sotn-decomp/Makefile

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.SECONDEXPANSION:
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.SECONDARY:
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# Binaries
VERSION ?= us
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MAIN := main
DRA := dra
# Compilers
CC1PSX := ./bin/cc1-psx-26
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CROSS := mipsel-linux-gnu-
AS := $(CROSS)as
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CC := $(CC1PSX)
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LD := $(CROSS)ld
CPP := $(CROSS)cpp
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OBJCOPY := $(CROSS)objcopy
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AS_FLAGS += -Iinclude -march=r3000 -mtune=r3000 -no-pad-sections -O1 -G0
PSXCC_FLAGS := -quiet -mcpu=3000 -fgnu-linker -mgas -gcoff
CC_FLAGS += -G0 -w -O2 -funsigned-char -fpeephole -ffunction-cse -fpcc-struct-return -fcommon -fverbose-asm -msoft-float -g
CPP_FLAGS += -Iinclude -undef -Wall -fno-builtin
Custom debugging module (#108) # What Adds a custom debug menu. It is written in C and it is meant to replace the Bat familar `SERVANT/TT_000.BIN`. Once loaded you can long-press SELECT+START to soft-reset the game and keep using the debug menu everywhere, including when playing with Richter or during the credits. One key requirement to run this is to have an emulator that emulates the 8MB of RAM. This is a key requirement to have the debug module surviving soft-resets or accessing to the in-game menu. I personally used [PCSX Redux](https://github.com/grumpycoders/pcsx-redux) to build this module. I am not sure about the compatibility with other emulators. This does **NOT** work on real hardware and it is a choice by design. The debug module is intended to test different areas of the game and help decompiling. It is not intended to be used in normal gameplay. # Build Simply invoke `make disk_debug` to create a disk image of the game in `build/` with the debug module replacing the Bat familiar. # Usage ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/15a040b6-6191-41c4-b2b8-a4a906ed59eb) On PCSX Redux go to Configuration, Emulation and tick the box `8MB`. ## Loading the module ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/65b7ccb3-800e-4b66-84f5-5703fc91babe) You need to enable the Bat Card from the menu. This will load the debug module from the disk. If you want to re-load the module you need to select another Familar Card, un-pause, pause again and select the Bat Card once more. ## The main screen ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/b528425a-ea6c-4c10-9c19-522612d0ad2a) You will know you have loaded the debug module when you see the blue rectangle on the top right. You can press R2 to cycle between the menus. Some menus will temporarily freeze the game, some not. To quickly return in-game you can either press TRIANGLE or START. To bring back the paused debug menu just press R2 once again. ## Debug Mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/12cac1ee-725b-484f-8564-89c03b6a755b) ### Stage Teleports the player to a different stage. It is not stable and it can crash often. ### Player Switches between Alucard and Richter. Currently switching from Richter to Alucard consistently crashes the game. ### No Clip Allows to freely move the player within the room and without the collisions on. Once the flag is enabled from the debug menu, pressing L2 while in-game will temporarily freeze the player movement and make it immune to collision checking. You can then press the directional buttons