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makefile
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makefile
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.SUFFIXES:
PROJECT_DIR := $(dir $(realpath $(firstword $(MAKEFILE_LIST))))
#### Tools ####
ifeq ($(shell type mips-linux-gnu-ld >/dev/null 2>/dev/null; echo $$?), 0)
MIPS_BINUTILS_PREFIX := mips-linux-gnu-
else
MIPS_BINUTILS_PREFIX := mips64-elf-
endif
# check that either QEMU_IRIX is set or qemu-irix package installed
ifndef QEMU_IRIX
QEMU_IRIX := $(shell which qemu-irix)
ifeq (, $(QEMU_IRIX))
$(error Please install qemu-irix package or set QEMU_IRIX env var to the full qemu-irix binary path)
endif
endif
AS := $(MIPS_BINUTILS_PREFIX)as
LD := $(MIPS_BINUTILS_PREFIX)ld
OBJCOPY := $(MIPS_BINUTILS_PREFIX)objcopy
OBJDUMP := $(MIPS_BINUTILS_PREFIX)objdump
# Be sure to grab ido7.1_compiler and put it in tools/ first.
CC := $(QEMU_IRIX) -L tools/ido7.1_compiler tools/ido7.1_compiler/usr/bin/cc
CC_OLD := $(QEMU_IRIX) -L tools/ido5.3_compiler tools/ido5.3_compiler/usr/bin/cc
# Check code syntax with host compiler (TODO: define NON_MATCHING because the non-matching code is utterly broken)
CC_CHECK := gcc -fno-builtin -fsyntax-only -fsigned-char -std=gnu90 -Wall -Wextra -Wno-format-security -Wno-unknown-pragmas -D _LANGUAGE_C -I include -include stdarg.h
CPP := cpp
MKLDSCRIPT := tools/mkldscript
ELF2ROM := tools/elf2rom
ZAP2 := tools/ZAP2/ZAP2.out
OPTIMIZATION := -O2
ASFLAGS := -march=vr4300 -32 -I include
# we support Microsoft extensions such as anonymous structs, which the compiler does support but warns for their usage. Surpress the warnings with -woff.
CFLAGS := -mips2 -G 0 -non_shared -Xfullwarn -Xcpluscomm -I include -Wab,-r4300_mul -woff 649,838
ifeq ($(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 += -m32
endif
#### Files ####
# ROM image
ROM := zelda_ocarina_mq_dbg.z64
ELF := $(ROM:.z64=.elf)
# description of ROM segments
SPEC := spec
# baserom files
include baserom_files.mk
SRC_DIRS := src src/libultra_boot_O1 src/libultra_boot_O2 src/libultra_code src/boot src/code src/buffers
ASM_DIRS := asm data data/overlays data/overlays/actors data/overlays/effects data/overlays/gamestates asm/overlays asm/overlays/actors
include overlays.mk
include overlays_asm.mk
include textures.mk
include scenes.mk
# source code
C_FILES := $(foreach dir,$(SRC_DIRS) $(TEXTURE_BIN_DIRS) $(SCENE_DIRS),$(wildcard $(dir)/*.c))
S_FILES := $(foreach dir,$(ASM_DIRS),$(wildcard $(dir)/*.s))
#TEXTURE_FILES := $(foreach dir,$(TEXTURE_DIRS),$(wildcard $(dir)/*.xml))
O_FILES := $(foreach f,$(S_FILES:.s=.o),build/$f) \
$(foreach f,$(C_FILES:.c=.o),build/$f) \
$(foreach f,$(BASEROM_FILES),build/$f.o)
# $(foreach f,$(TEXTURE_FILES:.xml=.o),build/$f)
#TEXTURE_FILES_RGBA32 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.rgba32.png))
#TEXTURE_FILES_RGBA16 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.rgb5a1.png))
#TEXTURE_FILES_GRAY4 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.i4.png))
#TEXTURE_FILES_GRAY8 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.i8.png))
#TEXTURE_FILES_GRAYA4 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.ia4.png))
#TEXTURE_FILES_GRAYA8 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.ia8.png))
#TEXTURE_FILES_GRAYA16 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.ia16.png))
#TEXTURE_FILES_CI4 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.ci4.png))
#TEXTURE_FILES_CI8 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.ci8.png))
#TEXTURE_FILES_OUT := $(foreach f,$(TEXTURE_FILES_RGBA32:.rgba32.png=.rgba32),build/$f) \
# $(foreach f,$(TEXTURE_FILES_RGBA16:.rgb5a1.png=.rgb5a1),build/$f) \
# $(foreach f,$(TEXTURE_FILES_GRAY4:.i4.png=.i4),build/$f) \
# $(foreach f,$(TEXTURE_FILES_GRAY8:.i8.png=.i8),build/$f) \
# $(foreach f,$(TEXTURE_FILES_GRAYA4:.ia4.png=.ia4),build/$f) \
# $(foreach f,$(TEXTURE_FILES_GRAYA8:.ia8.png=.ia8),build/$f) \
# $(foreach f,$(TEXTURE_FILES_GRAYA16:.ia16.png=.ia16),build/$f) \
# $(foreach f,$(TEXTURE_FILES_CI4:.ci4.png=.ci4),build/$f) \
# $(foreach f,$(TEXTURE_FILES_CI8:.ci8.png=.ci8),build/$f) \
# create build directories
$(shell mkdir -p build/baserom)
$(foreach dir,$(SRC_DIRS) $(ASM_DIRS) $(TEXTURE_DIRS) $(TEXTURE_BIN_DIRS) $(SCENE_DIRS),$(shell mkdir -p build/$(dir)))
build/src/libultra_boot_O1/%.o: OPTIMIZATION := -O1
build/src/libultra_boot_O2/%.o: OPTIMIZATION := -O2
build/src/libultra_code/%.o: CC := $(CC_OLD)
build/src/code/fault.o: CFLAGS += -trapuv
build/src/code/fault.o: OPTIMIZATION := -O2 -g3
build/src/code/fault_drawer.o: CFLAGS += -trapuv
build/src/code/fault_drawer.o: OPTIMIZATION := -O2 -g3
#build/src/libultra_code/osJamMesg.o: OPTIMIZATION := -O1 #TODO is this needed?
