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F3DEX3/Makefile

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MAKEFLAGS += --no-builtin-rules
MAKEFLAGS += --no-builtin-variables
.SUFFIXES:
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default:
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@echo 'How to use this Makefile'
@echo 'Method 1) Select a microcode, just run e.g. `make F3DZEX_NoN_2.06H`'
@echo 'Method 2) `make ok`, builds all ucodes which have MD5 sums, to check if :OK:'
@echo 'Method 3) `make all`, builds all ucodes in database'
@echo 'Method 4) Custom microcode build via custom.mk file. Create a file custom.mk'
@echo 'with contents like this:'
@echo 'NAME := your_custom_ucode_name'
@echo 'GAMES := Your Romhack Name'
@echo 'ID_STR := Modded F3DZEX by LeEtHaCkEr64 / Real N64 or RSP LLE only. NO PROJECT64'
@echo ' ^ (this must be the exact number of characters)'
@echo 'OPTIONS := CFG_NoN CFG_POINT_LIGHTING etc.'
@echo 'Then run `make your_custom_ucode_name`. See the Makefile for the list of options.'
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# With the defaults--all of these options unset--you get 2.08 (Banjo-Tooie),
# which has none of the bugs / the latest versions of everything, except
# G_BRANCH_Z (F3DEX2), no point lighting, and no NoN. Enabling the different
# BUG_ options *gives* you the bugs--the default is always with the bugs fixed.
# If you are modding and adding options, you just have to add them here, and
# in the options list for your custom configuration.
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ALL_OPTIONS := \
CFG_G_BRANCH_W \
CFG_XBUS \
CFG_NoN \
CFG_POINT_LIGHTING \
CFG_OLD_TRI_WRITE \
CFG_EXTRA_0A_BEFORE_ID_STR \
CFG_G_SPECIAL_1_IS_RECALC_MVP \
CFG_CLIPPING_SUBDIVIDE_DESCENDING \
BUG_CLIPPING_FAIL_WHEN_SUM_ZERO \
BUG_NO_CLAMP_SCREEN_Z_POSITIVE \
BUG_TEXGEN_LINEAR_CLOBBER_S_T \
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BUG_WRONG_INIT_VZERO \
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BUG_FAIL_IF_CARRY_SET_AT_INIT \
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BUG_HARMLESS_TASKDONE_WRONG_ADDR
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ARMIPS ?= armips
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PARENT_OUTPUT_DIR ?= ./build
ifeq ($(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.
endif
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NO_COL := \033[0m
RED := \033[0;31m
GREEN := \033[0;32m
YELLOW := \033[0;33m
BLUE := \033[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$(NO_COL)\n"
ifeq ($(OS),Windows_NT)
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mkdir $@
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else
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mkdir -p $@
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endif
ALL_UCODES :=
ALL_UCODES_WITH_MD5S :=
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ALL_OUTPUT_DIRS :=
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define reset_vars
NAME :=
GAMES := (Not used in any retail games)
ID_STR := Custom F3DEX2-based microcode, github.com/Mr-Wiseguy/f3dex2 & Nintendo
ID_STR := RSP Gfx ucode F3DEX fifo 2.04H Yoshitaka Yasumoto 1998 Nintendo.
MD5_CODE :=
MD5_DATA :=
OPTIONS :=
endef
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define ucode_rule
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# Variables defined outside the function need one dollar sign, whereas
# variables defined within the function need two. This is because make first
# expands all this text, substituting single-dollar-sign variables, and then
# executes all of it, causing all the assignments to actually happen.
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ifeq ($(NAME),)
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$$(error Microcode name not set!)
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endif
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UCODE_OUTPUT_DIR := $(PARENT_OUTPUT_DIR)/$(NAME)
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ifeq ($(OS),Windows_NT)
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UCODE_OUTPUT_DIR := $$(subst /,\,$$(UCODE_OUTPUT_DIR))
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endif
CODE_FILE := $$(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) \
$$(OFF_OPTIONS_EQU) \
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f3dex2.s \
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-sym2 $$(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
$$(UCODE_OUTPUT_DIR):
@echo "$(INFO)Creating directory $$(UCODE_OUTPUT_DIR)$(NO_COL)"
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ifeq ($(OS),Windows_NT)
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@mkdir $$(UCODE_OUTPUT_DIR)
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else
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@mkdir -p $$(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.
$$(CODE_FILE): NAME:=$$(NAME)
$$(CODE_FILE): GAMES:=$$(GAMES)
$$(CODE_FILE): ID_STR:=$$(ID_STR)
$$(CODE_FILE): ARMIPS_CMDLINE:=$$(ARMIPS_CMDLINE)
$$(CODE_FILE): MD5_CODE:=$$(MD5_CODE)
$$(CODE_FILE): MD5_DATA:=$$(MD5_DATA)
$$(CODE_FILE): CODE_FILE:=$$(CODE_FILE)
$$(CODE_FILE): DATA_FILE:=$$(DATA_FILE)
# Target recipe
$$(CODE_FILE): ./f3dex2.s ./rsp/* | $$(UCODE_OUTPUT_DIR)
@printf "$(INFO)Building microcode: $$(NAME) for $$(GAMES)$(NO_COL)\n"
$(ARMIPS) -strequ ID_STR "$$(ID_STR)" $$(ARMIPS_CMDLINE)
ifneq ($$(MD5_CODE),)
@(printf "$$(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)$$(NAME) data differs$(NO_COL)\n"
else ifneq ($(1),1)
@printf " $(WARNING)MD5 sums not in database for $$(NAME)$(NO_COL)\n"
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endif
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$$(eval $$(call reset_vars))
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endef
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$(eval $(call reset_vars))
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ifneq ("$(wildcard custom.mk)","")
include custom.mk
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$(eval $(call ucode_rule))
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endif
NAME := F3DEX2_2.04H
GAMES := Kirby 64, Smash 64
ID_STR := RSP Gfx ucode F3DEX fifo 2.04H Yoshitaka Yasumoto 1998 Nintendo.
MD5_CODE := d3a58568fa7cf042de370912a47c3b5f
MD5_DATA := 6639b2fd15a73c5446aff592bb599983
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OPTIONS := \
CFG_OLD_TRI_WRITE \
CFG_EXTRA_0A_BEFORE_ID_STR \
CFG_G_SPECIAL_1_IS_RECALC_MVP \
CFG_CLIPPING_SUBDIVIDE_DESCENDING \
BUG_CLIPPING_FAIL_WHEN_SUM_ZERO \
BUG_NO_CLAMP_SCREEN_Z_POSITIVE \
BUG_TEXGEN_LINEAR_CLOBBER_S_T \
BUG_FAIL_IF_CARRY_SET_AT_INIT \
BUG_HARMLESS_TASKDONE_WRONG_ADDR
$(eval $(call ucode_rule))
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NAME := F3DEX2_NoN_2.04H
ID_STR := RSP Gfx ucode F3DEX.NoN fifo 2.04H Yoshitaka Yasumoto 1998 Nintendo.
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OPTIONS := \
CFG_NoN \
CFG_OLD_TRI_WRITE \
CFG_EXTRA_0A_BEFORE_ID_STR \
CFG_G_SPECIAL_1_IS_RECALC_MVP \
CFG_CLIPPING_SUBDIVIDE_DESCENDING \
BUG_CLIPPING_FAIL_WHEN_SUM_ZERO \
BUG_NO_CLAMP_SCREEN_Z_POSITIVE \
BUG_TEXGEN_LINEAR_CLOBBER_S_T \
BUG_FAIL_IF_CARRY_SET_AT_INIT \
BUG_HARMLESS_TASKDONE_WRONG_ADDR
$(eval $(call ucode_rule))
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NAME := F3DEX2_2.07
GAMES := Rocket: Robot on Wheels
ID_STR := RSP Gfx ucode F3DEX fifo 2.07 Yoshitaka Yasumoto 1998 Nintendo.
MD5_CODE := 1523b8e38a9eae698b48909a0c0c0279
MD5_DATA := 25be72ec04e2e6a23dfa7666645f0662
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OPTIONS := \
BUG_FAIL_IF_CARRY_SET_AT_INIT
$(eval $(call ucode_rule))
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NAME := F3DEX2_2.07_XBUS
GAMES := Lode Runner 3-D
ID_STR := RSP Gfx ucode F3DEX xbus 2.07 Yoshitaka Yasumoto 1998 Nintendo.
MD5_CODE := b882f402e115ffaf05a9ee44f354c441
MD5_DATA := 71436bdc62d9263d5c2fefa783cffd4f
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OPTIONS := \
CFG_XBUS \
BUG_FAIL_IF_CARRY_SET_AT_INIT \
BUG_HARMLESS_TASKDONE_WRONG_ADDR
$(eval $(call ucode_rule))
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NAME := F3DEX2_NoN_2.07
ID_STR := RSP Gfx ucode F3DEX.NoN fifo 2.07 Yoshitaka Yasumoto 1998 Nintendo.
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OPTIONS := \
CFG_NoN \
BUG_FAIL_IF_CARRY_SET_AT_INIT
$(eval $(call ucode_rule))
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NAME := F3DEX2_2.08
GAMES := Banjo-Tooie
ID_STR := RSP Gfx ucode F3DEX fifo 2.08 Yoshitaka Yasumoto 1999 Nintendo.
MD5_CODE := 6ccf5fc392e440fb23bc7d7f7d71047c
MD5_DATA := 3a3a406acb4295d33fa6e918dd3a7ae4
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OPTIONS :=
$(eval $(call ucode_rule))
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NAME := F3DEX2_2.08_XBUS
GAMES := Power Rangers
ID_STR := RSP Gfx ucode F3DEX xbus 2.08 Yoshitaka Yasumoto 1999 Nintendo.