to slowly move the player or you can hold CROSS to move it faster. You can also use SQUARE or CIRCLE to cycle between the player frames. Press L2 again to deactivate the NoClip mode. ### Frame by frame Freezes the game outside the debug module. Press L1 to advance by 1 frame. Hold L2 to put the game in slow-motion. ### Show hitboxes ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/ea8dd918-cf37-4be1-bb87-541a66ac7f16) As shown in the image ### Show debug messages ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/5c9bc7b2-6bc7-4831-949a-bf73cdf910e8) When the debug menu is un-paused, prints on the top left all the debug messages from the game itself. ### Show collision layer ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/959ad1ab-dfe0-42fe-a8d0-65c619469280) This prints the internal collision value for every 16x16 tile on the screen. Look the CheckCollision function for more information on how each printed value is used. ### Show draw calls ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/a52970fc-bf30-430d-98e3-5fca33c9f6f7) Shows the maximum GPU resource usage since the game started. Currently only the `max` option works. The `current` option will not show anything. ### Show HBlank ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/81759019-6bf9-4cf2-b88c-aa60eaa5ddcb) Prints the current horizontal blank interrupt count. ## Entity Spawn ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/f0fdc024-4537-4c07-a80d-816d605a3583) Allows to immediately spawn new entities in the current map ### Mode There are three list of entities, each one with their own ID: DRA, Stage and RIC. The option RIC is hidden if Richter is not the current playing character. As the list of entities per stage is maintained manually, stage entities might not be available for all stages. The `Alloc` shows how many entities are reserved or actually used. Pressing the SQUARE button here will destroy all the entities within that range. ### ID Press Left or Right to cycle between the different IDs available. Some of them might crash the game immediately once spawned. Press CROSS to immediately spawn the entity. ### Params Each entity might have its own parameters. Sometimes the flag 0x8000 is used, which can be toggled with the SQUARE button. Press CROSS to immediately spawn the entity. ### Entity preview Shows the entity before spawning it. This is turned off by default as it can immediately crash by cycling through the available entity IDs. ### Place entity Pressing CROSS will allow to move the entity across the screen before placing it. Press CROSS again to place the entity and return to the previous screen. Press SQUARE to quickly place multiple entities of the same type. ## Sound player ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/9d8ad3a5-bc78-4674-abd0-94537bbfae98) There are three macro categories the sound player is split into. For what is currently known only the sounds within the Kind 3 changes based on the loaded stage. ### Stop all sounds This will also disable the SPU IRQ, effectively unlocking the frame rate. ### Load Stage Loads a different sound font than the current loaded stage. This can help to quickly preview and test SFXs from other stages without necessarily moving the player there. ### Load Servant Loads the sound font of a specific servant without necessarily equipping the Familiar Card. ## Castle flags Preview all the flags used to modify the behaviour of different parts of the two castles. ### Edit mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/b03ada2f-0fb4-4345-ad50-81209702032c) You can move the cursor with the