mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-11 03:39:59 +00:00
231 lines
8 KiB
Makefile
231 lines
8 KiB
Makefile
.SUFFIXES:
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PROJECT_DIR := $(dir $(realpath $(firstword $(MAKEFILE_LIST))))
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#### Tools ####
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ifeq ($(shell type mips-linux-gnu-ld >/dev/null 2>/dev/null; echo $$?), 0)
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MIPS_BINUTILS_PREFIX := mips-linux-gnu-
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else
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MIPS_BINUTILS_PREFIX := mips64-elf-
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endif
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# check that either QEMU_IRIX is set or qemu-irix package installed
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ifndef QEMU_IRIX
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QEMU_IRIX := $(shell which qemu-irix)
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ifeq (, $(QEMU_IRIX))
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$(error Please install qemu-irix package or set QEMU_IRIX env var to the full qemu-irix binary path)
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endif
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endif
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AS := $(MIPS_BINUTILS_PREFIX)as
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LD := $(MIPS_BINUTILS_PREFIX)ld
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OBJCOPY := $(MIPS_BINUTILS_PREFIX)objcopy
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OBJDUMP := $(MIPS_BINUTILS_PREFIX)objdump
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CC := $(QEMU_IRIX) -L tools/ido7.1_compiler tools/ido7.1_compiler/usr/bin/cc
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CC_OLD := $(QEMU_IRIX) -L tools/ido5.3_compiler tools/ido5.3_compiler/usr/bin/cc
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# Check code syntax with host compiler
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CC_CHECK := gcc -fno-builtin -fsyntax-only -fsigned-char -std=gnu90 -Wall -Wextra -Wno-format-security -Wno-unknown-pragmas -D _LANGUAGE_C -D NON_MATCHING -Iinclude -Isrc -include stdarg.h
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CPP := cpp
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MKLDSCRIPT := tools/mkldscript
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ELF2ROM := tools/elf2rom
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ZAP2 := tools/ZAP2/ZAP2.out
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OPTIMIZATION := -O2
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ASFLAGS := -march=vr4300 -32 -Iinclude
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# we support Microsoft extensions such as anonymous structs, which the compiler does support but warns for their usage. Surpress the warnings with -woff.
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CFLAGS := -mips2 -G 0 -non_shared -Xfullwarn -Xcpluscomm -Iinclude -Isrc -Wab,-r4300_mul -woff 649,838
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ifeq ($(shell getconf LONG_BIT), 32)
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# Work around memory allocation bug in QEMU
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export QEMU_GUEST_BASE := 1
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else
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# Ensure that gcc treats the code as 32-bit
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CC_CHECK += -m32
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endif
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#### Files ####
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# ROM image
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ROM := zelda_ocarina_mq_dbg.z64
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ELF := $(ROM:.z64=.elf)
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# description of ROM segments
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SPEC := spec
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# baserom files
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include baserom_files.mk
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SRC_DIRS := src src/libultra_boot_O1 src/libultra_boot_O2 src/libultra_code src/boot src/code src/buffers
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ASM_DIRS := asm data data/overlays data/overlays/actors data/overlays/effects data/overlays/gamestates asm/overlays asm/overlays/actors
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include overlays.mk
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include overlays_asm.mk
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include textures.mk
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include scenes.mk
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# source code
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C_FILES := $(foreach dir,$(SRC_DIRS) $(TEXTURE_BIN_DIRS) $(SCENE_DIRS),$(wildcard $(dir)/*.c))
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S_FILES := $(foreach dir,$(ASM_DIRS),$(wildcard $(dir)/*.s))
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#TEXTURE_FILES := $(foreach dir,$(TEXTURE_DIRS),$(wildcard $(dir)/*.xml))
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O_FILES := $(foreach f,$(S_FILES:.s=.o),build/$f) \
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$(foreach f,$(C_FILES:.c=.o),build/$f) \
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$(foreach f,$(BASEROM_FILES),build/$f.o)
