mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-21 19:45:10 +00:00
c88ff19190
There have been several times where the unpredictable behavior of a remote player where execute_mario_action() would get caught in an infinite loop. Now we attempt to detect an infinite hang and escape from it. The sequence of actions will be recorded into an errorlog.txt file. In debug mode this infinite hang will cause an assertion to fail, crashing the game. In normal mode the game will break out of it and hopefully carry on normally after new packets come in. I believe this addresses github issue #12 but I can't be sure.
1014 lines
32 KiB
Makefile
1014 lines
32 KiB
Makefile
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# Makefile to rebuild SM64 split image
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### Default target ###
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default: all
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### Build Options ###
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# These options can either be changed by modifying the makefile, or
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# by building with 'make SETTING=value'. 'make clean' may be required.
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# Build debug version
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DEBUG ?= 0
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# Version of the game to build
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VERSION ?= us
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# Graphics microcode used
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GRUCODE ?= f3dex2e
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# If COMPARE is 1, check the output sha1sum when building 'all'
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COMPARE ?= 1
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# If NON_MATCHING is 1, define the NON_MATCHING and AVOID_UB macros when building (recommended)
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NON_MATCHING ?= 1
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# Build and optimize for Raspberry Pi(s)
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TARGET_RPI ?= 0
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# Build for Emscripten/WebGL
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TARGET_WEB ?= 0
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# Makeflag to enable OSX fixes
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OSX_BUILD ?= 0
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# Specify the target you are building for, TARGET_BITS=0 means native
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TARGET_ARCH ?= native
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TARGET_BITS ?= 0
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# Enable immediate load by default
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IMMEDIATELOAD ?= 1
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# Enable better camera by default
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BETTERCAMERA ?= 1
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# Enable no drawing distance by default
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NODRAWINGDISTANCE ?= 1
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# Disable texture fixes by default (helps with them purists)
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TEXTURE_FIX ?= 0
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# Enable extended options menu by default
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EXT_OPTIONS_MENU ?= 1
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# Disable text-based save-files by default
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TEXTSAVES ?= 0
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# Load resources from external files
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EXTERNAL_DATA ?= 0
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# Enable Discord Rich Presence
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DISCORDRPC ?= 0
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# Various workarounds for weird toolchains
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NO_BZERO_BCOPY ?= 0
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NO_LDIV ?= 0
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# Backend selection
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# Renderers: GL, GL_LEGACY, D3D11, D3D12
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RENDER_API ?= GL
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# Window managers: SDL1, SDL2, DXGI (forced if D3D11 or D3D12 in RENDER_API)
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WINDOW_API ?= SDL2
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# Audio backends: SDL1, SDL2
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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
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BASEDIR ?= res
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BASEPACK ?= base.zip
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# Automatic settings for PC port(s)
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WINDOWS_BUILD ?= 0
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# Attempt to detect OS
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ifeq ($(OS),Windows_NT)
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HOST_OS ?= Windows
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else
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HOST_OS ?= $(shell uname -s 2>/dev/null || echo Unknown)
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# some weird MINGW/Cygwin env that doesn't define $OS
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ifneq (,$(findstring MINGW,HOST_OS))
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HOST_OS := Windows
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endif
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endif
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ifeq ($(TARGET_WEB),0)
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ifeq ($(HOST_OS),Windows)
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WINDOWS_BUILD := 1
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endif
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endif
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# MXE overrides
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ifeq ($(WINDOWS_BUILD),1)
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ifeq ($(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 ($(CROSS),x86_64-w64-mingw32.static-)
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TARGET_ARCH = i386pe
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TARGET_BITS = 64
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NO_BZERO_BCOPY := 1
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endif
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endif
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ifneq ($(TARGET_BITS),0)
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BITS := -m$(TARGET_BITS)
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endif
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# Release (version) flag defs
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ifeq ($(VERSION),jp)
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VERSION_DEF := VERSION_JP
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else
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ifeq ($(VERSION),us)
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VERSION_DEF := VERSION_US
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else
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ifeq ($(VERSION),eu)
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VERSION_DEF := VERSION_EU
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else
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ifeq ($(VERSION),sh)
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$(warning Building SH is experimental and is prone to breaking. Try at your own risk.)
