# -------------------------------------- # 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..png" generates "texture." 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 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 $(call print,Preprocessing level make rules:,$<,$@) $(V)$(CPP) $(CPPFLAGS) $(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_cn.inc.c: levels/ending/cake_cn.png $(call print,Splitting:,$<,$@) $(V)$(SKYCONV) --type cake-cn --split $^ $(BUILD_DIR)/levels/ending $(BUILD_DIR)/levels/ending/cake_eu.inc.c: levels/ending/cake_eu.png $(call print,Splitting:,$<,$@) $(V)$(SKYCONV) --type cake-eu --split $^ $(BUILD_DIR)/levels/ending $(BUILD_DIR)/levels/ending/cake.inc.c: levels/ending/cake.png $(call print,Splitting:,$<,$@) $(V)$(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 $(call print,Splitting:,$<,$@) $(V)$(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)))