New Makefile working

This commit is contained in:
Sauraen
2023-02-15 22:28:04 -08:00
parent f9c57d302d
commit 853b51a03e
3 changed files with 200 additions and 154 deletions

4
.gitignore vendored
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@@ -1,5 +1,5 @@
F3DZEX_*/
F3DEX2_*/
build/
.vscode
*.exe
*.bat
custom.mk

346
Makefile
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@@ -1,23 +1,27 @@
default:
@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 "CFG_NoN := 1"
@echo "etc. You only need to set the options you want to enable. Then run `make custom`."
@echo "See the Makefile for the list of options."
MAKEFLAGS += --no-builtin-rules
MAKEFLAGS += --no-builtin-variables
.SUFFIXES:
# The default is all of these options as 0 (or unset). With the defaults, you
# get 2.08, 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.
default:
@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.'
# 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.
ALL_OPTIONS := \
CFG_G_BRANCH_W \
CFG_XBUS \
@@ -31,110 +35,135 @@ ALL_OPTIONS := \
BUG_NO_CLAMP_SCREEN_Z_POSITIVE \
BUG_TEXGEN_LINEAR_CLOBBER_S_T \
BUG_WRONG_INIT_VZERO \
BUG_HARMLESS_EXTRA_INIT_VONE \
BUG_FAIL_IF_CARRY_SET_AT_INIT \
BUG_HARMLESS_TASKDONE_WRONG_ADDR
ARMIPS ?= armips
PARENT_OUTPUT_DIR ?= ./
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
NO_COL := \033[0m
RED := \033[0;31m
GREEN := \033[0;32m
YELLOW := \033[0;33m
BLUE := \033[0;34m
INFO := $(NO_COL)
INFO := $(BLUE)
SUCCESS := $(GREEN)
FAILURE := $(RED)
WARNING := $(YELLOW)
define reset_all_options
NAME :=
GAMES := (Not used in any retail games)
ID_STR := Custom F3DEX2-based microcode, github.com/Mr-Wiseguy/f3dex2 & Nintendo
MD5_CODE := NONE
MD5_DATA := NONE
$(foreach option,$(ALL_OPTIONS),$(eval $(option) := 0))
endef
$(PARENT_OUTPUT_DIR):
@printf "$(INFO)Creating parent output directory$(NO_COL)\n"
ifeq ($(OS),Windows_NT)
@mkdir $@
mkdir $@
else
@mkdir -p $@
mkdir -p $@
endif
ALL_UCODES :=
ALL_UCODES_WITH_MD5S :=
ALL_OUTPUT_DIRS :=
define reset_vars
NAME :=
GAMES := (Not used in any retail games)
ID_STR := Custom F3DEX2-based microcode, github.com/Mr-Wiseguy/f3dex2 & Nintendo
ID_STR := RSP Gfx ucode F3DEX fifo 2.04H Yoshitaka Yasumoto 1998 Nintendo.
MD5_CODE :=
MD5_DATA :=
OPTIONS :=
endef
define ucode_rule
# Variables defined outside the function need one dollar sign, whereas
# variables defined within the function need two. This is because make first
# expands all this text, substituting single-dollar-sign variables, and then
# executes all of it, causing all the assignments to actually happen.
ifeq ($(NAME),)
$(error Microcode name has not been set!)
$$(error Microcode name not set!)
