Files
Diddy-Kong-Racing/Makefile
T
2021-12-03 12:32:17 +00:00

540 lines
18 KiB
Makefile
Executable File

# Makefile to build DKR
############################ Shell ###########################
SHELL := /bin/bash
################## Preprocessor definitions ##################
# Currently, only US 1.0 is supported.
VERSION := us_1.0
NON_MATCHING ?= 0
$(eval $(call validate-option,NON_MATCHING,0 1))
ifeq ($(VERSION),us_1.0)
DEFINES += VERSION_US_1_0=1
endif
ifeq ($(NON_MATCHING),1)
DEFINES += NON_MATCHING=1
endif
# Whether to hide commands or not
VERBOSE ?= 0
ifeq ($(VERBOSE),0)
V := @
endif
# Whether to colorize build messages
COLOR ?= 1
############################ Setup ###########################
# Don't do setup checks if cleaning.
ifneq ($(MAKECMDGOALS),clean)
ifneq ($(MAKECMDGOALS),clean_lib)
ifneq ($(MAKECMDGOALS),clean_src)
ifneq ($(MAKECMDGOALS),reset)
################ Check if a baserom exists ################
numberOfFilesInBaseromsDirectory := $(words $(wildcard baseroms/*))
ifeq ($(shell test $(numberOfFilesInBaseromsDirectory) -lt 1; echo $$?),0)
$(error Make sure you have a DKR rom in the /baseroms/ directory)
endif
########## Make tools ##########
DUMMY != make -s -C tools >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to build tools)
endif
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
# Common build print status function
define print
@$(PRINT) "$(GREEN)$(1) $(YELLOW)$(2)$(GREEN) -> $(BLUE)$(3)$(NO_COL)\n"
endef
########## Recomp ##########
RECOMP_PROJECT := ./tools/ido-static-recomp/
DUMMY != ls $(RECOMP_PROJECT)ido >/dev/null || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Missing submodule ido-static-recomp. Please run 'git submodule update --init')
endif
# List of IDO tools required for the repo.
# NOTE: If you are adding a tool here, make sure to update the Makefile in `/tools/ido-static-recomp/`!
RECOMP_TOOLS := cc cfe uopt ugen as1 ujoin uld usplit umerge
RECOMP_DIR := $(RECOMP_PROJECT)build5.3/out/
RECOMP_TOOLS_PATHS = $(addprefix $(RECOMP_DIR),$(RECOMP_TOOLS))
# Checks if all the recomp tools exist.
$(foreach p,$(RECOMP_TOOLS_PATHS),$(if $(wildcard $(p)),,$(info $(p) does not exist!) $(eval runRecomp:=yes)))
# If any of the tools do not exist, then recomp needs to run to build them.
ifeq ($(runRecomp),yes)
DUMMY != cd $(RECOMP_PROJECT) && python3 build.py ido/5.3 -O2 && cd ../../ >&2 || echo FAIL
endif
######## Extract Assets & Microcode ########
DUMMY != python3 ./tools/python/check_if_need_to_extract.py $(VERSION) >&2 || echo FAIL
##### Generate linker file #####
DUMMY != ./generate_ld.sh $(VERSION) >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to generate the linker file)
endif
################################
endif
endif
endif
endif
################ Target Executable and Sources ###############
# BUILD_DIR is location where all build artifacts are placed
# TODO: Support other versions of DKR
BUILD_DIR = build/$(VERSION)
##################### Compiler Options #######################
# Check if a binutils package is installed on the system.
ifeq ($(shell type mips-linux-gnu-ld >/dev/null 2>/dev/null; echo $$?), 0)
CROSS := mips-linux-gnu-
else ifeq ($(shell type mips64-linux-gnu-ld >/dev/null 2>/dev/null; echo $$?), 0)
CROSS := mips64-linux-gnu-
else ifeq ($(shell type mips64-elf-ld >/dev/null 2>/dev/null; echo $$?), 0)
