sm64/Makefile
valandil 84ea698bde Fix build with make-4.4.
make-4.4 changed the behaviour of .SECONDEXPANSION to only
expand rules that were explicitly used by the currently built target.
Because leveldata used .SECONDEXPANSION to override an implicit pattern
rule with another implicit pattern rule, the override wasn't considered
for expansion and never used. By replacing the implicit pattern override
with a static pattern override, i.e. by explicitly listing the dependencies,
the rule takes precedence over the implicit pattern rule ($(BUILD_DIR)/*.elf)
and gets expanded.

This patch fixes the build for make-4.4, and was also tested with make-4.3.
2023-01-31 11:07:13 -05:00

764 lines
29 KiB
Makefile

# Makefile to rebuild SM64 split image
include util.mk
# Default target
default: all
# Preprocessor definitions
DEFINES :=
#==============================================================================#
# Build Options #
#==============================================================================#
# These options can either be set by building with 'make SETTING=value'.
# 'make clean' may be required first.
# Build for the N64 (turn this off for ports)
TARGET_N64 ?= 1
# COMPILER - selects the C compiler to use
# ido - uses the SGI IRIS Development Option compiler, which is used to build
# an original matching N64 ROM
# gcc - uses the GNU C Compiler
COMPILER ?= ido
$(eval $(call validate-option,COMPILER,ido gcc))
# VERSION - selects the version of the game to build
# jp - builds the 1996 Japanese version
# us - builds the 1996 North American version
# eu - builds the 1997 PAL version
# sh - builds the 1997 Japanese Shindou version, with rumble pak support
VERSION ?= us
$(eval $(call validate-option,VERSION,jp us eu sh))
ifeq ($(VERSION),jp)
DEFINES += VERSION_JP=1
OPT_FLAGS := -g
GRUCODE ?= f3d_old
VERSION_JP_US ?= true
else ifeq ($(VERSION),us)
DEFINES += VERSION_US=1
OPT_FLAGS := -g
GRUCODE ?= f3d_old
VERSION_JP_US ?= true
else ifeq ($(VERSION),eu)
DEFINES += VERSION_EU=1
OPT_FLAGS := -O2
GRUCODE ?= f3d_new
VERSION_JP_US ?= false
else ifeq ($(VERSION),sh)
DEFINES += VERSION_SH=1
OPT_FLAGS := -O2
GRUCODE ?= f3d_new
VERSION_JP_US ?= false
endif
TARGET := sm64.$(VERSION)
# GRUCODE - selects which RSP microcode to use.
# f3d_old - default for JP and US versions
# f3d_new - default for EU and Shindou versions
# f3dex -
# f3dex2 -
# f3dzex - newer, experimental microcode used in Animal Crossing
$(eval $(call validate-option,GRUCODE,f3d_old f3dex f3dex2 f3d_new f3dzex))
ifeq ($(GRUCODE),f3d_old)
DEFINES += F3D_OLD=1
else ifeq ($(GRUCODE),f3d_new) # Fast3D 2.0H
DEFINES += F3D_NEW=1
else ifeq ($(GRUCODE),f3dex) # Fast3DEX
DEFINES += F3DEX_GBI=1 F3DEX_GBI_SHARED=1
else ifeq ($(GRUCODE), f3dex2) # Fast3DEX2
DEFINES += F3DEX_GBI_2=1 F3DEX_GBI_SHARED=1
else ifeq ($(GRUCODE),f3dzex) # Fast3DZEX (2.0J / Animal Forest - Dōbutsu no Mori)
$(warning Fast3DZEX is experimental. Try at your own risk.)