endif
UCODE_OUTPUT_DIR := $$(PARENT_OUTPUT_DIR)/$(NAME)
UCODE_OUTPUT_DIR := $(PARENT_OUTPUT_DIR)/$(NAME)
ifeq ($(OS),Windows_NT)
FULL_OUTPUT_DIR := $$(subst /,\,$$(FULL_OUTPUT_DIR))
UCODE_OUTPUT_DIR := $$(subst /,\,$$(UCODE_OUTPUT_DIR))
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 += $(NAME)
ifneq ($(MD5_CODE),NONE)
ifneq ($(MD5_CODE),)
ALL_UCODES_WITH_MD5S += $(NAME)
endif
ALL_OUTPUT_DIRS += $(UCODE_OUTPUT_DIR)
OPTIONS_AS_EQU :=
$(foreach option,$(ALL_OPTIONS),$(eval OPTIONS_AS_EQU += -equ $(option) $($(option))))
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))
ARMIPS_CMDLINE := \
-strequ DATA_FILE $(DATA_FILE) \
-strequ CODE_FILE $(CODE_FILE) \
-strequ ID_STR "$(ID_STR)" \
$(OPTIONS_AS_EQU) \
-strequ CODE_FILE $$(CODE_FILE) \
-strequ DATA_FILE $$(DATA_FILE) \
$$(OPTIONS_EQU) \
$$(OFF_OPTIONS_EQU) \
f3dex2.s \
-sym2 $(SYM_FILE) \
-temp $(TEMP_FILE)
ifeq ($(1),1)
TARGET_NAME := custom
else
TARGET_NAME := $(NAME)
endif
# Phony target rule
.PHONY: $(TARGET_NAME)
$(TARGET_NAME): $(CODE_FILE) $(DATA_FILE)
# Output directory rule
$(UCODE_OUTPUT_DIR): | $(PARENT_OUTPUT_DIR)
@printf "$(INFO)Creating directory: $(UCODE_OUTPUT_DIR)$(NO_COL)\n"
-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 $$(UCODE_OUTPUT_DIR)$(NO_COL)"
ifeq ($(OS),Windows_NT)
@mkdir $(UCODE_OUTPUT_DIR)
@mkdir $$(UCODE_OUTPUT_DIR)
else
@mkdir -p $(UCODE_OUTPUT_DIR)
@mkdir -p $$(UCODE_OUTPUT_DIR)
endif
# File build rule
$(CODE_FILE) $(DATA_FILE) $(SYM_FILE) $(TEMP_FILE): ./f3dex2.s ./rsp/* $(UCODE_OUTPUT_DIR)
@printf "$(INFO)Building microcode: $(NAME) for $(GAMES)$(NO_COL)\n"
@echo $(ARMIPS) $(ARMIPS_CMDLINE)
#@$(ARMIPS) $(ARMIPS_CMDLINE)
ifneq ($(MD5_CODE),NONE)
@(printf "$(MD5_CODE) *$(CODE_FILE)" | md5sum --status -c -) && printf " $(SUCCESS)$(NAME) code matches$(NO_COL)\n" || printf " $(FAILURE)$(NAME) code differs$(NO_COL)\n"
@(printf "$(MD5_DATA) *$(DATA_FILE)" | md5sum --status -c -) && printf " $(SUCCESS)$(NAME) data matches$(NO_COL)\n" || printf " $(FAILURE)$(NAME) data differs$(NO_COL)\n"
elifneq ($(1),1)
@printf " $(WARNING)MD5 sums not in database for $(NAME)$(NO_COL)\n"
# Code file target variables. make does not expand variables within recipes
# until the recipe is executed, meaning that all the parts of the recipe would
# have the values from the very last microcode in the file. Here, we set
# target-specific variables--effectively local variables within the recipe--
# to the values from the global variables have right now. We are only
# targeting CODE_FILE even though we also want DATA_FILE, because target-
# specific variables may not work as expected with multiple targets from one
# recipe.
$$(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 $$(NAME)$(NO_COL)\n"
endif
# Done
$(eval $(call reset_all_options))
$$(eval $$(call reset_vars))
endef
$(eval $(call reset_all_options))
$(eval $(call reset_vars))
ifneq ("$(wildcard custom.mk)","")
include custom.mk
$(eval $(call ucode_rule,1))
else
.PHONY: custom
custom:
@printf "To use `make custom`, create a file custom.mk containing your"
@printf "desired configuration. See the Makefile for more details."