CROSS := mips64-elf-
else
# No binutil packages were found, so we have to download the source & build it.
ifeq ($(wildcard ./tools/binutils/.*),)
DUMMY != ./tools/get-binutils.sh >&2 || echo FAIL
endif
CROSS := ./tools/binutils/mips64-elf-
endif
AS = $(CROSS)as
CC := $(RECOMP_DIR)cc
CPP := cpp -P -Wno-trigraphs
LD = $(CROSS)ld
OBJDUMP = $(CROSS)objdump
# Pad to 12MB if matching, otherwise build to a necessary minimum of 1.04KB
ifeq ($(NON_MATCHING),0)
OBJCOPY = $(CROSS)objcopy --pad-to=0xC00000 --gap-fill=0xFF
else
OBJCOPY = $(CROSS)objcopy --pad-to=0x101000 --gap-fill=0xFF
endif
MIPSISET := -mips1
OPT_FLAGS := -O2
INCLUDE_DIRS := include $(BUILD_DIR) $(BUILD_DIR)/include src include/libc .
C_DEFINES := $(foreach d,$(DEFINES),-D$(d))
DEF_INC_CFLAGS := $(foreach i,$(INCLUDE_DIRS),-I$(i)) $(C_DEFINES)
ASFLAGS = -mtune=vr4300 -march=vr4300 -mabi=32 $(foreach d,$(DEFINES),--defsym $(d))
INCLUDE_CFLAGS := -I include -I $(BUILD_DIR) -I src -I . -I include/libc
CFLAGS = -c -Wab,-r4300_mul -non_shared -G 0 -Xcpluscomm -Xfullwarn -signed $(OPT_FLAGS) $(MIPSISET) $(INCLUDE_CFLAGS) $(DEF_INC_CFLAGS)
LDFLAGS = undefined_syms.txt -T $(LD_SCRIPT) -Map $(BUILD_DIR)/dkr.map
####################### Other Tools #########################
# N64 tools
TOOLS_DIR = ./tools
EMULATOR = mupen64plus
EMU_FLAGS = --noosd
LOADER = loader64
LOADER_FLAGS = -vwf
FixPath = $(subst /,,$1)
N64CRC = $(TOOLS_DIR)/n64crc
FIXCHECKSUMS = python3 $(TOOLS_DIR)/python/calc_func_checksums.py $(VERSION)
TEXBUILDER = $(TOOLS_DIR)/dkr_texbuilder
COMPRESS = $(TOOLS_DIR)/dkr_decompressor -c
LIB_DIRS := lib/
ASM_DIRS := asm/ asm/boot/ asm/assets/ lib/asm/ lib/asm/non_decompilable
SRC_DIRS := $(sort $(dir $(wildcard src/* src/**/*))) $(sort $(dir $(wildcard lib/src/* lib/src/**/* lib/src/**/**/*)))
GLOBAL_ASM_C_FILES != grep -rl 'GLOBAL_ASM(' $(SRC_DIRS)
GLOBAL_ASM_O_FILES = $(foreach file,$(GLOBAL_ASM_C_FILES),$(BUILD_DIR)/$(file:.c=.o))
S_FILES := $(foreach dir,$(ASM_DIRS),$(wildcard $(dir)*.s))
C_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)*.c))
# Object files
O_FILES := $(foreach file,$(S_FILES),$(BUILD_DIR)/$(file:.s=.o)) \
$(foreach file,$(C_FILES),$(BUILD_DIR)/$(file:.c=.o))
# Automatic dependency files
DEP_FILES := $(O_FILES:.o=.d) $(BUILD_DIR)/$(LD_SCRIPT).d
# Check code syntax with host compiler
CC_CHECK := gcc
ifeq ($(shell getconf LONG_BIT), 64)
# Ensure that gcc treats the code as 32-bit
CC_CHECK_CFLAGS += -m32
endif
CC_CHECK_CFLAGS := -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) $(DEF_INC_CFLAGS) -std=gnu90 -Wall -Wextra -Wno-format-security -Wno-main -DNON_MATCHING -DAVOID_UB -D_LANGUAGE_C