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VERSION_DEF := VERSION_SH
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# 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.
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NOEXTRACT := 1
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else
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$(error unknown version "$(VERSION)")
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endif
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endif
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endif
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endif
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TARGET := sm64.$(VERSION)
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VERSION_CFLAGS := -D$(VERSION_DEF) -D_LANGUAGE_C
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VERSION_ASFLAGS := --defsym $(VERSION_DEF)=1
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# Stuff for showing the git hash in the intro on nightly builds
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# From https://stackoverflow.com/questions/44038428/include-git-commit-hash-and-or-branch-name-in-c-c-source
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ifeq ($(shell git rev-parse --abbrev-ref HEAD),nightly)
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GIT_HASH=`git rev-parse --short HEAD`
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COMPILE_TIME=`date -u +'%Y-%m-%d %H:%M:%S UTC'`
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VERSION_CFLAGS += -DNIGHTLY -DGIT_HASH="\"$(GIT_HASH)\"" -DCOMPILE_TIME="\"$(COMPILE_TIME)\""
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endif
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# Microcode
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ifeq ($(GRUCODE),f3dex) # Fast3DEX
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GRUCODE_DEF := F3DEX_GBI
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GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1
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TARGET := $(TARGET).f3dex
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COMPARE := 0
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else
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ifeq ($(GRUCODE),f3dex2) # Fast3DEX2
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GRUCODE_DEF := F3DEX_GBI_2
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GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1
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TARGET := $(TARGET).f3dex2
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COMPARE := 0
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else
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ifeq ($(GRUCODE),f3dex2e) # Fast3DEX2 Extended (PC default)
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GRUCODE_DEF := F3DEX_GBI_2E
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TARGET := $(TARGET).f3dex2e
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COMPARE := 0
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else
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ifeq ($(GRUCODE),f3d_new) # Fast3D 2.0H (Shindou)
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GRUCODE_DEF := F3D_NEW
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TARGET := $(TARGET).f3d_new
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COMPARE := 0
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else
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ifeq ($(GRUCODE),f3dzex) # Fast3DZEX (2.0J / Animal Forest - Dōbutsu no Mori)
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$(warning Fast3DZEX is experimental. Try at your own risk.)
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GRUCODE_DEF := F3DEX_GBI_2
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GRUCODE_ASFLAGS := --defsym F3DEX_GBI_SHARED=1
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TARGET := $(TARGET).f3dzex
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COMPARE := 0
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endif
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endif
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endif
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endif
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endif
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GRUCODE_CFLAGS := -D$(GRUCODE_DEF)
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GRUCODE_ASFLAGS := $(GRUCODE_ASFLAGS) --defsym $(GRUCODE_DEF)=1
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# Default build is for PC now
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VERSION_CFLAGS := $(VERSION_CFLAGS) -DNON_MATCHING -DAVOID_UB
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ifeq ($(TARGET_RPI),1) # Define RPi to change SDL2 title & GLES2 hints
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VERSION_CFLAGS += -DUSE_GLES
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endif
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ifeq ($(OSX_BUILD),1) # Modify GFX & SDL2 for OSX GL
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VERSION_CFLAGS += -DOSX_BUILD
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endif
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VERSION_ASFLAGS := --defsym AVOID_UB=1
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COMPARE := 0
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ifeq ($(TARGET_WEB),1)
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VERSION_CFLAGS := $(VERSION_CFLAGS) -DTARGET_WEB -DUSE_GLES
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endif
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# Check backends
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ifneq (,$(filter $(RENDER_API),D3D11 D3D12))
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ifneq ($(WINDOWS_BUILD),1)
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$(error DirectX is only supported on Windows)
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endif
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ifneq ($(WINDOW_API),DXGI)
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$(warning DirectX renderers require DXGI, forcing WINDOW_API value)
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WINDOW_API := DXGI
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endif
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else
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ifeq ($(WINDOW_API),DXGI)
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$(error DXGI can only be used with DirectX renderers)
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endif
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endif
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################### Universal Dependencies ###################
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# (This is a bit hacky, but a lot of rules implicitly depend
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# on tools and assets, and we use directory globs further down
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# in the makefile that we want should cover assets.)