$(eval $(call ucode_rule))
endif
NAME := F3DEX2_2.04H
@@ -142,148 +171,165 @@ GAMES := Kirby 64, Smash 64
ID_STR := RSP Gfx ucode F3DEX fifo 2.04H Yoshitaka Yasumoto 1998 Nintendo.
MD5_CODE := d3a58568fa7cf042de370912a47c3b5f
MD5_DATA := 6639b2fd15a73c5446aff592bb599983
CFG_OLD_TRI_WRITE := 1
CFG_EXTRA_0A_BEFORE_ID_STR := 1
CFG_G_SPECIAL_1_IS_RECALC_MVP := 1
CFG_CLIPPING_SUBDIVIDE_DESCENDING := 1
BUG_CLIPPING_FAIL_WHEN_SUM_ZERO := 1
BUG_NO_CLAMP_SCREEN_Z_POSITIVE := 1
BUG_TEXGEN_LINEAR_CLOBBER_S_T := 1
BUG_HARMLESS_EXTRA_INIT_VONE := 1
BUG_HARMLESS_TASKDONE_WRONG_ADDR := 1
$(eval $(call ucode_rule,0))
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))
NAME := F3DEX2_NoN_2.04H
ID_STR := RSP Gfx ucode F3DEX.NoN fifo 2.04H Yoshitaka Yasumoto 1998 Nintendo.
CFG_NoN := 1
CFG_OLD_TRI_WRITE := 1
CFG_EXTRA_0A_BEFORE_ID_STR := 1
CFG_G_SPECIAL_1_IS_RECALC_MVP := 1
CFG_CLIPPING_SUBDIVIDE_DESCENDING := 1
BUG_CLIPPING_FAIL_WHEN_SUM_ZERO := 1
BUG_NO_CLAMP_SCREEN_Z_POSITIVE := 1
BUG_TEXGEN_LINEAR_CLOBBER_S_T := 1
BUG_HARMLESS_EXTRA_INIT_VONE := 1
BUG_HARMLESS_TASKDONE_WRONG_ADDR := 1
$(eval $(call ucode_rule,0))
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))
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
BUG_HARMLESS_EXTRA_INIT_VONE := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
BUG_FAIL_IF_CARRY_SET_AT_INIT
$(eval $(call ucode_rule))
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
CFG_XBUS := 1
BUG_HARMLESS_EXTRA_INIT_VONE := 1
BUG_HARMLESS_TASKDONE_WRONG_ADDR := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
CFG_XBUS \
BUG_FAIL_IF_CARRY_SET_AT_INIT \
BUG_HARMLESS_TASKDONE_WRONG_ADDR
$(eval $(call ucode_rule))
NAME := F3DEX2_NoN_2.07
ID_STR := RSP Gfx ucode F3DEX.NoN fifo 2.07 Yoshitaka Yasumoto 1998 Nintendo.
CFG_NoN := 1
BUG_HARMLESS_EXTRA_INIT_VONE := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
CFG_NoN \
BUG_FAIL_IF_CARRY_SET_AT_INIT
$(eval $(call ucode_rule))
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
$(eval $(call ucode_rule,0))
OPTIONS :=
$(eval $(call ucode_rule))
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
CFG_XBUS := 1
BUG_HARMLESS_TASKDONE_WRONG_ADDR := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
CFG_XBUS \
BUG_HARMLESS_TASKDONE_WRONG_ADDR
$(eval $(call ucode_rule))
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
CFG_NoN := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
CFG_NoN
$(eval $(call ucode_rule))
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
CFG_POINT_LIGHTING := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
CFG_POINT_LIGHTING
$(eval $(call ucode_rule))
NAME := F3DEX2_NoN_2.08PL
# ID_STR copied from nearclipping version above for emulator compatibility
ID_STR := RSP Gfx ucode F3DEX fifo 2.08 Yoshitaka Yasumoto/Kawasedo 1999.
