forked from thesquid22/Lost3DBrotherbutbetterpossibly
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Makefile.split
270 lines (237 loc) · 14.3 KB
/
Makefile.split
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
# --------------------------------------
# General Rules
# --------------------------------------
# obtain a list of segments from the *.c files in bin directory
SEGMENTS := \
$(notdir $(basename $(wildcard bin/*.c))) \
$(addprefix $(VERSION)/,$(notdir $(basename $(wildcard bin/$(VERSION)/*.c)))) \
$(addsuffix _skybox,$(notdir $(basename $(wildcard textures/skyboxes/*.png))))
# Directories containing PNG files
TEXTURE_DIRS := \
$(wildcard textures/*/) \
$(filter %/,$(wildcard actors/*/))
# NOTE: textures assume naming convention "texture.<encoding>.png" generates "texture.<encoding>"
ACTOR_GROUPS := \
group0 \
group1 \
group2 \
group3 \
group4 \
group5 \
group6 \
group7 \
group8 \
group9 \
group10 \
group11 \
group12 \
group13 \
group14 \
group15 \
group16 \
group17 \
common0 \
common1
LEVEL_FILES := $(addsuffix leveldata,$(LEVEL_DIRS))
SEG_FILES := \
$(SEGMENTS:%=$(BUILD_DIR)/bin/%.elf) \
$(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.elf) \
$(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.elf)
MIO0_FILES := \
$(SEGMENTS:%=$(BUILD_DIR)/bin/%.mio0) \
$(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.mio0) \
$(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.mio0)
MIO0_OBJ_FILES := $(MIO0_FILES:.mio0=.mio0.o)
# --------------------------------------
# Actor Rules
# --------------------------------------
# Actor Directories
KOOPA_DIRS := koopa_flag poundable_pole koopa piranha_plant whomp chain_ball chain_chomp
CAPSWITCH_DIRS := capswitch springboard
CHILLYCHIEF_DIRS := chillychief moneybag
BULLY_DIRS := bully blargg
SPINDRIFT_DIRS := spindrift penguin snowman
KING_BOBOMB_DIRS := king_bobomb water_bubble
BOO_DIRS := bookend book chair small_key mad_piano boo haunted_cage
MR_I_DIRS := mr_i_eyeball mr_i_iris swoop snufit dorrie scuttlebug
HOOT_DIRS := yellow_sphere_small hoot yoshi_egg thwomp bullet_bill heave_ho
COINS_DIRS := mist explosion butterfly coin warp_pipe door bowser_key flame blue_fish pebble leaves warp_collision mario_cap power_meter mushroom_1up star sand dirt transparent_star white_particle wooden_signpost tree
BUBBA_DIRS := bubba wiggler wiggler_body_part lakitu_enemy spiny_egg spiny
SKEETER_DIRS := skeeter seaweed water_mine cyan_fish bub water_ring treasure_chest
KLEPTO_DIRS := klepto eyerok pokey tornado
SEA_DIRS := clam_shell manta sushi unagi whirlpool
AMP_DIRS := blue_coin_switch amp cannon_lid cannon_base cannon_barrel chuckya purple_switch checkerboard_platform heart flyguy breakable_box exclamation_box goomba bobomb metal_box exclamation_box_outline test_platform koopa_shell motos icemotos
MOLE_DIRS := monty_mole_hole monty_mole smoke ukiki fwoosh
LAKITU_DIRS := lakitu_cameraman toad mips boo_castle
PEACH_DIRS := bird peach yoshi
BOWSER_DIRS := bowser_flame impact_ring yellow_sphere bowser bomb impact_smoke
MARIO_DIRS := mario bubble walk_smoke burn_smoke stomp_smoke water_wave sparkle water_splash white_particle_small sparkle_animation
# Actor Textures
AMP_CHUCKYA_TEXTURES := $(foreach dir,$(AMP_DIRS), $(wildcard actors/$(dir)/*.png))
BOBOMBS_BUBBLE_TEXTURES := $(foreach dir,$(KING_BOBOMB_DIRS),$(wildcard actors/$(dir)/*.png))
BOO_BOOKEND_TEXTURES := $(foreach dir,$(BOO_DIRS), $(wildcard actors/$(dir)/*.png))
CAPSWITCH_SPRINGBOARD_TEXTURES := $(foreach dir,$(CAPSWITCH_DIRS), $(wildcard actors/$(dir)/*.png))
COINS_PIPE_TEXTURES := $(foreach dir,$(COINS_DIRS), $(wildcard actors/$(dir)/*.png))
BOWSER_FLAMES_TEXTURES := $(foreach dir,$(BOWSER_DIRS), $(wildcard actors/$(dir)/*.png))
BUBBA_WIGGLER_TEXTURES := $(foreach dir,$(BUBBA_DIRS), $(wildcard actors/$(dir)/*.png))
BULLY_BLARGG_TEXTURES := $(foreach dir,$(BULLY_DIRS), $(wildcard actors/$(dir)/*.png))
CHILLYCHIEF_TEXTURES := $(foreach dir,$(CHILLYCHIEF_DIRS),$(wildcard actors/$(dir)/*.png))
HOOT_THWOMP_TEXTURES := $(foreach dir,$(HOOT_DIRS), $(wildcard actors/$(dir)/*.png))
KOOPA_LOG_TEXTURES := $(foreach dir,$(KOOPA_DIRS), $(wildcard actors/$(dir)/*.png))
KLEPTO_EYEROK_TEXTURES := $(foreach dir,$(KLEPTO_DIRS), $(wildcard actors/$(dir)/*.png))
LAKITU_TOAD_TEXTURES := $(foreach dir,$(LAKITU_DIRS), $(wildcard actors/$(dir)/*.png))
MARIO_WATER_TEXTURES := $(foreach dir,$(MARIO_DIRS), $(wildcard actors/$(dir)/*.png))
MOLE_UKIKI_TEXTURES := $(foreach dir,$(MOLE_DIRS), $(wildcard actors/$(dir)/*.png))
MR_I_SWOOP_TEXTURES := $(foreach dir,$(MR_I_DIRS), $(wildcard actors/$(dir)/*.png))
PEACH_TOADSTOOL_TEXTURES := $(foreach dir,$(PEACH_DIRS), $(wildcard actors/$(dir)/*.png))
SEA_CREATURES_TEXTURES := $(foreach dir,$(SEA_DIRS), $(wildcard actors/$(dir)/*.png))
SKEETER_FISH_TEXTURES := $(foreach dir,$(SKEETER_DIRS), $(wildcard actors/$(dir)/*.png))
SPINDRIFT_PENGUIN_TEXTURES := $(foreach dir,$(SPINDRIFT_DIRS), $(wildcard actors/$(dir)/*.png))
# Actor dependencies
$(BUILD_DIR)/actors/group0.o: $(MARIO_WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group1.o: $(HOOT_THWOMP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group2.o: $(BULLY_BLARGG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group3.o: $(BOBOMBS_BUBBLE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group4.o: $(SEA_CREATURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group5.o: $(KLEPTO_EYEROK_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group6.o: $(MOLE_UKIKI_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group7.o: $(SPINDRIFT_PENGUIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group8.o: $(CAPSWITCH_SPRINGBOARD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group9.o: $(BOO_BOOKEND_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group10.o: $(PEACH_TOADSTOOL_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group11.o: $(BUBBA_WIGGLER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group12.o: $(BOWSER_FLAMES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group13.o: $(SKEETER_FISH_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group14.o: $(KOOPA_LOG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group15.o: $(LAKITU_TOAD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group16.o: $(CHILLYCHIEF_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group17.o: $(MR_I_SWOOP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/common0.o: $(AMP_CHUCKYA_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/common1.o: $(COINS_PIPE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
# Actor Elf Files
$(BUILD_DIR)/actors/group0.elf: SEGMENT_ADDRESS := 0x04000000
$(BUILD_DIR)/actors/group1.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group2.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group3.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group4.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group5.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group6.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group7.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group8.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group9.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group10.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group11.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group12.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group13.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group14.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group15.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group16.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group17.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/common0.elf: SEGMENT_ADDRESS := 0x08000000
$(BUILD_DIR)/actors/common1.elf: SEGMENT_ADDRESS := 0x03000000
# --------------------------------------
# Level Rules
# --------------------------------------
$(BUILD_DIR)/levels/%/leveldata.elf: SEGMENT_ADDRESS := 0x07000000
# TODO: Generate these rules from the level configs?
define level_rules =
$(1)_SEG7_FILES := $$(patsubst %.png,%.inc.c,$$(wildcard levels/$(1)/*.png))
$$(BUILD_DIR)/levels/$(1)/leveldata.o: $$(addprefix $$(BUILD_DIR)/,$$($(1)_SEG7_FILES))
$$(BUILD_DIR)/levels/$(1)/leveldata.elf: TEXTURE_BIN := $(2)
endef
ifneq ($(MAKECMDGOALS),clean)
ifneq ($(MAKECMDGOALS),distclean)
$(BUILD_DIR)/level_rules.mk: levels/level_rules.mk levels/level_defines.h
@$(PRINT) "$(GREEN)Preprocessing level make rules: $(BLUE)$@ $(NO_COL)\n"
@$(CPP) $(VERSION_CFLAGS) -I . -o $@ $<
include $(BUILD_DIR)/level_rules.mk
endif
endif
# --------------------------------------
# Extra Level Rules
# --------------------------------------
$(eval $(call level_rules,intro,generic)) # Intro (Super Mario 64 Logo)
$(eval $(call level_rules,menu,generic)) # Menu (File Select)
# --------------------------------------
# Cake Texture Rules
# --------------------------------------
# Ending cake textures are generated in a special way
$(BUILD_DIR)/levels/ending/cake_eu.inc.c: levels/ending/cake_eu.png
@$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to: $(BLUE)$@ $(NO_COL)\n"
@$(SKYCONV) --type cake-eu --split $^ $(BUILD_DIR)/levels/ending
$(BUILD_DIR)/levels/ending/cake.inc.c: levels/ending/cake.png
@$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to: $(BLUE)$@ $(NO_COL)\n"
@$(SKYCONV) --type cake --split $^ $(BUILD_DIR)/levels/ending
# --------------------------------------
# Texture Bin Rules
# --------------------------------------
# Others
SEGMENT2_TEXTURES := $(wildcard $(TEXTURE_DIR)/segment2/*.png)
TITLE_SCREEN_BG_TEXTURES := $(wildcard $(TEXTURE_DIR)/title_screen_bg/*.png)
SPOOKY_TEXTURES := $(wildcard $(TEXTURE_DIR)/spooky/*.png)
GENERIC_TEXTURES := $(wildcard $(TEXTURE_DIR)/generic/*.png)
OUTSIDE_TEXTURES := $(wildcard $(TEXTURE_DIR)/outside/*.png)
SNOW_TEXTURES := $(wildcard $(TEXTURE_DIR)/snow/*.png)
EFFECT_TEXTURES := $(wildcard $(TEXTURE_DIR)/effect/*.png)
CAVE_TEXTURES := $(wildcard $(TEXTURE_DIR)/cave/*.png)
INSIDE_TEXTURES := $(wildcard $(TEXTURE_DIR)/inside/*.png)
WATER_TEXTURES := $(wildcard $(TEXTURE_DIR)/water/*.png)
FIRE_TEXTURES_TEXTURES := $(wildcard $(TEXTURE_DIR)/fire/*.png)
SKY_TEXTURES := $(wildcard $(TEXTURE_DIR)/sky/*.png)
MACHINE_TEXTURES := $(wildcard $(TEXTURE_DIR)/machine/*.png)
MOUNTAIN_TEXTURES := $(wildcard $(TEXTURE_DIR)/mountain/*.png)
GRASS_TEXTURES := $(wildcard $(TEXTURE_DIR)/grass/*.png)
# Texture Files
$(BUILD_DIR)/bin/segment2.o: $(SEGMENT2_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/title_screen_bg.o: $(TITLE_SCREEN_BG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/spooky.o: $(SPOOKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/generic.o: $(GENERIC_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/outside.o: $(OUTSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/snow.o: $(SNOW_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/effect.o: $(EFFECT_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/cave.o: $(CAVE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/inside.o: $(INSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/water.o: $(WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/fire.o: $(FIRE_TEXTURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/sky.o: $(SKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/machine.o: $(MACHINE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/mountain.o: $(MOUNTAIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/grass.o: $(GRASS_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
# Others
$(BUILD_DIR)/bin/segment2.elf: SEGMENT_ADDRESS := 0x02000000
$(BUILD_DIR)/bin/title_screen_bg.elf: SEGMENT_ADDRESS := 0x0A000000
$(BUILD_DIR)/bin/debug_level_select.elf: SEGMENT_ADDRESS := 0x07000000
$(BUILD_DIR)/bin/effect.elf: SEGMENT_ADDRESS := 0x0B000000
$(BUILD_DIR)/bin/spooky.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/generic.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/outside.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/snow.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/cave.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/inside.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/water.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/fire.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/sky.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/machine.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/mountain.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/grass.elf: SEGMENT_ADDRESS := 0x09000000
# EU segment 19 translations
$(BUILD_DIR)/bin/eu/translation_de.elf: SEGMENT_ADDRESS := 0x19000000
$(BUILD_DIR)/bin/eu/translation_en.elf: SEGMENT_ADDRESS := 0x19000000
$(BUILD_DIR)/bin/eu/translation_fr.elf: SEGMENT_ADDRESS := 0x19000000
# --------------------------------------
# Skybox Rules
# --------------------------------------
$(BUILD_DIR)/bin/%_skybox.c: textures/skyboxes/%.png
@$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to: $(BLUE)$@ $(NO_COL)\n"
@$(SKYCONV) --type sky --split $^ $(BUILD_DIR)/bin
$(BUILD_DIR)/bin/%_skybox.elf: SEGMENT_ADDRESS := 0x0A000000
# --------------------------------------
# Misc Rules
# --------------------------------------
# intro and ipl3 textures are not compressed
INTRO_RAW_FILES := $(wildcard $(TEXTURE_DIR)/intro_raw/*.png)
$(BUILD_DIR)/src/goddard/renderer.o: $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(INTRO_RAW_FILES)))
IPL3_TEXTURE_FILES := $(wildcard $(TEXTURE_DIR)/ipl3_raw/*.png)
IPL3_RAW_FILES := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%,$(IPL3_TEXTURE_FILES)))
CRASH_TEXTURE_FILES := $(wildcard $(TEXTURE_DIR)/crash_screen/*.png)
CRASH_TEXTURE_C_FILES := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(CRASH_TEXTURE_FILES)))