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MAKEFLAGS += --no-builtin-rules
MAKEFLAGS += --no-builtin-variables
.SUFFIXES :
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default : F 3DEX 3_BrZ F 3DEX 3_BrW
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# List of all compile-time options supported by the microcode source.
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ALL_OPTIONS := \
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CFG_G_BRANCH_W \
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CFG_DEBUG_NORMALS \
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CFG_PROFILING_A \
CFG_PROFILING_B \
CFG_PROFILING_C
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ARMIPS ?= armips
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PARENT_OUTPUT_DIR ?= ./build
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i f e q ( $( PARENT_OUTPUT_DIR ) , . )
$( error Cannot build directly in repo directory; see Makefile for details.)
# The problem is that we want to be able to have targets like F3DEX2_2.08,
# but this would also be the directory itself, whose existence and possible
# modification needs to be handled by the Makefile. It is possible to write
# the Makefile where the directory is the main target for that microcode, but
# this has worse behavior in case of modification to the directory. Worse, if
# it was done this way, then it would break if the user tried to set
# PARENT_OUTPUT_DIR anywhere else. So, better to support building everywhere
# but here than to support only building here.
e n d i f
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NO_COL := \0 33[ 0m
RED := \0 33[ 0; 31m
GREEN := \0 33[ 0; 32m
YELLOW := \0 33[ 0; 33m
BLUE := \0 33[ 0; 34m
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INFO := $( BLUE)
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SUCCESS := $( GREEN)
FAILURE := $( RED)
WARNING := $( YELLOW)
$(PARENT_OUTPUT_DIR) :
@printf " $( INFO) Creating parent output directory $( NO_COL) \n "
i f e q ( $( OS ) , W i n d o w s _ N T )
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mkdir $@
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e l s e
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mkdir -p $@
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e n d i f
ALL_UCODES :=
ALL_UCODES_WITH_MD5S :=
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ALL_OUTPUT_DIRS :=
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d e f i n e r e s e t _ v a r s
NAME :=
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DESCRIPTION := ( Not used in any retail games)
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ID_STR := Custom F3DEX2-based microcode, github.com/Mr-Wiseguy/f3dex2 & Nintendo
ID_STR := RSP Gfx ucode F3DEX fifo 2.04H Yoshitaka Yasumoto 1998 Nintendo.
MD5_CODE :=
MD5_DATA :=
OPTIONS :=
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EXTRA_DEPS :=
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e n d e f
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d e f i n e u c o d e _ r u l e
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# Variables defined outside the function need one dollar sign, whereas
# variables defined within the function need two. This is because make first
# expands all this text, substituting single-dollar-sign variables, and then
# executes all of it, causing all the assignments to actually happen.
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ifeq ( $( NAME) ,)
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$$ ( error Microcode name not set!)
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endif
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UCODE_OUTPUT_DIR := $( PARENT_OUTPUT_DIR) /$( NAME)
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CODE_FILE := $$ ( UCODE_OUTPUT_DIR) /$( NAME) .code
DATA_FILE := $$ ( UCODE_OUTPUT_DIR) /$( NAME) .data
SYM_FILE := $$ ( UCODE_OUTPUT_DIR) /$( NAME) .sym
TEMP_FILE := $$ ( UCODE_OUTPUT_DIR) /$( NAME) .tmp.s
ALL_UCODES += $( NAME)
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ifneq ( $( MD5_CODE) ,)
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ALL_UCODES_WITH_MD5S += $( NAME)
endif
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ALL_OUTPUT_DIRS += $$ ( UCODE_OUTPUT_DIR)
OFF_OPTIONS := $( filter-out $( OPTIONS) ,$( ALL_OPTIONS) )
OPTIONS_EQU :=
$$ ( foreach option,$( OPTIONS) ,$$ ( eval OPTIONS_EQU += -equ $$ ( option) 1) )
OFF_OPTIONS_EQU :=
$$ ( foreach o2,$$ ( OFF_OPTIONS) ,$$ ( eval OFF_OPTIONS_EQU += -equ $$ ( o2) 0) )
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ARMIPS_CMDLINE := \
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-strequ CODE_FILE $$ ( CODE_FILE) \
-strequ DATA_FILE $$ ( DATA_FILE) \
$$ ( OPTIONS_EQU) \
$$ ( OFF_OPTIONS_EQU) \
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f3dex3.s \
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-sym2 $$ ( SYM_FILE) \
-temp $$ ( TEMP_FILE)
# Microcode target
.PHONY: $( NAME)
$( NAME) : $$ ( CODE_FILE)
# Directory target variables, see below.
$$ ( UCODE_OUTPUT_DIR) : UCODE_OUTPUT_DIR:= $$ ( UCODE_OUTPUT_DIR)
# Directory target recipe
$$ ( UCODE_OUTPUT_DIR) :
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@printf " $( INFO) Creating directory $$ (UCODE_OUTPUT_DIR) $( NO_COL) \n "
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ifeq ( $( OS) ,Windows_NT)
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@mkdir $$ ( subst /,\, $$ ( UCODE_OUTPUT_DIR) )
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else
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@mkdir -p $$ ( UCODE_OUTPUT_DIR)
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endif
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# Code file target variables. make does not expand variables within recipes