DEFINES += F3DZEX_GBI_2=1 F3DEX_GBI_2=1 F3DEX_GBI_SHARED=1
endif
# USE_QEMU_IRIX - when ido is selected, select which way to emulate IRIX programs
# 1 - use qemu-irix
# 0 - statically recompile the IRIX programs
USE_QEMU_IRIX ?= 0
$(eval $(call validate-option,USE_QEMU_IRIX,0 1))
ifeq ($(COMPILER),ido)
ifeq ($(USE_QEMU_IRIX),1)
# Verify that qemu-irix exists
QEMU_IRIX ?= $(call find-command,qemu-irix)
ifeq (, $(QEMU_IRIX))
$(error Using the IDO compiler requires qemu-irix. Please install qemu-irix package or set the QEMU_IRIX environment variable to the full qemu-irix binary path)
endif
endif
MIPSISET := -mips2
else ifeq ($(COMPILER),gcc)
NON_MATCHING := 1
MIPSISET := -mips3
OPT_FLAGS := -O2
endif
# NON_MATCHING - whether to build a matching, identical copy of the ROM
# 1 - enable some alternate, more portable code that does not produce a matching ROM
# 0 - build a matching ROM
NON_MATCHING ?= 0
$(eval $(call validate-option,NON_MATCHING,0 1))
ifeq ($(TARGET_N64),0)
NON_MATCHING := 1
endif
ifeq ($(NON_MATCHING),1)
DEFINES += NON_MATCHING=1 AVOID_UB=1
COMPARE := 0
endif
# COMPARE - whether to verify the SHA-1 hash of the ROM after building
# 1 - verifies the SHA-1 hash of the selected version of the game
# 0 - does not verify the hash
COMPARE ?= 1
$(eval $(call validate-option,COMPARE,0 1))
TARGET_STRING := sm64.$(VERSION).$(GRUCODE)
# If non-default settings were chosen, disable COMPARE
ifeq ($(filter $(TARGET_STRING), sm64.jp.f3d_old sm64.us.f3d_old sm64.eu.f3d_new sm64.sh.f3d_new),)
COMPARE := 0
endif
# Whether to hide commands or not
VERBOSE ?= 0
ifeq ($(VERBOSE),0)
V := @
endif
# Whether to colorize build messages
COLOR ?= 1
# display selected options unless 'make clean' or 'make distclean' is run
ifeq ($(filter clean distclean,$(MAKECMDGOALS)),)
$(info ==== Build Options ====)
$(info Version: $(VERSION))
$(info Microcode: $(GRUCODE))
$(info Target: $(TARGET))
ifeq ($(COMPARE),1)
$(info Compare ROM: yes)
else
$(info Compare ROM: no)
endif
ifeq ($(NON_MATCHING),1)
$(info Build Matching: no)
else
$(info Build Matching: yes)
endif
$(info =======================)
endif
#==============================================================================#
# Universal Dependencies #
#==============================================================================#
TOOLS_DIR := tools
# (This is a bit hacky, but a lot of rules implicitly depend
# on tools and assets, and we use directory globs further down
# in the makefile that we want should cover assets.)
PYTHON := python3
ifeq ($(filter clean distclean print-%,$(MAKECMDGOALS)),)
# Make sure assets exist
NOEXTRACT ?= 0
ifeq ($(NOEXTRACT),0)
DUMMY != $(PYTHON) extract_assets.py $(VERSION) >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to extract assets)
endif
endif
# Make tools if out of date
$(info Building tools...)
DUMMY != $(MAKE) -s -C $(TOOLS_DIR) $(if $(filter-out ido0,$(COMPILER)$(USE_QEMU_IRIX)),all-except-recomp,) >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to build tools)
endif
$(info Building ROM...)
endif
#==============================================================================#
# Target Executable and Sources #
#==============================================================================#
BUILD_DIR_BASE := build
# BUILD_DIR is the location where all build artifacts are placed
BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)
ROM := $(BUILD_DIR)/$(TARGET).z64
ELF := $(BUILD_DIR)/$(TARGET).elf
LIBULTRA := $(BUILD_DIR)/libultra.a
LD_SCRIPT := sm64.ld
MIO0_DIR := $(BUILD_DIR)/bin
SOUND_BIN_DIR := $(BUILD_DIR)/sound
