# # NOTE: Overrideable default flags are set in config.mk # include config.mk MAKEFLAGS += --no-print-directory # Clear the default suffixes .SUFFIXES: # Don't delete intermediate files .SECONDARY: # Delete files that weren't built properly .DELETE_ON_ERROR: # Secondary expansion is required for dependency variables in object rules. .SECONDEXPANSION: # Quotes must remain to ensure that paths with spaces are respected ROOT_DIR := "$(shell dirname "$(realpath $(firstword $(MAKEFILE_LIST)))")" OS := $(shell uname) ### TOOLCHAIN ### # GBA ifeq ($(PLATFORM),gba) TOOLCHAIN := $(DEVKITARM) COMPARE ?= 0 ifeq (compare,$(MAKECMDGOALS)) COMPARE := 1 endif # don't use dkP's base_tools anymore # because the redefinition of $(CC) conflicts # with when we want to use $(CC) to preprocess files # thus, manually create the variables for the bin # files, or use arm-none-eabi binaries on the system # if dkP is not installed on this system ifneq (,$(TOOLCHAIN)) ifneq ($(wildcard $(TOOLCHAIN)/bin),) export PATH := $(TOOLCHAIN)/bin:$(PATH) endif endif PREFIX := arm-none-eabi- # x86 else ifeq ($(CPU_ARCH),i386) ifeq ($(PLATFORM),sdl_win32) TOOLCHAIN := /usr/x86_64-w64-mingw32/ PREFIX := x86_64-w64-mingw32- else ifeq ($(PLATFORM),win32) TOOLCHAIN := /usr/x86_64-w64-mingw32/ PREFIX := x86_64-w64-mingw32- endif # PSP else ifeq ($(PLATFORM),sdl_psp) PSPDEV ?= $(HOME)/pspdev PSPSDK := $(PSPDEV)/psp/sdk export PATH := $(PSPDEV)/bin:$(PATH) PREFIX := psp- else ifeq ($(PLATFORM),ps2) PREFIX := mips64r5900el-ps2-elf- else # Native ifneq ($(PLATFORM),sdl) $(error Unsupported CPU arch for platform '$(CPU_ARCH)', '$(PLATFORM)') endif endif # (PLATFORM == gba) ifeq ($(OS),Windows_NT) EXE := .exe else EXE := endif SHELL := /bin/bash -o pipefail SHA1 := $(shell { command -v sha1sum || command -v shasum; } 2>/dev/null) -c ifeq ($(PLATFORM),gba) CC1 := tools/agbcc/bin/agbcc$(EXE) CC1_OLD := tools/agbcc/bin/old_agbcc$(EXE) else CC1 := $(PREFIX)gcc$(EXE) CXX := $(PREFIX)g++$(EXE) CC1_OLD := $(CC1) endif CPP := $(PREFIX)cpp LD := $(PREFIX)ld OBJCOPY := $(PREFIX)objcopy AS := $(PREFIX)as FORMAT := clang-format-13 ### TOOLS ### GFX := tools/gbagfx/gbagfx$(EXE) ENT_POS := tools/entity_positions/entity_positions$(EXE) AIF := tools/aif2pcm/aif2pcm$(EXE) MID2AGB := tools/mid2agb/mid2agb$(EXE) SCANINC := tools/scaninc/scaninc$(EXE) PREPROC := tools/preproc/preproc$(EXE) RAMSCRGEN := tools/ramscrgen/ramscrgen$(EXE) FIX := tools/gbafix/gbafix$(EXE) TOOLDIRS := $(filter-out tools/agbcc/ tools/BriBaSA_ex/, $(dir $(wildcard tools/*/Makefile))) TOOLBASE = $(TOOLDIRS:tools/%=%) TOOLS = $(foreach tool,$(TOOLBASE),tools/$(tool)/$(tool)$(EXE)) ### DEPS ### SDL_MINGW_PKG := $(ROOT_DIR)/ext/SDL2-2.30.3/x86_64-w64-mingw32 SDL_MINGW_INCLUDE := $(SDL_MINGW_PKG)/include/SDL2 SDL_MINGW_SDL_DLL := $(SDL_MINGW_PKG)/bin/SDL2.dll