new Makefile

big commit, but should be working ok now
This commit is contained in:
Henny022p 2023-02-26 03:41:25 +01:00
parent 9016bc861e
commit 27fc1b4ac8
9 changed files with 229 additions and 291 deletions

163
GBA.mk Normal file
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@ -0,0 +1,163 @@
.PHONY: default
default:
@echo do not use this directly
include Toolchain.mk
GAME_VERSION ?= USA
BUILD_DIR = build/$(GAME_VERSION)
TITLE := GBAZELDA MC
MAKER_CODE := 01
REVISION := 0
ifeq ($(GAME_VERSION), EU)
GAME_CODE := BZMP
BUILD_NAME := tmc_eu
GAME_LANGUAGE := ENGLISH
TRANSLATIONS := translations/English.bin translations/French.bin translations/German.bin translations/Spanish.bin translations/Italian.bin
else ifeq ($(GAME_VERSION), JP)
GAME_CODE := BZMJ
BUILD_NAME := tmc_jp
GAME_LANGUAGE := JAPANESE
TRANSLATIONS :=
else ifeq ($(GAME_VERSION), USA)
GAME_CODE := BZME
BUILD_NAME := tmc
GAME_LANGUAGE := ENGLISH
TRANSLATIONS := translations/USA.bin
else ifeq ($(GAME_VERSION), DEMO_USA)
GAME_CODE := BZHE
BUILD_NAME := tmc_demo_usa
GAME_LANGUAGE := ENGLISH
TRANSLATIONS := translations/USA.bin
else ifeq ($(GAME_VERSION), DEMO_JP)
GAME_CODE := BZMJ
BUILD_NAME := tmc_demo_jp
GAME_LANGUAGE := JAPANESE
TRANSLATIONS :=
else
$(error unknown version $(GAME_VERSION))
endif
ROM = $(BUILD_NAME).gba
ELF = $(BUILD_NAME).elf
# 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:
# ==================
# entrypoint targets
# ==================
CUSTOM ?=
COMPARE ?= $(if $(CUSTOM),0,1)
.PHONY: build extract_assets build_assets
build: $(if $(CUSTOM), build_assets, $(BUILD_DIR)/extracted_assets_$(GAME_VERSION))
@$(MAKE) -f GBA.mk $(ROM)
ifeq ($(COMPARE), 1)
@$(SHA1) $(BUILD_NAME).sha1
endif
extract_assets: $(BUILD_DIR)/converted_assets_$(GAME_VERSION)
# TODO this is slow, especially on builds with minor/no changes
build_assets: $(BUILD_DIR)/converted_assets_$(GAME_VERSION)
$(ASSET_PROCESSOR) build $(GAME_VERSION) $(BUILD_DIR)/assets
.PHONY: clean
clean:
rm -rf build
rm -f t*.gba
rm -f t*.elf
# ===============
# build ASM files
# ===============
ASINCLUDE := -I $(BUILD_DIR)/assets -I $(BUILD_DIR)/enum_include
ASFLAGS := -mcpu=arm7tdmi --defsym $(GAME_VERSION)=1 --defsym REVISION=$(REVISION) --defsym $(GAME_LANGUAGE)=1 $(ASINCLUDE)
# TODO try solve this without the glob
ENUM_ASM_SRCS := $(wildcard include/*.h)
ENUM_ASM_HEADERS := $(patsubst include/%.h,$(BUILD_DIR)/enum_include/%.inc,$(ENUM_ASM_SRCS))
# if this is too broad dependency scanning will clash with C file
$(BUILD_DIR)/asm/%.o: deps = $(shell $(SCANINC) -I . $(ASINCLUDE) $*.s)
