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 C_BUILDDIR = $(OBJ_DIR)/$(C_SUBDIR) ASM_BUILDDIR = $(OBJ_DIR)/$(ASM_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) ASFLAGS := -mcpu=arm7tdmi --defsym $(GAME_VERSION)=1 --defsym REVISION=$(REVISION) --defsym $(GAME_LANGUAGE)=1 -I $(ASSET_SUBDIR) -I $(ASSET_BUILDDIR) CC1 := tools/agbcc/bin/agbcc override CFLAGS += -O2 -Wimplicit -Wparentheses -Werror -Wno-multichar -g3 # -fhex-asm # ifeq ($(DINFO),1) # override CFLAGS += -g # endif CPPFLAGS := -I tools/agbcc -I tools/agbcc/include -iquote include -nostdinc -undef -D$(GAME_VERSION) -DREVISION=$(REVISION) -D$(GAME_LANGUAGE) LDFLAGS = -Map ../../$(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 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)) OBJS := $(C_OBJS) $(ASM_OBJS) $(DATA_ASM_OBJS) $(SONG_OBJS) $(MID_OBJS) OBJS_REL := $(patsubst $(OBJ_DIR)/%,%,$(OBJS)) SUBDIRS := $(sort $(dir $(OBJS))) $(shell mkdir -p $(SUBDIRS)) .PHONY: all setup clean-tools mostlyclean clean tidy tools extractassets buildassets custom MAKEFLAGS += --no-print-directory AUTO_GEN_TARGETS := # TODO do we really need this extra step just so that the assets are always extracted at first? all: build/extracted_assets_$(GAME_VERSION) @$(MAKE) target GAME_VERSION=$(GAME_VERSION) target: $(ROM) @$(SHA1) $(BUILD_NAME).sha1 custom: buildassets @$(MAKE) target GAME_VERSION=$(GAME_VERSION) # 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 &: 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 --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) 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) $(> $(C_BUILDDIR)/$*.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 $$(asm_dep) $(PREPROC) $(BUILD_NAME) $< | $(AS) $(ASFLAGS) -o $@ ifeq ($(NODEP),1) $(DATA_ASM_BUILDDIR)/%.o: data_dep := else $(DATA_ASM_BUILDDIR)/%.o: data_dep = $(shell $(SCANINC) -I . -I $(ASSET_SUBDIR) -I $(ASSET_BUILDDIR) $(DATA_ASM_SUBDIR)/$*.s) endif $(DATA_ASM_BUILDDIR)/%.o: $(DATA_ASM_SUBDIR)/%.s $$(data_dep) $(PREPROC) $(BUILD_NAME) $< charmap.txt | $(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