AS := @arm-none-eabi-as LD := @arm-none-eabi-ld OBJCOPY := @arm-none-eabi-objcopy GRIT := @grit CC := @arm-none-eabi-gcc ARS := @armips MAKE := make NM := @arm-none-eabi-nm PREPROC := @preproc VBA := vba LAN := de STRAGB := string2agb export PATH := $(realpath ../tools):$(PATH) PAGB_MAIN := g3headers PAGB_INCLUDE := $(PAGB_MAIN)/build/include/ PAGB_LINK := $(PAGB_MAIN)/build/linker/BPRE.ld CHARMAP := charmap.txt DEFINES := -DBPRE -DSOFTWARE_VERSION=0 ASFLAGS := -mthumb CFLAGS := -mthumb -mthumb-interwork -g -mcpu=arm7tdmi -fno-inline -mlong-calls -march=armv4t -Og -std=c11 -Wall -Wextra -Wunreachable-code -I$(PAGB_INCLUDE) -Isrc/include -fdiagnostics-color $(DEFINES) GRITFLAGS := -ftc -fa LDFLAGS := -z muldefs BLDPATH := object OUTPATH := build SOURCEDIR := src STRINGDIR := string MAIN_OBJ := $(BLDPATH)/linked.o B_ENGINE := battle_engine/build/linked.o SPRITES := $(BLDPATH)/pkmn_sprites.o ICONS_AR := $(BLDPATH)/pkmn_icons.a DYN_OVER := built/dynamic_overworld.o SND_ROOT := sots-private/sound MUSIC_AR := $(SND_ROOT)/Music/music.a SMPL_AR := $(SND_ROOT)/Samples/sample.a VOICE_AR := $(SND_ROOT)/Voicegroup/voice.a LIST_AR := $(SND_ROOT)/Songtable/songlist.a CRY_AR := $(SND_ROOT)/Crys/cry.a rwildcard=$(wildcard $1$2) $(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2)) ASM_SRC := $(call rwildcard,src/,*.s) C_SRC := $(call rwildcard,src/,*.c) DATA_SRC := $(call rwildcard,data/,*.s) STRING := $(call rwildcard,string/$(LAN)/,*.txt) C_STRING := $(call rwildcard,string/$(LAN)/,*.c) STRING_SRC := $(STRING:%.txt=%.S) I_STRING := $(C_STRING:$.c=%.i) C_STR_OBJ := $(I_STRING:%.i=$(BLDPATH)/%.o) STRING_OBJ := $(STRING_SRC:%.S=$(BLDPATH)/%.o) ASM_OBJ := $(ASM_SRC:%.s=$(BLDPATH)/%.o) C_OBJ := $(C_SRC:%.c=$(BLDPATH)/%.o) DATA_OBJ := $(DATA_SRC:%.s=$(BLDPATH)/%.o) ALL_OBJ := $(C_OBJ) $(ASM_OBJ) $(DATA_OBJ) .PRECIOUS: $(STRING_SRC) $(STRINGDIR)/%.S: $(STRINGDIR)/%.txt $(STRAGB) -o $@ -i $< -t string/table.tbl -e 0xFF $(BLDPATH)/%.o: %.c $(ASSETS) @echo -e "\e[32mCompiling $<\e[0m" $(shell mkdir -p $(dir $@)) $(CC) $(CFLAGS) -c $< -o $@ $(BLDPATH)/%.o: %.s @echo -e "\e[32mAssembling $<\e[0m" $(shell mkdir -p $(dir $@)) $(PREPROC) $< $(CHARMAP) > $*.i $(CC) $(CFLAGS) -c -x assembler-with-cpp $*.i -o $@ @rm -f $*.i all: rom .PHONY: rom rom: main.asm $(MAIN_OBJ) $(ARS) $< $(NM) $(BLDPATH)/linked.o -n -g --defined-only | \ sed -e '{s/^/0x/g};{/.*\sA\s.*/d};{s/\sT\s/ /g}' > $(OUTPATH)/__symbols.sym @echo "*** SUCCESSFULLY BUILT PROJECT ***" $(MAIN_OBJ): $(ALL_OBJ) $(ICONS_AR) $(SPRITES) $(MUSIC_AR) $(SMPL_AR) $(VOICE_AR) $(LIST_AR) $(CRY_AR) $(STRING_OBJ)#$(B_ENGINE) $(MAKE) -f assets.makefile $(LD) $(LDFLAGS) -T $(PAGB_LINK) -T linker.ld -T bpre.sym --whole-archive -r -o $@ --start-group $^ --end-group .PHONY: $(B_ENGINE) $(B_ENGINE): $(MAKE) -C battle_engine build/linked.o .PHONY: clean clean: rm -f $(OUTPATH)/__symbols.sym $(OUTPATH)/pkmn_sots.gba rm -R -f object/* $(MAKE) -C $(dir $(MUSIC_AR)) clean $(MAKE) -C $(dir $(SMPL_AR)) clean $(MAKE) -C $(dir $(VOICE_AR)) clean $(MAKE) -C $(dir $(LIST_AR)) clean $(MAKE) -C $(dir $(CRY_AR)) clean $(MAKE) -f sprites.makefile clean $(MAKE) -f icons.makefile clean .PHONY: $(ASSETS) $(ASSETS): $(MAKE) -f assets.makefile .PHONY: $(SPRITES) $(SPRITES): $(MAKE) -f sprites.makefile .PHONY: $(ICONS_AR) $(ICONS_AR): $(MAKE) -f icons.makefile .PHONY: $(MUSIC_AR) $(MUSIC_AR): $(MAKE) -C $(dir $@) all .PHONY: $(SMPL_AR) $(SMPL_AR): $(MAKE) -C $(dir $@) all .PHONY: $(VOICE_AR) $(VOICE_AR): $(MAKE) -C $(dir $@) all .PHONY: $(LIST_AR) $(LIST_AR): $(MAKE) -C $(dir $@) all .PHONY: $(CRY_AR) $(CRY_AR): $(MAKE) -C $(dir $@) all run: rom $(VBA) "build/pkmn_sots.gba"