mirror of https://github.com/zeldaret/tmc.git
commit
a9910e74cc
|
@ -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
|
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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 $@
|
68
INSTALL.md
68
INSTALL.md
|
@ -1,14 +1,22 @@
|
|||
# Install
|
||||
First, you must put a The Legend of Zelda: The Minish Cap (U) ROM (with SHA1: `b4bd50e4131b027c334547b4524e2dbbd4227130`) in the root directory of the repository and name it `baserom.gba`.
|
||||
This repository does not include any of the games assets.
|
||||
To build the game using the decomp you need an original baserom for each version you want to build.
|
||||
Put them with the appropriate filename into the repository root directory.
|
||||
The supported versions are:
|
||||
|
||||
## Building other variants
|
||||
To build other variants, you need to place the corresponding baserom before building, e.g. `baserom_jp.gba` for JP.
|
||||
| Version | Filename | SHA1 |
|
||||
|-----------------------|------------------------|--------------------------------------------|
|
||||
| USA (project default) | `baserom.gba` | `b4bd50e4131b027c334547b4524e2dbbd4227130` |
|
||||
| EU | `baserom_eu.gba` | `cff199b36ff173fb6faf152653d1bccf87c26fb7` |
|
||||
| JP | `baserom_jp.gba` | `6c5404a1effb17f481f352181d0f1c61a2765c5d` |
|
||||
| USA (Demo) | `baserom_demo_usa.gba` | `63fcad218f9047b6a9edbb68c98bd0dec322d7a1` |
|
||||
| JP (Demo) | `baserom_demo_jp.gba` | `9cdb56fa79bba13158b81925c1f3641251326412` |
|
||||
|
||||
## Prerequisites
|
||||
|
||||
| Linux | macOS | Windows 10 (build 18917+) | Windows 10 (1709+) | Windows 8, 8.1, and 10 (1507, 1511, 1607, 1703)
|
||||
| ----- | ----- | ------------------------- | ------------------ | ---------------------------------------------------------
|
||||
| none | [Xcode Command Line Tools package][xcode] | [Windows Subsystem for Linux 2][wsl2] | [Windows Subsystem for Linux][wsl] | [Cygwin][cygwin]
|
||||
| Linux | macOS | Windows 10 (build 18917+) | Windows 10 (1709+) | Windows 8, 8.1, and 10 (1507, 1511, 1607, 1703) |
|
||||
|-------|-------------------------------------------|---------------------------------------|------------------------------------|-------------------------------------------------|
|
||||
| none | [Xcode Command Line Tools package][xcode] | [Windows Subsystem for Linux 2][wsl2] | [Windows Subsystem for Linux][wsl] | [Cygwin][cygwin] |
|
||||
|
||||
[xcode]: https://developer.apple.com/library/archive/technotes/tn2339/_index.html#//apple_ref/doc/uid/DTS40014588-CH1-DOWNLOADING_COMMAND_LINE_TOOLS_IS_NOT_AVAILABLE_IN_XCODE_FOR_MACOS_10_9__HOW_CAN_I_INSTALL_THEM_ON_MY_MACHINE_
|
||||
[wsl2]: https://docs.microsoft.com/windows/wsl/wsl2-install
|
||||
|
@ -17,25 +25,24 @@ To build other variants, you need to place the corresponding baserom before buil
|
|||
|
||||
The [prerelease version of the Linux subsystem](https://docs.microsoft.com/windows/wsl/install-legacy) available in the 1607 and 1703 releases of Windows 10 is obsolete so consider uninstalling it.
|
||||
|
||||
Make sure that the `build-essential`, `git`, `python3`, `python3-pip`, `cmake` and `libpng-dev` packages are installed. The `build-essential` package includes the `make`, `gcc-core`, and `g++` packages so they do not have to be obtained separately.
|
||||
Make sure that the `build-essential`, `git`, `python3`, `python3-pip`, `cmake` and `libpng-dev` packages are installed. The `build-essential` package includes the `make`, `gcc-core`, and `g++` packages, so they do not have to be obtained separately.
|
||||
|
||||
In the case of Cygwin, [include](https://cygwin.com/cygwin-ug-net/setup-net.html#setup-packages) the `make`, `git`, `gcc-core`, `gcc-g++`, and `libpng-devel` packages.
|
||||
|
||||
Install the **devkitARM** toolchain of [devkitPro](https://devkitpro.org/wiki/Getting_Started) and add its environment variables. For Windows versions without the Linux subsystem, the devkitPro [graphical installer](https://github.com/devkitPro/installer/releases) includes a preconfigured MSYS2 environment, thus the steps below are not required.
|
||||
To build the games code, the `arm-none-eabi-gcc` compiler is required.
|
||||
Both a standalone installation and [devkitPro](https://devkitpro.org/wiki/Getting_Started) are supported.
|
||||
For devkitPro, install the `gba-dev` package.
|
||||
|
||||
sudo (dkp-)pacman -S gba-dev
|
||||
export DEVKITPRO=/opt/devkitpro
|
||||
echo "export DEVKITPRO=$DEVKITPRO" >> ~/.bashrc
|
||||
export DEVKITARM=$DEVKITPRO/devkitARM
|
||||
echo "export DEVKITARM=$DEVKITARM" >> ~/.bashrc
|
||||
If `arm-none-eabi-gcc` is not available through `PATH` use `TOOLCHAIN_PATH=<path>` to indicate its location.