TEXTURE_DIR := textures
ACTOR_DIR := actors
LEVEL_DIRS := $(patsubst levels/%,%,$(dir $(wildcard levels/*/header.h)))
# Directories containing source files
SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets asm lib sound
BIN_DIRS := bin bin/$(VERSION)
ULTRA_SRC_DIRS := lib/src lib/src/math lib/asm lib/data
ULTRA_BIN_DIRS := lib/bin
GODDARD_SRC_DIRS := src/goddard src/goddard/dynlists
# File dependencies and variables for specific files
include Makefile.split
# Source code files
LEVEL_C_FILES := $(wildcard levels/*/leveldata.c) $(wildcard levels/*/script.c) $(wildcard levels/*/geo.c)
C_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.c)) $(LEVEL_C_FILES)
S_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.s))
ULTRA_C_FILES := $(foreach dir,$(ULTRA_SRC_DIRS),$(wildcard $(dir)/*.c))
GODDARD_C_FILES := $(foreach dir,$(GODDARD_SRC_DIRS),$(wildcard $(dir)/*.c))
ULTRA_S_FILES := $(foreach dir,$(ULTRA_SRC_DIRS),$(wildcard $(dir)/*.s))
GENERATED_C_FILES := $(BUILD_DIR)/assets/mario_anim_data.c $(BUILD_DIR)/assets/demo_data.c
# Sound files
SOUND_BANK_FILES := $(wildcard sound/sound_banks/*.json)
SOUND_SAMPLE_DIRS := $(wildcard sound/samples/*)
SOUND_SAMPLE_AIFFS := $(foreach dir,$(SOUND_SAMPLE_DIRS),$(wildcard $(dir)/*.aiff))
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_SEQUENCE_DIRS := sound/sequences sound/sequences/$(VERSION)
# all .m64 files in SOUND_SEQUENCE_DIRS, plus all .m64 files that are generated from .s files in SOUND_SEQUENCE_DIRS
SOUND_SEQUENCE_FILES := \
$(foreach dir,$(SOUND_SEQUENCE_DIRS),\
$(wildcard $(dir)/*.m64) \
$(foreach file,$(wildcard $(dir)/*.s),$(BUILD_DIR)/$(file:.s=.m64)) \
)
# Object files
O_FILES := $(foreach file,$(C_FILES),$(BUILD_DIR)/$(file:.c=.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))
# Automatic dependency files
DEP_FILES := $(O_FILES:.o=.d) $(ULTRA_O_FILES:.o=.d) $(GODDARD_O_FILES:.o=.d) $(BUILD_DIR)/$(LD_SCRIPT).d
# Files with GLOBAL_ASM blocks
ifeq ($(NON_MATCHING),0)
ifeq ($(VERSION),sh)
GLOBAL_ASM_C_FILES != grep -rl 'GLOBAL_ASM(' $(wildcard src/**/*.c) $(wildcard lib/src/*.c)
else
GLOBAL_ASM_C_FILES != grep -rl 'GLOBAL_ASM(' $(wildcard src/**/*.c)
endif
GLOBAL_ASM_O_FILES = $(foreach file,$(GLOBAL_ASM_C_FILES),$(BUILD_DIR)/$(file:.c=.o))
GLOBAL_ASM_DEP = $(BUILD_DIR)/src/audio/non_matching_dep
endif
#==============================================================================#
# Compiler Options #
#==============================================================================#
# detect prefix for MIPS toolchain
ifneq ($(call find-command,mips-linux-gnu-ld),)
CROSS := mips-linux-gnu-
else ifneq ($(call find-command,mips64-linux-gnu-ld),)
CROSS := mips64-linux-gnu-
else ifneq ($(call find-command,mips64-elf-ld),)
CROSS := mips64-elf-
else
$(error Unable to detect a suitable MIPS toolchain installed)
endif
AS := $(CROSS)as
ifeq ($(COMPILER),gcc)
CC := $(CROSS)gcc
else
ifeq ($(USE_QEMU_IRIX),1)
IRIX_ROOT := $(TOOLS_DIR)/ido5.3_compiler
CC := $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/bin/cc
ACPP := $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/lib/acpp
COPT := $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/lib/copt
else
IDO_ROOT := $(TOOLS_DIR)/ido5.3_recomp
CC := $(IDO_ROOT)/cc
ACPP := $(IDO_ROOT)/acpp
COPT := $(IDO_ROOT)/copt
endif
endif
LD := $(CROSS)ld
AR := $(CROSS)ar
OBJDUMP := $(CROSS)objdump
OBJCOPY := $(CROSS)objcopy
ifeq ($(TARGET_N64),1)
TARGET_CFLAGS := -nostdinc -DTARGET_N64 -D_LANGUAGE_C
CC_CFLAGS := -fno-builtin
endif
INCLUDE_DIRS := include $(BUILD_DIR) $(BUILD_DIR)/include src .