directional buttons and flip the flag with CROSS. Press L1 or R1 to cycle between the pages. The cursor warps when reaching the border of the flag grid, allowing a faster navigation. ### View mode Allows to move between the flags more flexibly. ### Listen mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/4f9ed118-d09d-4658-ba25-5865dbebbf3c) Listens for the modified flags while playing. Every time a flag is modified the offset and its value is registered on the top left up to 4 rows. When all the rows are occupied, new values will just remove the oldest one. The last modified flag will always be displayed at the bottom. --------- Co-authored-by: Alejandro Asenjo Nitti <sonicdcer@users.noreply.github.com> Co-authored-by: sozud <sozud@users.noreply.github.com>
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CPP_FLAGS += -Dmips -D__GNUC__=2 -D__OPTIMIZE__ -D__mips__ -D__mips -Dpsx -D__psx__ -D__psx -D_PSYQ -D__EXTENSIONS__ -D_MIPSEL -D_LANGUAGE_C -DLANGUAGE_C -DHACKS -DUSE_INCLUDE_ASM
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CPP_FLAGS += -D_internal_version_$(VERSION)
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LD_FLAGS := -nostdlib --no-check-sections
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# Directories
ASM_DIR := asm/$(VERSION)
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SRC_DIR := src
ASSETS_DIR := assets
INCLUDE_DIR := include
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BUILD_DIR := build/$(VERSION)
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DISK_DIR := $(BUILD_DIR)/${VERSION}/disk
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CONFIG_DIR := config
TOOLS_DIR := tools
# Files
MAIN_ASM_DIRS := $(ASM_DIR)/$(MAIN) $(ASM_DIR)/$(MAIN)/psxsdk $(ASM_DIR)/$(MAIN)/psxsdk/libcd $(ASM_DIR)/$(MAIN)/psxsdk/libsnd $(ASM_DIR)/$(MAIN)/psxsdk/libspu $(ASM_DIR)/$(MAIN)/data
MAIN_SRC_DIRS := $(SRC_DIR)/$(MAIN) $(SRC_DIR)/$(MAIN)/psxsdk $(SRC_DIR)/$(MAIN)/psxsdk/libcd $(SRC_DIR)/$(MAIN)/psxsdk/libsnd $(SRC_DIR)/$(MAIN)/psxsdk/libspu
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MAIN_S_FILES := $(foreach dir,$(MAIN_ASM_DIRS),$(wildcard $(dir)/*.s)) \
$(foreach dir,$(MAIN_ASM_DIRS),$(wildcard $(dir)/**/*.s))
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MAIN_C_FILES := $(foreach dir,$(MAIN_SRC_DIRS),$(wildcard $(dir)/*.c)) \
$(foreach dir,$(MAIN_SRC_DIRS),$(wildcard $(dir)/**/*.c))
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MAIN_O_FILES := $(foreach file,$(MAIN_S_FILES),$(BUILD_DIR)/$(file).o) \
$(foreach file,$(MAIN_C_FILES),$(BUILD_DIR)/$(file).o)
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MAIN_TARGET := $(BUILD_DIR)/$(MAIN)
# Tooling
PYTHON := python3
SPLAT_DIR := $(TOOLS_DIR)/n64splat
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SPLAT_APP := $(SPLAT_DIR)/split.py
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SPLAT := $(PYTHON) $(SPLAT_APP)
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ASMDIFFER_DIR := $(TOOLS_DIR)/asm-differ
ASMDIFFER_APP := $(ASMDIFFER_DIR)/diff.py
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M2CTX_APP := $(TOOLS_DIR)/m2ctx.py
M2CTX := $(PYTHON) $(M2CTX_APP)
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M2C_DIR := $(TOOLS_DIR)/m2c
M2C_APP := $(M2C_DIR)/m2c.py
M2C := $(PYTHON) $(M2C_APP)
M2C_ARGS := -P 4
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MASPSX_DIR := $(TOOLS_DIR)/maspsx
MASPSX_APP := $(MASPSX_DIR)/maspsx.py
MASPSX := $(PYTHON) $(MASPSX_APP) --no-macro-inc --expand-div
GO := $(HOME)/go/bin/go
GOPATH := $(HOME)/go
SOTNDISK := $(GOPATH)/bin/sotn-disk
GFXSTAGE := $(PYTHON) $(TOOLS_DIR)/gfxstage.py