####################### ASSETS #########################
# TODO: Clean this up if possible
# All the asset subfolders to create in the build folder.
ASSETS_DIRS := audio bin fonts ids levels levels/headers levels/models levels/names levels/objectMaps misc objects objects/animations objects/headers objects/models particles particles/behaviors particles/particles sprites text text/game text/menu textures textures/2d textures/3d tt_ghosts unknown_0 ucode
ASSETS_DIR = assets/$(VERSION)
UCODE_DIR = ucode/$(VERSION)
ASSETS_COPY = cp
AUDIO_IN_DIR = $(ASSETS_DIR)/audio
AUDIO_OUT_DIR = $(BUILD_DIR)/audio
ALL_ASSETS_BUILT += $(patsubst $(AUDIO_IN_DIR)/%.bin,$(AUDIO_OUT_DIR)/%.bin,$(wildcard $(AUDIO_IN_DIR)/*.bin))
BIN_IN_DIR = $(ASSETS_DIR)/bin
BIN_OUT_DIR = $(BUILD_DIR)/bin
ALL_ASSETS_BUILT += $(patsubst $(BIN_IN_DIR)/%.bin,$(BIN_OUT_DIR)/%.bin,$(wildcard $(BIN_IN_DIR)/*.bin))
FONTS_IN_DIR = $(ASSETS_DIR)/fonts
FONTS_OUT_DIR = $(BUILD_DIR)/fonts
ALL_ASSETS_BUILT += $(patsubst $(FONTS_IN_DIR)/%.bin,$(FONTS_OUT_DIR)/%.bin,$(wildcard $(FONTS_IN_DIR)/*.bin))
IDS_IN_DIR = $(ASSETS_DIR)/ids
IDS_OUT_DIR = $(BUILD_DIR)/ids
ALL_ASSETS_BUILT += $(patsubst $(IDS_IN_DIR)/%.bin,$(IDS_OUT_DIR)/%.bin,$(wildcard $(IDS_IN_DIR)/*.bin))
LEVELS_IN_DIR = $(ASSETS_DIR)/levels
LEVELS_OUT_DIR = $(BUILD_DIR)/levels
LEVEL_HEADERS_IN_DIR = $(LEVELS_IN_DIR)/headers
LEVEL_HEADERS_OUT_DIR = $(LEVELS_OUT_DIR)/headers
LEVEL_MODELS_IN_DIR = $(LEVELS_IN_DIR)/models
LEVEL_MODELS_OUT_DIR = $(LEVELS_OUT_DIR)/models
LEVEL_NAMES_IN_DIR = $(LEVELS_IN_DIR)/names
LEVEL_NAMES_OUT_DIR = $(LEVELS_OUT_DIR)/names
LEVEL_OBJMAPS_IN_DIR = $(LEVELS_IN_DIR)/objectMaps
LEVEL_OBJMAPS_OUT_DIR = $(LEVELS_OUT_DIR)/objectMaps
ALL_ASSETS_BUILT += $(patsubst $(LEVEL_HEADERS_IN_DIR)/%.bin,$(LEVEL_HEADERS_OUT_DIR)/%.bin,$(wildcard $(LEVEL_HEADERS_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(LEVEL_MODELS_IN_DIR)/%.cbin,$(LEVEL_MODELS_OUT_DIR)/%.bin,$(wildcard $(LEVEL_MODELS_IN_DIR)/*.cbin))
ALL_ASSETS_BUILT += $(patsubst $(LEVEL_NAMES_IN_DIR)/%.bin,$(LEVEL_NAMES_OUT_DIR)/%.bin,$(wildcard $(LEVEL_NAMES_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(LEVEL_OBJMAPS_IN_DIR)/%.cbin,$(LEVEL_OBJMAPS_OUT_DIR)/%.bin,$(wildcard $(LEVEL_OBJMAPS_IN_DIR)/*.cbin))
MISC_IN_DIR = $(ASSETS_DIR)/misc
MISC_OUT_DIR = $(BUILD_DIR)/misc
ALL_ASSETS_BUILT += $(patsubst $(MISC_IN_DIR)/%.bin,$(MISC_OUT_DIR)/%.bin,$(wildcard $(MISC_IN_DIR)/*.bin))