ifeq ($(TARGET_N64),1)
INCLUDE_DIRS += include/libc
endif
C_DEFINES := $(foreach d,$(DEFINES),-D$(d))
DEF_INC_CFLAGS := $(foreach i,$(INCLUDE_DIRS),-I$(i)) $(C_DEFINES)
# Prefer clang as C preprocessor if installed on the system
ifneq (,$(call find-command,clang))
CPP := clang
CPPFLAGS := -E -P -x c -Wno-trigraphs $(DEF_INC_CFLAGS)
else
CPP := cpp
CPPFLAGS := -P -Wno-trigraphs $(DEF_INC_CFLAGS)
endif
# Check code syntax with host compiler
CC_CHECK := gcc
CC_CHECK_CFLAGS := -fsyntax-only -fsigned-char $(CC_CFLAGS) $(TARGET_CFLAGS) -std=gnu90 -Wall -Wextra -Wno-format-security -Wno-main -DNON_MATCHING -DAVOID_UB $(DEF_INC_CFLAGS)
# C compiler options
CFLAGS = -G 0 $(OPT_FLAGS) $(TARGET_CFLAGS) $(MIPSISET) $(DEF_INC_CFLAGS)
ifeq ($(COMPILER),gcc)
CFLAGS += -mno-shared -march=vr4300 -mfix4300 -mabi=32 -mhard-float -mdivide-breaks -fno-stack-protector -fno-common -fno-zero-initialized-in-bss -fno-PIC -mno-abicalls -fno-strict-aliasing -fno-inline-functions -ffreestanding -fwrapv -Wall -Wextra
else
CFLAGS += -non_shared -Wab,-r4300_mul -Xcpluscomm -Xfullwarn -signed -32
endif
ASFLAGS := -march=vr4300 -mabi=32 $(foreach i,$(INCLUDE_DIRS),-I$(i)) $(foreach d,$(DEFINES),--defsym $(d))
RSPASMFLAGS := $(foreach d,$(DEFINES),-definelabel $(subst =, ,$(d)))
ifeq ($(shell getconf LONG_BIT), 32)
# Work around memory allocation bug in QEMU
export QEMU_GUEST_BASE := 1
else
# Ensure that gcc treats the code as 32-bit
CC_CHECK_CFLAGS += -m32
endif
# Prevent a crash with -sopt
export LANG := C
#==============================================================================#
# Miscellaneous Tools #
#==============================================================================#
# N64 tools
MIO0TOOL := $(TOOLS_DIR)/mio0
N64CKSUM := $(TOOLS_DIR)/n64cksum
N64GRAPHICS := $(TOOLS_DIR)/n64graphics
N64GRAPHICS_CI := $(TOOLS_DIR)/n64graphics_ci
TEXTCONV := $(TOOLS_DIR)/textconv
AIFF_EXTRACT_CODEBOOK := $(TOOLS_DIR)/aiff_extract_codebook
VADPCM_ENC := $(TOOLS_DIR)/vadpcm_enc
EXTRACT_DATA_FOR_MIO := $(TOOLS_DIR)/extract_data_for_mio
SKYCONV := $(TOOLS_DIR)/skyconv
# Use the system installed armips if available. Otherwise use the one provided with this repository.
ifneq (,$(call find-command,armips))
RSPASM := armips
else
RSPASM := $(TOOLS_DIR)/armips
endif
ENDIAN_BITWIDTH := $(BUILD_DIR)/endian-and-bitwidth
EMULATOR = mupen64plus
EMU_FLAGS = --noosd
LOADER = loader64
LOADER_FLAGS = -vwf
SHA1SUM = sha1sum
PRINT = printf
ifeq ($(COLOR),1)
NO_COL := \033[0m
RED := \033[0;31m
GREEN := \033[0;32m
BLUE := \033[0;34m
YELLOW := \033[0;33m
BLINK := \033[33;5m
endif
# Use Objcopy instead of extract_data_for_mio
ifeq ($(COMPILER),gcc)
EXTRACT_DATA_FOR_MIO := $(OBJCOPY) -O binary --only-section=.data
endif
# Common build print status function
define print
@$(PRINT) "$(GREEN)$(1) $(YELLOW)$(2)$(GREEN) -> $(BLUE)$(3)$(NO_COL)\n"
endef
#==============================================================================#
# Main Targets #
#==============================================================================#
all: $(ROM)
ifeq ($(COMPARE),1)
@$(PRINT) "$(GREEN)Checking if ROM matches.. $(NO_COL)\n"