$(BUILD_DIR)/data/%.o: deps = $(shell $(SCANINC) -I . $(ASINCLUDE) $*.s)
$(BUILD_DIR)/%.o: %.s $$(deps) $(ENUM_ASM_HEADERS)
@mkdir -p $(dir $@)
$(PREPROC) $(BUILD_NAME) $< -- $(ASINCLUDE) | $(AS) $(ASFLAGS) -o $@
$(BUILD_DIR)/enum_include/%.inc: include/%.h
@mkdir -p $(dir $@)
$(ENUM_PROCESSOR) $< $(CC) "-D__attribute__(x)=" "-D$(GAME_VERSION)" "-E" "-nostdinc" "-Itools/agbcc" "-Itools/agbcc/include" "-iquote include" > $@
# =============
# build C files
# =============
# agbcc includes are separate because we don't want dependency scanning on them
CINCLUDE := -I include -I $(BUILD_DIR)
CPPFLAGS := -I tools/agbcc -I tools/agbcc/include $(CINCLUDE) -nostdinc -undef -D$(GAME_VERSION) -DREVISION=$(REVISION) -D$(GAME_LANGUAGE)
CFLAGS := -O2 -Wimplicit -Wparentheses -Werror -Wno-multichar -g3
interwork := $(BUILD_DIR)/src/interrupts.o \
$(BUILD_DIR)/src/collision.o \
$(BUILD_DIR)/src/playerItem.o \
$(BUILD_DIR)/src/object.o \
$(BUILD_DIR)/src/manager.o \
$(BUILD_DIR)/src/npc.o \
$(BUILD_DIR)/src/gba/m4a.o
$(interwork): CFLAGS += -mthumb-interwork
$(BUILD_DIR)/src/eeprom.o: CFLAGS += -O1 -mthumb-interwork
# if this is too broad dependency scanning will clash with ASM file
$(BUILD_DIR)/src/%.o: deps = $(shell $(SCANINC) $(CINCLUDE) $*.c)
$(BUILD_DIR)/%.o : %.c $$(deps)
@mkdir -p $(dir $@)
$(CPP) $(CPPFLAGS) $< -o $(BUILD_DIR)/$*.i
$(CC1) $(CFLAGS) -o $(BUILD_DIR)/$*.s $(BUILD_DIR)/$*.i
@echo "\t.text\n\t.align\t2, 0 @ Don't pad with nop\n" >> $(BUILD_DIR)/$*.s
$(AS) $(ASFLAGS) -o $@ $(BUILD_DIR)/$*.s
# ==============
# build binaries
# ==============
LDFLAGS = -Map ../../$(BUILD_DIR)/$(BUILD_NAME).map
LIB := -L ../../tools/agbcc/lib -lc
$(ROM): $(ELF)
$(OBJCOPY) -O binary --gap-fill 0xFF --pad-to 0x9000000 $< $@
$(ELF): objs = $(shell grep -o -E "(\w|/)+\.o" linker.ld)
$(ELF): $(BUILD_DIR)/linker.ld $$(addprefix $(BUILD_DIR)/, $$(objs))
cd $(BUILD_DIR) && $(LD) $(LDFLAGS) -n -T linker.ld -o ../../$@ $(LIB)
$(FIX) $@ -t"$(TITLE)" -c$(GAME_CODE) -m$(MAKER_CODE) -r$(REVISION) --silent
$(BUILD_DIR)/linker.ld: linker.ld
@mkdir -p $(BUILD_DIR)
$(CPP) $(CPPFLAGS) -x c linker.ld | grep -v '^#' >$(BUILD_DIR)/linker.ld
# ======
# assets
# ======
$(BUILD_DIR)/extracted_assets_%: assets/assets.json assets/gfx.json assets/map.json assets/samples.json assets/sounds.json $(TRANSLATIONS)
@mkdir -p $(dir $@)
$(ASSET_PROCESSOR) extract $(GAME_VERSION) $(BUILD_DIR)/assets
touch $@
$(BUILD_DIR)/converted_assets_%: $(BUILD_DIR)/extracted_assets_%
@mkdir -p $(dir $@)
$(ASSET_PROCESSOR) convert $(GAME_VERSION) $(BUILD_DIR)/assets
