LADX-Disassembly/Makefile
EpochFlame 369f9124d6 recursive wildcard works
tilemaps and attrmaps only live in one directory, so I left those as wildcard
2024-07-31 20:38:36 -04:00

199 lines
5.7 KiB
Makefile

.POSIX:
.SUFFIXES:
.PRECIOUS: %.2bpp oam_%.2bpp
.PHONY: default build build-all test test-all all clean tidy
# Recursive `wildcard` function.
rwildcard = $(foreach d,$(wildcard $(1:=/*)),$(call rwildcard,$d,$2) $(filter $(subst *,%,$2),$d))
#
# Dev tools binaries and options
#
RGBDS :=
2BPP := $(RGBDS)rgbgfx
ASM := $(RGBDS)rgbasm
ASFLAGS := \
--export-all
LD := $(RGBDS)rgblink
LDFLAGS :=
FX := $(RGBDS)rgbfix
FXFLAGS := \
--color-compatible \
--sgb-compatible \
--ram-size 0x03 \
--old-licensee 0x33 \
--new-licensee "01" \
--mbc-type 0x1B \
--pad-value 0xFF \
--validate
# Default target: build and test only the US 1.0 revision.
# (Use `make all` to build and test all targets.)
default: build test
#
# Generic rules
#
# Dependencies for the base version (English 1.0)
asm_files := $(call rwildcard,src,*.asm)
# this is the only .inc file in the repo
asm_files += src/constants/hardware.inc
gfx_files := $(call rwildcard,src/gfx,*.png)
bin_files := $(wildcard src/data/backgrounds/*.tilemap.encoded)
bin_files += $(wildcard src/data/backgrounds/*.attrmap.encoded)
# Compile an PNG file for OAM memory to a 2BPP file
# (inverting the palette and de-interleaving the tiles).
oam_%.2bpp: oam_%.png
tools/gfx/gfx.py --invert --interleave --out $@ 2bpp $<
# Compile a PNG file to a 2BPP file, without any special conversion.
# (This typically uses `rgbgfx`, which is much faster than the
# Python-based `gfx.py`.)
%.2bpp: %.png
$(2BPP) -o $@ $<
# Compile all dependencies (ASM, 2BPP) into an single object file.
# (This means all the source code is always fully recompiled: for now,
# we don't compile the different ASM files separately.)
# Locale-specific rules below (e.g. `src/main.azlj.o`) will add their own
# pre-requisites to the ones defined by this rule.
src/main.%.o: src/main.asm $(asm_files) $(gfx_files:.png=.2bpp) $(bin_files)
$(ASM) $(ASFLAGS) $($*_ASFLAGS) -I src/ -o $@ $<
# Link object files into a GBC executable rom
# The arguments used are both the global options (e.g. `LDFLAGS`) and the
# locale-specific options (e.g. `azlg-r1_LDFLAGS`).
%.gbc: src/main.%.o
$(LD) $(LDFLAGS) $($*_LDFLAGS) -n $*.sym -o $@ $^
$(FX) $(FXFLAGS) $($*_FXFLAGS) $@
# Make may attempt to re-generate the Makefile; prevent this.
Makefile: ;
#
# Japanese
#
azlj_asm := $(call rwildcard,revisions/J0/src,*.asm)
azlj_gfx := $(call rwildcard,revisions/J0/src/gfx,*.png)
azlj_bin := $(wildcard revisions/J0/src/data/backgrounds/*.tilemap.encoded)
azlj_bin += $(wildcard revisions/J0/src/data/backgrounds/*.attrmap.encoded)
games += azlj.gbc
src/main.azlj.o: $(azlj_asm) $(azlj_gfx:.png=.2bpp) $(azlj_bin)
azlj_ASFLAGS = -DLANG=JP -DVERSION=0 -I revisions/J0/src/
azlj_FXFLAGS = --rom-version 0 --title "ZELDA"
games += azlj-r1.gbc
src/main.azlj-r1.o: $(azlj_asm) $(azlj_gfx:.png=.2bpp) $(azlj_bin)
azlj-r1_ASFLAGS = -DLANG=JP -DVERSION=1 -I revisions/J0/src/
azlj-r1_FXFLAGS = --rom-version 1 --title "ZELDA"
games += azlj-r2.gbc
src/main.azlj-r2.o: $(azlj_asm) $(azlj_gfx:.png=.2bpp) $(azlj_bin)
azlj-r2_ASFLAGS = -DLANG=JP -DVERSION=2 -I revisions/J0/src/
azlj-r2_FXFLAGS = --rom-version 2 --title "ZELDA" --game-id "AZLJ"
#
# German
#
azlg_asm := $(call rwildcard,revisions/G0/src,*.asm)
azlg_gfx := $(call rwildcard,revisions/G0/src/gfx,*.png)
azlg_bin := $(wildcard revisions/G0/src/data/backgrounds/*.tilemap.encoded)
azlg_bin += $(wildcard revisions/G0/src/data/backgrounds/*.attrmap.encoded)
games += azlg.gbc
src/main.azlg.o: $(azlg_asm) $(azlg_gfx:.png=.2bpp) $(azlg_bin)
azlg_ASFLAGS = -DLANG=DE -DVERSION=0 -I revisions/G0/src/
azlg_FXFLAGS = --rom-version 0 --non-japanese --title "ZELDA"
games += azlg-r1.gbc
src/main.azlg-r1.o: $(azlg_asm) $(azlg_gfx:.png=.2bpp) $(azlg_bin) azlj-r2.gbc
azlg-r1_ASFLAGS = -DLANG=DE -DVERSION=1 -I revisions/G0/src/
azlg-r1_LDFLAGS = -O azlj-r2.gbc
azlg-r1_FXFLAGS = --rom-version 1 --non-japanese --title "ZELDA" --game-id "AZLD"
#
# French
#
azlf_asm := $(call rwildcard,revisions/F0/src,*.asm)
azlf_gfx := $(call rwildcard,revisions/F0/src/gfx,*.png)
azlf_bin := $(wildcard revisions/F0/src/data/backgrounds/*.tilemap.encoded)
azlf_bin += $(wildcard revisions/F0/src/data/backgrounds/*.attrmap.encoded)
games += azlf.gbc
src/main.azlf.o: $(azlf_asm) $(azlf_gfx:.png=.2bpp) $(azlf_bin)
azlf_ASFLAGS = -DLANG=FR -DVERSION=0 -I revisions/F0/src/
azlf_FXFLAGS = --rom-version 0 --non-japanese --title "ZELDA"
games += azlf-r1.gbc
src/main.azlf-r1.o: $(azlf_asm) $(azlf_gfx:.png=.2bpp) $(azlf_bin) azlg-r1.gbc
azlf-r1_ASFLAGS = -DLANG=FR -DVERSION=1 -I revisions/F0/src/
azlf-r1_LDFLAGS = -O azlg-r1.gbc
azlf-r1_FXFLAGS = --rom-version 1 --non-japanese --title "ZELDA" --game-id "AZLF"
#
# English
#
games += azle.gbc
src/main.azle.o:
azle_ASFLAGS = -DLANG=EN -DVERSION=0
azle_FXFLAGS = --rom-version 0 --non-japanese --title "ZELDA"
games += azle-r1.gbc
src/main.azle-r1.o:
azle-r1_ASFLAGS = -DLANG=EN -DVERSION=1
azle-r1_FXFLAGS = --rom-version 1 --non-japanese --title "ZELDA"
games += azle-r2.gbc
src/main.azle-r2.o: azlf-r1.gbc
azle-r2_ASFLAGS = -DLANG=EN -DVERSION=2
azle-r2_LDFLAGS = -O azlf-r1.gbc
azle-r2_FXFLAGS = --rom-version 2 --non-japanese --title "ZELDA" --game-id "AZLE"
#
# Main targets
#
# By default, build the US 1.0 revision.
build: azle.gbc
# Build all revisions.
build-all: $(games)
# Test the default revision.
test: build
@tools/compare.sh ladx.md5 azle.gbc
# Test all revisions.
test-all: build-all
@tools/compare.sh ladx.md5 $(games)
all: build-all test-all
tidy:
rm -f $(games)
rm -f $(games:%.gbc=src/main.%.o)
rm -f $(games:.gbc=.map)
rm -f $(games:.gbc=.sym)
clean: tidy
rm -f $(gfx_files:.png=.2bpp)
rm -f $(azlj_gfx:.png=.2bpp)
rm -f $(azlg_gfx:.png=.2bpp)
rm -f $(azlf_gfx:.png=.2bpp)
### Debug Print ###
print-% : ; $(info $* is a $(flavor $*) variable set to [$($*)]) @true