#--------------------------------------------------------------------------------- .SUFFIXES: #--------------------------------------------------------------------------------- ifeq ($(strip $(DEVKITARM)),) $(error "Please set DEVKITARM in your environment. export DEVKITARM=devkitARM") endif TOPDIR ?= $(CURDIR) include $(DEVKITARM)/3ds_rules #--------------------------------------------------------------------------------- # TARGET is the name of the output # BUILD is the directory where object files & intermediate files will be placed # SOURCES is a list of directories containing source code # DATA is a list of directories containing data files # INCLUDES is a list of directories containing header files # GRAPHICS is a list of directories containing graphics files # GFXBUILD is the directory where converted graphics files will be placed # If set to $(BUILD), it will statically link in the converted # files as if they were data files. # # NO_SMDH: if set to anything, no SMDH file is generated. # ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional) # APP_TITLE is the name of the app stored in the SMDH file (Optional) # APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional) # APP_AUTHOR is the author of the app stored in the SMDH file (Optional) # ICON is the filename of the icon (.png), relative to the project folder. # If not set, it attempts to use one of the following (in this order): # - .png # - icon.png # - /default_icon.png #--------------------------------------------------------------------------------- APP_TITLE := Checkpoint APP_DESCRIPTION := Fast and simple save manager APP_AUTHOR := Bernardo Giordano, FlagBrew TARGET := $(subst $e ,_,$(notdir $(APP_TITLE))) OUTDIR := out BUILD := build FORMATSOURCES := source ../common SOURCES := $(FORMATSOURCES) ../3rd-party/sha256 DATA := data FORMATINCLUDES := include ../common INCLUDES := $(FORMATINCLUDES) ../3rd-party/json ../3rd-party/sha256 GRAPHICS := assets/gfx ROMFS := assets/romfs GFXBUILD := $(ROMFS)/gfx SHARKIVE := ../sharkive CHEATS := cheats # If left blank, will try to use "icon.png", "$(TARGET).png", or the default ctrulib icon, in that order ICON := assets/icon.png BANNER_AUDIO := assets/audio.wav BANNER_IMAGE := assets/banner.png RSF_PATH := assets/app.rsf # If left blank, makerom will use the default Homebrew logo LOGO := assets/splash.bin # If left blank, makerom will use default values (0xff3ff and CTR-P-CTAP, respectively) UNIQUE_ID := 0xBCFFF PRODUCT_CODE := CTR-HB-CKPT # Don't really need to change this ICON_FLAGS := nosavebackups,visible #--------------------------------------------------------------------------------- # options for code generation #--------------------------------------------------------------------------------- ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft CFLAGS := -g -Wall -Wextra -Wno-psabi -O3 -mword-relocations -flto \ -fomit-frame-pointer -ffunction-sections \ $(ARCH) \ -DVERSION_MAJOR=${VERSION_MAJOR} \ -DVERSION_MINOR=${VERSION_MINOR} \ -DVERSION_MICRO=${VERSION_MICRO} \ -DGIT_REV=\"${GIT_REV}\" \ -DCHEAT_SIZE_DECOMPRESSED=${CHEAT_SIZE_DECOMPRESSED} CFLAGS += $(INCLUDE) -DARM11 -D_3DS -D_GNU_SOURCE=1 CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++17 ASFLAGS := -g $(ARCH) LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) LIBS := -lbz2 -lcitro2d -lcitro3d -lctru -lm CXX := `which ccache` $(CXX) CC := `which ccache` $(CC) #--------------------------------------------------------------------------------- # list of directories containing libraries, this must be the top level containing # include and lib #--------------------------------------------------------------------------------- LIBDIRS := $(CTRULIB) $(PORTLIBS) #--------------------------------------------------------------------------------- # no real need to edit anything past this point unless you need to add additional # rules for different file extensions #--------------------------------------------------------------------------------- ifneq ($(BUILD),$(notdir $(CURDIR))) #--------------------------------------------------------------------------------- export OUTPUT := $(CURDIR)/$(OUTDIR)/$(TARGET) export TOPDIR := $(CURDIR) export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \ $(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) \ $(foreach dir,$(DATA),$(CURDIR)/$(dir)) export DEPSDIR := $(CURDIR)/$(BUILD) CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c))) CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp))) SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s))) PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica))) SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist))) GFXFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.t3s))) BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*))) #--------------------------------------------------------------------------------- # use CXX for linking C++ projects, CC for standard C #--------------------------------------------------------------------------------- ifeq ($(strip $(CPPFILES)),) #--------------------------------------------------------------------------------- export LD := $(CC) #--------------------------------------------------------------------------------- else #--------------------------------------------------------------------------------- export LD := $(CXX) #--------------------------------------------------------------------------------- endif #--------------------------------------------------------------------------------- export T3XFILES := $(GFXFILES:.t3s=.t3x) export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \ $(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \ $(if $(filter $(BUILD),$(GFXBUILD)),$(addsuffix .o,$(T3XFILES))) export OFILES := $(OFILES_BIN) $(OFILES_SOURCES) export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) \ $(addsuffix .h,$(subst .,_,$(BINFILES))) \ $(GFXFILES:.t3s=.h) export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \ $(foreach dir,$(LIBDIRS),-I$(dir)/include) \ -I$(CURDIR)/$(BUILD) export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) export _3DSXDEPS := $(if $(NO_SMDH),,$(OUTPUT).smdh) ifeq ($(strip $(ICON)),) icons := $(wildcard *.png) ifneq (,$(findstring $(TARGET).png,$(icons))) export APP_ICON := $(TOPDIR)/$(TARGET).png else ifneq (,$(findstring icon.png,$(icons))) export APP_ICON := $(TOPDIR)/icon.png endif endif else export APP_ICON := $(TOPDIR)/$(ICON) endif ifeq ($(strip $(NO_SMDH)),) export _3DSXFLAGS += --smdh=$(CURDIR)/$(OUTDIR)/$(TARGET).smdh endif ifneq ($(ROMFS),) export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS) endif .PHONY: all clean format cheats #--------------------------------------------------------------------------------- all: cheats @mkdir -p $(BUILD) $(GFXBUILD) $(OUTDIR) @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile $(OUTPUT).3dsx @bannertool makebanner -i "$(BANNER_IMAGE)" -a "$(BANNER_AUDIO)" -o $(BUILD)/banner.bnr @bannertool makesmdh -s "$(APP_TITLE)" -l "$(APP_DESCRIPTION)" -p "$(APP_AUTHOR)" -i "$(APP_ICON)" -f "$(ICON_FLAGS)" -o $(BUILD)/icon.icn @makerom -f cia -o $(OUTPUT).cia -target t -exefslogo -elf "$(OUTPUT).elf" -rsf "$(RSF_PATH)" -ver "$$(($(VERSION_MAJOR)*1024+$(VERSION_MINOR)*16+$(VERSION_MICRO)))" -banner "$(BUILD)/banner.bnr" -icon "$(BUILD)/icon.icn" -DAPP_TITLE="$(APP_TITLE)" -DAPP_PRODUCT_CODE="$(PRODUCT_CODE)" -DAPP_UNIQUE_ID="$(UNIQUE_ID)" -logo "$(LOGO)" #--------------------------------------------------------------------------------- clean: @echo clean ... @rm -fr $(BUILD) $(OUTDIR) #--------------------------------------------------------------------------------- cheats: @mkdir -p $(BUILD) $(ROMFS)/$(CHEATS) ifeq ($(OS),Windows_NT) @cd $(SHARKIVE) && py -3 joiner.py 3ds else @cd $(SHARKIVE) && python3 joiner.py 3ds endif @cd $(SHARKIVE)/$(BUILD) && mv 3ds.json.bz2 ../../3ds/$(ROMFS)/$(CHEATS)/$(CHEATS).json.bz2 #--------------------------------------------------------------------------------- format: clang-format -i -style=file $(foreach dir,$(FORMATSOURCES),$(wildcard $(dir)/*.c) $(wildcard $(dir)/*.cpp)) $(foreach dir,$(FORMATINCLUDES),$(wildcard $(dir)/*.h) $(wildcard $(dir)/*.hpp)) #--------------------------------------------------------------------------------- else #--------------------------------------------------------------------------------- # main targets #--------------------------------------------------------------------------------- $(OUTPUT).3dsx : $(OUTPUT).elf $(_3DSXDEPS) $(OFILES_SOURCES) : $(HFILES) $(OUTPUT).elf : $(OFILES) #--------------------------------------------------------------------------------- # you need a rule like this for each extension you use as binary data #--------------------------------------------------------------------------------- %.bin.o %_bin.h : %.bin #--------------------------------------------------------------------------------- @echo $(notdir $<) @$(bin2o) #--------------------------------------------------------------------------------- %.t3x.o %_t3x.h : %.t3x #--------------------------------------------------------------------------------- @$(bin2o) #--------------------------------------------------------------------------------- # rules for assembling GPU shaders #--------------------------------------------------------------------------------- define shader-as $(eval CURBIN := $*.shbin) $(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d) echo "$(CURBIN).o: $< $1" > $(DEPSFILE) echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h picasso -o $(CURBIN) $1 bin2s $(CURBIN) | $(AS) -o $*.shbin.o endef %.shbin.o %_shbin.h : %.v.pica %.g.pica @echo $(notdir $^) @$(call shader-as,$^) %.shbin.o %_shbin.h : %.v.pica @echo $(notdir $<) @$(call shader-as,$<) %.shbin.o %_shbin.h : %.shlist @echo $(notdir $<) @$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file))) #--------------------------------------------------------------------------------- %.t3x %.h : %.t3s #--------------------------------------------------------------------------------- @echo $(notdir $<) @tex3ds -i $< -H $*.h -d $*.d -o $(TOPDIR)/$(GFXBUILD)/$*.t3x -include $(DEPSDIR)/*.d #--------------------------------------------------------------------------------------- endif #---------------------------------------------------------------------------------------