@$(SHA1SUM) --quiet -c $(TARGET).sha1 && $(PRINT) "$(TARGET): $(GREEN)OK$(NO_COL)\n" || ($(PRINT) "$(YELLOW)Building the ROM file has succeeded, but does not match the original ROM.\nThis is expected, and not an error, if you are making modifications.\nTo silence this message, use 'make COMPARE=0.' $(NO_COL)\n" && false)
endif
clean:
$(RM) -r $(BUILD_DIR_BASE)
distclean: clean
$(PYTHON) extract_assets.py --clean
$(MAKE) -C $(TOOLS_DIR) clean
test: $(ROM)
$(EMULATOR) $(EMU_FLAGS) $<
load: $(ROM)
$(LOADER) $(LOADER_FLAGS) $<
libultra: $(BUILD_DIR)/libultra.a
# Extra object file dependencies
$(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
$(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: $(BUILD_DIR)/include/level_headers.h
ifeq ($(VERSION),sh)
$(BUILD_DIR)/src/audio/load_sh.o: $(SOUND_BIN_DIR)/bank_sets.inc.c $(SOUND_BIN_DIR)/sequences_header.inc.c $(SOUND_BIN_DIR)/ctl_header.inc.c $(SOUND_BIN_DIR)/tbl_header.inc.c
endif
$(CRASH_TEXTURE_C_FILES): TEXTURE_ENCODING := u32
ifeq ($(COMPILER),gcc)
$(BUILD_DIR)/lib/src/math/%.o: CFLAGS += -fno-builtin
endif
ifeq ($(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)/include/text_strings.h
$(BUILD_DIR)/levels/menu/leveldata.o: $(BUILD_DIR)/text/us/define_courses.inc.c
$(BUILD_DIR)/levels/menu/leveldata.o: $(BUILD_DIR)/text/de/define_courses.inc.c
$(BUILD_DIR)/levels/menu/leveldata.o: $(BUILD_DIR)/text/fr/define_courses.inc.c
else
ifeq ($(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
ALL_DIRS := $(BUILD_DIR) $(addprefix $(BUILD_DIR)/,$(SRC_DIRS) $(GODDARD_SRC_DIRS) $(ULTRA_SRC_DIRS) $(ULTRA_BIN_DIRS) $(BIN_DIRS) $(TEXTURE_DIRS) $(TEXT_DIRS) $(SOUND_SAMPLE_DIRS) $(addprefix levels/,$(LEVEL_DIRS)) rsp include) $(MIO0_DIR) $(addprefix $(MIO0_DIR)/,$(VERSION)) $(SOUND_BIN_DIR) $(SOUND_BIN_DIR)/sequences/$(VERSION)
# 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)/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
#==============================================================================#
# Texture Generation #
#==============================================================================#
TEXTURE_ENCODING := u8
# Convert PNGs to RGBA32, RGBA16, IA16, IA8, IA4, IA1, I8, I4 binary files
$(BUILD_DIR)/%: %.png
$(call print,Converting:,$<,$@)
$(V)$(N64GRAPHICS) -s raw -i $@ -g $< -f $(lastword $(subst ., ,$@))
$(BUILD_DIR)/%.inc.c: %.png
$(call print,Converting:,$<,$@)
$(V)$(N64GRAPHICS) -s $(TEXTURE_ENCODING) -i $@ -g $< -f $(lastword ,$(subst ., ,$(basename $<)))
# Color Index CI8
$(BUILD_DIR)/%.ci8: %.ci8.png
$(call print,Converting:,$<,$@)
$(V)$(N64GRAPHICS_CI) -i $@ -g $< -f ci8
# Color Index CI4
$(BUILD_DIR)/%.ci4: %.ci4.png
$(call print,Converting:,$<,$@)
$(V)$(N64GRAPHICS_CI) -i $@ -g $< -f ci4
#==============================================================================#
# Compressed Segment Generation #
#==============================================================================#
# Link segment file to resolve external labels
# TODO: ideally this would be `-Trodata-segment=0x07000000` but that doesn't set the address
$(BUILD_DIR)/%.elf: $(BUILD_DIR)/%.o
$(call print,Linking ELF file:,$<,$@)
$(V)$(LD) -e 0 -Ttext=$(SEGMENT_ADDRESS) -Map $@.map -o $@ $<
# Override for leveldata.elf, which otherwise matches the above pattern.
# Has to be a static pattern rule for make-4.4 and above to trigger the second
# expansion.
.SECONDEXPANSION:
$(LEVEL_ELF_FILES): $(BUILD_DIR)/levels/%/leveldata.elf: $(BUILD_DIR)/levels/%/leveldata.o $(BUILD_DIR)/bin/$$(TEXTURE_BIN).elf
$(call print,Linking ELF file:,$<,$@)
$(V)$(LD) -e 0 -Ttext=$(SEGMENT_ADDRESS) -Map $@.map --just-symbols=$(BUILD_DIR)/bin/$(TEXTURE_BIN).elf -o $@ $<
$(BUILD_DIR)/%.bin: $(BUILD_DIR)/%.elf
$(call print,Extracting compressible data from:,$<,$@)
$(V)$(EXTRACT_DATA_FOR_MIO) $< $@
$(BUILD_DIR)/levels/%/leveldata.bin: $(BUILD_DIR)/levels/%/leveldata.elf
$(call print,Extracting compressible data from:,$<,$@)
$(V)$(EXTRACT_DATA_FOR_MIO) $< $@
# Compress binary file
$(BUILD_DIR)/%.mio0: $(BUILD_DIR)/%.bin
$(call print,Compressing:,$<,$@)
$(V)$(MIO0TOOL) $< $@
# convert binary mio0 to object file
$(BUILD_DIR)/%.mio0.o: $(BUILD_DIR)/%.mio0
$(call print,Converting MIO0 to ELF:,$<,$@)
$(V)$(LD) -r -b binary $< -o $@
#==============================================================================#
# Sound File Generation #
#==============================================================================#
$(BUILD_DIR)/%.table: %.aiff
$(call print,Extracting codebook:,$<,$@)
$(V)$(AIFF_EXTRACT_CODEBOOK) $< >$@
$(BUILD_DIR)/%.aifc: $(BUILD_DIR)/%.table %.aiff
$(call print,Encoding ADPCM:,$(word 2,$^),$@)
$(V)$(VADPCM_ENC) -c $^ $@
$(ENDIAN_BITWIDTH): $(TOOLS_DIR)/determine-endian-bitwidth.c
@$(PRINT) "$(GREEN)Generating endian-bitwidth $(NO_COL)\n"
$(V)$(CC) -c $(CFLAGS) -o $@.dummy2 $< 2>$@.dummy1; true
$(V)grep -o 'msgbegin --endian .* --bitwidth .* msgend' $@.dummy1 > $@.dummy2
$(V)head -n1 <$@.dummy2 | cut -d' ' -f2-5 > $@
$(V)$(RM) $@.dummy1
$(V)$(RM) $@.dummy2
$(SOUND_BIN_DIR)/sound_data.ctl: sound/sound_banks/ $(SOUND_BANK_FILES) $(SOUND_SAMPLE_AIFCS) $(ENDIAN_BITWIDTH)
@$(PRINT) "$(GREEN)Generating: $(BLUE)$@ $(NO_COL)\n"
$(V)$(PYTHON) $(TOOLS_DIR)/assemble_sound.py $(BUILD_DIR)/sound/samples/ sound/sound_banks/ $(SOUND_BIN_DIR)/sound_data.ctl $(SOUND_BIN_DIR)/ctl_header $(SOUND_BIN_DIR)/sound_data.tbl $(SOUND_BIN_DIR)/tbl_header $(C_DEFINES) $$(cat $(ENDIAN_BITWIDTH))
$(SOUND_BIN_DIR)/sound_data.tbl: $(SOUND_BIN_DIR)/sound_data.ctl
@true
$(SOUND_BIN_DIR)/ctl_header: $(SOUND_BIN_DIR)/sound_data.ctl
@true
$(SOUND_BIN_DIR)/tbl_header: $(SOUND_BIN_DIR)/sound_data.ctl
@true
$(SOUND_BIN_DIR)/sequences.bin: $(SOUND_BANK_FILES) sound/sequences.json $(SOUND_SEQUENCE_DIRS) $(SOUND_SEQUENCE_FILES) $(ENDIAN_BITWIDTH)
@$(PRINT) "$(GREEN)Generating: $(BLUE)$@ $(NO_COL)\n"
$(V)$(PYTHON) $(TOOLS_DIR)/assemble_sound.py --sequences $@ $(SOUND_BIN_DIR)/sequences_header $(SOUND_BIN_DIR)/bank_sets sound/sound_banks/ sound/sequences.json $(SOUND_SEQUENCE_FILES) $(C_DEFINES) $$(cat $(ENDIAN_BITWIDTH))
$(SOUND_BIN_DIR)/bank_sets: $(SOUND_BIN_DIR)/sequences.bin
@true
$(SOUND_BIN_DIR)/sequences_header: $(SOUND_BIN_DIR)/sequences.bin
@true
$(SOUND_BIN_DIR)/%.m64: $(SOUND_BIN_DIR)/%.o
$(call print,Converting to M64:,$<,$@)
$(V)$(OBJCOPY) -j .rodata $< -O binary $@
#==============================================================================#
# Generated Source Code Files #
#==============================================================================#
# Convert binary file to a comma-separated list of byte values for inclusion in C code
$(BUILD_DIR)/%.inc.c: $(BUILD_DIR)/%
$(call print,Converting to C:,$<,$@)
