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Makefile
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# 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 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
# Build for Nintendo Switch
TARGET_SWITCH ?= 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
# Disable texture fixes by default (helps with them purists)
TEXTURE_FIX ?= 0
# Enable extended options menu by default
EXT_OPTIONS_MENU ?= 1
# Enable Discord Rich Presence
DISCORDRPC ?= 0
# Enable Expermental Transparency for GL
TRANSPARENCY_GL ?= 0
# Various workarounds for weird toolchains
NO_BZERO_BCOPY ?= 0
NO_LDIV ?= 0
# Backend selection
# Renderers: GL, GL_LEGACY, D3D11, D3D12
RENDER_API ?= GL
# Window managers: SDL2, DXGI (forced if D3D11 or D3D12 in RENDER_API)
WINDOW_API ?= SDL2
# Audio backends: SDL2
AUDIO_API ?= SDL2
# Controller backends (can have multiple, space separated): SDL2
CONTROLLER_API ?= SDL2
BASEDIR ?= res
BASEPACK ?= base.zip
# Copy assets to BASEDIR? (useful for iterative debugging)
NO_COPY ?= 0
# 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 ($(TARGET_WEB)$(TARGET_RPI)$(TARGET_SWITCH),000)
ifeq ($(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 ($(CROSS),x86_64-w64-mingw32.static-)
TARGET_ARCH = i386pe
TARGET_BITS = 64
NO_BZERO_BCOPY := 1
endif
endif
# macOS overrides
ifeq ($(HOST_OS),Darwin)
OSX_BUILD := 1
# Using MacPorts?
ifeq ($(shell test -d /opt/local/lib && echo y),y)
OSX_GCC_VER = $(shell find /opt/local/bin/gcc* | grep -oE '[[:digit:]]+' | sort -n | uniq | tail -1)
CC := gcc-mp-$(OSX_GCC_VER)
CXX := g++-mp-$(OSX_GCC_VER)
CPP := cpp-mp-$(OSX_GCC_VER) -P
PLATFORM_CFLAGS := -I /opt/local/include
PLATFORM_LDFLAGS := -L /opt/local/lib
else
# Using Homebrew?
ifeq ($(shell which brew >/dev/null 2>&1 && echo y),y)
OSX_GCC_VER = $(shell find `brew --prefix`/bin/gcc* | grep -oE '[[:digit:]]+' | sort -n | uniq | tail -1)
CC := gcc-$(OSX_GCC_VER)
CXX := g++-$(OSX_GCC_VER)
CPP := cpp-$(OSX_GCC_VER) -P
PLATFORM_CFLAGS := -I /usr/local/include
PLATFORM_LDFLAGS := -L /usr/local/lib
else
$(error No suitable macOS toolchain found, have you installed Homebrew?)
endif
endif
endif
# macOS overrides
ifeq ($(HOST_OS),Darwin)
OSX_BUILD := 1
# Using Homebrew?
ifeq ($(shell which brew >/dev/null 2>&1 && echo y),y)
PLATFORM := $(shell uname -m)
OSX_GCC_VER = $(shell find `brew --prefix`/bin/gcc* | grep -oE '[[:digit:]]+' | sort -n | uniq | tail -1)
CC := gcc-$(OSX_GCC_VER)
CXX := g++-$(OSX_GCC_VER)
CPP := cpp-$(OSX_GCC_VER) -P
PLATFORM_CFLAGS := -I $(shell brew --prefix)/include
PLATFORM_LDFLAGS := -L $(shell brew --prefix)/lib
# Using MacPorts?
else ifeq ($(shell test -d /opt/local/lib && echo y),y)
OSX_GCC_VER = $(shell find /opt/local/bin/gcc* | grep -oE '[[:digit:]]+' | sort -n | uniq | tail -1)
CC := gcc-mp-$(OSX_GCC_VER)
CXX := g++-mp-$(OSX_GCC_VER)
CPP := cpp-mp-$(OSX_GCC_VER) -P
PLATFORM_CFLAGS := -I /opt/local/include
PLATFORM_LDFLAGS := -L /opt/local/lib
else
$(error No suitable macOS toolchain found, have you installed Homebrew?)