touch $@
translations/%.bin: translations/%.json
tools/bin/tmc_strings -p --source $< --dest $@

4
Jenkinsfile vendored
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@ -12,12 +12,12 @@ pipeline {
sh 'cp /usr/local/etc/roms/tmc.demo.jp.gba baserom_demo_jp.gba'
sh 'cp /usr/local/etc/roms/tmc.jp.gba baserom_jp.gba'
sh 'cp /usr/local/etc/roms/tmc.eu.gba baserom_eu.gba'
sh 'make -j setup'
sh 'make setup'
}
}
stage('Build') {
steps {
sh 'make usa demo_usa jp demo_jp eu -j'
sh 'make all -j'
}
}
stage('Report Progress') {

303
Makefile
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@ -1,294 +1,37 @@
include $(DEVKITARM)/base_tools
COMPARE ?= 0
CPP := $(CC) -E
LD := $(DEVKITARM)/bin/arm-none-eabi-ld
GAME_VERSION ?= USA
REVISION := 0
GAME_LANGUAGE := ENGLISH
TITLE := GBAZELDA MC
MAKER_CODE := 01
ifeq ($(GAME_VERSION), USA)
GAME_CODE := BZME
BUILD_NAME := tmc
else
ifeq ($(GAME_VERSION), DEMO_USA)
GAME_CODE := BZHE
BUILD_NAME := tmc_demo_usa
else
ifeq ($(GAME_VERSION), JP)
GAME_CODE := BZMJ
BUILD_NAME := tmc_jp
GAME_LANGUAGE := JAPANESE
else
ifeq ($(GAME_VERSION), DEMO_JP)
GAME_CODE := BZMJ
BUILD_NAME := tmc_demo_jp
GAME_LANGUAGE := JAPANESE
else
ifeq ($(GAME_VERSION), EU)
GAME_CODE := BZMP
BUILD_NAME := tmc_eu
else
$(error unknown version $(GAME_VERSION))
endif
endif
endif
endif
endif
SHELL := /bin/bash -o pipefail
ROM := $(BUILD_NAME).gba
OBJ_DIR := build/$(BUILD_NAME)
ELF = $(ROM:.gba=.elf)
MAP = $(ROM:.gba=.map)
C_SUBDIR = src
DATA_C_SUBDIR = src/data
ASM_SUBDIR = asm
DATA_ASM_SUBDIR = data
SONG_SUBDIR = sound/songs
MID_SUBDIR = sound/songs/midi
ASSET_SUBDIR = assets
ENUM_INCLUDE_SUBDIR = enum_include
C_BUILDDIR = $(OBJ_DIR)/$(C_SUBDIR)
ASM_BUILDDIR = $(OBJ_DIR)/$(ASM_SUBDIR)
ASM_ENUM_INCLUDE_DIR = $(ASM_BUILDDIR)/$(ENUM_INCLUDE_SUBDIR)
DATA_ASM_BUILDDIR = $(OBJ_DIR)/$(DATA_ASM_SUBDIR)
SONG_BUILDDIR = $(OBJ_DIR)/$(SONG_SUBDIR)
MID_BUILDDIR = $(OBJ_DIR)/$(MID_SUBDIR)
ASSET_BUILDDIR = $(OBJ_DIR)/$(ASSET_SUBDIR)
PREPROC_INC_PATHS = $(ASSET_BUILDDIR) $(ASM_ENUM_INCLUDE_DIR)
ASFLAGS := -mcpu=arm7tdmi --defsym $(GAME_VERSION)=1 --defsym REVISION=$(REVISION) --defsym $(GAME_LANGUAGE)=1 -I $(ASSET_SUBDIR) -I $(ASSET_BUILDDIR) -I $(ASM_ENUM_INCLUDE_DIR)
CC1 := tools/agbcc/bin/agbcc
override CFLAGS += -O2 -Wimplicit -Wparentheses -Werror -Wno-multichar -g3
# -fhex-asm
# ifeq ($(DINFO),1)
# override CFLAGS += -g
# endif
CPPFLAGS := -I tools/agbcc -I tools/agbcc/include -iquote include -nostdinc -undef -D$(GAME_VERSION) -DREVISION=$(REVISION) -D$(GAME_LANGUAGE) -I $(OBJ_DIR)
LDFLAGS = -Map ../../$(MAP)