SATURN_SPLITTER_DIR := $(TOOLS_DIR)/saturn-splitter
SATURN_SPLITTER_APP := $(SATURN_SPLITTER_DIR)/rust-dis/target/release/rust-dis
SATURN_ADPCM_EXTRACT_APP := $(SATURN_SPLITTER_DIR)/adpcm-extract/target/release/adpcm-extract
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define list_src_files
$(foreach dir,$(ASM_DIR)/$(1),$(wildcard $(dir)/**.s))
$(foreach dir,$(ASM_DIR)/$(1)/data,$(wildcard $(dir)/**.s))
$(foreach dir,$(ASM_DIR)/$(1)/psxsdk,$(wildcard $(dir)/**.s))
$(foreach dir,$(SRC_DIR)/$(1),$(wildcard $(dir)/**.c))
$(foreach dir,$(SRC_DIR)/$(1)/psxsdk,$(wildcard $(dir)/**.c))
$(foreach dir,$(ASSETS_DIR)/$(1),$(wildcard $(dir)/**))
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endef
define list_o_files
$(foreach file,$(call list_src_files,$(1)),$(BUILD_DIR)/$(file).o)
endef
define link
$(LD) $(LD_FLAGS) -o $(2) \
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-Map $(BUILD_DIR)/$(1).map \
-T $(1).ld \
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-T $(CONFIG_DIR)/undefined_syms.$(VERSION).txt \
-T $(CONFIG_DIR)/undefined_syms_auto.$(VERSION).$(1).txt \
-T $(CONFIG_DIR)/undefined_funcs_auto.$(VERSION).$(1).txt
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endef
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all: build check
saturn: build_saturn_native check_saturn_native
build: build_$(VERSION)
build_us: main dra weapon ric cen dre mad no3 np3 nz0 sel st0 wrp rwrp tt_000
build_hd: dra
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clean:
git clean -fdx assets/
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git clean -fdx asm/
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git clean -fdx build/
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git clean -fdx config/
git clean -fdx function_calls/
git clean -fdx sotn_calltree.txt
format:
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clang-format -i $$(find $(SRC_DIR)/ -type f -name "*.c")
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clang-format -i $$(find $(SRC_DIR)/ -type f -name "*.h")
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clang-format -i $$(find $(INCLUDE_DIR)/ -type f -name "*.h")
cargo run --release --manifest-path ./tools/lints/sotn-lint/Cargo.toml ./src
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black tools/*.py
black tools/splat_ext/*.py
black tools/split_jpt_yaml/*.py
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VERSION=us $(PYTHON) ./tools/symbols.py sort
VERSION=hd $(PYTHON) ./tools/symbols.py sort
check:
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sha1sum --check config/check.$(VERSION).sha
expected: check
mkdir -p expected/build
rm -rf expected/build/$(VERSION)
cp -r build/$(VERSION) expected/build/
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main: main_dirs $(MAIN_TARGET).exe
main_dirs:
$(foreach dir,$(MAIN_ASM_DIRS) $(MAIN_SRC_DIRS),$(shell mkdir -p $(BUILD_DIR)/$(dir)))
$(MAIN_TARGET).exe: $(MAIN_TARGET).elf
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$(OBJCOPY) -O binary $< $@
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$(MAIN_TARGET).elf: $(MAIN_O_FILES)
$(LD) $(LD_FLAGS) -o $@ \
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-Map $(MAIN_TARGET).map \
-T $(MAIN).ld \
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-T $(CONFIG_DIR)/undefined_syms.$(VERSION).txt \
-T $(CONFIG_DIR)/undefined_syms_auto.$(VERSION).$(MAIN).txt
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dra: dra_dirs $(BUILD_DIR)/DRA.BIN
$(BUILD_DIR)/DRA.BIN: $(BUILD_DIR)/$(DRA).elf
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$(OBJCOPY) -O binary $< $@