OBJECTS_IN_DIR = $(ASSETS_DIR)/objects
OBJECTS_OUT_DIR = $(BUILD_DIR)/objects
OBJECT_ANIMS_IN_DIR = $(OBJECTS_IN_DIR)/animations
OBJECT_ANIMS_OUT_DIR = $(OBJECTS_OUT_DIR)/animations
OBJECT_HEADERS_IN_DIR = $(OBJECTS_IN_DIR)/headers
OBJECT_HEADERS_OUT_DIR = $(OBJECTS_OUT_DIR)/headers
OBJECT_MODELS_IN_DIR = $(OBJECTS_IN_DIR)/models
OBJECT_MODELS_OUT_DIR = $(OBJECTS_OUT_DIR)/models
ALL_ASSETS_BUILT += $(patsubst $(OBJECTS_IN_DIR)/%.bin,$(OBJECTS_OUT_DIR)/%.bin,$(wildcard $(OBJECTS_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(OBJECT_ANIMS_IN_DIR)/%.cbin,$(OBJECT_ANIMS_OUT_DIR)/%.bin,$(wildcard $(OBJECT_ANIMS_IN_DIR)/*.cbin))
ALL_ASSETS_BUILT += $(patsubst $(OBJECT_HEADERS_IN_DIR)/%.bin,$(OBJECT_HEADERS_OUT_DIR)/%.bin,$(wildcard $(OBJECT_HEADERS_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(OBJECT_MODELS_IN_DIR)/%.cbin,$(OBJECT_MODELS_OUT_DIR)/%.bin,$(wildcard $(OBJECT_MODELS_IN_DIR)/*.cbin))
PARTICLES_IN_DIR = $(ASSETS_DIR)/particles
PARTICLES_OUT_DIR = $(BUILD_DIR)/particles
PART_BEHAVIORS_IN_DIR = $(PARTICLES_IN_DIR)/behaviors
PART_BEHAVIORS_OUT_DIR = $(PARTICLES_OUT_DIR)/behaviors
PART_PARTICLES_IN_DIR = $(PARTICLES_IN_DIR)/particles
PART_PARTICLES_OUT_DIR = $(PARTICLES_OUT_DIR)/particles
ALL_ASSETS_BUILT += $(patsubst $(PART_BEHAVIORS_IN_DIR)/%.bin,$(PART_BEHAVIORS_OUT_DIR)/%.bin,$(wildcard $(PART_BEHAVIORS_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(PART_PARTICLES_IN_DIR)/%.bin,$(PART_PARTICLES_OUT_DIR)/%.bin,$(wildcard $(PART_PARTICLES_IN_DIR)/*.bin))
SPRITES_IN_DIR = $(ASSETS_DIR)/sprites
SPRITES_OUT_DIR = $(BUILD_DIR)/sprites
ALL_ASSETS_BUILT += $(patsubst $(SPRITES_IN_DIR)/%.bin,$(SPRITES_OUT_DIR)/%.bin,$(wildcard $(SPRITES_IN_DIR)/*.bin))
TEXT_IN_DIR = $(ASSETS_DIR)/text
TEXT_OUT_DIR = $(BUILD_DIR)/text
TEXT_GAME_IN_DIR = $(TEXT_IN_DIR)/game
TEXT_GAME_OUT_DIR = $(TEXT_OUT_DIR)/game
TEXT_MENU_IN_DIR = $(TEXT_IN_DIR)/menu
TEXT_MENU_OUT_DIR = $(TEXT_OUT_DIR)/menu
ALL_ASSETS_BUILT += $(patsubst $(TEXT_GAME_IN_DIR)/%.bin,$(TEXT_GAME_OUT_DIR)/%.bin,$(wildcard $(TEXT_GAME_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(TEXT_MENU_IN_DIR)/%.bin,$(TEXT_MENU_OUT_DIR)/%.bin,$(wildcard $(TEXT_MENU_IN_DIR)/*.bin))
TEXTURES_IN_DIR = $(ASSETS_DIR)/textures
TEXTURES_OUT_DIR = $(BUILD_DIR)/textures
TEXTURES_2D_IN_DIR = $(TEXTURES_IN_DIR)/2d
TEXTURES_2D_OUT_DIR = $(TEXTURES_OUT_DIR)/2d