$(V)hexdump -v -e '1/1 "0x%X,"' $< > $@
$(V)echo >> $@
# Generate animation data
$(BUILD_DIR)/assets/mario_anim_data.c: $(wildcard assets/anims/*.inc.c)
@$(PRINT) "$(GREEN)Generating animation data $(NO_COL)\n"
$(V)$(PYTHON) $(TOOLS_DIR)/mario_anims_converter.py > $@
# Generate demo input data
$(BUILD_DIR)/assets/demo_data.c: assets/demo_data.json $(wildcard assets/demos/*.bin)
@$(PRINT) "$(GREEN)Generating demo data $(NO_COL)\n"
$(V)$(PYTHON) $(TOOLS_DIR)/demo_data_converter.py assets/demo_data.json $(DEF_INC_CFLAGS) > $@
# Encode in-game text strings
$(BUILD_DIR)/include/text_strings.h: include/text_strings.h.in
$(call print,Encoding:,$<,$@)
$(V)$(TEXTCONV) charmap.txt $< $@
$(BUILD_DIR)/include/text_menu_strings.h: include/text_menu_strings.h.in
$(call print,Encoding:,$<,$@)
$(V)$(TEXTCONV) charmap_menu.txt $< $@
$(BUILD_DIR)/text/%/define_courses.inc.c: text/define_courses.inc.c text/%/courses.h
@$(PRINT) "$(GREEN)Preprocessing: $(BLUE)$@ $(NO_COL)\n"
$(V)$(CPP) $(CPPFLAGS) $< -o - -I text/$*/ | $(TEXTCONV) charmap.txt - $@
$(BUILD_DIR)/text/%/define_text.inc.c: text/define_text.inc.c text/%/courses.h text/%/dialogs.h
@$(PRINT) "$(GREEN)Preprocessing: $(BLUE)$@ $(NO_COL)\n"
$(V)$(CPP) $(CPPFLAGS) $< -o - -I text/$*/ | $(TEXTCONV) charmap.txt - $@
# Level headers
$(BUILD_DIR)/include/level_headers.h: levels/level_headers.h.in
$(call print,Preprocessing level headers:,$<,$@)
$(V)$(CPP) $(CPPFLAGS) -I . $< | sed -E 's|(.+)|#include "\1"|' > $@
# Run asm_processor on files that have NON_MATCHING code
ifeq ($(NON_MATCHING),0)
$(GLOBAL_ASM_O_FILES): CC := $(V)$(PYTHON) $(TOOLS_DIR)/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
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) $(GLOBAL_ASM_DEP).*
$(V)touch $@
#==============================================================================#
# Compilation Recipes #
#==============================================================================#
# Compile C code
$(BUILD_DIR)/%.o: %.c
$(call print,Compiling:,$<,$@)
@$(CC_CHECK) $(CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $<
$(V)$(CC) -c $(CFLAGS) -o $@ $<
$(BUILD_DIR)/%.o: $(BUILD_DIR)/%.c
$(call print,Compiling:,$<,$@)
@$(CC_CHECK) $(CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $<
$(V)$(CC) -c $(CFLAGS) -o $@ $<
# Alternate compiler flags needed for matching
ifeq ($(COMPILER),ido)
$(BUILD_DIR)/levels/%/leveldata.o: OPT_FLAGS := -g
$(BUILD_DIR)/actors/%.o: OPT_FLAGS := -g
$(BUILD_DIR)/bin/%.o: OPT_FLAGS := -g
$(BUILD_DIR)/src/goddard/%.o: OPT_FLAGS := -g
$(BUILD_DIR)/src/goddard/%.o: MIPSISET := -mips1
$(BUILD_DIR)/lib/src/%.o: OPT_FLAGS :=
$(BUILD_DIR)/lib/src/math/%.o: OPT_FLAGS := -O2
$(BUILD_DIR)/lib/src/math/ll%.o: OPT_FLAGS :=
$(BUILD_DIR)/lib/src/math/ll%.o: MIPSISET := -mips3 -32
$(BUILD_DIR)/lib/src/ldiv.o: OPT_FLAGS := -O2
$(BUILD_DIR)/lib/src/string.o: OPT_FLAGS := -O2
$(BUILD_DIR)/lib/src/gu%.o: OPT_FLAGS := -O3
$(BUILD_DIR)/lib/src/al%.o: OPT_FLAGS := -O3
ifeq ($(VERSION),sh)
$(BUILD_DIR)/lib/src/_Ldtob.o: OPT_FLAGS := -O3
$(BUILD_DIR)/lib/src/_Litob.o: OPT_FLAGS := -O3
$(BUILD_DIR)/lib/src/_Printf.o: OPT_FLAGS := -O3
$(BUILD_DIR)/lib/src/sprintf.o: OPT_FLAGS := -O3
$(BUILD_DIR)/lib/src/osDriveRomInit.o: OPT_FLAGS := -g
endif
ifeq ($(VERSION),eu)
