.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/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 #### 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 $@ $@.bin #build/assets/%.c: assets/%.xml # cp $(<:.c=.xml) $@ build/scenes/%.o: scenes/%.c $(CC) -c $(CFLAGS) $(OPTIMIZATION) -o $@ $^ $(OBJCOPY) -O binary $@ $@.bin build/assets/%.o: assets/%.c $(CC) -c $(CFLAGS) $(OPTIMIZATION) -o $@ $^ # $(CC_CHECK) $^ $(OBJCOPY) -O binary $@ $@.bin #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/libultra_code/%.o: CC := $(CC_OLD) build/src/libultra_boot_O1/%.o: CC := $(CC_OLD) build/src/libultra_boot_O2/%.o: CC := $(CC_OLD) 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/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 $< $@