TEXTURES_3D_IN_DIR = $(TEXTURES_IN_DIR)/3d
TEXTURES_3D_OUT_DIR = $(TEXTURES_OUT_DIR)/3d
ALL_ASSETS_BUILT += $(patsubst $(TEXTURES_2D_IN_DIR)/%.png,$(TEXTURES_2D_OUT_DIR)/%.bin,$(wildcard $(TEXTURES_2D_IN_DIR)/*.png))
ALL_ASSETS_BUILT += $(patsubst $(TEXTURES_3D_IN_DIR)/%.png,$(TEXTURES_3D_OUT_DIR)/%.bin,$(wildcard $(TEXTURES_3D_IN_DIR)/*.png))
TT_GHOSTS_IN_DIR = $(ASSETS_DIR)/tt_ghosts
TT_GHOSTS_OUT_DIR = $(BUILD_DIR)/tt_ghosts
ALL_ASSETS_BUILT += $(patsubst $(TT_GHOSTS_IN_DIR)/%.bin,$(TT_GHOSTS_OUT_DIR)/%.bin,$(wildcard $(TT_GHOSTS_IN_DIR)/*.bin))
UNKNOWN_0_IN_DIR = $(ASSETS_DIR)/unknown_0
UNKNOWN_0_OUT_DIR = $(BUILD_DIR)/unknown_0
ALL_ASSETS_BUILT += $(patsubst $(UNKNOWN_0_IN_DIR)/%.bin,$(UNKNOWN_0_OUT_DIR)/%.bin,$(wildcard $(UNKNOWN_0_IN_DIR)/*.bin))
UCODE_IN_DIR = $(UCODE_DIR)
UCODE_OUT_DIR = $(BUILD_DIR)/ucode
UCODE = $(wildcard $(UCODE_IN_DIR)/*.bin)
ALL_ASSETS_BUILT += $(patsubst $(UCODE_IN_DIR)/%.bin,$(UCODE_OUT_DIR)/%.bin,$(UCODE))
#ALL_ASSETS_BUILT := $(ANIMATIONS_BUILT) $(AUDIO_BUILT) $(BILLBOARDS_BUILT) $(BINS_BUILT) $(CHEATS_BUILT) $(FONTS_BUILT) $(LEVELS_BUILT) $(OBJECTS_BUILT) $(TEXTURES_BUILT) $(PARTICLES_BUILT) $(TEXT_BUILT) $(TT_GHOSTS_BUILT) $(UCODE_BUILT) $(LUT_BUILT)
####################### LIBULTRA #########################
$(BUILD_DIR)/lib/%.o: OPT_FLAGS := -O2
$(BUILD_DIR)/lib/src/al/%.o: OPT_FLAGS := -O3
$(BUILD_DIR)/lib/src/os/%.o: OPT_FLAGS := -O1
$(BUILD_DIR)/lib/src/os/osViMgr.o: OPT_FLAGS := -O2
$(BUILD_DIR)/lib/src/os/osCreatePiManager.o: OPT_FLAGS := -O2
$(BUILD_DIR)/lib/src/os/osMotor.o: OPT_FLAGS := -O2
$(BUILD_DIR)/lib/src/libc/xprintf.o : OPT_FLAGS := -O3
$(BUILD_DIR)/lib/src/al/unknown_0C9C90.o: OPT_FLAGS := -O2 -Wo,-loopunroll,0
#$(BUILD_DIR)/lib/src/libc/llcvt.o: OPT_FLAGS :=
#$(BUILD_DIR)/lib/src/libc/llcvt.o: MIPSISET := -mips3 32
$(BUILD_DIR)/lib/%.o: MIPSISET := -mips2
$(BUILD_DIR)/lib/src/mips1/%.o: MIPSISET := -mips1
$(BUILD_DIR)/lib/src/os/osMotor.o: MIPSISET := -mips1
# asm-processor currently does not support -O3, so this is my workaround.
$(BUILD_DIR)/lib/src/al/global_asm/%.o: OPT_FLAGS := -O2
######################## Targets #############################
default: all
TARGET = dkr
LD_SCRIPT = $(TARGET).ld
all: $(BUILD_DIR)/$(TARGET).z64
reset:
ifneq ($(wildcard ./build/.*),)
rm -r build
endif
ifneq ($(wildcard ./assets/.*),)
rm -r assets
endif
ifneq ($(wildcard ./ucode/.*),)
rm -r ucode
endif
@echo "Done."