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$(BUILD_DIR)/$(DRA).elf: $(call list_o_files,dra)
$(call link,dra,$@)
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ric: ric_dirs $(BUILD_DIR)/RIC.BIN
$(BUILD_DIR)/RIC.BIN: $(BUILD_DIR)/ric.elf
$(OBJCOPY) -O binary $< $@
$(BUILD_DIR)/ric.elf: $(call list_o_files,ric)
$(call link,ric,$@)
cen: stcen_dirs $(BUILD_DIR)/CEN.BIN $(BUILD_DIR)/F_CEN.BIN
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$(BUILD_DIR)/CEN.BIN: $(BUILD_DIR)/stcen.elf
$(OBJCOPY) -O binary $< $@
$(BUILD_DIR)/F_CEN.BIN:
$(GFXSTAGE) e assets/st/cen $@
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dre: stdre_dirs $(BUILD_DIR)/DRE.BIN $(BUILD_DIR)/F_DRE.BIN
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$(BUILD_DIR)/DRE.BIN: $(BUILD_DIR)/stdre.elf
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$(OBJCOPY) -O binary $< $@
$(BUILD_DIR)/F_DRE.BIN:
$(GFXSTAGE) e assets/st/dre $@
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mad: stmad_dirs $(BUILD_DIR)/MAD.BIN $(BUILD_DIR)/F_MAD.BIN
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$(BUILD_DIR)/MAD.BIN: $(BUILD_DIR)/stmad.elf
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$(OBJCOPY) -O binary $< $@
$(BUILD_DIR)/F_MAD.BIN:
$(GFXSTAGE) e assets/st/mad $@
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no3: stno3_dirs $(BUILD_DIR)/NO3.BIN $(BUILD_DIR)/F_NO3.BIN
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$(BUILD_DIR)/NO3.BIN: $(BUILD_DIR)/stno3.elf
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$(OBJCOPY) -O binary $< $@
$(BUILD_DIR)/F_NO3.BIN:
$(GFXSTAGE) e assets/st/no3 $@
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np3: stnp3_dirs $(BUILD_DIR)/NP3.BIN $(BUILD_DIR)/F_NP3.BIN
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$(BUILD_DIR)/NP3.BIN: $(BUILD_DIR)/stnp3.elf
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$(OBJCOPY) -O binary $< $@
$(BUILD_DIR)/F_NP3.BIN:
$(GFXSTAGE) e assets/st/np3 $@
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nz0: stnz0_dirs $(BUILD_DIR)/NZ0.BIN $(BUILD_DIR)/F_NZ0.BIN
$(BUILD_DIR)/NZ0.BIN: $(BUILD_DIR)/stnz0.elf
$(OBJCOPY) -O binary $< $@
$(BUILD_DIR)/F_NZ0.BIN:
$(GFXSTAGE) e assets/st/nz0 $@
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sel: stsel_dirs $(BUILD_DIR)/SEL.BIN
$(BUILD_DIR)/SEL.BIN: $(BUILD_DIR)/stsel.elf
$(OBJCOPY) -O binary $< $@
st0: stst0_dirs $(BUILD_DIR)/ST0.BIN $(BUILD_DIR)/F_ST0.BIN
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$(BUILD_DIR)/ST0.BIN: $(BUILD_DIR)/stst0.elf
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$(OBJCOPY) -O binary $< $@
$(BUILD_DIR)/F_ST0.BIN:
$(GFXSTAGE) e assets/st/st0 $@
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wrp: stwrp_dirs $(BUILD_DIR)/WRP.BIN $(BUILD_DIR)/F_WRP.BIN
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$(BUILD_DIR)/WRP.BIN: $(BUILD_DIR)/stwrp.elf
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$(OBJCOPY) -O binary $< $@
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$(BUILD_DIR)/F_WRP.BIN:
$(GFXSTAGE) e assets/st/wrp $@
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rwrp: strwrp_dirs $(BUILD_DIR)/RWRP.BIN $(BUILD_DIR)/F_RWRP.BIN
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$(BUILD_DIR)/RWRP.BIN: $(BUILD_DIR)/strwrp.elf
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$(OBJCOPY) -O binary $< $@
$(BUILD_DIR)/F_RWRP.BIN:
$(GFXSTAGE) e assets/st/rwrp $@
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tt_000: tt_000_dirs $(BUILD_DIR)/TT_000.BIN
$(BUILD_DIR)/TT_000.BIN: $(BUILD_DIR)/tt_000.elf
$(OBJCOPY) -O binary $< $@