# until the recipe is executed, meaning that all the parts of the recipe would
# have the values from the very last microcode in the file. Here, we set
# target-specific variables--effectively local variables within the recipe--
# to the values from the global variables have right now. We are only
# targeting CODE_FILE even though we also want DATA_FILE, because target-
# specific variables may not work as expected with multiple targets from one
# recipe.
$$ ( CODE_FILE) : ARMIPS_CMDLINE:= $$ ( ARMIPS_CMDLINE)
$$ ( CODE_FILE) : CODE_FILE:= $$ ( CODE_FILE)
$$ ( CODE_FILE) : DATA_FILE:= $$ ( DATA_FILE)
# Target recipe
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$$ ( CODE_FILE) : ./f3dex3.s ./rsp/* $( EXTRA_DEPS) | $$ ( UCODE_OUTPUT_DIR)
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@printf " $( INFO) Building microcode: $( NAME) : $( DESCRIPTION) $( NO_COL) \n "
@$( ARMIPS) -strequ ID_STR " $( ID_STR) " $$ ( ARMIPS_CMDLINE)
ifneq ( $( MD5_CODE) ,)
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@( printf " $( MD5_CODE) * $$ (CODE_FILE) " | md5sum --status -c -) && printf " $( SUCCESS) $( NAME) code matches $( NO_COL) \n " || printf " $( FAILURE) $( NAME) code differs $( NO_COL) \n "
@( printf " $( MD5_DATA) * $$ (DATA_FILE) " | md5sum --status -c -) && printf " $( SUCCESS) $( NAME) data matches $( NO_COL) \n " || printf " $( FAILURE) $( NAME) data differs $( NO_COL) \n "
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else ifneq ( $( 1) ,1)
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@printf " (MD5 sums not in database for $( NAME) , this is normal in development)\n "
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endif
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$$ ( eval $$ ( call reset_vars) )
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e n d e f
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$( eval $ ( call reset_vars ) )
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NAME := F3DEX3_BrZ
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DESCRIPTION := Will make you want to finally ditch HLE ( G_BRANCH_Z, default profiling)
ID_STR := F3DEX3 by Sauraen & Nintendo; G_BRANCH_Z, default profiling___________
OPTIONS :=
$( eval $ ( call ucode_rule ) )
NAME := F3DEX3_BrZ_PA
DESCRIPTION := Will make you want to finally ditch HLE ( G_BRANCH_Z, PROFILING_A)
ID_STR := F3DEX3 by Sauraen & Nintendo; G_BRANCH_Z, PROFILING_A_________________
OPTIONS := CFG_PROFILING_A
$( eval $ ( call ucode_rule ) )
NAME := F3DEX3_BrZ_PB
DESCRIPTION := Will make you want to finally ditch HLE ( G_BRANCH_Z, PROFILING_B)
ID_STR := F3DEX3 by Sauraen & Nintendo; G_BRANCH_Z, PROFILING_B_________________
OPTIONS := CFG_PROFILING_B
$( eval $ ( call ucode_rule ) )
NAME := F3DEX3_BrZ_PC
DESCRIPTION := Will make you want to finally ditch HLE ( G_BRANCH_Z, PROFILING_C)
ID_STR := F3DEX3 by Sauraen & Nintendo; G_BRANCH_Z, PROFILING_C_________________
OPTIONS := CFG_PROFILING_C
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$( eval $ ( call ucode_rule ) )
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NAME := F3DEX3_BrW
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DESCRIPTION := Will make you want to finally ditch HLE ( G_BRANCH_W, default profiling)
ID_STR := F3DEX3 by Sauraen & Nintendo; G_BRANCH_W, default profiling___________
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OPTIONS := CFG_G_BRANCH_W
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$( eval $ ( call ucode_rule ) )
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NAME := F3DEX3_BrW_PA
DESCRIPTION := Will make you want to finally ditch HLE ( G_BRANCH_W, PROFILING_A)
ID_STR := F3DEX3 by Sauraen & Nintendo; G_BRANCH_W, PROFILING_A_________________
OPTIONS := CFG_G_BRANCH_W CFG_PROFILING_A
$( eval $ ( call ucode_rule ) )
NAME := F3DEX3_BrW_PB
DESCRIPTION := Will make you want to finally ditch HLE ( G_BRANCH_W, PROFILING_B)
ID_STR := F3DEX3 by Sauraen & Nintendo; G_BRANCH_W, PROFILING_B_________________
OPTIONS := CFG_G_BRANCH_W CFG_PROFILING_B
$( eval $ ( call ucode_rule ) )
NAME := F3DEX3_BrW_PC
DESCRIPTION := Will make you want to finally ditch HLE ( G_BRANCH_W, PROFILING_C)
ID_STR := F3DEX3 by Sauraen & Nintendo; G_BRANCH_W, PROFILING_C_________________
OPTIONS := CFG_G_BRANCH_W CFG_PROFILING_C
$( eval $ ( call ucode_rule ) )
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.PHONY : default ok all clean
all : $( ALL_UCODES )
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all_brz : F 3DEX 3_BrZ F 3DEX 3_BrZ_PA F 3DEX 3_BrZ_PB F 3DEX 3_BrZ_PC
all_brw : F 3DEX 3_BrW F 3DEX 3_BrW_PA F 3DEX 3_BrW_PB F 3DEX 3_BrW_PC
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clean :
@printf " $( WARNING) Deleting all built microcode files $( NO_COL) \n "
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@rm -rf $( ALL_OUTPUT_DIRS)