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# $(foreach f,$(TEXTURE_FILES:.xml=.o),build/$f)
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#TEXTURE_FILES_RGBA32 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.rgba32.png))
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#TEXTURE_FILES_RGBA16 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.rgb5a1.png))
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#TEXTURE_FILES_GRAY4 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.i4.png))
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#TEXTURE_FILES_GRAY8 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.i8.png))
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#TEXTURE_FILES_GRAYA4 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.ia4.png))
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#TEXTURE_FILES_GRAYA8 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.ia8.png))
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#TEXTURE_FILES_GRAYA16 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.ia16.png))
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#TEXTURE_FILES_CI4 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.ci4.png))
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#TEXTURE_FILES_CI8 := $(foreach dir,$(TEXTURE_BIN_DIRS),$(wildcard $(dir)/*.ci8.png))
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#TEXTURE_FILES_OUT := $(foreach f,$(TEXTURE_FILES_RGBA32:.rgba32.png=.rgba32),build/$f) \
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# $(foreach f,$(TEXTURE_FILES_RGBA16:.rgb5a1.png=.rgb5a1),build/$f) \
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# $(foreach f,$(TEXTURE_FILES_GRAY4:.i4.png=.i4),build/$f) \
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# $(foreach f,$(TEXTURE_FILES_GRAY8:.i8.png=.i8),build/$f) \
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# $(foreach f,$(TEXTURE_FILES_GRAYA4:.ia4.png=.ia4),build/$f) \
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# $(foreach f,$(TEXTURE_FILES_GRAYA8:.ia8.png=.ia8),build/$f) \
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# $(foreach f,$(TEXTURE_FILES_GRAYA16:.ia16.png=.ia16),build/$f) \
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# $(foreach f,$(TEXTURE_FILES_CI4:.ci4.png=.ci4),build/$f) \
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# $(foreach f,$(TEXTURE_FILES_CI8:.ci8.png=.ci8),build/$f) \
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# create build directories
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$(shell mkdir -p build/baserom)
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$(foreach dir,$(SRC_DIRS) $(ASM_DIRS) $(TEXTURE_DIRS) $(TEXTURE_BIN_DIRS) $(SCENE_DIRS),$(shell mkdir -p build/$(dir)))
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build/src/libultra_boot_O1/%.o: OPTIMIZATION := -O1
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build/src/libultra_boot_O2/%.o: OPTIMIZATION := -O2
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build/src/code/fault.o: CFLAGS += -trapuv
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build/src/code/fault.o: OPTIMIZATION := -O2 -g3
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build/src/code/fault_drawer.o: CFLAGS += -trapuv
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build/src/code/fault_drawer.o: OPTIMIZATION := -O2 -g3
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#### Main Targets ###
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compare: $(ROM)
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@md5sum $(ROM)
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@md5sum -c checksum.md5
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$(ROM): $(ELF)
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$(ELF2ROM) -cic 6105 $< $@
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$(ELF): $(TEXTURE_FILES_OUT) $(O_FILES) build/ldscript.txt build/undefined_syms.txt
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$(LD) -T build/undefined_syms.txt -T build/ldscript.txt --no-check-sections --accept-unknown-input-arch --emit-relocs -Map build/z64.map -o $@
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build/ldscript.txt: $(SPEC)
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$(CPP) -P $< > build/spec
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$(MKLDSCRIPT) build/spec $@
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build/undefined_syms.txt: undefined_syms.txt
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$(CPP) -P $< > build/undefined_syms.txt
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clean:
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$(RM) $(ROM) $(ELF) -r build
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setup:
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git submodule update --init --recursive
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make all -C tools
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python3 fixbaserom.py
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python3 extract_baserom.py
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python3 extract_assets.py
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#### Various Recipes ####
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build/baserom/%.o: baserom/%
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$(OBJCOPY) -I binary -O elf32-big $< $@
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build/asm/%.o: asm/%.s
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$(AS) $(ASFLAGS) $^ -o $@
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build/data/%.o: data/%.s
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iconv --to EUC-JP $^ | $(AS) $(ASFLAGS) -o $@