mad_fix: stmad_dirs $$(call list_o_files,st/mad)
$(LD) $(LD_FLAGS) -o $(BUILD_DIR)/stmad_fix.elf \
-Map $(BUILD_DIR)/stmad_fix.map \
-T stmad.ld \
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-T $(CONFIG_DIR)/undefined_syms.$(VERSION).txt \
-T $(CONFIG_DIR)/undefined_syms_auto.stmad.txt \
-T $(CONFIG_DIR)/undefined_funcs_auto.stmad.txt
$(OBJCOPY) -O binary $(BUILD_DIR)/stmad_fix.elf $(BUILD_DIR)/MAD.BIN
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tt_%_dirs:
$(foreach dir,$(ASM_DIR)/servant/tt_$* $(ASM_DIR)/servant/tt_$*/data $(SRC_DIR)/servant/tt_$* $(ASSETS_DIR)/servant/tt_$*,$(shell mkdir -p $(BUILD_DIR)/$(dir)))
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st%_dirs:
$(foreach dir,$(ASM_DIR)/st/$* $(ASM_DIR)/st/$*/data $(SRC_DIR)/st/$* $(ASSETS_DIR)/st/$*,$(shell mkdir -p $(BUILD_DIR)/$(dir)))
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%_dirs:
$(foreach dir,$(ASM_DIR)/$* $(ASM_DIR)/$*/data $(SRC_DIR)/$* $(ASSETS_DIR)/$*,$(shell mkdir -p $(BUILD_DIR)/$(dir)))
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$(BUILD_DIR)/tt_%.elf: $$(call list_o_files,servant/tt_$$*)
$(call link,tt_$*,$@)
$(BUILD_DIR)/stmad.elf: $$(call list_o_files,st/mad)
$(LD) $(LD_FLAGS) -o $@ \
-Map $(BUILD_DIR)/stmad.map \
-T stmad.ld \
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-T $(CONFIG_DIR)/undefined_syms.beta.txt \
-T $(CONFIG_DIR)/undefined_syms_auto.stmad.txt \
-T $(CONFIG_DIR)/undefined_funcs_auto.stmad.txt
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$(BUILD_DIR)/st%.elf: $$(call list_o_files,st/$$*)
$(call link,st$*,$@)
Enhance Makefile for WEAPON0.BIN (#466) ## What is this Required for #465 . I re-wrote how the build process works for the `BIN/WEAPON0.BIN` ~~overlay~~ file. ## A bit of a background On the PSP build I found `WEAPON0.BIN` is just a blob with `f0_000.bin`, `w0_000.bin`, `f0_001.bin` and so on concatenated as a single file. `f0` contains the graphics (or CHR) and `w0` contains the actual overlay (or PRG). The individual overlays share a great amount of functions I documented in `config/symbols.us.weapon.txt`. ## The problem Splat creates its own `weapon.ld` linker script, insisting to link all the overlays as a single binary file. While this is not technically correct, it creates a bigger problem: symbols cannot be shared. In 58 overlays there are 58 `DestroyEntity`. Other decomps are circumnavigating the issue by adding a prefix. Following the same pattern we could have `W000_DestroyEntity`, `W001_DestroyEntity` and so on. But this is not maintainable and it does not reflect our long-term vision of having shared code between overlays. ## The solution I created the dedicated linker script `weapon0.ld` to output the individual overlay `w0_000.bin` and similar. `f0_000.bin` is also created from the correspondent PNG. Once all the overlays and graphics are created I am simply concatenating them back to `WEAPON0.BIN`. This is much more efficient in terms of separation of concerns, maintainability, build speed and it also allows to use the same symbol names across overlays. Also very important, the generated individual overlays matches the structure of what is found in the PSP build. ## Side note I thought it was wise to prepare the Makefile and the linker script to also allow rebasing and compiling for WEAPON1.BIN. The generated file does not currently match and it will probably need a bit more research. I left the build infrastructure there. To compile the non-matching WEAPON1 just modify `$(BUILD_DIR)/WEAPON0.BIN: $(WEAPON0_FILES)` to `$(BUILD_DIR)/WEAPON0.BIN: $(WEAPON0_FILES) $(WEAPON1_FILES)`.