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ifneq ($(MAKECMDGOALS),clean)
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ifneq ($(MAKECMDGOALS),distclean)
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# Make sure assets exist
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NOEXTRACT ?= 0
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ifeq ($(NOEXTRACT),0)
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DUMMY != ./extract_assets.py $(VERSION) >&2 || echo FAIL
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ifeq ($(DUMMY),FAIL)
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$(error Failed to extract assets)
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endif
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endif
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# Make tools if out of date
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DUMMY != make -C tools >&2 || echo FAIL
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ifeq ($(DUMMY),FAIL)
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$(error Failed to build tools)
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endif
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endif
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endif
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################ Target Executable and Sources ###############
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# BUILD_DIR is location where all build artifacts are placed
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BUILD_DIR_BASE := build
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ifeq ($(TARGET_WEB),1)
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BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_web
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else
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BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_pc
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endif
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LIBULTRA := $(BUILD_DIR)/libultra.a
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ifeq ($(TARGET_WEB),1)
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EXE := $(BUILD_DIR)/$(TARGET).html
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else
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ifeq ($(WINDOWS_BUILD),1)
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EXE := $(BUILD_DIR)/$(TARGET).exe
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else # Linux builds/binary namer
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ifeq ($(TARGET_RPI),1)
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EXE := $(BUILD_DIR)/$(TARGET).arm
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else
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EXE := $(BUILD_DIR)/$(TARGET)
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endif
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endif
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endif
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ELF := $(BUILD_DIR)/$(TARGET).elf
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LD_SCRIPT := sm64.ld
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MIO0_DIR := $(BUILD_DIR)/bin
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SOUND_BIN_DIR := $(BUILD_DIR)/sound
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TEXTURE_DIR := textures
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ACTOR_DIR := actors
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LEVEL_DIRS := $(patsubst levels/%,%,$(dir $(wildcard levels/*/header.h)))
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# Directories containing source files
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# Hi, I'm a PC
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SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets src/pc src/pc/gfx src/pc/audio src/pc/controller src/pc/fs src/pc/fs/packtypes src/pc/network src/pc/network/packets src/pc/network/socket
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ASM_DIRS :=
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ifeq ($(DISCORDRPC),1)
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SRC_DIRS += src/pc/discord
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endif
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BIN_DIRS := bin bin/$(VERSION)
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ULTRA_SRC_DIRS := lib/src lib/src/math
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ULTRA_ASM_DIRS := lib/asm lib/data
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ULTRA_BIN_DIRS := lib/bin
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GODDARD_SRC_DIRS := src/goddard src/goddard/dynlists
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MIPSISET := -mips2
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MIPSBIT := -32
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ifeq ($(DEBUG),1)
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OPT_FLAGS := -g
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else
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OPT_FLAGS := -O2
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endif
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# Set BITS (32/64) to compile for
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OPT_FLAGS += $(BITS)
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ifeq ($(TARGET_WEB),1)
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OPT_FLAGS := -O2 -g4 --source-map-base http://localhost:8080/
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endif
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ifeq ($(TARGET_RPI),1)
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machine = $(shell sh -c 'uname -m 2>/dev/null || echo unknown')
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# Raspberry Pi B+, Zero, etc
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ifneq (,$(findstring armv6l,$(machine)))
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OPT_FLAGS := -march=armv6zk+fp -mfpu=vfp -Ofast
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endif
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# Raspberry Pi 2 and 3 in ARM 32bit mode
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ifneq (,$(findstring armv7l,$(machine)))
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model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown')
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ifneq (,$(findstring 3,$(model)))
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OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -mfpu=neon-fp-armv8 -O3
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else
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OPT_FLAGS := -march=armv7-a -mtune=cortex-a7 -mfpu=neon-vfpv4 -O3
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endif
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endif
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# RPi3 or RPi4, in ARM64 (aarch64) mode. NEEDS TESTING 32BIT.