SDL_MINGW_LIB := $(SDL_MINGW_PKG)/lib SDL_MINGW_FLAGS := -I$(SDL_MINGW_INCLUDE) -D_THREAD_SAFE SDL_MINGW_LIBS := -L$(SDL_MINGW_LIB) -lSDL2main -lSDL2.dll LIBABGSYSCALL_LIBS := -L$(ROOT_DIR)/libagbsyscall/build/$(PLATFORM) -lagbsyscall ### FILES ### OBJ_DIR := build/$(PLATFORM)/$(BUILD_NAME) ifeq ($(PLATFORM),gba) ROM := $(BUILD_NAME).gba ELF := $(ROM:.gba=.elf) MAP := $(ROM:.gba=.map) else ifeq ($(PLATFORM),sdl) ROM := $(BUILD_NAME).sdl ELF := $(ROM).elf MAP := $(ROM).map else ifeq ($(PLATFORM),sdl_psp) ROM := EBOOT.PBP ELF := $(BUILD_NAME).sdl_psp.elf MAP := $(BUILD_NAME).sdl_psp.map else ifeq ($(PLATFORM),ps2) ROM := $(BUILD_NAME).$(PLATFORM).iso ELF := $(ROM:.iso=.elf) MAP := $(ROM:.iso=.map) else ROM := $(BUILD_NAME).$(PLATFORM).exe ELF := $(ROM:.exe=.elf) MAP := $(ROM:.exe=.map) endif INCLUDE_DIRS = include INCLUDE_CPP_ARGS := $(INCLUDE_DIRS:%=-iquote %) INCLUDE_SCANINC_ARGS := $(INCLUDE_DIRS:%=-I %) ASM_SUBDIR = asm ASM_BUILDDIR = $(OBJ_DIR)/$(ASM_SUBDIR) C_SUBDIR = src C_BUILDDIR = $(OBJ_DIR)/$(C_SUBDIR) DATA_ASM_SUBDIR = data/$(GAME_NAME) DATA_ASM_BUILDDIR = $(OBJ_DIR)/$(DATA_ASM_SUBDIR) SONG_SUBDIR = sound/$(GAME_NAME)/songs SONG_BUILDDIR = $(OBJ_DIR)/$(SONG_SUBDIR) SOUND_ASM_SUBDIR = sound SOUND_ASM_BUILDDIR = $(OBJ_DIR)/$(SOUND_ASM_SUBDIR) MID_SUBDIR = sound/$(GAME_NAME)/songs/midi MID_BUILDDIR = $(OBJ_DIR)/$(MID_SUBDIR) SAMPLE_SUBDIR = sound/$(GAME_NAME)/direct_sound_samples SHARED_SAMPLE_SUBDIR = sound/shared/direct_sound_samples OBJ_TILES_4BPP_SUBDIR = graphics/$(GAME_NAME)/obj_tiles/4bpp TILESETS_SUBDIR = graphics/$(GAME_NAME)/tilesets/ ifeq ($(GAME), GAME_SA1) C_SRC_IGNORE_PATHS := -not -path "*/sa2/*" else ifeq ($(GAME), GAME_SA2) C_SRC_IGNORE_PATHS := -not -path "*/sa1/*" endif ifeq ($(PLATFORM),gba) C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" $(C_SRC_IGNORE_PATHS) -not -path "*/platform/*") else ifeq ($(PLATFORM),sdl) C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" $(C_SRC_IGNORE_PATHS) -not -path "*/platform/win32/*" -not -path "*/platform/ps2/*") else ifeq ($(PLATFORM),sdl_psp) C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" $(C_SRC_IGNORE_PATHS) -not -path "*/platform/win32/*" -not -path "*/platform/ps2/*") else ifeq ($(PLATFORM),ps2) C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" $(C_SRC_IGNORE_PATHS) -not -path "*/platform/win32/*" -not -path "*/platform/pret_sdl/*") else ifeq ($(PLATFORM),sdl_win32) C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" $(C_SRC_IGNORE_PATHS) -not -path "*/platform/win32/*" -not -path "*/platform/ps2/*") else ifeq ($(PLATFORM),win32) C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" $(C_SRC_IGNORE_PATHS) -not -path "*/platform/pret_sdl/*" -not -path "*/platform/ps2/*") else C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" $(C_SRC_IGNORE_PATHS)) endif