endif
endif
ifneq ($(TARGET_BITS),0)
BITS := -m$(TARGET_BITS)
endif
# Release (version) flag defs
VERSION_DEF := VERSION_US
TARGET := sm64.$(VERSION)
VERSION_CFLAGS := -D$(VERSION_DEF) -D_LANGUAGE_C
VERSION_ASFLAGS := --defsym $(VERSION_DEF)=1
# Stuff for showing the git hash in the title bar
GIT_HASH := $(shell git rev-parse --short HEAD)
VERSION_CFLAGS += -DGIT_HASH="\"$(GIT_HASH)\""
ifeq ($(shell git rev-parse --abbrev-ref HEAD),nightly)
VERSION_CFLAGS += -DNIGHTLY
endif
GRUCODE_DEF := F3DEX_GBI_2E
TARGET := $(TARGET).f3dex2e
GRUCODE_CFLAGS := -D$(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 ($(TARGET_SWITCH),1)
VERSION_CFLAGS += -DUSE_GLES -DTARGET_SWITCH
endif
ifeq ($(OSX_BUILD),1) # Modify GFX & SDL2 for OSX GL
VERSION_CFLAGS += -DOSX_BUILD
endif
VERSION_ASFLAGS := --defsym AVOID_UB=1
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)
$(error DXGI can only be used with DirectX renderers)
endif
endif
################### Universal Dependencies ###################
# (This is a bit hacky, but a lot of rules implicitly depend
# on tools and assets, and we use directory globs further down
# in the makefile that we want should cover assets.)
ifneq ($(MAKECMDGOALS),clean)
ifneq ($(MAKECMDGOALS),cleantools)
ifneq ($(MAKECMDGOALS),distclean)
# Make sure assets exist
NOEXTRACT ?= 0
ifeq ($(NOEXTRACT),0)
DUMMY != ./extract_assets.py $(VERSION) >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to extract assets)
endif
endif
# Make tools if out of date
DUMMY != CC=$(CC) CXX=$(CXX) $(MAKE) -C tools -j1 >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to build tools)
endif
endif
endif
endif
################ Target Executable and Sources ###############
# BUILD_DIR is location where all build artifacts are placed
BUILD_DIR_BASE := build
ifeq ($(TARGET_WEB),1)
BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_web
else ifeq ($(TARGET_SWITCH),1)
BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_nx
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 $(wildcard levels/*/header.h)))
# Directories containing source files
# Hi, I'm a PC
SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets src/text src/text/libs src/pc src/pc/gfx src/pc/audio src/pc/controller src/pc/fs src/pc/fs/packtypes src/sgi src/sgi/utils src/nx data/r96 data/r96/system
ifeq ($(DISCORDRPC),1)
ifneq ($(TARGET_SWITCH)$(TARGET_WEB)$(TARGET_RPI),000)
$(error Discord RPC does not work on this target)
endif
SRC_DIRS += src/pc/discord
endif
BIN_DIRS := bin bin/$(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
# 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/luigi_anim_data.c $(BUILD_DIR)/assets/wario_anim_data.c $(BUILD_DIR)/assets/demo_data.c
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"
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))
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
# 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) $(LEVEL_ELF_FILES)
# RT64 configuration files
ifeq ($(RENDER_API),RT64)
include Makefile_rt64
endif
# Copy the required resources to load texts
TEXTS_IN_RES_DIR := ./texts
TEXTS_OUT_RES_DIR := $(BUILD_DIR)/$(BASEDIR)/texts
TEXTS_COPY_RES := \
mkdir -p $(TEXTS_IN_RES_DIR); \
mkdir -p $(TEXTS_OUT_RES_DIR); \
for f in $(TEXTS_IN_RES_DIR)/*.json; do \
[ -f "$$f" ] || continue; \
cp -f $$f $(TEXTS_OUT_RES_DIR)/$$(basename -- $$f); \
done;
TEXTS_BUILD_RES := $(shell $(call TEXTS_COPY_RES))
##################### Compiler Options #######################
INCLUDE_CFLAGS := $(PLATFORM_CFLAGS) -I include -I $(BUILD_DIR) -I $(BUILD_DIR)/include -I src -I .