LIB := -L ../../tools/agbcc/lib -lc
SHA1 := $(shell { command -v sha1sum || command -v shasum; } 2>/dev/null) -c
GFX := tools/bin/gbagfx
AIF := tools/bin/aif2pcm
MID := tools/bin/mid2agb
SCANINC := tools/bin/scaninc
# TODO: use charmap?
PREPROC := tools/bin/preproc
FIX := tools/bin/gbafix
ASSET_PROCESSOR := tools/bin/asset_processor
ENUM_PROCESSOR := tools/extract_include_enum.py
ASSET_CONFIGS = assets/assets.json assets/gfx.json assets/map.json assets/samples.json assets/sounds.json
TRANSLATIONS = translations/USA.bin translations/English.bin translations/French.bin translations/German.bin translations/Spanish.bin translations/Italian.bin
# 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:
$(shell mkdir -p $(C_BUILDDIR) $(ASM_BUILDDIR) $(DATA_ASM_BUILDDIR) $(SONG_BUILDDIR) $(MID_BUILDDIR))
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 (,$(filter-out all compare target,$(MAKECMDGOALS)))
$(call infoshell, $(MAKE) tools)
else
NODEP := 1
endif
interwork := $(C_BUILDDIR)/interrupts.o \
$(C_BUILDDIR)/collision.o \
$(C_BUILDDIR)/playerItem.o \
$(C_BUILDDIR)/object.o \
$(C_BUILDDIR)/manager.o \
$(C_BUILDDIR)/npc.o
$(interwork): CFLAGS += -mthumb-interwork
$(C_BUILDDIR)/gba/m4a.o: CFLAGS = -O2 -mthumb-interwork -Wimplicit -Wparentheses -Werror -Wno-multichar
$(C_BUILDDIR)/eeprom.o: CFLAGS = -O1 -mthumb-interwork -Wimplicit -Wparentheses -Werror -Wno-multichar
C_SRCS := $(wildcard $(C_SUBDIR)/*.c $(C_SUBDIR)/*/*.c)
C_OBJS := $(patsubst $(C_SUBDIR)/%.c,$(C_BUILDDIR)/%.o,$(C_SRCS))
ASM_SRCS := $(wildcard $(ASM_SUBDIR)/*.s $(ASM_SUBDIR)/*/*.s)
ASM_OBJS := $(patsubst $(ASM_SUBDIR)/%.s,$(ASM_BUILDDIR)/%.o,$(ASM_SRCS)) $(patsubst $(ASM_SUBDIR)/*/%.s,$(ASM_BUILDDIR)/**/%.o,$(ASM_SRCS))
DATA_ASM_SRCS := $(wildcard $(DATA_ASM_SUBDIR)/*.s $(DATA_ASM_SUBDIR)/**/*.s $(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))
ENUM_ASM_SRCS := $(wildcard include/*.h)
ENUM_ASM_HEADERS := $(patsubst include/%.h,$(ASM_ENUM_INCLUDE_DIR)/%.inc,$(ENUM_ASM_SRCS))
OBJS := $(C_OBJS) $(ASM_OBJS) $(DATA_ASM_OBJS) $(SONG_OBJS) $(MID_OBJS)
OBJS_REL := $(patsubst $(OBJ_DIR)/%,%,$(OBJS))
SUBDIRS := $(sort $(dir $(OBJS) $(ENUM_ASM_HEADERS)))
$(shell mkdir -p $(SUBDIRS))
.PHONY: all setup clean-tools mostlyclean clean tidy tools extractassets buildassets custom
.PHONY: default all
default: build
all: eu jp usa demo_jp demo_usa
MAKEFLAGS += --no-print-directory
AUTO_GEN_TARGETS :=
.PHONY: build eu jp usa demo_jp demo_usa custom
build: GAME_VERSION ?=USA
build: tools
@$(MAKE) -f GBA.mk build GAME_VERSION=$(GAME_VERSION)