#build/src/libultra_code/_Litob.o: OPTIMIZATION := -O3 #TODO is this needed?
#Command for 5.3 with asm_processor: CC := python3 tools/asm_processor/build.py $(CC_OLD) -- $(AS) $(ASFLAGS) --
#### Main Targets ###
compare: $(ROM)
@md5sum $(ROM)
@md5sum -c checksum.md5
$(ROM): $(ELF)
$(ELF2ROM) -cic 6105 $< $@
$(ELF): $(TEXTURE_FILES_OUT) $(O_FILES) build/ldscript.txt build/undefined_syms.txt
$(LD) -T build/undefined_syms.txt -T build/ldscript.txt --no-check-sections --accept-unknown-input-arch --emit-relocs -Map build/z64.map -o $@
build/ldscript.txt: $(SPEC)
$(CPP) -P $< > build/spec
$(MKLDSCRIPT) build/spec $@
build/undefined_syms.txt: undefined_syms.txt
$(CPP) -P $< > build/undefined_syms.txt
clean:
$(RM) $(ROM) $(ELF) -r build
#### Various Recipes ####
build/baserom/%.o: baserom/%
$(OBJCOPY) -I binary -O elf32-big $< $@
build/asm/%.o: asm/%.s
$(AS) $(ASFLAGS) $^ -o $@
build/data/%.o: data/%.s
iconv --to EUC-JP $^ | $(AS) $(ASFLAGS) -o $@
#build/assets/%.o: assets/%.s
# $(AS) $(ASFLAGS) $^ -o $@
# $(OBJCOPY) -O binary $@ [email protected]
#build/assets/%.c: assets/%.xml
# cp $(<:.c=.xml) $@
build/scenes/%.o: scenes/%.c
$(CC) -c $(CFLAGS) $(OPTIMIZATION) -o $@ $^
$(OBJCOPY) -O binary $@ [email protected]
build/assets/%.o: assets/%.c
$(CC) -c $(CFLAGS) $(OPTIMIZATION) -o $@ $^
# $(CC_CHECK) $^
$(OBJCOPY) -O binary $@ [email protected]
#build/src/boot/%.o: src/boot/%.c
# $(CC) -c $(CFLAGS) $(OPTIMIZATION) -o $@ $^
# @$(OBJDUMP) -d $@ > $(@:.o=.s)
build/src/overlays/%.o: src/overlays/%.c
$(CC) -c $(CFLAGS) $(OPTIMIZATION) -o $@ $^
$(CC_CHECK) $^
$(ZAP2) bovl $@ $^ $(@:.o=_reloc.s)
$(AS) $(ASFLAGS) $(@:.o=_reloc.s) -o $(@:.o=_reloc.o)
@$(OBJDUMP) -d $@ > $(@:.o=.s)
build/asm/overlays/%.o: asm/overlays/%.s
iconv --to EUC-JP $^ | $(AS) $(ASFLAGS) -o $@
build/src/%.o: src/%.c
$(CC) -c $(CFLAGS) $(OPTIMIZATION) -o $@ $^
$(CC_CHECK) $^
@$(OBJDUMP) -d $@ > $(@:.o=.s)
build/src/boot/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
build/src/code/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
build/src/libultra_boot_O1/%.o: CC := python3 tools/asm_processor/build.py $(CC_OLD) -- $(AS) $(ASFLAGS) --
build/src/libultra_boot_O2/%.o: CC := python3 tools/asm_processor/build.py $(CC_OLD) -- $(AS) $(ASFLAGS) --
build/src/overlays/actors/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
build/src/overlays/effects/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
build/src/overlays/gamestates/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
#build/assets/textures/%.o: assets/textures/%.zdata
# $(OBJCOPY) -I binary -O elf32-big $< $@
#textures/%.zdata: textures/%
# $(ZAP2) $<.xml b
#build/assets/%.s: assets/%.xml
# $(ZAP2) e rgba32 $< $@
#build/assets/%.c: assets/%.xml
# cp $(<:.c=.xml) $@
#build/assets/%.rgba32: assets/%.rgba32.png
# $(ZAP2) btex rgba32 $< $@
#build/assets/%.rgb5a1: assets/%.rgb5a1.png
# $(ZAP2) btex rgb5a1 $< $@
#build/assets/%.i4: assets/%.i4.png
# $(ZAP2) btex i4 $< $@
#build/assets/%.i8: assets/%.i8.png
# $(ZAP2) btex i8 $< $@
#build/assets/%.ia4: assets/%.ia4.png
# $(ZAP2) btex ia4 $< $@
#build/assets/%.ia8: assets/%.ia8.png
# $(ZAP2) btex ia8 $< $@
#build/assets/%.ci4: assets/%.ci4.png
# $(ZAP2) btex ci4 $< $@
#build/assets/%.ci8: assets/%.ci8.png
# $(ZAP2) btex ci8 $< $@