#--------------------------------------------------------------------------------- .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 #--------------------------------------------------------------------------------- TARGET := $(notdir $(CURDIR)) BUILD := build SOURCES := source/common source/3ds source/common/inih DATA := data INCLUDES := include source/common/inih GRAPHICS := gfx #GFXBUILD := $(BUILD) ROMFS := romfs GFXBUILD := $(ROMFS)/gfx include $(TOPDIR)/resources/AppInfo APP_TITLE := $(shell echo "$(APP_TITLE)" | cut -c1-128) APP_DESCRIPTION := $(shell echo "$(APP_DESCRIPTION)" | cut -c1-256) APP_AUTHOR := $(shell echo "$(APP_AUTHOR)" | cut -c1-128) APP_PRODUCT_CODE := $(shell echo $(APP_PRODUCT_CODE) | cut -c1-16) APP_UNIQUE_ID := $(shell echo $(APP_UNIQUE_ID) | cut -c1-7) APP_ENCRYPTED := $(shell echo $(APP_ENCRYPTED) | cut -c1-5) APP_SYSTEM_MODE := $(shell echo $(APP_SYSTEM_MODE) | cut -c1-4) APP_SYSTEM_MODE_EXT := $(shell echo $(APP_SYSTEM_MODE_EXT) | cut -c1-6) ICON := icon.png #--------------------------------------------------------------------------------- # options for code generation #--------------------------------------------------------------------------------- ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft # FIXME: Remove -fcommon once all multiple definitions are fixed CFLAGS := -g -Wall -O2 -mword-relocations \ -ffunction-sections -fcommon \ $(ARCH) CFLAGS += $(INCLUDE) -DARM11 -D_3DS $(EXTRA_CFLAGS) CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11 ASFLAGS := -g $(ARCH) LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) LIBS := -lctru -lm ifeq ($(OS),Windows_NT) MAKEROM = $(TOPDIR)/tools/makerom.exe BANNERTOOL = $(TOPDIR)/tools/bannertool.exe else UNAME_S := $(shell uname -s) ifeq ($(UNAME_S),Linux) MAKEROM = $(TOPDIR)/tools/makerom-linux BANNERTOOL = $(TOPDIR)/tools/bannertool-linux endif ifeq ($(UNAME_S),Darwin) MAKEROM = $(TOPDIR)/tools/makerom-mac BANNERTOOL = $(TOPDIR)/tools/bannertool-mac endif endif #--------------------------------------------------------------------------------- # list of directories containing libraries, this must be the top level containing # include and lib #--------------------------------------------------------------------------------- LIBDIRS := $(CTRULIB) #--------------------------------------------------------------------------------- # no real need to edit anything past this point unless you need to add additional # rules for different file extensions #--------------------------------------------------------------------------------- ifneq ($(BUILD),$(notdir $(CURDIR))) #--------------------------------------------------------------------------------- export OUTPUT := $(CURDIR)/$(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)/$(TARGET).smdh endif ifneq ($(ROMFS),) export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS) endif .PHONY: release testing debug slowdebug $(BUILD) clean all #--------------------------------------------------------------------------------- all: release release: export EXTRA_CFLAGS := -O3 -DDEBUGLEVEL=0 testing: export EXTRA_CFLAGS := -O3 -DDEBUGLEVEL=1 debug: export EXTRA_CFLAGS := -g -O0 -DDEBUGLEVEL=2 slowdebug: export EXTRA_CFLAGS := -g -O0 -DDEBUGLEVEL=3 release testing debug slowdebug: @mkdir -p $(BUILD) $(GFXBUILD) @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile #--------------------------------------------------------------------------------- clean: @echo clean ... @rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf $(TARGET).cia #--------------------------------------------------------------------------------- else #--------------------------------------------------------------------------------- # main targets #--------------------------------------------------------------------------------- ifeq ($(strip $(NO_SMDH)),) .PHONY: all all : $(OUTPUT).3dsx $(OUTPUT).smdh $(OUTPUT).cia endif $(OUTPUT).3dsx : $(OUTPUT).elf $(_3DSXDEPS) $(OFILES_SOURCES) : $(HFILES) $(OUTPUT).elf : $(OFILES) banner.bnr: $(TOPDIR)/resources/banner.png $(TOPDIR)/resources/audio.wav $(BANNERTOOL) makebanner -i $(TOPDIR)/resources/banner.png -a $(TOPDIR)/resources/audio.wav -o banner.bnr icon.icn: $(TOPDIR)/icon.png $(BANNERTOOL) makesmdh -s "$(APP_TITLE)" -l "$(APP_TITLE)" -p "$(APP_AUTHOR)" -i $(TOPDIR)/icon.png -o icon.icn cia.rsf: cat $(TOPDIR)/tools/template-cia.rsf | sed 's/{APP_TITLE}/$(APP_TITLE)/' | sed 's/{APP_PRODUCT_CODE}/$(APP_PRODUCT_CODE)/' | sed 's/{APP_UNIQUE_ID}/$(APP_UNIQUE_ID)/' | sed 's/{APP_ENCRYPTED}/$(APP_ENCRYPTED)/' | sed 's/{APP_SYSTEM_MODE}/$(APP_SYSTEM_MODE)/' | sed 's/{APP_SYSTEM_MODE_EXT}/$(APP_SYSTEM_MODE_EXT)/' > cia.rsf $(OUTPUT).cia: banner.bnr icon.icn cia.rsf $(MAKEROM) -f cia -o $(OUTPUT).cia -rsf cia.rsf -target t -exefslogo -elf $(OUTPUT).elf -icon icon.icn -banner banner.bnr @echo "built ... $(notdir $@)" #--------------------------------------------------------------------------------- # you need a rule like this for each extension you use as binary data #--------------------------------------------------------------------------------- %.bin.o %_bin.h : %.bin #--------------------------------------------------------------------------------- @echo $(notdir $<) @$(bin2o) #--------------------------------------------------------------------------------- .PRECIOUS : %.t3x %.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 #---------------------------------------------------------------------------------------