Files
sa2/sa1_Makefile
T
Oliver Bell cc2110e85d Move SA1 to root
* name some engine globals (gSpriteTransform*)
* move the whole sa1 directory to the root
2026-05-02 23:39:11 +01:00

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#
# NOTE: Overrideable default flags are set in config.mk
#
include sa1_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 ($(PLATFORM),win32)
TOOLCHAIN := /usr/x86_64-w64-mingw32/
PREFIX := x86_64-w64-mingw32-
endif
else
# Native
ifneq ($(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)
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/gba -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
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 %)
SA2_INCLUDE_DIRS = include
SA2_INCLUDE_CPP_ARGS := $(SA2_INCLUDE_DIRS:%=-iquote %)
SA2_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/sa1
DATA_ASM_BUILDDIR = $(OBJ_DIR)/$(DATA_ASM_SUBDIR)
SONG_SUBDIR = sound/sa1/songs
SONG_BUILDDIR = $(OBJ_DIR)/$(SONG_SUBDIR)
SOUND_ASM_SUBDIR = sound
SOUND_ASM_BUILDDIR = $(OBJ_DIR)/$(SOUND_ASM_SUBDIR)
MID_SUBDIR = sound/sa1/songs/midi
MID_BUILDDIR = $(OBJ_DIR)/$(MID_SUBDIR)
SAMPLE_SUBDIR = sound/sa1/direct_sound_samples
OBJ_TILES_4BPP_SUBDIR = graphics/sa1/obj_tiles/4bpp
TILESETS_SUBDIR = graphics/sa1/tilesets/
ifeq ($(PLATFORM),gba)
C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" -not -path "*/sa2/*" -not -path "*/platform/*")
else ifeq ($(PLATFORM),sdl)
C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" -not -path "*/sa2/*" -not -path "*/platform/win32/*" -not -path "*/platform/ps2/*")
else ifeq ($(PLATFORM),sdl_psp)
C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" -not -path "*/sa2/*" -not -path "*/platform/win32/*" -not -path "*/platform/ps2/*")
else ifeq ($(PLATFORM),ps2)
C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" -not -path "*/sa2/*" -not -path "*/platform/win32/*" -not -path "*/platform/pret_sdl/*")
else ifeq ($(PLATFORM),sdl_win32)
C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" -not -path "*/sa2/*" -not -path "*/platform/win32/*" -not -path "*/platform/ps2/*")
else ifeq ($(PLATFORM),win32)
C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" -not -path "*/sa2/*" -not -path "*/platform/pret_sdl/*" -not -path "*/platform/ps2/*")
else
C_SRCS_IN := $(shell find $(C_SUBDIR) -name "*.c" -not -path "*/sa2/*")
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))
# Platform not included as we only need the headers for decomp scratches
C_HEADERS := $(shell find $(INCLUDE_DIRS) -name "*.h" -not -path "*/platform/*")
ifeq ($(PLATFORM),gba)
C_ASM_SRCS := $(shell find $(C_SUBDIR) -name "*.s")
C_ASM_OBJS := $(patsubst $(C_SUBDIR)/%.s,$(C_BUILDDIR)/%.o,$(C_ASM_SRCS))
endif
# TEMP SOLUTION UNTIL MAKEFILES ARE COMBINED
# Moves any relevant sa2 c files to the build dir
SA2_C_FILES :=
SA2_C_ASM_FILES :=
SA2_C_SRCS = $(patsubst %.c,$(OBJ_DIR)/sa2/%.c,$(SA2_C_FILES))
SA2_C_OBJS = $(patsubst %.c,%.o,$(SA2_C_SRCS))
SA2_C_ASM_SRCS = $(patsubst %.s,$(OBJ_DIR)/sa2/%.s,$(SA2_C_ASM_FILES))
SA2_C_ASM_OBJS = $(patsubst %.s,%.o,$(SA2_C_ASM_SRCS))
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) $(C_ASM_OBJS) $(DATA_ASM_OBJS) $(SONG_OBJS) $(SA2_C_OBJS) $(SA2_C_ASM_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 ?= -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 ($(BUILD_NAME), sa1)