C_SRCS := $(foreach src,$(C_SRCS_IN),$(if $(findstring .inc.c,$(src)),,$(src))) C_OBJS := $(patsubst $(C_SUBDIR)/%.c,$(C_BUILDDIR)/%.o,$(C_SRCS)) ifeq ($(PLATFORM),gba) CXX_SRCS := $(shell find $(C_SUBDIR) -name "*.cc" -not -path "*/platform/*") else CXX_SRCS := $(shell find $(C_SUBDIR) -name "*.cc") endif CXX_OBJS := $(patsubst $(C_SUBDIR)/%.cc,$(C_BUILDDIR)/%.o,$(CXX_SRCS)) # Platform not included as we only need the headers for decomp scratches C_HEADERS := $(shell find $(INCLUDE_DIRS) -name "*.h" -not -path "*/sa1/*" -not -path "*/platform/*") ifeq ($(PLATFORM),gba) C_ASM_SRCS := $(shell find $(C_SUBDIR) -name "*.s") C_ASM_OBJS := $(patsubst $(C_SUBDIR)/%.s,$(C_BUILDDIR)/%.o,$(C_ASM_SRCS)) ASM_SRCS := $(wildcard $(ASM_SUBDIR)/*.s) ASM_OBJS := $(patsubst $(ASM_SUBDIR)/%.s,$(ASM_BUILDDIR)/%.o,$(ASM_SRCS)) endif DATA_ASM_SRCS := $(wildcard $(DATA_ASM_SUBDIR)/*.s) DATA_ASM_OBJS := $(patsubst $(DATA_ASM_SUBDIR)/%.s,$(DATA_ASM_BUILDDIR)/%.o,$(DATA_ASM_SRCS)) SONG_SRCS := $(wildcard $(SONG_SUBDIR)/*.s) SONG_OBJS := $(patsubst $(SONG_SUBDIR)/%.s,$(SONG_BUILDDIR)/%.o,$(SONG_SRCS)) MID_SRCS := $(wildcard $(MID_SUBDIR)/*.mid) MID_OBJS := $(patsubst $(MID_SUBDIR)/%.mid,$(MID_BUILDDIR)/%.o,$(MID_SRCS)) SOUND_ASM_SRCS := $(wildcard $(SOUND_ASM_SUBDIR)/*.s) SOUND_ASM_OBJS := $(patsubst $(SOUND_ASM_SUBDIR)/%.s,$(SOUND_ASM_BUILDDIR)/%.o,$(SOUND_ASM_SRCS)) OBJS := $(C_OBJS) $(CXX_OBJS) $(ASM_OBJS) $(C_ASM_OBJS) $(DATA_ASM_OBJS) $(SONG_OBJS) $(MID_OBJS) OBJS_REL := $(patsubst $(OBJ_DIR)/%,%,$(OBJS)) FORMAT_SRC_PATHS := $(shell find . -name "*.c" ! -path '*/src/data/*' ! -path '*/build/*' ! -path '*/ext/*') FORMAT_H_PATHS := $(shell find . -name "*.h" ! -path '*/build/*' ! -path '*/ext/*') ### COMPILER FLAGS ### # -P disables line markers (don't EVER use this, if you want proper debug info!) # -I sets an include path # -D defines a symbol CPPFLAGS ?= $(INCLUDE_CPP_ARGS) -D $(GAME_REGION) -D GAME=$(GAME) CC1FLAGS ?= -Wimplicit -Wparentheses -Werror ifneq ($(GAME_VARIANT), DEFAULT) CPPFLAGS += -D $(GAME_VARIANT) endif # These have to(?) be defined this way, because # the C-preprocessor cannot resolve stuff like: # #if (PLATFORM == gba), where PLATFORM is defined via -D. ifeq ($(PLATFORM),gba) INCLUDE_SCANINC_ARGS += -I tools/agbcc/include CPPFLAGS += -D PLATFORM_GBA=1 -D PLATFORM_SDL=0 -D PLATFORM_WIN32=0 -D CPU_ARCH_X86=0 -D CPU_ARCH_ARM=1 -nostdinc -I tools/agbcc/include CC1FLAGS += -fhex-asm ifeq ($(GAME_NAME), sa1) # It seems this bug was introduced to GCC after SA1 released. PROLOGUE_FIX := -fprologue-bugfix endif # BUILD_NAME == sa1 else CC1FLAGS += -Wstrict-overflow=1 ifeq ($(PLATFORM),sdl) CC1FLAGS += -Wno-parentheses-equality -Wno-unused-value CPPFLAGS += -D TITLE_BAR=$(BUILD_NAME).