eval $(call level_rules,intro,generic)) # Intro (Super Mario 64 Logo)
$(eval $(call level_rules,menu,generic)) # Menu (File Select)
# --------------------------------------
# Cake Texture Rules
# --------------------------------------
# Ending cake textures are generated in a special way
$(BUILD_DIR)/levels/ending/cake_eu.inc.c: levels/ending/cake_eu.png
@$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to: $(BLUE)$@ $(NO_COL)\n"
$(V)$(SKYCONV) $(SKYCONV_ARGS) --type cake-eu --split $^ $(BUILD_DIR)/levels/ending
$(BUILD_DIR)/levels/ending/cake.inc.c: levels/ending/cake.png
@$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to: $(BLUE)$@ $(NO_COL)\n"
$(V)$(SKYCONV) $(SKYCONV_ARGS) --type cake --split $^ $(BUILD_DIR)/levels/ending
# --------------------------------------
# Texture Bin Rules
# --------------------------------------
# Others
SEGMENT2_TEXTURES := $(wildcard $(TEXTURE_DIR)/segment2/*.png)
TITLE_SCREEN_BG_TEXTURES := $(wildcard $(TEXTURE_DIR)/title_screen_bg/*.png)
SPOOKY_TEXTURES := $(wildcard $(TEXTURE_DIR)/spooky/*.png)
GENERIC_TEXTURES := $(wildcard $(TEXTURE_DIR)/generic/*.png)
OUTSIDE_TEXTURES := $(wildcard $(TEXTURE_DIR)/outside/*.png)
SNOW_TEXTURES := $(wildcard $(TEXTURE_DIR)/snow/*.png)
EFFECT_TEXTURES := $(wildcard $(TEXTURE_DIR)/effect/*.png)
CAVE_TEXTURES := $(wildcard $(TEXTURE_DIR)/cave/*.png)
INSIDE_TEXTURES := $(wildcard $(TEXTURE_DIR)/inside/*.png)
WATER_TEXTURES := $(wildcard $(TEXTURE_DIR)/water/*.png)
FIRE_TEXTURES_TEXTURES := $(wildcard $(TEXTURE_DIR)/fire/*.png)
SKY_TEXTURES := $(wildcard $(TEXTURE_DIR)/sky/*.png)
MACHINE_TEXTURES := $(wildcard $(TEXTURE_DIR)/machine/*.png)
MOUNTAIN_TEXTURES := $(wildcard $(TEXTURE_DIR)/mountain/*.png)
GRASS_TEXTURES := $(wildcard $(TEXTURE_DIR)/grass/*.png)
CUSTOM_FONT_TITLE_TEXTURES := $(wildcard $(TEXTURE_DIR)/custom_font_title/*.png)
# Texture Files
$(BUILD_DIR)/bin/segment2.o: $(SEGMENT2_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/title_screen_bg.o: $(TITLE_SCREEN_BG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/spooky.o: $(SPOOKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/generic.o: $(GENERIC_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/outside.o: $(OUTSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/snow.o: $(SNOW_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/effect.o: $(EFFECT_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/cave.o: $(CAVE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/inside.o: $(INSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/water.o: $(WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/fire.o: $(FIRE_TEXTURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/sky.o: $(SKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/machine.o: $(MACHINE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/mountain.o: $(MOUNTAIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/grass.o: $(GRASS_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/custom_font_title.o: $(CUSTOM_FONT_TITLE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
# Others
$(BUILD_DIR)/bin/segment2.elf: SEGMENT_ADDRESS := 0x02000000
$(BUILD_DIR)/bin/title_screen_bg.elf: SEGMENT_ADDRESS := 0x0A000000
$(BUILD_DIR)/bin/debug_level_select.elf: SEGMENT_ADDRESS := 0x07000000
$(BUILD_DIR)/bin/effect.elf: SEGMENT_ADDRESS := 0x0B000000
$(BUILD_DIR)/bin/spooky.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/generic.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/outside.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/snow.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/cave.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/inside.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/water.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/fire.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/sky.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/machine.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/mountain.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/grass.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/custom_font_title.elf: SEGMENT_ADDRESS := 0x09000000
# EU segment 19 translations
$(BUILD_DIR)/bin/eu/translation_de.elf: SEGMENT_ADDRESS := 0x19000000
$(BUILD_DIR)/bin/eu/translation_en.elf: SEGMENT_ADDRESS := 0x19000000
$(BUILD_DIR)/bin/eu/translation_fr.elf: SEGMENT_ADDRESS := 0x19000000
# --------------------------------------
# Skybox Rules
# --------------------------------------
$(BUILD_DIR)/bin/%_skybox.c: textures/skyboxes/%.png
@$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to: $(BLUE)$@ $(NO_COL)\n"
$(V)$(SKYCONV) $(SKYCONV_ARGS) --type sky --split $^ $(BUILD_DIR)/bin
$(BUILD_DIR)/bin/%_skybox.elf: SEGMENT_ADDRESS := 0x0A000000
# --------------------------------------
# Misc Rules
# --------------------------------------
# intro and ipl3 textures are not compressed
INTRO_RAW_FILES := $(wildcard $(TEXTURE_DIR)/intro_raw/*.png)
$(BUILD_DIR)/src/goddard/renderer.o: $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(INTRO_RAW_FILES)))
IPL3_TEXTURE_FILES := $(wildcard $(TEXTURE_DIR)/ipl3_raw/*.png)
IPL3_RAW_FILES := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%,$(IPL3_TEXTURE_FILES)))
CRASH_TEXTURE_FILES := $(wildcard $(TEXTURE_DIR)/crash_screen/*.png)
CRASH_TEXTURE_C_FILES := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(CRASH_TEXTURE_FILES)))