mirror of
https://github.com/BernardoGiordano/Checkpoint
synced 2024-12-12 01:52:29 +00:00
261 lines
10 KiB
Makefile
261 lines
10 KiB
Makefile
#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITARM)/3ds_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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# GRAPHICS is a list of directories containing graphics files
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# GFXBUILD is the directory where converted graphics files will be placed
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# If set to $(BUILD), it will statically link in the converted
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# files as if they were data files.
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#
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# NO_SMDH: if set to anything, no SMDH file is generated.
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# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
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# APP_TITLE is the name of the app stored in the SMDH file (Optional)
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# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
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# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
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# ICON is the filename of the icon (.png), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.png
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# - icon.png
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# - <libctru folder>/default_icon.png
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#---------------------------------------------------------------------------------
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APP_TITLE := Checkpoint
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APP_DESCRIPTION := Fast and simple save manager
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APP_AUTHOR := Bernardo Giordano, FlagBrew
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VERSION_MAJOR := 3
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VERSION_MINOR := 6
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VERSION_MICRO := 0
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TARGET := $(subst $e ,_,$(notdir $(APP_TITLE)))
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OUTDIR := out
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BUILD := build
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SOURCES := source ../common
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DATA := data
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INCLUDES := include ../common
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GRAPHICS := assets/gfx
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ROMFS := assets/romfs
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GFXBUILD := $(ROMFS)/gfx
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SHARKIVE := ../sharkive
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CHEATS := cheats
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# If left blank, will try to use "icon.png", "$(TARGET).png", or the default ctrulib icon, in that order
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ICON := assets/icon.png
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BANNER_AUDIO := assets/audio.wav
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BANNER_IMAGE := assets/banner.png
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RSF_PATH := assets/app.rsf
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# If left blank, makerom will use the default Homebrew logo
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LOGO := assets/splash.bin
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# If left blank, makerom will use default values (0xff3ff and CTR-P-CTAP, respectively)
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UNIQUE_ID := 0xBCFFF
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PRODUCT_CODE := CTR-HB-CKPT
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# Don't really need to change this
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ICON_FLAGS := nosavebackups,visible
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
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CFLAGS := -g -Wall -Wextra -Wno-psabi -O2 -mword-relocations \
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-fomit-frame-pointer -ffunction-sections \
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$(ARCH) \
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-DVERSION_MAJOR=${VERSION_MAJOR} \
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-DVERSION_MINOR=${VERSION_MINOR} \
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-DVERSION_MICRO=${VERSION_MICRO}
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CFLAGS += $(INCLUDE) -DARM11 -D_3DS -D_GNU_SOURCE=1
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++17
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LIBS := -lcitro2d -lcitro3d -lctru -lm
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(CTRULIB)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(OUTDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
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SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
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GFXFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.t3s)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export T3XFILES := $(GFXFILES:.t3s=.t3x)
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export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \
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$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
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$(if $(filter $(BUILD),$(GFXBUILD)),$(addsuffix .o,$(T3XFILES)))
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export OFILES := $(OFILES_BIN) $(OFILES_SOURCES)
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export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) \
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$(addsuffix .h,$(subst .,_,$(BINFILES))) \
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$(GFXFILES:.t3s=.h)
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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export _3DSXDEPS := $(if $(NO_SMDH),,$(OUTPUT).smdh)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.png)
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ifneq (,$(findstring $(TARGET).png,$(icons)))
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export APP_ICON := $(TOPDIR)/$(TARGET).png
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else
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ifneq (,$(findstring icon.png,$(icons)))
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export APP_ICON := $(TOPDIR)/icon.png
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endif
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endif
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else
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export APP_ICON := $(TOPDIR)/$(ICON)
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endif
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ifeq ($(strip $(NO_SMDH)),)
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export _3DSXFLAGS += --smdh=$(CURDIR)/$(OUTDIR)/$(TARGET).smdh
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endif
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ifneq ($(ROMFS),)
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export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
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endif
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.PHONY: all clean
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#---------------------------------------------------------------------------------
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all:
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@mkdir -p $(BUILD) $(GFXBUILD) $(OUTDIR) $(ROMFS)/$(CHEATS)
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ifeq ($(OS),Windows_NT)
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@cd $(SHARKIVE) && py -3 joiner.py 3ds
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else
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@cd $(SHARKIVE) && python3 joiner.py 3ds
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endif
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@cd $(SHARKIVE)/$(BUILD) && mv 3ds.json ../../3ds/$(ROMFS)/$(CHEATS)
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile $(OUTPUT).3dsx
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@bannertool makebanner -i "$(BANNER_IMAGE)" -a "$(BANNER_AUDIO)" -o $(BUILD)/banner.bnr
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@bannertool makesmdh -s "$(APP_TITLE)" -l "$(APP_DESCRIPTION)" -p "$(APP_AUTHOR)" -i "$(APP_ICON)" -f "$(ICON_FLAGS)" -o $(BUILD)/icon.icn
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@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)"
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(OUTDIR)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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$(OUTPUT).3dsx : $(OUTPUT).elf $(_3DSXDEPS)
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$(OFILES_SOURCES) : $(HFILES)
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$(OUTPUT).elf : $(OFILES)
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#---------------------------------------------------------------------------------
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# you need a rule like this for each extension you use as binary data
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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%.t3x.o %_t3x.h : %.t3x
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#---------------------------------------------------------------------------------
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@$(bin2o)
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#---------------------------------------------------------------------------------
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# rules for assembling GPU shaders
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#---------------------------------------------------------------------------------
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define shader-as
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$(eval CURBIN := $*.shbin)
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$(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d)
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echo "$(CURBIN).o: $< $1" > $(DEPSFILE)
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echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h
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echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h
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echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h
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picasso -o $(CURBIN) $1
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bin2s $(CURBIN) | $(AS) -o $*.shbin.o
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endef
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%.shbin.o %_shbin.h : %.v.pica %.g.pica
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@echo $(notdir $^)
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@$(call shader-as,$^)
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%.shbin.o %_shbin.h : %.v.pica
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@echo $(notdir $<)
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@$(call shader-as,$<)
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%.shbin.o %_shbin.h : %.shlist
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@echo $(notdir $<)
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@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file)))
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#---------------------------------------------------------------------------------
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%.t3x %.h : %.t3s
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@tex3ds -i $< -H $*.h -d $*.d -o $(TOPDIR)/$(GFXBUILD)/$*.t3x
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-include $(DEPSDIR)/*.d
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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