|
||||
This is not required for devkitPro, the `DEVKITARM` environment variable is used for auto-detection.
|
||||
|
||||
Install the pycparser python package:
|
||||
pip3 install pycparser
|
||||
Install `python3` and the `pycparser` python package:
|
||||
`pip3 install pycparser`
|
||||
|
||||
## Installation
|
||||
|
||||
To set up the repository:
|
||||
|
||||
```shell
|
||||
git clone https://github.com/zeldaret/tmc
|
||||
git clone https://github.com/pret/agbcc
|
||||
|
||||
|
@ -44,26 +51,33 @@ To set up the repository:
|
|||
sh install.sh ../tmc
|
||||
|
||||
cd ../tmc
|
||||
make setup
|
||||
|
||||
To build **tmc.gba**:
|
||||
|
||||
make tools
|
||||
```
|
||||
To build `tmc.gba`:
|
||||
```shell
|
||||
make -j$(nproc)
|
||||
```
|
||||
>**Note:** If the build command is not recognized on Linux, including the Linux environment used within Windows, run `nproc` and replace `$(nproc)` with the returned value (e.g.: `make -j4`). Because `nproc` is not available on macOS, the alternative is `sysctl -n hw.ncpu`.
|
||||
|
||||
If only `.c` or `.s` files were changed, turn off the dependency scanning temporarily. Changes to any other files will be ignored and the build will either fail or not reflect those changes.
|
||||
You can configure the game version built by using the `GAME_VERSION` variable (ie. `make GAME_VERSION=EU`).
|
||||
Convenience targets for all 5 versions exist (`make usa eu jp demo_usa demo_jp`).
|
||||
`make all` builds all 5 versions.
|
||||
|
||||
make -j$(nproc) NODEP=1
|
||||
If you modify the game you need to do a custom build.
|
||||
Use `CUSTOM=1` for that (any nonempty value will enable it, so `CUSTOM=0` will NOT disable it).
|
||||
There is a convenience target `make custom` that does a custom USA build.
|
||||
|
||||
**Note:** If the build command is not recognized on Linux, including the Linux environment used within Windows, run `nproc` and replace `$(nproc)` with the returned value (e.g.: `make -j4`). Because `nproc` is not available on macOS, the alternative is `sysctl -n hw.ncpu`.
|
||||
The `COMPARE` variable controls the SHA1 verification check.
|
||||
It is enabled (`1`) for normal builds and disabled (`0`) for custom builds by default.
|
||||
|
||||
### Note for Mac users
|
||||
|
||||
The BSD make that comes with Mac XCode can be buggy, so obtain GNU make and sed using [Homebrew](https://brew.sh):
|
||||
|
||||
```shell
|
||||
brew install make gnu-sed
|
||||
|
||||
```
|
||||
When compiling agbcc, substitute the `build.sh` line for
|
||||
|
||||
```shell
|
||||
gsed 's/^make/gmake/g' build.sh | sh
|
||||
|
||||
```
|
||||
Finally, use `gmake` instead of `make` to compile the ROM(s).
|
||||
|
|
|
@ -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 tools'
|
||||
}
|
||||
}
|
||||
stage('Build') {
|
||||
steps {
|
||||
sh 'make usa demo_usa jp demo_jp eu -j'
|
||||
sh 'make all -j'
|
||||
}
|
||||
}
|
||||
stage('Report Progress') {
|
||||
|
|
305
Makefile
305
Makefile
|
@ -1,294 +1,41 @@
|
|||
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: tools
|
||||
@$(MAKE) GAME_VERSION=$(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: extract_assets
|
||||
extract_assets: tools
|
||||
@$(MAKE) -f GBA.mk extract_assets
|
||||
|
||||
# kept for backwards compat
|
||||
compare: $(ROM)
|
||||
@$(SHA1) $(BUILD_NAME).sha1
|
||||
.PHONY: tools
|
||||
tools: tools/bin
|
||||
|
||||
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
|
||||
|
|
|
@ -0,0 +1,38 @@
|
|||
# ========
|
||||
# compiler
|
||||
# ========
|
||||
|
||||
ifndef TOOLCHAIN_PATH
|
||||
ifneq (,$(shell which arm-none-eabi-gcc))
|
||||
TOOLCHAIN_PATH :=
|
||||
else ifdef DEVKITARM
|
||||
TOOLCHAIN_PATH := $(DEVKITARM)/bin/
|
||||
else
|
||||
$(error arm-none-eabi-gcc not found, please install (devkitPro supported))
|
||||
endif
|
||||
endif
|
||||
|
||||
# ensure trailing slash
|
||||
ifneq ($(TOOLCHAIN_PATH),)
|
||||
override TOOLCHAIN_PATH:=$(TOOLCHAIN_PATH)/
|
||||
endif
|
||||
|
||||
CC := $(TOOLCHAIN_PATH)arm-none-eabi-gcc
|
||||
CPP := $(CC) -E
|
||||
CXX := $(TOOLCHAIN_PATH)arm-none-eabi-g++
|
||||
AS := $(TOOLCHAIN_PATH)arm-none-eabi-as
|
||||
LD := $(TOOLCHAIN_PATH)arm-none-eabi-ld
|
||||
OBJCOPY := $(TOOLCHAIN_PATH)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
|
|
@ -867,7 +867,7 @@ 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);
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue