### Build Options ### # Override these options in settings.mk or with `make SETTING=value'. BASEROM = baserom.z64 TARGET = papermario COMPARE = 1 NON_MATCHING = 0 WATCH_INCLUDES = 1 -include settings.mk # Fail early if baserom does not exist ifeq ($(wildcard $(BASEROM)),) $(error Baserom `$(BASEROM)' not found.) endif # NON_MATCHING=1 implies COMPARE=0 ifeq ($(NON_MATCHING),1) override COMPARE=0 endif # PERMUTER=1 implies WATCH_INCLUDES=0 ifeq ($(PERMUTER),1) override WATCH_INCLUDES=0 endif ### Output ### BUILD_DIR := build ROM := $(TARGET).z64 ELF := $(BUILD_DIR)/$(TARGET).elf LD_SCRIPT := $(TARGET).ld LD_MAP := $(BUILD_DIR)/$(TARGET).map ASSETS_BIN := $(BUILD_DIR)/bin/assets/assets.bin MSG_BIN := $(BUILD_DIR)/msg.bin NPC_BIN := $(BUILD_DIR)/sprite/npc.bin GENERATED_HEADERS := include/ld_addrs.h include/sprite ### Tools ### PYTHON := python3 N64CKSUM := tools/n64crc SPLAT_YAML := tools/splat.yaml SPLAT = $(PYTHON) tools/n64splat/split.py $(BASEROM) $(SPLAT_YAML) . YAY0COMPRESS = tools/Yay0compress EMULATOR = mupen64plus ### Compiler Options ### CROSS := mips-linux-gnu- AS := $(CROSS)as OLD_AS := tools/mips-nintendo-nu64-as CC := tools/cc1 CPP := cpp LD := $(CROSS)ld OBJCOPY := $(CROSS)objcopy CPPFLAGS := -Iinclude -Isrc -D _LANGUAGE_C -ffreestanding -DF3DEX_GBI_2 -D_MIPS_SZLONG=32 -Wundef -Wcomment ASFLAGS := -EB -Iinclude -march=vr4300 -mtune=vr4300 OLDASFLAGS := -EB -Iinclude -G 0 CFLAGS := -O2 -quiet -G 0 -mcpu=vr4300 -mfix4300 -mips3 -mgp32 -mfp32 -Wimplicit -Wuninitialized -Wshadow LDFLAGS := -T undefined_syms.txt -T undefined_syms_auto.txt -T undefined_funcs.txt -T undefined_funcs_auto.txt -T $(BUILD_DIR)/$(LD_SCRIPT) -Map $(LD_MAP) --no-check-sections ifeq ($(WATCH_INCLUDES),1) CPPMFLAGS = -MP -MD -MF $@.mk -MT $(BUILD_DIR)/$*.d MDEPS = $(BUILD_DIR)/%.d endif ifeq ($(NON_MATCHING),1) CPPFLAGS += -DNON_MATCHING endif ### Sources ### include sources.mk ifeq ($(PERMUTER),1) override OBJECTS:=$(filter %.c.o, $(OBJECTS)) endif %.d: ; ifeq ($(WATCH_INCLUDES),1) -include $(foreach obj, $(OBJECTS), $(obj).mk) endif ### Targets ### clean: rm -rf $(BUILD_DIR) clean-code: rm -rf $(BUILD_DIR)/src setup: clean submodules split $(LD_SCRIPT) make -C tools submodules: git submodule update --init --recursive split: rm -rf bin msg img sprite $(SPLAT) --modes ld bin Yay0 PaperMarioMapFS PaperMarioMessages img PaperMarioNpcSprites split-%: $(SPLAT) --modes ld $* --verbose split-all: rm -rf bin msg img sprite $(SPLAT) --modes all test: $(ROM) $(EMULATOR) $< # Compressed files %.Yay0: % @mkdir -p $(shell dirname $@) $(YAY0COMPRESS) $< $@ $(BUILD_DIR)/%.bin.Yay0: %.bin @mkdir -p $(shell dirname $@) $(YAY0COMPRESS) $< $@ # Data objects $(BUILD_DIR)/%.bin.o: %.bin @mkdir -p $(shell dirname $@) $(LD) -r -b binary -o $@ $< # Compressed data objects $(BUILD_DIR)/%.Yay0.o: $(BUILD_DIR)/%.bin.Yay0 @mkdir -p $(shell dirname $@) $(LD) -r -b binary -o $@ $< # Compile C files $(BUILD_DIR)/%.c.o: %.c $(MDEPS) | $(GENERATED_HEADERS) @mkdir -p $(shell dirname $@) $(CPP) $(CPPFLAGS) -o - $(CPPMFLAGS) $< | iconv --from UTF-8 --to SHIFT-JIS | $(CC) $(CFLAGS) -o - | $(OLD_AS) $(OLDASFLAGS) -o $@ - # Compile C files (with DSL macros) $(foreach cfile, $(DSL_C_FILES), $(BUILD_DIR)/$(cfile).o): $(BUILD_DIR)/%.c.o: %.c $(MDEPS) tools/compile_dsl_macros.py | $(GENERATED_HEADERS) @mkdir -p $(shell dirname $@) $(CPP) $(CPPFLAGS) -o - $< $(CPPMFLAGS) | $(PYTHON) tools/compile_dsl_macros.py | iconv --from UTF-8 --to SHIFT-JIS | $(CC) $(CFLAGS) -o - | $(OLD_AS) $(OLDASFLAGS) -o $@ - # Assemble handwritten ASM $(BUILD_DIR)/%.s.o: %.s @mkdir -p $(shell dirname $@) $(AS) $(ASFLAGS) -o $@ $< # Data $(BUILD_DIR)/data/%.data.o: asm/data/%.data.s @mkdir -p $(shell dirname $@) $(AS) $(ASFLAGS) -o $@ $< # Rodata $(BUILD_DIR)/rodata/%.rodata.o: asm/data/%.rodata.s @mkdir -p $(shell dirname $@) $(AS) $(ASFLAGS) -o $@ $< # Images $(BUILD_DIR)/%.png.o: $(BUILD_DIR)/%.png $(LD) -r -b binary -o $@ $< $(BUILD_DIR)/%.rgba16.png: %.png @mkdir -p $(shell dirname $@) $(PYTHON) tools/convert_image.py rgba16 $< $@ $(IMG_FLAGS) $(BUILD_DIR)/%.rgba32.png: %.png @mkdir -p $(shell dirname $@) $(PYTHON) tools/convert_image.py rgba32 $< $@ $(IMG_FLAGS) $(BUILD_DIR)/%.ci8.png: %.png @mkdir -p $(shell dirname $@) $(PYTHON) tools/convert_image.py ci8 $< $@ $(IMG_FLAGS) $(BUILD_DIR)/%.ci4.png: %.png @mkdir -p $(shell dirname $@) $(PYTHON) tools/convert_image.py ci4 $< $@ $(IMG_FLAGS) $(BUILD_DIR)/%.palette.png: %.png @mkdir -p $(shell dirname $@) $(PYTHON) tools/convert_image.py palette $< $@ $(IMG_FLAGS) $(BUILD_DIR)/%.ia4.png: %.png @mkdir -p $(shell dirname $@) $(PYTHON) tools/convert_image.py ia4 $< $@ $(IMG_FLAGS) $(BUILD_DIR)/%.ia8.png: %.png @mkdir -p $(shell dirname $@) $(PYTHON) tools/convert_image.py ia8 $< $@ $(IMG_FLAGS) $(BUILD_DIR)/%.ia16.png: %.png @mkdir -p $(shell dirname $@) $(PYTHON) tools/convert_image.py ia16 $< $@ $(IMG_FLAGS) $(BUILD_DIR)/%.i4.png: %.png @mkdir -p $(shell dirname $@) $(PYTHON) tools/convert_image.py i4 $< $@ $(IMG_FLAGS) $(BUILD_DIR)/%.i8.png: %.png @mkdir -p $(shell dirname $@) $(PYTHON) tools/convert_image.py i8 $< $@ $(IMG_FLAGS) # Assets ASSET_FILES := $(foreach asset, $(ASSETS), $(BUILD_DIR)/bin/assets/$(asset)) YAY0_ASSET_FILES := $(foreach asset, $(filter-out %_tex, $(ASSET_FILES)), $(asset).Yay0) $(BUILD_DIR)/bin/assets/%: bin/assets/%.bin @mkdir -p $(shell dirname $@) @cp $< $@ $(ASSETS_BIN): $(ASSET_FILES) $(YAY0_ASSET_FILES) sources.mk @mkdir -p $(shell dirname $@) @echo "building $@" @$(PYTHON) tools/build_assets_bin.py $@ $(ASSET_FILES) $(ASSETS_BIN:.bin=.o): $(ASSETS_BIN) $(LD) -r -b binary -o $@ $< # Messages $(MSG_BIN): $(MESSAGES) @mkdir -p $(shell dirname $@) @echo "building $@" @$(PYTHON) tools/compile_messages.py $@ /dev/null $(MESSAGES) $(MSG_BIN:.bin=.o): $(MSG_BIN) $(LD) -r -b binary -o $@ $< # Sprites $(foreach npc, $(NPC_SPRITES), $(eval $(BUILD_DIR)/sprite/npc/$(npc):: $(shell find sprite/npc/$(npc) -type f))) # dependencies NPC_DIRS := $(foreach npc, $(NPC_SPRITES), sprite/npc/$(npc)) NPC_YAY0 := $(foreach npc, $(NPC_SPRITES), $(BUILD_DIR)/sprite/npc/$(npc).Yay0) $(BUILD_DIR)/sprite/npc/%:: sprite/npc/% tools/compile_npc_sprite.py @mkdir -p $(shell dirname $@) $(PYTHON) tools/compile_npc_sprite.py $@ $< $(NPC_BIN): $(NPC_YAY0) tools/compile_npc_sprites.py @mkdir -p $(shell dirname $@) @echo "building $@" @$(PYTHON) tools/compile_npc_sprites.py $@ $(NPC_YAY0) $(NPC_BIN:.bin=.o): $(NPC_BIN) $(LD) -r -b binary -o $@ $< include/sprite/npc/%.h: sprite/npc/%/SpriteSheet.xml tools/gen_sprite_animations_h.py @mkdir -p $(shell dirname $@) @echo "building $@" @$(PYTHON) tools/gen_sprite_animations_h.py $@ sprite/npc/$* $(NPC_DIRS) include/sprite: $(foreach dir, $(NPC_DIRS), include/$(dir).h) $(LD_SCRIPT): $(SPLAT_YAML) $(SPLAT) --modes ld $(BUILD_DIR)/$(LD_SCRIPT): $(LD_SCRIPT) @mkdir -p $(shell dirname $@) $(CPP) -P -DBUILD_DIR=$(BUILD_DIR) -o $@ $< $(ROM): $(BUILD_DIR)/$(TARGET).bin @cp $< $@ ifeq ($(COMPARE),1) @sha1sum -c checksum.sha1 || (echo 'The build succeeded, but did not match the base ROM. This is expected if you are making changes to the game. To skip this check, use "make COMPARE=0".' && false) endif $(BUILD_DIR)/$(TARGET).elf: $(BUILD_DIR)/$(LD_SCRIPT) $(OBJECTS) $(LD) $(LDFLAGS) -o $@ $(BUILD_DIR)/$(TARGET).bin: $(BUILD_DIR)/$(TARGET).elf $(OBJCOPY) $< $@ -O binary include/ld_addrs.h: $(BUILD_DIR)/$(LD_SCRIPT) grep -E "[^\. ]+ =" $< -o | sed 's/^/extern void* /; s/ =/;/' > $@ ### Make Settings ### .PHONY: clean test setup submodules split $(ROM) include/sprite .DELETE_ON_ERROR: .SECONDARY: .PRECIOUS: $(ROM) %.Yay0 .DEFAULT_GOAL := $(ROM) # Remove built-in implicit rules to improve performance MAKEFLAGS += --no-builtin-rules # Fail targets if any command in the pipe exits with error SHELL = /bin/bash -e -o pipefail