# TODO do we really need this extra step just so that the assets are always extracted at first?
all: build/extracted_assets_$(GAME_VERSION)
@$(MAKE) target GAME_VERSION=$(GAME_VERSION)
eu: GAME_VERSION=EU
jp: GAME_VERSION=JP
usa: GAME_VERSION=USA
demo_jp: GAME_VERSION=DEMO_JP
demo_usa: GAME_VERSION=DEMO_USA
eu jp usa demo_jp demo_usa:
@$(MAKE) GAME_VERSION=$(GAME_VERSION)
target: $(ROM)
@$(SHA1) $(BUILD_NAME).sha1
custom: tools
@$(MAKE) GAME_VERSION=USA CUSTOM=1
custom: buildassets
@$(MAKE) target GAME_VERSION=$(GAME_VERSION)
.PHONY: tools
tools: tools/bin
# kept for backwards compat
compare: $(ROM)
@$(SHA1) $(BUILD_NAME).sha1
setup: tools
# all tools are build at once
# FIXME figure out why make builds multiple times when specifying all tools here
tools: $(GFX)
$(GFX) $(AIF) $(MID) $(SCANINC) $(PREPROC) $(FIX) $(ASSET_PROCESSOR) tools/bin/agb2mid tools/bin/tmc_strings tools/bin/bin2c &:
tools/bin:
mkdir -p tools/cmake-build
unset CC CXX AS LD LDFLAGS && cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=tools -S tools -B tools/cmake-build
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=tools -S tools -B tools/cmake-build
cmake --build tools/cmake-build -j --target install
# Automatically extract binary data
build/extracted_assets_%: $(ASSET_CONFIGS) $(TRANSLATIONS)
$(ASSET_PROCESSOR) extract $(GAME_VERSION) $(ASSET_BUILDDIR)
touch $@
# Extract assets to human readable form
extractassets:
$(ASSET_PROCESSOR) convert $(GAME_VERSION) $(ASSET_BUILDDIR)
# Build the assets from the human readable form
buildassets:
$(ASSET_PROCESSOR) build $(GAME_VERSION) $(ASSET_BUILDDIR)
mostlyclean: tidy
rm -f sound/direct_sound_samples/*.bin
rm -f $(SONG_OBJS) $(MID_SUBDIR)/*.s
find . \( -iname '*.1bpp' -o -iname '*.4bpp' -o -iname '*.8bpp' -o -iname '*.gbapal' -o -iname '*.lz' -o -iname '*.latfont' -o -iname '*.hwjpnfont' -o -iname '*.fwjpnfont' \) -exec rm {} +
rm -f $(AUTO_GEN_TARGETS)
.PHONY: clean clean-tools
clean:
@$(MAKE) -f GBA.mk clean
clean-tools:
rm -rf tools/bin
rm -rf tools/cmake-build
clean: mostlyclean clean-tools
tidy:
rm -f tmc.gba tmc.elf tmc.map
rm -f tmc_demo_usa.gba tmc_demo_usa.elf tmc_demo_usa.map
rm -f tmc_jp.gba tmc_jp.elf tmc_jp.map
rm -f tmc_demo_jp.gba tmc_demo_jp.elf tmc_demo_jp.map
rm -f tmc_eu.gba tmc_eu.elf tmc_eu.map
rm -r build/*
%.s: ;
%.png: ;
%.pal: ;
%.aif: ;
%.1bpp: %.png ; $(GFX) $< $@
%.4bpp: %.png ; $(GFX) $< $@
%.8bpp: %.png ; $(GFX) $< $@
%.gbapal: %.pal ; $(GFX) $< $@
%.gbapal: %.png ; $(GFX) $< $@
%.lz: % ; $(GFX) $< $@
%.rl: % ; $(GFX) $< $@
cd $(@D) && ../../$(MID) $(<F)
translations/USA.bin: translations/USA.json ; tools/bin/tmc_strings -p --source $< --dest $@ --size 0x499E0
translations/English.bin: translations/English.json ; tools/bin/tmc_strings -p --source $< --dest $@ --size 0x488C0
translations/French.bin: translations/French.json ; tools/bin/tmc_strings -p --source $< --dest $@ --size 0x47A90