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# DO NOT pass -mfpu stuff here, thats for 32bit ARM only and will fail for 64bit ARM.
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ifneq (,$(findstring aarch64,$(machine)))
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model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown')
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ifneq (,$(findstring 3,$(model)))
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OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -O3
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else ifneq (,$(findstring 4,$(model)))
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OPT_FLAGS := -march=armv8-a+crc+simd -mtune=cortex-a72 -O3
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endif
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endif
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endif
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# File dependencies and variables for specific files
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include Makefile.split
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# Source code files
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LEVEL_C_FILES := $(wildcard levels/*/leveldata.c) $(wildcard levels/*/script.c) $(wildcard levels/*/geo.c)
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C_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.c)) $(LEVEL_C_FILES)
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CXX_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.cpp))
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S_FILES := $(foreach dir,$(ASM_DIRS),$(wildcard $(dir)/*.s))
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GODDARD_C_FILES := $(foreach dir,$(GODDARD_SRC_DIRS),$(wildcard $(dir)/*.c))
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GENERATED_C_FILES := $(BUILD_DIR)/assets/mario_anim_data.c $(BUILD_DIR)/assets/demo_data.c \
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$(addprefix $(BUILD_DIR)/bin/,$(addsuffix _skybox.c,$(notdir $(basename $(wildcard textures/skyboxes/*.png)))))
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ULTRA_C_FILES := \
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alBnkfNew.c \
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guLookAtRef.c \
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guMtxF2L.c \
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guNormalize.c \
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guOrthoF.c \
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guPerspectiveF.c \
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guRotateF.c \
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guScaleF.c \
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guTranslateF.c \
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ldiv.c
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C_FILES := $(filter-out src/game/main.c,$(C_FILES))
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ULTRA_C_FILES := $(addprefix lib/src/,$(ULTRA_C_FILES))
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# "If we're not N64, use the above"
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ifeq ($(VERSION),sh)
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SOUND_BANK_FILES := $(wildcard sound/sound_banks/*.json)
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SOUND_SEQUENCE_FILES := $(wildcard sound/sequences/jp/*.m64) \
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$(wildcard sound/sequences/*.m64) \
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$(foreach file,$(wildcard sound/sequences/jp/*.s),$(BUILD_DIR)/$(file:.s=.m64)) \
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$(foreach file,$(wildcard sound/sequences/*.s),$(BUILD_DIR)/$(file:.s=.m64))
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else
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SOUND_BANK_FILES := $(wildcard sound/sound_banks/*.json)
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SOUND_SEQUENCE_FILES := $(wildcard sound/sequences/$(VERSION)/*.m64) \
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$(wildcard sound/sequences/*.m64) \
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$(foreach file,$(wildcard sound/sequences/$(VERSION)/*.s),$(BUILD_DIR)/$(file:.s=.m64)) \
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$(foreach file,$(wildcard sound/sequences/*.s),$(BUILD_DIR)/$(file:.s=.m64))
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endif
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SOUND_SAMPLE_DIRS := $(wildcard sound/samples/*)
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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))
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SOUND_OBJ_FILES := $(SOUND_BIN_DIR)/sound_data.o
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# Object files
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O_FILES := $(foreach file,$(C_FILES),$(BUILD_DIR)/$(file:.c=.o)) \
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$(foreach file,$(CXX_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)) \
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$(foreach file,$(ULTRA_C_FILES),$(BUILD_DIR)/$(file:.c=.o))
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GODDARD_O_FILES := $(foreach file,$(GODDARD_C_FILES),$(BUILD_DIR)/$(file:.c=.o))
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RPC_LIBS :=
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ifeq ($(DISCORDRPC),1)
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ifeq ($(WINDOWS_BUILD),1)
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RPC_LIBS := lib/discord/libdiscord-rpc.dll
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else ifeq ($(OSX_BUILD),1)
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# needs testing
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RPC_LIBS := lib/discord/libdiscord-rpc.dylib
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else
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RPC_LIBS := lib/discord/libdiscord-rpc.so
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endif
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endif
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# Automatic dependency files
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DEP_FILES := $(O_FILES:.o=.d) $(ULTRA_O_FILES:.o=.d) $(GODDARD_O_FILES:.o=.d) $(BUILD_DIR)/$(LD_SCRIPT).d
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# Segment elf files
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SEG_FILES := $(SEGMENT_ELF_FILES) $(ACTOR_ELF_FILES) $(LEVEL_ELF_FILES)
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|
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##################### Compiler Options #######################
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INCLUDE_CFLAGS := -I include -I $(BUILD_DIR) -I $(BUILD_DIR)/include -I src -I .