# It seems this bug was introduced to GCC after SA1 released.
PROLOGUE_FIX := -fprologue-bugfix
endif # BUILD_NAME == sa1
else
CC1FLAGS += -Wstrict-overflow=1
ifeq ($(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_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 ($(CPU_ARCH),i386)
CPPFLAGS += -D CPU_ARCH_X86=1 -D CPU_ARCH_ARM=0
# Use the more legible Intel dialect for x86, without underscores
CC1FLAGS += -masm=intel
else
CPPFLAGS += -D CPU_ARCH_X86=0 -D CPU_ARCH_ARM=0
endif
endif
ifeq ($(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 := $(CC1) -E
endif
# Allow file input through stdin on modern GCC and set it to "compile only"
CC1FLAGS += -x c -S
endif
ifeq ($(DEBUG),1)
CC1FLAGS += -g3 -O0
CPPFLAGS += -D DEBUG=1
else
CC1FLAGS += -O2
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
### LINKER FLAGS ###
# GBA
ifeq ($(PLATFORM),gba)
MAP_FLAG := -Map
# Native
else ifeq ($(PLATFORM),sdl)
ifeq ($(OS), Darwin)
MAP_FLAG := -Wl,-map,
else
MAP_FLAG := -Xlinker -Map=
endif
# Win32
else
MAP_FLAG := -Xlinker -Map=
endif
# Libs
ifeq ($(PLATFORM),gba)
LIBS := $(ROOT_DIR)/tools/agbcc/lib/libgcc.a $(ROOT_DIR)/tools/agbcc/lib/libc.a $(LIBABGSYSCALL_LIBS)
else ifeq ($(PLATFORM),sdl)
LIBS := $(shell sdl2-config --cflags --libs)
else ifeq ($(PLATFORM),sdl_win32)
LIBS := -mwin32 -lkernel32 -lwinmm -lmingw32 -lxinput $(SDL_MINGW_LIBS)
else ifeq ($(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
# 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
$(OBJ_DIR)/src/lib/m4a/m4a.o: CC1 := $(CC1_OLD)
$(OBJ_DIR)/src/lib/m4a/m4a.o: PROLOGUE_FIX :=
# Use `-O1` for agb_flash libs, as these were also prebuilt
$(OBJ_DIR)/src/lib/agb_flash/agb_flash.o: CC1FLAGS := -O1 -mthumb-interwork -Werror
$(OBJ_DIR)/src/lib/agb_flash/agb_flash%.o: CC1FLAGS := -O1 -mthumb-interwork -Werror
endif
#### Main Targets ####
ifeq ($(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)
$(RM) $(SAMPLE_SUBDIR)/*.bin $(MID_SUBDIR)/*.s
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 $(RM) {} +
clean-tools:
@$(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 $(BUILD_NAME)*.gba
japan: ; @$(MAKE) GAME_REGION=JAPAN
europe: ; @$(MAKE) GAME_REGION=EUROPE
sdl: ; @$(MAKE) PLATFORM=sdl
sdl_win32:
@$(MAKE) PLATFORM=sdl_win32 CPU_ARCH=i386
win32: ; @$(MAKE) PLATFORM=win32 CPU_ARCH=i386
#### RECIPES ####
include sa1_songs.mk
include graphics.mk
%.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/sa1/mb_chao_garden_japan.gba.lz: data/sa1/mb_chao_garden_japan.gba
$(GFX) $< $@ -search 1
%interactables.bin: %interactables.csv
$(ENT_POS) $< $@ -entities INTERACTABLES -header "include/constants/sa1/interactables.h"
%itemboxes.bin: %itemboxes.csv
$(ENT_POS) $< $@ -entities ITEMS -header "include/constants/sa1/items.h"
%enemies.bin: %enemies.csv
$(ENT_POS) $< $@ -entities ENEMIES -header "include/constants/sa1/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): $(OBJS) libagbsyscall
ifeq ($(PLATFORM),gba)