translations/German.bin: translations/German.json ; tools/bin/tmc_strings -p --source $< --dest $@ --size 0x42FC0
translations/Spanish.bin: translations/Spanish.json ; tools/bin/tmc_strings -p --source $< --dest $@ --size 0x41930
translations/Italian.bin: translations/Italian.json ; tools/bin/tmc_strings -p --source $< --dest $@ --size 0x438E0
ifeq ($(NODEP),1)
$(C_BUILDDIR)/%.o: c_dep :=
else
$(C_BUILDDIR)/%.o: c_dep = $(shell $(SCANINC) -I include $(C_SUBDIR)/$*.c)
endif
$(C_BUILDDIR)/%.o : $(C_SUBDIR)/%.c $$(c_dep)
@$(CPP) $(CPPFLAGS) $< -o $(C_BUILDDIR)/$*.i
$(PREPROC) $(BUILD_NAME) $(C_BUILDDIR)/$*.i charmap.txt | $(CC1) $(CFLAGS) -o $(C_BUILDDIR)/$*.s
@echo -e "\t.text\n\t.align\t2, 0 @ Don't pad with nop\n" >> $(C_BUILDDIR)/$*.s
$(AS) $(ASFLAGS) -o $@ $(C_BUILDDIR)/$*.s
ifeq ($(NODEP),1)
$(ASM_BUILDDIR)/%.o: asm_dep :=
else
$(ASM_BUILDDIR)/%.o: asm_dep = $(shell $(SCANINC) -I . $(ASM_SUBDIR)/$*.s)
endif
$(ASM_BUILDDIR)/%.o: $(ASM_SUBDIR)/%.s $$(asm_dep)
$(PREPROC) $(BUILD_NAME) $< -- $(PREPROC_INC_PATHS) | $(AS) $(ASFLAGS) -o $@
$(ASM_ENUM_INCLUDE_DIR)/%.inc: include/%.h
$(ENUM_PROCESSOR) $< $(CC) "-D__attribute__(x)=" "-D$(GAME_VERSION)" "-E" "-nostdinc" "-Itools/agbcc" "-Itools/agbcc/include" "-iquote include" > $@
ifeq ($(NODEP),1)
$(DATA_ASM_BUILDDIR)/%.o: data_dep :=
else
$(DATA_ASM_BUILDDIR)/%.o: data_dep = $(shell $(SCANINC) -I . -I $(ASSET_SUBDIR) -I $(ASSET_BUILDDIR) -I $(ASM_ENUM_INCLUDE_DIR) $(DATA_ASM_SUBDIR)/$*.s)
endif
$(DATA_ASM_BUILDDIR)/%.o: $(DATA_ASM_SUBDIR)/%.s $$(data_dep) $(ENUM_ASM_HEADERS)
$(PREPROC) $(BUILD_NAME) $< charmap.txt -- $(PREPROC_INC_PATHS) | $(CPP) -I include -nostdinc -undef -Wno-unicode - | $(AS) $(ASFLAGS) -o $@
$(SONG_BUILDDIR)/%.o: $(SONG_SUBDIR)/%.s
$(AS) $(ASFLAGS) -I sound -o $@ $<
$(OBJ_DIR)/linker.ld: linker.ld
$(CPP) $(CPPFLAGS) -x c linker.ld | grep -v '^#' >$(OBJ_DIR)/linker.ld
$(ELF): $(OBJS) $(OBJ_DIR)/linker.ld
cd $(OBJ_DIR) && $(LD) $(LDFLAGS) -n -T linker.ld -o ../../$@ $(LIB)
$(FIX) $@ -t"$(TITLE)" -c$(GAME_CODE) -m$(MAKER_CODE) -r$(REVISION) --silent
$(ROM): $(ELF)
$(OBJCOPY) -O binary --gap-fill 0xFF --pad-to 0x9000000 $< $@
usa: ; @$(MAKE) GAME_VERSION=USA
demo_usa: ; @$(MAKE) GAME_VERSION=DEMO_USA
jp: ; @$(MAKE) GAME_VERSION=JP
demo_jp: ; @$(MAKE) GAME_VERSION=DEMO_JP
eu: ; @$(MAKE) GAME_VERSION=EU

32
Toolchain.mk Normal file
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@ -0,0 +1,32 @@
# ========
# compiler
# ========
ifneq (,$(shell which arm-none-eabi-gcc))
PREFIX :=
else ifdef DEVKITARM
PREFIX := $(DEVKITARM)/bin/
else
$(error arm-none-eabi-gcc not found, please install (devkitPro supported))
endif
CC := $(PREFIX)arm-none-eabi-gcc
CPP := $(CC) -E
CXX := $(PREFIX)arm-none-eabi-g++
AS := $(PREFIX)arm-none-eabi-as
LD := $(PREFIX)arm-none-eabi-ld