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#build/assets/%.o: assets/%.s
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# $(AS) $(ASFLAGS) $^ -o $@
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# $(OBJCOPY) -O binary $@ $@.bin
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#build/assets/%.c: assets/%.xml
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# cp $(<:.c=.xml) $@
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build/scenes/%.o: scenes/%.c
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$(CC) -c $(CFLAGS) $(OPTIMIZATION) -o $@ $^
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$(OBJCOPY) -O binary $@ $@.bin
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build/assets/%.o: assets/%.c
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$(CC) -c $(CFLAGS) $(OPTIMIZATION) -o $@ $^
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# $(CC_CHECK) $^
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$(OBJCOPY) -O binary $@ $@.bin
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build/src/overlays/%.o: src/overlays/%.c
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$(CC) -c $(CFLAGS) $(OPTIMIZATION) -o $@ $^
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$(CC_CHECK) $^
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$(ZAP2) bovl $@ $^ $(@:.o=_reloc.s)
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$(AS) $(ASFLAGS) $(@:.o=_reloc.s) -o $(@:.o=_reloc.o)
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@$(OBJDUMP) -d $@ > $(@:.o=.s)
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build/asm/overlays/%.o: asm/overlays/%.s
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iconv --to EUC-JP $^ | $(AS) $(ASFLAGS) -o $@
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build/src/%.o: src/%.c
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$(CC) -c $(CFLAGS) $(OPTIMIZATION) -o $@ $^
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$(CC_CHECK) $^
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@$(OBJDUMP) -d $@ > $(@:.o=.s)
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# This line is redundant because of the asm_processor line below, but keeping it here because
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# it is one of the directories that has to be compiled with CC_OLD.
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# build/src/libultra_code/%.o: CC := $(CC_OLD)
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build/src/libultra_boot_O1/%.o: CC := $(CC_OLD)
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build/src/libultra_boot_O2/%.o: CC := $(CC_OLD)
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build/src/boot/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
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build/src/code/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
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build/src/libultra_code/%.o: CC := python3 tools/asm_processor/build.py $(CC_OLD) -- $(AS) $(ASFLAGS) --
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build/src/overlays/actors/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
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build/src/overlays/effects/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
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build/src/overlays/gamestates/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
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build/src/code/jpegutils.o: CC := python3 tools/asm_processor/build.py $(CC_OLD) -- $(AS) $(ASFLAGS) --
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#build/assets/textures/%.o: assets/textures/%.zdata
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# $(OBJCOPY) -I binary -O elf32-big $< $@
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#textures/%.zdata: textures/%
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# $(ZAP2) $<.xml b
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#build/assets/%.s: assets/%.xml
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# $(ZAP2) e rgba32 $< $@
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#build/assets/%.c: assets/%.xml
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# cp $(<:.c=.xml) $@
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#build/assets/%.rgba32: assets/%.rgba32.png
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# $(ZAP2) btex rgba32 $< $@
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#build/assets/%.rgb5a1: assets/%.rgb5a1.png
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# $(ZAP2) btex rgb5a1 $< $@
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#build/assets/%.i4: assets/%.i4.png
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# $(ZAP2) btex i4 $< $@
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#build/assets/%.i8: assets/%.i8.png
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# $(ZAP2) btex i8 $< $@
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#build/assets/%.ia4: assets/%.ia4.png
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# $(ZAP2) btex ia4 $< $@
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#build/assets/%.ia8: assets/%.ia8.png
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# $(ZAP2) btex ia8 $< $@
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#build/assets/%.ci4: assets/%.ci4.png
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# $(ZAP2) btex ci4 $< $@
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#build/assets/%.ci8: assets/%.ci8.png
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# $(ZAP2) btex ci8 $< $@
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