CFG_NoN := 1
CFG_POINT_LIGHTING := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
CFG_NoN \
CFG_POINT_LIGHTING
$(eval $(call ucode_rule))
NAME := F3DZEX_2.06H
# ID_STR copied from NoN version below for emulator compatibility
ID_STR := RSP Gfx ucode F3DZEX.NoN fifo 2.06H Yoshitaka Yasumoto 1998 Nintendo.
CFG_G_BRANCH_W := 1
CFG_NoN := 1
CFG_OLD_TRI_WRITE := 1
BUG_WRONG_INIT_VZERO := 1
BUG_HARMLESS_EXTRA_INIT_VONE := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
CFG_G_BRANCH_W \
CFG_OLD_TRI_WRITE \
BUG_WRONG_INIT_VZERO \
BUG_FAIL_IF_CARRY_SET_AT_INIT
$(eval $(call ucode_rule))
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
CFG_G_BRANCH_W := 1
CFG_NoN := 1
CFG_OLD_TRI_WRITE := 1
BUG_WRONG_INIT_VZERO := 1
BUG_HARMLESS_EXTRA_INIT_VONE := 1
$(eval $(call ucode_rule,0))
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))
NAME := F3DZEX_2.08I
# ID_STR copied from NoN version below for emulator compatibility
ID_STR := RSP Gfx ucode F3DZEX.NoN fifo 2.08I Yoshitaka Yasumoto/Kawasedo 1999.
CFG_G_BRANCH_W := 1
CFG_NoN := 1
CFG_POINT_LIGHTING := 1
BUG_WRONG_INIT_VZERO := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
CFG_G_BRANCH_W \
CFG_POINT_LIGHTING \
BUG_WRONG_INIT_VZERO
$(eval $(call ucode_rule))
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
CFG_G_BRANCH_W := 1
CFG_NoN := 1
CFG_POINT_LIGHTING := 1
BUG_WRONG_INIT_VZERO := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
CFG_G_BRANCH_W \
CFG_NoN \
CFG_POINT_LIGHTING \
BUG_WRONG_INIT_VZERO
$(eval $(call ucode_rule))
NAME := F3DZEX_2.08J
# ID_STR copied from NoN version below for emulator compatibility
ID_STR := RSP Gfx ucode F3DZEX.NoN fifo 2.08J Yoshitaka Yasumoto/Kawasedo 1999.
CFG_G_BRANCH_W := 1
CFG_NoN := 1
CFG_POINT_LIGHTING := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
CFG_G_BRANCH_W \
CFG_POINT_LIGHTING
$(eval $(call ucode_rule))
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
CFG_G_BRANCH_W := 1
CFG_NoN := 1
CFG_POINT_LIGHTING := 1
$(eval $(call ucode_rule,0))
OPTIONS := \
CFG_G_BRANCH_W \
CFG_NoN \
CFG_POINT_LIGHTING
$(eval $(call ucode_rule))
.PHONY: default ok all clean
@@ -293,4 +339,4 @@ ok: $(ALL_UCODES_WITH_MD5S)
clean:
@printf "$(WARNING)Deleting all built microcode files$(NO_COL)\n"
@echo "rm -rf ${ALL_OUTPUT_DIRS}"
@echo "rm -rf $(ALL_OUTPUT_DIRS)"

View File

@@ -725,8 +725,8 @@ start: // This is at IMEM 0x1080, not the start of IMEM
lqv $v31[0], (v31Value)($zero)
lqv $v30[0], (v30Value)($zero)
li rdpCmdBufPtr, rdpCmdBuffer1
.if BUG_HARMLESS_EXTRA_INIT_VONE
vadd vOne, vZero, vZero // Harmless extra initialization of vOne (to zero)
.if !BUG_FAIL_IF_CARRY_SET_AT_INIT
vadd vOne, vZero, vZero // Consume VCO (carry) value possibly set by the previous ucode, before vsub below
.endif
li rdpCmdBufEnd, rdpCmdBuffer1End
vsub vOne, vZero, $v31[0] // Vector of 1s