OBJCOPY := $(PREFIX)arm-none-eabi-objcopy
# ============
# custom tools
# ============
CC1 := tools/agbcc/bin/agbcc
SHA1 := $(shell { command -v sha1sum || command -v shasum; } 2>/dev/null) -c
SCANINC := tools/bin/scaninc
PREPROC := tools/bin/preproc
ASSET_PROCESSOR := tools/bin/asset_processor
ENUM_PROCESSOR := tools/extract_include_enum.py
FIX := tools/bin/gbafix

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@ -45,4 +45,4 @@ gSpriteAnimations_Sturgeon:: @ 0810FBD0
.4byte gSpriteAnimations_Sturgeon_7
.4byte gSpriteAnimations_Sturgeon_8
.4byte gSpriteAnimations_Sturgeon_9
.4byte 00000000
.4byte 00000000

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@ -880,7 +880,7 @@ SECTIONS {
src/gba/m4a.o(.text);
asm/lib/libagbsyscall.o(.text);
src/eeprom.o(.text);
*libc.a:memcpy.o(.text);
libc.a(.text);
/* handwritten assembly in arm mode */
asm/src/intr.o(.text);

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@ -29,7 +29,7 @@ AsmFile::AsmFile(std::string path) {
FILE* fp = std::fopen(path.c_str(), "rb");
if (fp == NULL)
fatal_error("Failed to open \"%s\" for reading.\n", path.c_str());
fatal_error("Failed to open \"{}\" for reading.\n", path.c_str());
std::fseek(fp, 0, SEEK_END);
@ -40,7 +40,7 @@ AsmFile::AsmFile(std::string path) {
std::rewind(fp);
if (std::fread(m_buffer, m_size, 1, fp) != 1)
fatal_error("Failed to read \"%s\".\n", path.c_str());
fatal_error("Failed to read \"{}\".\n", path.c_str());
std::fclose(fp);
@ -159,7 +159,7 @@ void AsmFile::SkipString() {
fatal_error(INPUT_ERROR_MESSAGE("unexpected EOF in string\n"));
if (c == '\\') {
c = GetChar();
c = GetChar();
}
}
}

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@ -26,7 +26,7 @@ CFile::CFile(std::string path) {
FILE* fp = std::fopen(path.c_str(), "rb");
if (fp == NULL)
fatal_error("Failed to open \"%s\" for reading.\n", path.c_str());
fatal_error("Failed to open \"{}\" for reading.\n", path.c_str());
std::fseek(fp, 0, SEEK_END);
@ -38,7 +38,7 @@ CFile::CFile(std::string path) {
std::rewind(fp);
if (std::fread(m_buffer, m_size, 1, fp) != 1)
fatal_error("Failed to read \"%s\".\n", path.c_str());
fatal_error("Failed to read \"{}\".\n", path.c_str());
std::fclose(fp);

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@ -25,7 +25,7 @@ SourceFileType GetFileType(std::string& path) {
std::size_t pos = path.find_last_of('.');
if (pos == std::string::npos)
fatal_error("no file extension in path \"%s\"\n", path.c_str());
fatal_error("no file extension in path \"{}\"\n", path.c_str());
std::string extension = path.substr(pos + 1);
@ -38,7 +38,7 @@ SourceFileType GetFileType(std::string& path) {
else if (extension == "inc")
return SourceFileType::Inc;
else
fatal_error("Unrecognized extension \"%s\"\n", extension.c_str());
fatal_error("Unrecognized extension \"{}\"\n", extension.c_str());
// Unreachable
return SourceFileType::Cpp;