@echo "$(LD) -T $(LDSCRIPT) $(MAP_FLAG) $(MAP) <objects> <lib> -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) <objects> <lib> -o $@"
@touch $(ROOT_DIR)/$(MAP)
@cd $(OBJ_DIR) && $(CC1) $(MAP_FLAG)$(ROOT_DIR)/$(MAP) $(OBJS_REL) $(LIBS) -o $(ROOT_DIR)/$@
endif
$(ROM): $(ELF)
ifeq ($(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),sdl)
cp $< $@
else
$(OBJCOPY) -O pei-x86-64 $< $@
endif
# Copy files from SA2
$(OBJ_DIR)/sa2/%.c: %.c
$(shell mkdir -p $(shell dirname '$@'))
cp $< $@
$(OBJ_DIR)/sa2/%.s: %.s
$(shell mkdir -p $(shell dirname '$@'))
cp $< $@
# TODO: remove once we are building sources from the same makefile
# Build C and ASM sources from SA2
$(OBJ_DIR)/sa2/%.o: $(OBJ_DIR)/sa2/%.c
@echo "$(CC1) <flags> -o $@ $<"
@$(shell mkdir -p $(shell dirname '$(OBJ_DIR)/sa2/$*.i'))
@$(CPP) $(CPPFLAGS) $(SA2_INCLUDE_CPP_ARGS) $< -o $(OBJ_DIR)/sa2/$*.i
@$(PREPROC) $(OBJ_DIR)/sa2/$*.i $(PLATFORM) "" | $(CC1) $(PROLOGUE_FIX) $(CC1FLAGS) -o $(OBJ_DIR)/sa2/$*.s -
@printf ".text\n\t.align\t2, 0\n" >> $(OBJ_DIR)/sa2/$*.s
@$(AS) $(ASFLAGS) $(OBJ_DIR)/sa2/$*.s -o $@
$(OBJ_DIR)/sa2/%.d: $(OBJ_DIR)/sa2/%.c
@$(shell mkdir -p $(shell dirname '$(OBJ_DIR)/sa2/$*.d'))
$(SCANINC) -M $@ $(SA2_INCLUDE_SCANINC_ARGS) $<
$(OBJ_DIR)/sa2/%.o: $(OBJ_DIR)/sa2/%.s
@echo "$(AS) <flags> -o $@ $<"
@$(shell mkdir -p $(shell dirname '$(OBJ_DIR)/$*.s'))
@$(AS) $(ASFLAGS) -o $@ $<
# Build c sources, and ensure alignment
$(C_BUILDDIR)/%.o: $(C_SUBDIR)/%.c
@echo "$(CC1) <flags> -o $@ $<"
@$(shell mkdir -p $(shell dirname '$(C_BUILDDIR)/$*.i'))
@$(CPP) $(CPPFLAGS) $(INCLUDE_CPP_ARGS) $< -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 $@
# 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) $<
# rule for sources from the src dir (parts of libraries)
$(C_BUILDDIR)/%.o: $(C_SUBDIR)/%.s
@echo "$(AS) <flags> -o $@ $<"
@$(shell mkdir -p $(shell dirname '$(C_BUILDDIR)/$*.s'))
@$(AS) $(ASFLAGS) -o $@ $<
$(DATA_ASM_BUILDDIR)/%.o: $(DATA_ASM_SUBDIR)/%.s
@echo "$(AS) <flags> -o $@ $<"
@$(PREPROC) $< $(PLATFORM) "" | $(CPP) $(CPPFLAGS) $(INCLUDE_CPP_ARGS) - | $(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 $(SA2_C_SRCS:.c=.d)
-include $(addprefix $(OBJ_DIR)/,$(DATA_ASM_SRCS:.s=.d))
endif
$(SONG_BUILDDIR)/%.o: $(SONG_SUBDIR)/%.s
@echo "$(AS) <flags> -o $@ $<"
@$(PREPROC) $< $(PLATFORM) "" | $(CPP) $(CPPFLAGS) $(INCLUDE_CPP_ARGS) - | $(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
$(TOOLDIRS): tool_libs
@$(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 ###
CONTEXT_FLAGS := -DM2C -DPLATFORM_GBA=1 -DGEN_CTX=1 -Dsize_t=int -D "offsetof(TYPE, MEMBER)"="((size_t)&((TYPE *)0)->MEMBER)"
ctx.c: $(C_HEADERS)
@for header in $(C_HEADERS); do echo "#include \"$$header\""; done > ctx.h
gcc -P -E -dD -undef -I ./tools/agbcc/include -I include $(CONTEXT_FLAGS) ctx.h | sed '/^\/\/ TODO: Remove M2C occurences EVERYWHERE once ctx is not needed anymore!/d' | sed '/#undef/d' | sed '/typedef unsigned long int int;/d' | sed 's/__attribute__((.*))//' | sed '/^#define __STDC/d' > ctx.c