clean:
ifneq ($(wildcard ./build/.*),)
rm -r build
else
@echo "/build/ directory has already been deleted."
endif
clean_lib:
ifneq ($(wildcard $(BUILD_DIR)/lib/.*),)
rm -r $(BUILD_DIR)/lib/src/*/*.o
else
@echo "build lib directory has already been deleted."
endif
clean_src: clean_lib
ifneq ($(wildcard $(BUILD_DIR)/src/.*),)
rm -r $(BUILD_DIR)/src/*.o
else
@echo "/build/lib directory has already been deleted."
endif
$(BUILD_DIR):
@$(PRINT) "$(GREEN)Making Build Directory: $(BLUE)$@ $(NO_COL)\n"
$(V)mkdir -p $(BUILD_DIR) $(addprefix $(BUILD_DIR)/,$(LIB_DIRS) $(ASM_DIRS) $(SRC_DIRS) $(ASSETS_DIRS))
# Helps fix an issue with parallel jobs.
$(ALL_ASSETS_BUILT): | $(BUILD_DIR)
# This is here to prevent make from deleting all the asset files after the build completes/fails.
dont_remove_asset_files: $(ALL_ASSETS_BUILT)
######## Asset Targets ########
# All assets should output a .bin file
$(AUDIO_OUT_DIR)/%.bin: $(AUDIO_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(BIN_OUT_DIR)/%.bin: $(BIN_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(FONTS_OUT_DIR)/%.bin: $(FONTS_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(IDS_OUT_DIR)/%.bin: $(IDS_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(LEVEL_HEADERS_OUT_DIR)/%.bin: $(LEVEL_HEADERS_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(LEVEL_MODELS_OUT_DIR)/%.bin: $(LEVEL_MODELS_IN_DIR)/%.cbin
$(call print,Compressing:,$<,$@)
$(V)$(COMPRESS) $^ $@
$(LEVEL_NAMES_OUT_DIR)/%.bin: $(LEVEL_NAMES_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(LEVEL_OBJMAPS_OUT_DIR)/%.bin: $(LEVEL_OBJMAPS_IN_DIR)/%.cbin
$(call print,Compressing:,$<,$@)
$(V)$(COMPRESS) $^ $@
$(MISC_OUT_DIR)/%.bin: $(MISC_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(OBJECTS_OUT_DIR)/%.bin: $(OBJECTS_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(OBJECT_ANIMS_OUT_DIR)/%.bin: $(OBJECT_ANIMS_IN_DIR)/%.cbin
$(call print,Compressing:,$<,$@)
$(V)$(COMPRESS) $^ $@
$(OBJECT_HEADERS_OUT_DIR)/%.bin: $(OBJECT_HEADERS_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(OBJECT_MODELS_OUT_DIR)/%.bin: $(OBJECT_MODELS_IN_DIR)/%.cbin
$(call print,Compressing:,$<,$@)
$(V)$(COMPRESS) $^ $@
$(PART_BEHAVIORS_OUT_DIR)/%.bin: $(PART_BEHAVIORS_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(PART_PARTICLES_OUT_DIR)/%.bin: $(PART_PARTICLES_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(SPRITES_OUT_DIR)/%.bin: $(SPRITES_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(TEXT_GAME_OUT_DIR)/%.bin: $(TEXT_GAME_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(TEXT_MENU_OUT_DIR)/%.bin: $(TEXT_MENU_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(TEXTURES_2D_OUT_DIR)/%.bin: $(TEXTURES_2D_IN_DIR)/%.png