ENDIAN_BITWIDTH := $(BUILD_DIR)/endian-and-bitwidth
include Makefile_dynos
# Huge deleted N64 section was here
ifeq ($(TARGET_SWITCH),1)
ifeq ($(strip $(DEVKITPRO)),)
$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro")
endif
export PATH := $(DEVKITPRO)/devkitA64/bin:$(PATH)
PORTLIBS ?= $(DEVKITPRO)/portlibs/switch
LIBNX ?= $(DEVKITPRO)/libnx
CROSS ?= aarch64-none-elf-
SDLCROSS :=
CC := $(CROSS)gcc
CXX := $(CROSS)g++
STRIP := $(CROSS)strip
NXARCH := -march=armv8-a+crc+crypto -mtune=cortex-a57 -mtp=soft -fPIC -ftls-model=local-exec
APP_TITLE := Render96ex
APP_AUTHOR := Nintendo, n64decomp team, Render96 team
APP_VERSION := $(GIT_BRANCH) - $(GIT_HASH)
APP_ICON := $(CURDIR)/textures/logo/r96-logo.jpg
INCLUDE_CFLAGS += -isystem$(LIBNX)/include -I$(PORTLIBS)/include
OPT_FLAGS := -O2
endif
# for some reason sdl-config in dka64 is not prefixed, while pkg-config is
SDLCROSS ?= $(CROSS)
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
LD := $(CC)
ifeq ($(DISCORDRPC),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)
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 := $(SDLCROSS)sdl2-config
# configure backend flags
BACKEND_CFLAGS := -DRAPI_$(RENDER_API)=1 -DWAPI_$(WINDOW_API)=1 -DAAPI_$(AUDIO_API)=1
# can have multiple controller APIs
BACKEND_CFLAGS += $(foreach capi,$(CONTROLLER_API),-DCAPI_$(capi)=1)
BACKEND_LDFLAGS :=
SDL2_USED := 0
# for now, it's either SDL+GL or DXGI+DirectX, so choose based on WAPI
ifeq ($(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 ($(WINDOW_API),SDL2)
ifeq ($(WINDOWS_BUILD),1)
BACKEND_LDFLAGS += -lglew32 -lglu32 -lopengl32
else ifneq ($(TARGET_RPI)$(TARGET_SWITCH),00)
BACKEND_LDFLAGS += -lGLESv2
else ifeq ($(OSX_BUILD),1)
BACKEND_LDFLAGS += -framework OpenGL $(shell pkg-config --libs glew)
else
BACKEND_LDFLAGS += -lGL
endif
SDL_USED := 2
endif
ifeq ($(AUDIO_API),SDL2)
SDL_USED := 2
endif
ifneq (,$(findstring SDL,$(CONTROLLER_API)))
SDL_USED := 2
endif
# SDL can be used by different systems, so we consolidate all of that shit into this
ifeq ($(SDL_USED),2)
BACKEND_CFLAGS += -DHAVE_SDL2=1 $(shell $(SDLCONFIG) --cflags)
ifeq ($(WINDOWS_BUILD),1)
BACKEND_LDFLAGS += $(shell $(SDLCONFIG) --static-libs) -lsetupapi -luser32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion
else
BACKEND_LDFLAGS += $(shell $(SDLCONFIG) --libs)
endif
endif
ifeq ($(WINDOWS_BUILD),1)
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security -fpermissive $(VERSION_CFLAGS) $(GRUCODE_CFLAGS)
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -fpermissive
else ifeq ($(TARGET_WEB),1)
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security -fpermissive $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -s USE_SDL=2
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -fpermissive -s USE_SDL=2
else ifeq ($(TARGET_SWITCH),1)
CC_CHECK := $(CC) $(NXARCH) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security -fpermissive $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -D__SWITCH__=1
CFLAGS := $(NXARCH) $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -ftls-model=local-exec -fPIC -fwrapv -fpermissive -D__SWITCH__=1
# Linux / Other builds below
else
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security -fpermissive $(VERSION_CFLAGS) $(GRUCODE_CFLAGS)
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -fpermissive
endif
# Check for enhancement options
# Check for Discord Rich Presence option
ifeq ($(DISCORDRPC),1)
CC_CHECK += -DDISCORDRPC
CFLAGS += -DDISCORDRPC
endif
# Check for Transparency GL option
ifeq ($(TRANSPARENCY_GL),1)
CC_CHECK += -DTRANSPARENCY_GL
CFLAGS += -DTRANSPARENCY_GL
endif
# Check for texture fix option
ifeq ($(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
# TODO: Remove -DEXTERNAL_DATA
# Load external textures
CC_CHECK += -DFS_BASEDIR="\"$(BASEDIR)\""
CFLAGS += -DFS_BASEDIR="\"$(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
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 $(PLATFORM_LDFLAGS) $(BACKEND_LDFLAGS) -lpthread
else ifeq ($(TARGET_SWITCH),1)
LDFLAGS := -specs=$(LIBNX)/switch.specs $(NXARCH) $(OPT_FLAGS) -no-pie -L$(LIBNX)/lib $(BACKEND_LDFLAGS) -lstdc++ -lnx -lm