$(BUILD_DIR)/lib/src/_Ldtob.o: OPT_FLAGS := -O3
$(BUILD_DIR)/lib/src/_Litob.o: OPT_FLAGS := -O3
$(BUILD_DIR)/lib/src/_Printf.o: OPT_FLAGS := -O3
$(BUILD_DIR)/lib/src/sprintf.o: OPT_FLAGS := -O3
# For all audio files other than external.c and port_eu.c, put string literals
# in .data. (In Shindou, the port_eu.c string literals also moved to .data.)
$(BUILD_DIR)/src/audio/%.o: OPT_FLAGS := -O2 -use_readwrite_const
$(BUILD_DIR)/src/audio/port_eu.o: OPT_FLAGS := -O2
endif
ifeq ($(VERSION_JP_US),true)
$(BUILD_DIR)/src/audio/%.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0
$(BUILD_DIR)/src/audio/load.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 -framepointer
# The source-to-source optimizer copt is enabled for audio. This makes it use
# acpp, which needs -Wp,-+ to handle C++-style comments.
# All other files than external.c should really use copt, but only a few have
# been matched so far.
$(BUILD_DIR)/src/audio/effects.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 -sopt,-inline=sequence_channel_process_sound,-scalaroptimize=1 -Wp,-+
$(BUILD_DIR)/src/audio/synthesis.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0 -sopt,-scalaroptimize=1 -Wp,-+
endif
$(BUILD_DIR)/src/audio/external.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0
# Add a target for build/eu/src/audio/*.copt to make it easier to see debug
$(BUILD_DIR)/src/audio/%.acpp: src/audio/%.c
$(ACPP) $(TARGET_CFLAGS) $(DEF_INC_CFLAGS) -D__sgi -+ $< > $@
$(BUILD_DIR)/src/audio/%.copt: $(BUILD_DIR)/src/audio/%.acpp
$(COPT) -signed -I=$< -CMP=$@ -cp=i -scalaroptimize=1 $(COPTFLAGS)
$(BUILD_DIR)/src/audio/seqplayer.copt: COPTFLAGS := -inline_manual
endif
# Assemble assembly code
$(BUILD_DIR)/%.o: %.s
$(call print,Assembling:,$<,$@)
$(V)$(CPP) $(CPPFLAGS) $< | $(AS) $(ASFLAGS) -MD $(BUILD_DIR)/$*.d -o $@
# Assemble RSP assembly code
$(BUILD_DIR)/rsp/%.bin $(BUILD_DIR)/rsp/%_data.bin: rsp/%.s
$(call print,Assembling:,$<,$@)
$(V)$(RSPASM) -sym $@.sym $(RSPASMFLAGS) -strequ CODE_FILE $(BUILD_DIR)/rsp/$*.bin -strequ DATA_FILE $(BUILD_DIR)/rsp/$*_data.bin $<
# Run linker script through the C preprocessor
$(BUILD_DIR)/$(LD_SCRIPT): $(LD_SCRIPT)
$(call print,Preprocessing linker script:,$<,$@)
$(V)$(CPP) $(CPPFLAGS) -DBUILD_DIR=$(BUILD_DIR) -MMD -MP -MT $@ -MF $@.d -o $@ $<
# Link libultra
$(BUILD_DIR)/libultra.a: $(ULTRA_O_FILES)
@$(PRINT) "$(GREEN)Linking libultra: $(BLUE)$@ $(NO_COL)\n"
$(V)$(AR) rcs -o $@ $(ULTRA_O_FILES)
$(V)$(TOOLS_DIR)/patch_elf_32bit $@
# Link libgoddard
$(BUILD_DIR)/libgoddard.a: $(GODDARD_O_FILES)
@$(PRINT) "$(GREEN)Linking libgoddard: $(BLUE)$@ $(NO_COL)\n"
$(V)$(AR) rcs -o $@ $(GODDARD_O_FILES)
# Link SM64 ELF file
$(ELF): $(O_FILES) $(MIO0_OBJ_FILES) $(SEG_FILES) $(BUILD_DIR)/$(LD_SCRIPT) undefined_syms.txt $(BUILD_DIR)/libultra.a $(BUILD_DIR)/libgoddard.a
@$(PRINT) "$(GREEN)Linking ELF file: $(BLUE)$@ $(NO_COL)\n"
$(V)$(LD) -L $(BUILD_DIR) -T undefined_syms.txt -T $(BUILD_DIR)/$(LD_SCRIPT) -Map $(BUILD_DIR)/sm64.$(VERSION).map --no-check-sections $(addprefix -R ,$(SEG_FILES)) -o $@ $(O_FILES) -lultra -lgoddard
# Build ROM
$(ROM): $(ELF)
$(call print,Building ROM:,$<,$@)
$(V)$(OBJCOPY) --pad-to=0x800000 --gap-fill=0xFF $< $(@:.z64=.bin) -O binary
$(V)$(N64CKSUM) $(@:.z64=.bin) $@
$(BUILD_DIR)/$(TARGET).objdump: $(ELF)
$(OBJDUMP) -D $< > $@
.PHONY: all clean distclean default diff test load libultra
# with no prerequisites, .SECONDARY causes no intermediate target to be removed
.SECONDARY:
# Remove built-in rules, to improve performance
MAKEFLAGS += --no-builtin-rules
-include $(DEP_FILES)
print-% : ; $(info $* is a $(flavor $*) variable set to [$($*)]) @true