$(call print,Building Texture:,$<,$@)
$(V)$(TEXBUILDER) $^ $@
$(TEXTURES_3D_OUT_DIR)/%.bin: $(TEXTURES_3D_IN_DIR)/%.png
$(call print,Building Texture:,$<,$@)
$(V)$(TEXBUILDER) $^ $@
$(TEXT_MENU_OUT_DIR)/%.bin: $(TEXT_MENU_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(TT_GHOSTS_OUT_DIR)/%.bin: $(TT_GHOSTS_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(UNKNOWN_0_OUT_DIR)/%.bin: $(UNKNOWN_0_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
$(UCODE_OUT_DIR)/%.bin: $(UCODE_IN_DIR)/%.bin
$(call print,Copying:,$<,$@)
$(V)$(ASSETS_COPY) $^ $@
###############################
$(BUILD_DIR)/%.o: %.s | $(ALL_ASSETS_BUILT)
$(call print,Assembling:,$<,$@)
$(V)$(AS) $(ASFLAGS) -MD $(BUILD_DIR)/$*.d -o $@ $<
$(BUILD_DIR)/%.o: %.c | $(ALL_ASSETS_BUILT)
$(call print,Compiling:,$<,$@)
@$(CC_CHECK) $(CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $<
$(V)$(CC) -c $(CFLAGS) -o $@ $<
$(BUILD_DIR)/%.o: $(BUILD_DIR)/%.c | $(ALL_ASSETS_BUILT)
$(call print,Compiling:,$<,$@)
@$(CC_CHECK) $(CC_CHECK_CFLAGS) -MMD -MP -MT $@ -MF $(BUILD_DIR)/$*.d $<
$(V)$(CC) -c $(CFLAGS) -o $@ $<
$(BUILD_DIR)/$(LD_SCRIPT): $(LD_SCRIPT) | $(ALL_ASSETS_BUILT)
$(call print,Preprocessing linker script:,$<,$@)
$(V)$(CPP) $(VERSION_CFLAGS) -DBUILD_DIR=$(BUILD_DIR) -MMD -MP -MT $@ -MF $@.d -o $@ $<
$(BUILD_DIR)/$(TARGET).elf: $(O_FILES) $(BUILD_DIR)/$(LD_SCRIPT) | $(ALL_ASSETS_BUILT)
@$(PRINT) "$(GREEN)Linking ELF file: $(BLUE)$@ $(NO_COL)\n"
$(V)$(LD) $(LDFLAGS) -o $@ $(O_FILES) $(LIBS)
$(BUILD_DIR)/$(TARGET).bin: $(BUILD_DIR)/$(TARGET).elf | $(ALL_ASSETS_BUILT)
$(call print,Making .bin:,$<,$@)
$(V)$(OBJCOPY) $< $@ -O binary
$(BUILD_DIR)/$(TARGET).z64: $(BUILD_DIR)/$(TARGET).bin | $(ALL_ASSETS_BUILT)
$(call print,Making final z64 ROM:,$<,$@)
$(V)cp $< $@
$(V)$(FIXCHECKSUMS)
$(V)$(N64CRC) $@
ifeq ($(NON_MATCHING),0)
@(sha1sum -c --quiet sha1/dkr.$(VERSION).sha1 \
&& $(PRINT) "$(BLUE)$@$(NO_COL)\
: $(GREEN)OK$(NO_COL)\n")
@$(PRINT) "$(YELLOW) __\n .\`_ _\`.\n| | \`| | |\n| |_|._| |\n \`. __ .\'$(NO_COL)\n\n"
else
@$(PRINT) "$(GREEN)Build Complete!$(NO_COL)\n"
endif
$(BUILD_DIR)/$(TARGET).hex: $(BUILD_DIR)/$(TARGET).z64
xxd $< > $@
$(BUILD_DIR)/$(TARGET).objdump: $(BUILD_DIR)/$(TARGET).elf
$(OBJDUMP) -D $< > $@
$(GLOBAL_ASM_O_FILES): CC := $(PYTHON) tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
test: $(BUILD_DIR)/$(TARGET).z64
$(EMULATOR) $(EMU_FLAGS) $<
load: $(BUILD_DIR)/$(TARGET).z64
$(LOADER) $(LOADER_FLAGS) $<
.PHONY: all clean default diff test
# Remove built-in rules, to improve performance
MAKEFLAGS += --no-builtin-rules
-include $(DEP_FILES)