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ENDIAN_BITWIDTH := $(BUILD_DIR)/endian-and-bitwidth
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# Huge deleted N64 section was here
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AS := $(CROSS)as
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ifeq ($(OSX_BUILD),1)
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AS := i686-w64-mingw32-as
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endif
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ifneq ($(TARGET_WEB),1) # As in, not-web PC port
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CC ?= $(CROSS)gcc
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CXX ?= $(CROSS)g++
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else
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CC := emcc
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CXX := emcc
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endif
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LD := $(CC)
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ifeq ($(DISCORDRPC),1)
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LD := $(CXX)
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else ifeq ($(WINDOWS_BUILD),1)
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ifeq ($(CROSS),i686-w64-mingw32.static-) # fixes compilation in MXE on Linux and WSL
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LD := $(CC)
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else ifeq ($(CROSS),x86_64-w64-mingw32.static-)
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LD := $(CC)
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else
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LD := $(CXX)
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endif
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endif
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|
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ifeq ($(WINDOWS_BUILD),1) # fixes compilation in MXE on Linux and WSL
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CPP := cpp -P
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OBJCOPY := objcopy
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|
OBJDUMP := $(CROSS)objdump
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|
else ifeq ($(OSX_BUILD),1)
|
|
CPP := cpp-9 -P
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|
OBJDUMP := i686-w64-mingw32-objdump
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OBJCOPY := i686-w64-mingw32-objcopy
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else # Linux & other builds
|
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CPP := $(CROSS)cpp -P
|
|
OBJCOPY := $(CROSS)objcopy
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|
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) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv
|
|
|
|
endif
|
|
|
|
# Check for enhancement options
|
|
|
|
# Check for debug option
|
|
ifeq ($(DEBUG),1)
|
|
CC_CHECK += -DDEBUG
|
|
CFLAGS += -DDEBUG
|
|
endif
|
|
|
|
# Check for immediate load option
|
|
ifeq ($(IMMEDIATELOAD),1)
|
|
CC_CHECK += -DIMMEDIATELOAD
|
|
CFLAGS += -DIMMEDIATELOAD
|
|
endif
|
|
|
|
# Check for Puppycam option
|
|
ifeq ($(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 ($(DISCORDRPC),1)
|
|
CC_CHECK += -DDISCORDRPC
|
|
CFLAGS += -DDISCORDRPC
|
|
endif
|
|
|
|
# Check for texture fix option
|
|
ifeq ($(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 -L"ws2_32" -lwsock32 -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) -no-pie -lpthread
|
|
|
|
else
|
|
LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -lm $(BACKEND_LDFLAGS) -no-pie -lpthread
|
|
ifeq ($(DISCORDRPC),1)
|
|
LDFLAGS += -ldl -Wl,-rpath .
|
|
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)
|
|
|
|
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 $< $@
|
|
|
|
$(BUILD_DIR)/include/text_options_strings.h: include/text_options_strings.h.in
|
|
$(TEXTCONV) charmap.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
|
|
$(BUILD_DIR)/include/text_strings.h: $(BUILD_DIR)/include/text_options_strings.h
|
|
|
|
ifeq ($(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)
|
|
$(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
|