MD5_CODE := 38cbd8ef2cd168141347047cf7ec4fba
MD5_DATA := dcb9a145381557d146683ddb853c6cfd
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OPTIONS := \
CFG_XBUS \
BUG_HARMLESS_TASKDONE_WRONG_ADDR
$(eval $(call ucode_rule))
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NAME := F3DEX2_NoN_2.08
ID_STR := RSP Gfx ucode F3DEX.NoN fifo 2.08 Yoshitaka Yasumoto 1999 Nintendo.
MD5_CODE := b5c366b55a032f232aa309cda21be3d7
MD5_DATA := 2c8dedc1b1e2fe6405c9895c4290cf2b
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OPTIONS := \
CFG_NoN
$(eval $(call ucode_rule))
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NAME := F3DEX2_2.08PL
GAMES := Paper Mario
ID_STR := RSP Gfx ucode F3DEX fifo 2.08 Yoshitaka Yasumoto/Kawasedo 1999.
MD5_CODE := 6a5117e62e51d87020fb81dc493efcb6
MD5_DATA := 1a6b826322aab9c93da61356af5ead40
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OPTIONS := \
CFG_POINT_LIGHTING
$(eval $(call ucode_rule))
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NAME := F3DEX2_NoN_2.08PL
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# ID_STR copied from nearclipping version above for emulator compatibility
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ID_STR := RSP Gfx ucode F3DEX fifo 2.08 Yoshitaka Yasumoto/Kawasedo 1999.
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OPTIONS := \
CFG_NoN \
CFG_POINT_LIGHTING
$(eval $(call ucode_rule))
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NAME := F3DZEX_2.06H
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# ID_STR copied from NoN version below for emulator compatibility
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ID_STR := RSP Gfx ucode F3DZEX.NoN fifo 2.06H Yoshitaka Yasumoto 1998 Nintendo.
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OPTIONS := \
CFG_G_BRANCH_W \
CFG_OLD_TRI_WRITE \
BUG_WRONG_INIT_VZERO \
BUG_FAIL_IF_CARRY_SET_AT_INIT
$(eval $(call ucode_rule))
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NAME := F3DZEX_NoN_2.06H
GAMES := Ocarina of Time
ID_STR := RSP Gfx ucode F3DZEX.NoN fifo 2.06H Yoshitaka Yasumoto 1998 Nintendo.
MD5_CODE := 96a1a7a8eab45e0882aab9e4d8ccbcc3
MD5_DATA := e48c7679f1224b7c0947dcd5a4d0c713
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OPTIONS := \
CFG_G_BRANCH_W \
CFG_NoN \
CFG_OLD_TRI_WRITE \
BUG_WRONG_INIT_VZERO \
BUG_FAIL_IF_CARRY_SET_AT_INIT
$(eval $(call ucode_rule))
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NAME := F3DZEX_2.08I
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# ID_STR copied from NoN version below for emulator compatibility
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ID_STR := RSP Gfx ucode F3DZEX.NoN fifo 2.08I Yoshitaka Yasumoto/Kawasedo 1999.
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OPTIONS := \
CFG_G_BRANCH_W \
CFG_POINT_LIGHTING \
BUG_WRONG_INIT_VZERO
$(eval $(call ucode_rule))
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NAME := F3DZEX_NoN_2.08I
GAMES := Majora's Mask
ID_STR := RSP Gfx ucode F3DZEX.NoN fifo 2.08I Yoshitaka Yasumoto/Kawasedo 1999.
MD5_CODE := ca0a31df36dbeda69f09e9850e68c7f7
MD5_DATA := d31cea0e173c6a4a09e4dfe8f259c91b
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OPTIONS := \
CFG_G_BRANCH_W \
CFG_NoN \
CFG_POINT_LIGHTING \
BUG_WRONG_INIT_VZERO
$(eval $(call ucode_rule))
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NAME := F3DZEX_2.08J
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# ID_STR copied from NoN version below for emulator compatibility
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ID_STR := RSP Gfx ucode F3DZEX.NoN fifo 2.08J Yoshitaka Yasumoto/Kawasedo 1999.
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OPTIONS := \
CFG_G_BRANCH_W \
CFG_POINT_LIGHTING
$(eval $(call ucode_rule))
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NAME := F3DZEX_NoN_2.08J
GAMES := Animal Forest
ID_STR := RSP Gfx ucode F3DZEX.NoN fifo 2.08J Yoshitaka Yasumoto/Kawasedo 1999.
MD5_CODE := a7f45433a67950cdd239ee40f1dd36c1
MD5_DATA := f17544afa0dce84d589ec3d8c38254c7
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OPTIONS := \
CFG_G_BRANCH_W \
CFG_NoN \
CFG_POINT_LIGHTING
$(eval $(call ucode_rule))
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.PHONY: default ok all clean
all: $(ALL_UCODES)
ok: $(ALL_UCODES_WITH_MD5S)
clean:
@printf "$(WARNING)Deleting all built microcode files$(NO_COL)\n"
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@echo "rm -rf $(ALL_OUTPUT_DIRS)"