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
AIFF_EXTRACT_CODEBOOK = $(TOOLS_DIR)/aiff_extract_codebook
VADPCM_ENC = $(TOOLS_DIR)/vadpcm_enc
EXTRACT_DATA_FOR_MIO = $(TOOLS_DIR)/extract_data_for_mio
ZEROTERM = $(PYTHON) $(TOOLS_DIR)/zeroterm.py
R96_TEXTURE_CONVERT = $(PYTHON) $(TOOLS_DIR)/texture_converter.py
###################### Dependency Check #####################
# Stubbed
######################## Targets #############################
all:
$(R96_TEXTURE_CONVERT)
all: $(EXE)
ifeq ($(TARGET_SWITCH),1)
all: $(EXE).nro
endif
BASEPACK_PATH := $(BUILD_DIR)/$(BASEDIR)/$(BASEPACK)
BASEPACK_LST := $(BUILD_DIR)/basepack.lst
RES_IN_DIR := ./res
RES_BUILD_DIR := $(BUILD_DIR)/$(BASEDIR)
ifneq ($(NO_COPY),1)
# depend on resources as well
all: $(BASEPACK_PATH)
# phony target for building resources
res: $(BASEPACK_PATH)
# prepares the basepack.lst
ifneq ($(SKIP_BASEPACK),1)
$(BASEPACK_LST): $(EXE)
@mkdir -p $(BUILD_DIR)/$(BASEDIR)
@touch $(BASEPACK_LST)
@echo "$(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) \;
@find db -name \*.* -exec echo "{} {}" >> $(BASEPACK_LST) \;
ifeq ($(RENDER_API),RT64)
@find actors -name \*.dds -exec echo "{} gfx/{}" >> $(BASEPACK_LST) \;
@find levels -name \*.dds -exec echo "{} gfx/{}" >> $(BASEPACK_LST) \;
@find textures -name \*.dds -exec echo "{} gfx/{}" >> $(BASEPACK_LST) \;
@find rt64/textures -name \*.png -exec echo "{} gfx/{}" >> $(BASEPACK_LST) \;
@find rt64/textures -name \*.dds -exec echo "{} gfx/{}" >> $(BASEPACK_LST) \;
endif
endif
# prepares the resource ZIP with base data
$(BASEPACK_PATH): $(BASEPACK_LST)
@$(PYTHON) $(TOOLS_DIR)/mkzip.py $(BASEPACK_LST) $(BASEPACK_PATH)
@rm -rf $(BUILD_DIR)/res
@mkdir -p $(BUILD_DIR)/res
@cp -rf ./res/* $(BUILD_DIR)/$(BASEDIR)/
@cp -rf $(BUILD_DIR)/sound/bank_sets $(BUILD_DIR)/$(BASEDIR)/sound/bank_sets
@cp -rf $(BUILD_DIR)/sound/sequences.bin $(BUILD_DIR)/$(BASEDIR)/sound/sequences.bin
@echo " "
@echo " "
@echo " "
@echo "################################################"
@echo " "
@echo "SUPER MARIO GALAXY 64 WAS SUCCESSFULLY COMPILED!"
@echo "(The .exe is located in the folder build/us_pc/)"
@echo " "
@echo "################################################"
@echo " "
@echo " "
@echo " "
endif
clean:
$(RM) -r $(BUILD_DIR_BASE)
cleantools:
$(MAKE) -s -C tools clean
distclean:
$(RM) -r $(BUILD_DIR_BASE)
./extract_assets.py --clean
$(BUILD_DIR)/$(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
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) $(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)
# 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) $$(cat $(ENDIAN_BITWIDTH))
$(SOUND_BIN_DIR)/sound_data.tbl: $(SOUND_BIN_DIR)/sound_data.ctl
@true
$(SOUND_BIN_DIR)/sequences.bin: $(SOUND_BANK_FILES) sound/sequences.json sound/sequences/ sound/sequences/$(VERSION)/ $(SOUND_SEQUENCE_FILES) $(ENDIAN_BITWIDTH)
$(PYTHON) tools/assemble_sound.py --sequences $@ $(SOUND_BIN_DIR)/bank_sets sound/sound_banks/ sound/sequences.json $(SOUND_SEQUENCE_FILES) $(VERSION_CFLAGS) $$(cat $(ENDIAN_BITWIDTH))
$(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 $@ $<
$(SOUND_BIN_DIR)/%.inc.c: $(SOUND_BIN_DIR)/%
$(ZEROTERM) "$(patsubst $(BUILD_DIR)/%,%,$^)" | hexdump -v -e '1/1 "0x%X,"' > $@
$(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/luigi_anim_data.c: $(wildcard assets/luigi_anims/*.inc.c)
$(PYTHON) tools/luigi_anims_converter.py > $@
$(BUILD_DIR)/assets/wario_anim_data.c: $(wildcard assets/wario_anims/*.inc.c)
$(PYTHON) tools/wario_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
# 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
# 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) $(LDFLAGS) -lstdc++
ifeq ($(TARGET_SWITCH), 1)
# add `--icon=$(APP_ICON)` to this when we get a suitable icon
%.nro: %.stripped %.nacp
@elf2nro $< $@ --nacp=$*.nacp --icon=$(APP_ICON)
@echo built ... $(notdir $@)
@echo $(APP_ICON)
%.nacp:
@nacptool --create "$(APP_TITLE)" "$(APP_AUTHOR)" "$(APP_VERSION)" $@ $(NACPFLAGS)
@echo built ... $(notdir $@)
%.stripped: %
@$(STRIP) -o $@ $<
@echo stripped ... $(notdir $<)
endif
.PHONY: all clean distclean default diff 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