$(PLATFORM) -D PLATFORM_GBA=0 -D PLATFORM_SDL=1 -D PLATFORM_WIN32=0 $(shell sdl2-config --cflags) else ifeq ($(PLATFORM),sdl_psp) CC1FLAGS += -G0 CPPFLAGS += -D PLATFORM_GBA=0 -D PLATFORM_SDL=1 -D PLATFORM_WIN32=0 -D SDL_MAIN_HANDLED -I$(PSPDEV)/psp/include/SDL2 -I$(PSPDEV)/psp/include -I$(PSPSDK)/include -D_PSP_FW_VERSION=600 else ifeq ($(PLATFORM),ps2) CC1FLAGS += -G0 -Wno-parentheses-equality -Wno-unused-value -ffast-math CPPFLAGS += -D PLATFORM_GBA=0 -D PLATFORM_SDL=0 -D PLATFORM_WIN32=0 -D_EE -D__PS2__ -I$(PS2SDK)/common/include -I$(PS2SDK)/ee/include -I$(PS2DEV)/gsKit/include -I$(PS2SDK)/ports/include else ifeq ($(PLATFORM),sdl_win32) CPPFLAGS += -D TITLE_BAR=$(BUILD_NAME).$(PLATFORM) -D PLATFORM_GBA=0 -D PLATFORM_SDL=1 -D PLATFORM_WIN32=0 $(SDL_MINGW_FLAGS) else ifeq ($(PLATFORM),win32) CPPFLAGS += -D TITLE_BAR=$(BUILD_NAME).$(PLATFORM) -D PLATFORM_GBA=0 -D PLATFORM_SDL=0 -D PLATFORM_WIN32=1 endif ifeq ($(CPU_ARCH),i386) CPPFLAGS += -D CPU_ARCH_X86=1 -D CPU_ARCH_ARM=0 # Use the more legible Intel dialect for x86, without underscores CC1FLAGS += -masm=intel else CPPFLAGS += -D CPU_ARCH_X86=0 -D CPU_ARCH_ARM=0 endif endif ifeq ($(DEBUG),1) CC1FLAGS += -g3 -O0 CPPFLAGS += -D DEBUG=1 else ifeq ($(PLATFORM),sdl_psp) # -O3 for PSP (Allegrex MIPS, small D-cache) CC1FLAGS += -O3 -funroll-loops -fomit-frame-pointer else ifeq ($(PLATFORM),ps2) CC1FLAGS += -O3 -fomit-frame-pointer else CC1FLAGS += -O2 endif CPPFLAGS += -D DEBUG=0 endif ifeq ($(PORTABLE),1) CPPFLAGS += -D PORTABLE=1 else CPPFLAGS += -D PORTABLE=0 endif ifeq ($(TAS_TESTING),1) CPPFLAGS += -D TAS_TESTING=1 else CPPFLAGS += -D TAS_TESTING=0 endif ifeq ($(NON_MATCHING),1) # TODO: We use "#if(n)def NON_MATCHING a lot, maybe we should switch to "#if (!)NON_MATCHING" # CPPFLAGS += -D NON_MATCHING=1 endif ifeq ($(ENABLE_DECOMP_CREDITS),0) CPPFLAGS += -D ENABLE_DECOMP_CREDITS=0 else CPPFLAGS += -D ENABLE_DECOMP_CREDITS=1 endif CXXFLAGS := $(CC1FLAGS) $(CPPFLAGS) -fno-rtti -fno-exceptions -std=c++11 ifeq ($(PLATFORM),gba) ASFLAGS += -mcpu=arm7tdmi -mthumb-interwork CC1FLAGS += -mthumb-interwork else ifeq ($(PLATFORM), sdl) # for modern we are using a modern compiler # so instead of CPP we can use gcc -E to "preprocess only" CPP := $(CC1) -E else ifeq ($(PLATFORM), sdl_psp) CPP := $(CC1) -E else ifeq ($(PLATFORM), ps2) ASFLAGS += -msingle-float endif # Allow file input through stdin on modern gcc/g++ and set it to "compile only" CC1FLAGS += -x c -S CXXFLAGS += -x c++ -S endif ### LINKER FLAGS ### # GBA ifeq ($(PLATFORM),gba) MAP_FLAG := -Map # Native else ifeq ($(PLATFORM),sdl) ifeq ($(OS), Darwin) MAP_FLAG := -Wl,-map, else MAP_FLAG := -Xlinker -Map= endif # Win32, PSP, PS2 else MAP_FLAG := -Xlinker -Map= endif # Libs ifeq ($(PLATFORM),gba) LIBS := $(ROOT_DIR)/tools/agbcc/lib/libgcc.a $(ROOT_DIR)/tools/agbcc/lib/libc.a $(LIBABGSYSCALL_LIBS) else ifeq ($(PLATFORM),sdl) LIBS := $(shell sdl2-config --cflags --libs) $(LIBABGSYSCALL_LIBS) -lm else ifeq ($(PLATFORM),sdl_psp) LIBS := -L$(PSPDEV)/psp/lib $(LIBABGSYSCALL_LIBS) -L$(PSPSDK)/lib -lSDL2 -lm -lGL -lpspvram -lpspaudio -lpspvfpu -lpspdisplay -lpspgu -lpspge -lpsphprm -lpspctrl -lpsppower -lpspdebug -lpspnet -lpspnet_apctl -Wl,-zmax-page-size=128 else ifeq ($(PLATFORM),ps2) LIBS := -T$(PS2SDK)/ee/startup/linkfile $(LIBABGSYSCALL_LIBS) -L$(PS2SDK)/common/lib -L$(PS2SDK)/ee/lib -L$(PS2DEV)/gsKit/lib -L$(PS2SDK)/ports/lib -lgskit -ldmakit -lps2_drivers -lmc -lpatches -Wl,-zmax-page-size=128 else ifeq ($(PLATFORM),sdl_win32) LIBS := -mwin32 -lkernel32 -lwinmm -lmingw32 -lxinput $(LIBABGSYSCALL_LIBS) $(SDL_MINGW_LIBS) else ifeq ($(PLATFORM), win32) LIBS := -mwin32 -lkernel32 -lwinmm -lgdi32 -lxinput -lopengl32 $(LIBABGSYSCALL_LIBS) endif #### MAIN TARGETS #### # these commands will run regardless of deps being completed .PHONY: clean tools tidy clean-tools $(TOOLDIRS) libagbsyscall ps2 sa1 # Ensure required directories exist $(shell mkdir -p $(C_BUILDDIR) $(ASM_BUILDDIR) $(DATA_ASM_BUILDDIR) $(SOUND_ASM_BUILDDIR) $(SONG_BUILDDIR) $(MID_BUILDDIR)) # a special command which ensures that stdout and stderr # get printed instead of output into the makefile infoshell = $(foreach line, $(shell $1 | sed "s/ /__SPACE__/g"), $(info $(subst __SPACE__, ,$(line)))) # Build tools when building the rom # Disable dependency scanning for clean/tidy/tools ifeq (,$(filter-out all rom compare libagbsyscall,$(MAKECMDGOALS))) # if we are doing any of these things, build tools first $(call infoshell, $(MAKE) tools) # ensure that tools did build MAKE_TOOLS_OUTCOME=$(shell $(MAKE) tools > /dev/null 2>&1 && echo 0 || echo 1) ifneq ($(MAKE_TOOLS_OUTCOME),0) $(error Make tools command failed!) endif else NODEP ?= 1 endif # When not building tools, we should specify this ifneq ($(NODEP),1) # MacOS refuses to link the songs data because some pointers # are not aligned. The music player code reads pointers from raw # bytes, so they don't need to be aligned. But this is a simple # work around which tells the compiler not to care. Once we are # compiling the songs to C, we can cast the pointers to integers # which means the linker will not notice. # # TODO: compile songs to C so that we can work around this. export MACOSX_DEPLOYMENT_TARGET := 11 endif ifeq ($(PLATFORM),gba) # Use the old compiler for m4a, as it was prebuilt and statically linked to the original codebase # PROLOGUE_FIX has to be set to nothing, since -fprologue-bugfix does not work with oldagbcc $(C_BUILDDIR)/lib/m4a/m4a.o: CC1 := $(CC1_OLD) $(C_BUILDDIR)/lib/m4a/m4a.o: PROLOGUE_FIX := # Use `-O1` for agb_flash libs, as these were also prebuilt $(C_BUILDDIR)/lib/agb_flash/agb_flash.o: CC1FLAGS := -O1 -mthumb-interwork -Werror $(C_BUILDDIR)/lib/agb_flash/agb_flash%.o: CC1FLAGS := -O1 -mthumb-interwork -Werror endif #### Main Targets #### ifeq ($(PLATFORM),gba) all: compare compare: rom $(SHA1) $(BUILD_NAME).sha1 else all: rom endif rom: $(ROM) tools: $(TOOLDIRS) tool_libs: @$(MAKE) -C tools/_shared clean: tidy clean-tools @$(MAKE) clean -C tools/BriBaSA_ex @$(MAKE) clean -C chao_garden @$(MAKE) clean -C multi_boot/subgame_bootstrap @$(MAKE) clean -C multi_boot/programs/subgame_loader @$(MAKE) clean -C multi_boot/collect_rings @$(MAKE) clean -C libagbsyscall PLATFORM=$(PLATFORM) CPU_ARCH=$(CPU_ARCH) ifneq ($(GAME_NAME),sa1) find sound \( -iname '*.bin' \) -exec $(RM) {} + find . \( -iwholename './data/*/maps/*/*/entities/*.bin' -o -iname '*.1bpp' -o -iname '*.4bpp' -o -iname '*.8bpp' -o -iname '*.gbapal' -o -iname '*.lz' -o -iname '*.rl' -o -iname '*.latfont' -o -iname '*.hwjpnfont' -o -iname '*.fwjpnfont' \) -exec $(RM) {} + @$(MAKE) clean GAME_NAME=sa1 endif clean-tools: @$(foreach tooldir,$(TOOLDIRS),$(MAKE) clean -C $(tooldir);) tidy: $(RM) -r build/* $(RM) SDL2.dll $(RM) $(BUILD_NAME)*.exe $(BUILD_NAME)*.elf $(BUILD_NAME)*.map $(BUILD_NAME)*.sdl $(BUILD_NAME)*.gba $(BUILD_NAME)*.iso $(RM) EBOOT.PBP PARAM.SFO usa_beta: ; @$(MAKE) GAME_REGION=USA GAME_VARIANT=BETA japan: ; @$(MAKE) GAME_REGION=JAPAN japan_vc: ; @$(MAKE) GAME_REGION=JAPAN GAME_VARIANT=VIRTUAL_CONSOLE europe: ; @$(MAKE) GAME_REGION=EUROPE sdl: ; @$(MAKE) PLATFORM=sdl sdl_psp: ; @$(MAKE) PLATFORM=sdl_psp ps2: ; @$(MAKE) PLATFORM=ps2 tas_sdl: ; @$(MAKE) sdl TAS_TESTING=1 sdl_win32: @$(MAKE) PLATFORM=sdl_win32 CPU_ARCH=i386 win32: ; @$(MAKE) PLATFORM=win32 CPU_ARCH=i386 #### RECIPES #### include $(GAME_NAME)_songs.mk include graphics.mk %.s: ; %.png: ; %.pal: ; %.1bpp: %.png ; $(GFX) $< $@ %.4bpp: %.png ; $(GFX) $< $@ %.8bpp: %.png ; $(GFX) $< $@ %.gbapal: %.pal ; $(GFX) $< $@ %.gbapal: %.png ; $(GFX) $< $@ chao_garden/mb_chao_garden.gba.lz: chao_garden/mb_chao_garden.gba $(GFX) $< $@ -search 1 data/$(GAME_NAME)/mb_chao_garden_japan.gba.lz: data/$(GAME_NAME)/mb_chao_garden_japan.gba $(GFX) $< $@ -search 1 %interactables.bin: %interactables.csv $(ENT_POS) $< $@ -entities INTERACTABLES -header "./include/constants/$(GAME_NAME)/interactables.h" %itemboxes.bin: %itemboxes.csv $(ENT_POS) $< $@ -entities ITEMS -header "./include/constants/$(GAME_NAME)/items.h" %enemies.bin: %enemies.csv $(ENT_POS) $< $@ -entities ENEMIES -header "./include/constants/$(GAME_NAME)/enemies.h" %rings.bin: %rings.csv $(ENT_POS) $< $@ -entities RINGS %.gba.lz: %.gba $(GFX) $< $@ %.bin.lz: %.bin $(GFX) $< $@ %.lz: % ; $(GFX) $< $@ %.rl: % ; $(GFX) $< $@ %.bin: %.aif ; $(AIF) $< $@ $(ELF): $(OBJS) ifeq ($(PLATFORM),gba) @echo "$(LD) -T $(LDSCRIPT) $(MAP_FLAG) $(MAP) -o $@" @$(CPP) -P $(CPPFLAGS) $(LDSCRIPT) > $(OBJ_DIR)/$(LDSCRIPT) @cd $(OBJ_DIR) && $(LD) -T $(LDSCRIPT) $(MAP_FLAG) $(ROOT_DIR)/$(MAP) $(OBJS_REL) $(LIBS) -o $(ROOT_DIR)/$@ else @echo "$(CC1) $(MAP_FLAG)$(MAP) -o $@" @touch $(ROOT_DIR)/$(MAP) @cd $(OBJ_DIR) && $(CC1) $(MAP_FLAG)$(ROOT_DIR)/$(MAP) $(OBJS_REL) $(LIBS) -o $(ROOT_DIR)/$@ endif $(ROM): $(ELF) libagbsyscall ifeq ($(PLATFORM),gba) $(OBJCOPY) -O binary --pad-to 0x8400000 $< $@ $(FIX) $@ -p -t"$(TITLE)" -c$(GAME_CODE) -m$(MAKER_CODE) -r$(GAME_REVISION) --silent else ifeq ($(PLATFORM),win32) $(OBJCOPY) -O pei-x86-64 $< $@ else ifeq ($(PLATFORM),sdl) cp $< $@ else ifeq ($(PLATFORM),sdl_psp) @echo Creating $(ROM) from $(ELF) @psp-fixup-imports $< @mksfoex 'Sonic Advance 2' PARAM.SFO @psp-strip $< -o $(BUILD_NAME).psp_strip.elf @pack-pbp $@ PARAM.SFO NULL NULL NULL NULL NULL $(BUILD_NAME).psp_strip.elf NULL @-rm -f $(BUILD_NAME).psp_strip.elf else ifeq ($(PLATFORM),ps2) @echo Creating $(ROM) from $(ELF) @mkdir -p $(OBJ_DIR)/iso @printf "BOOT2 = cdrom0:\\$(PS2_GAME_CODE);1\nVER = 1.00\nVMODE = NTSC" > $(OBJ_DIR)/iso/SYSTEM.CNF @cp $< $(OBJ_DIR)/iso/$(PS2_GAME_CODE) @mkisofs -o $(ROM) $(OBJ_DIR)/iso/ else $(OBJCOPY) -O pei-x86-64 $< $@ endif # Build c sources, and ensure alignment $(C_BUILDDIR)/%.o: $(C_SUBDIR)/%.c @echo "$(CC1) -o $@ $<" @$(shell mkdir -p $(shell dirname '$(C_BUILDDIR)/$*.i')) @$(CPP) $(CPPFLAGS) $< -o $(C_BUILDDIR)/$*.i @$(PREPROC) $(C_BUILDDIR)/$*.i $(PLATFORM) "" | $(CC1) $(PROLOGUE_FIX) $(CC1FLAGS) -o $(C_BUILDDIR)/$*.s - ifeq ($(PLATFORM), gba) @printf ".text\n\t.align\t2, 0\n" >> $(C_BUILDDIR)/$*.s endif @$(AS) $(ASFLAGS) $(C_BUILDDIR)/$*.s -o $@ $(C_BUILDDIR)/%.o: $(C_SUBDIR)/%.cc @echo "$(CXX) -o $@ $<" @$(shell mkdir -p $(shell dirname '$(C_BUILDDIR)/$*.o')) @$(CXX) $(CXXFLAGS) -o $(C_BUILDDIR)/$*.s $< @$(AS) $(ASFLAGS) $(C_BUILDDIR)/$*.s -o $@ # Scan the src dependencies to determine if any dependent files have changed $(C_BUILDDIR)/%.d: $(C_SUBDIR)/%.c @$(shell mkdir -p $(shell dirname '$(C_BUILDDIR)/$*.d')) $(SCANINC) -M $@ $(INCLUDE_SCANINC_ARGS) $< $(C_BUILDDIR)/%.d: $(C_SUBDIR)/%.cc @$(shell mkdir -p $(shell dirname '$(C_BUILDDIR)/$*.d')) $(SCANINC) -M $@ $(INCLUDE_SCANINC_ARGS) $< # rule for sources from the src dir (parts of libraries) $(C_BUILDDIR)/%.o: $(C_SUBDIR)/%.s @echo "$(AS) -o $@ $<" @$(AS) $(ASFLAGS) -o $@ $< $(ASM_BUILDDIR)/%.o: $(ASM_SUBDIR)/%.s @echo "$(AS) -o $@ $<" @$(AS) $(ASFLAGS) -o $@ $< $(DATA_ASM_BUILDDIR)/%.o: $(DATA_ASM_SUBDIR)/%.s @echo "$(AS) -o $@ $<" @$(PREPROC) $< $(PLATFORM) "" | $(CPP) $(CPPFLAGS) - | $(AS) $(ASFLAGS) -o $@ - # Scan the ASM data dependencies to determine if any .inc files have changed $(DATA_ASM_BUILDDIR)/%.d: $(DATA_ASM_SUBDIR)/%.s $(SCANINC) -M $@ $(INCLUDE_SCANINC_ARGS) $< ifneq ($(NODEP),1) -include $(addprefix $(OBJ_DIR)/,$(C_SRCS:.c=.d)) -include $(addprefix $(OBJ_DIR)/,$(CXX_SRCS:.cc=.d)) -include $(addprefix $(OBJ_DIR)/,$(DATA_ASM_SRCS:.s=.d)) endif $(SONG_BUILDDIR)/%.o: $(SONG_SUBDIR)/%.s @echo "$(AS) -o $@ $<" @$(PREPROC) $< $(PLATFORM) "" | $(CPP) $(CPPFLAGS) - | $(AS) $(ASFLAGS) -o $@ - ### SUB-PROGRAMS ### chao_garden/mb_chao_garden.gba: ifeq ($(PLATFORM), gba) @$(MAKE) -C chao_garden DEBUG=0 else @echo "Not building on the chao garden rom, as platform is $(PLATFORM)" @printf "1" > chao_garden/mb_chao_garden.gba endif chao_garden: tools @$(MAKE) -C chao_garden DEBUG=0 # Dependency here is already explicit, but we sometimes get a race condition if this # is not specified multi_boot/subgame_bootstrap/subgame_bootstrap.gba: multi_boot/programs/subgame_loader/subgame_loader.bin ifeq ($(PLATFORM), gba) @$(MAKE) -C multi_boot/subgame_bootstrap DEBUG=0 else @echo "Not building on the subgame bootstrap rom, as platform is $(PLATFORM)" @printf "1" > multi_boot/subgame_bootstrap/subgame_bootstrap.gba endif multi_boot/programs/subgame_loader/subgame_loader.bin: ifeq ($(PLATFORM), gba) @$(MAKE) -C multi_boot/programs/subgame_loader DEBUG=0 else @echo "Not building on the subgame loader rom, as platform is $(PLATFORM)" @printf "1" > multi_boot/programs/subgame_loader/subgame_loader.bin endif multi_boot/collect_rings/mb_signed_collect_rings.gba: ifeq ($(PLATFORM), gba) @$(MAKE) -C multi_boot/collect_rings DEBUG=0 else @echo "Not building on the collect the rings rom, as platform is $(PLATFORM)" @printf "1" > multi_boot/collect_rings/mb_signed_collect_rings.gba endif subgame_bootstrap: tools @$(MAKE) -C multi_boot/subgame_bootstrap DEBUG=0 subgame_loader: tools @$(MAKE) -C multi_boot/programs/subgame_loader DEBUG=0 collect_rings: tools @$(MAKE) -C multi_boot/collect_rings DEBUG=0 libagbsyscall: @$(MAKE) -C libagbsyscall MODERN=0 PLATFORM=$(PLATFORM) CPU_ARCH=$(CPU_ARCH) bribasa: @$(MAKE) -C tools/BriBaSA_ex sa1: @$(MAKE) GAME_NAME=sa1 sa2: @$(MAKE) GAME_NAME=sa2 trilogy: sa1 sa2 $(TOOLDIRS): tool_libs @$(MAKE) -C $@ ### DEPS INSTALL COMMANDS ### $(SDL_MINGW_LIB): @mkdir -p ext cd ext && wget -qO- https://github.com/libsdl-org/SDL/releases/download/release-2.30.3/SDL2-devel-2.30.3-mingw.zip | bsdtar -xvf- SDL2.dll: $(SDL_MINGW_LIB) cp $(SDL_MINGW_SDL_DLL) SDL2.dll ### FORMATTER ### format: @echo $(FORMAT) -i -style=file "**/*.c" "**/*.h" @$(FORMAT) -i --verbose -style=file $(FORMAT_SRC_PATHS) $(FORMAT_H_PATHS) check_format: @echo $(FORMAT) -i -style=file --dry-run --Werror "**/*.c" "**/*.h" @$(FORMAT) -i --verbose -style=file --dry-run --Werror $(FORMAT_SRC_PATHS) $(FORMAT_H_PATHS) ### DECOMP TOOLS ### ctx.c: $(C_HEADERS) @for header in $(C_HEADERS); do echo "#include \"$$header\""; done > ctx.h gcc -P -E -dD -undef -nostdinc -I include -D GEN_CTX=1 -D PLATFORM_GBA=1 -D GAME=GAME_SA2 ctx.h | sed '/^#define __STDC/d' | sed '1s|^|#include \n|' > ctx.c @rm ctx.h