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# Weapon overlays
WEAPON0_FILES := $(foreach num,$(shell seq -w 000 058),$(BUILD_DIR)/weapon/f0_$(num).bin $(BUILD_DIR)/weapon/w0_$(num).bin)
WEAPON1_FILES := $(foreach num,$(shell seq -w 000 058),$(BUILD_DIR)/weapon/f1_$(num).bin $(BUILD_DIR)/weapon/w1_$(num).bin)
WEAPON_DIRS := $(BUILD_DIR)/$(ASSETS_DIR)/weapon $(BUILD_DIR)/$(ASM_DIR)/weapon/data $(BUILD_DIR)/$(SRC_DIR)/weapon $(BUILD_DIR)/weapon
weapon: $(WEAPON_DIRS) $(BUILD_DIR)/WEAPON0.BIN
$(WEAPON_DIRS):
@mkdir -p $@
$(BUILD_DIR)/WEAPON0.BIN: $(WEAPON0_FILES)
cat $^ > $@
$(BUILD_DIR)/weapon/f%.bin: $(BUILD_DIR)/weapon/f%.elf
$(OBJCOPY) -O binary $< $@
$(BUILD_DIR)/weapon/w%.bin: $(BUILD_DIR)/weapon/w%.elf
$(OBJCOPY) -O binary $< $@
printf '\x00' | dd of=$@ bs=1 seek=12287 count=1 conv=notrunc
$(BUILD_DIR)/weapon/w0_%.elf: $(BUILD_DIR)/$(SRC_DIR)/weapon/header.c.o $(BUILD_DIR)/$(ASSETS_DIR)/weapon/w_%_1.animset.o $(BUILD_DIR)/$(ASSETS_DIR)/weapon/w_%_2.animset.o $(BUILD_DIR)/$(SRC_DIR)/weapon/w_%.c.o $(BUILD_DIR)/$(ASM_DIR)/weapon/data/w_%.data.s.o $(BUILD_DIR)/$(ASM_DIR)/weapon/data/w_%.sbss.s.o
Enhance Makefile for WEAPON0.BIN (#466) ## What is this Required for #465 . I re-wrote how the build process works for the `BIN/WEAPON0.BIN` ~~overlay~~ file. ## A bit of a background On the PSP build I found `WEAPON0.BIN` is just a blob with `f0_000.bin`, `w0_000.bin`, `f0_001.bin` and so on concatenated as a single file. `f0` contains the graphics (or CHR) and `w0` contains the actual overlay (or PRG). The individual overlays share a great amount of functions I documented in `config/symbols.us.weapon.txt`. ## The problem Splat creates its own `weapon.ld` linker script, insisting to link all the overlays as a single binary file. While this is not technically correct, it creates a bigger problem: symbols cannot be shared. In 58 overlays there are 58 `DestroyEntity`. Other decomps are circumnavigating the issue by adding a prefix. Following the same pattern we could have `W000_DestroyEntity`, `W001_DestroyEntity` and so on. But this is not maintainable and it does not reflect our long-term vision of having shared code between overlays. ## The solution I created the dedicated linker script `weapon0.ld` to output the individual overlay `w0_000.bin` and similar. `f0_000.bin` is also created from the correspondent PNG. Once all the overlays and graphics are created I am simply concatenating them back to `WEAPON0.BIN`. This is much more efficient in terms of separation of concerns, maintainability, build speed and it also allows to use the same symbol names across overlays. Also very important, the generated individual overlays matches the structure of what is found in the PSP build. ## Side note I thought it was wise to prepare the Makefile and the linker script to also allow rebasing and compiling for WEAPON1.BIN. The generated file does not currently match and it will probably need a bit more research. I left the build infrastructure there. To compile the non-matching WEAPON1 just modify `$(BUILD_DIR)/WEAPON0.BIN: $(WEAPON0_FILES)` to `$(BUILD_DIR)/WEAPON0.BIN: $(WEAPON0_FILES) $(WEAPON1_FILES)`.
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$(LD) $(LD_FLAGS) --no-check-sections -o $@ \
-Map $(BUILD_DIR)/weapon/w0_$*.map \
-T weapon0.ld \
-T $(CONFIG_DIR)/undefined_syms.$(VERSION).txt \
-T $(CONFIG_DIR)/undefined_syms_auto.$(VERSION).weapon.txt \
-T $(CONFIG_DIR)/undefined_funcs_auto.$(VERSION).weapon.txt \
$^
$(BUILD_DIR)/weapon/w1_%.elf: $(BUILD_DIR)/$(SRC_DIR)/weapon/header.c.o $(BUILD_DIR)/$(ASSETS_DIR)/weapon/w_%_1.animset.o $(BUILD_DIR)/$(ASSETS_DIR)/weapon/w_%_2.animset.o $(BUILD_DIR)/$(SRC_DIR)/weapon/w_%.c.o $(BUILD_DIR)/$(ASM_DIR)/weapon/data/w_%.data.s.o $(BUILD_DIR)/$(ASM_DIR)/weapon/data/w_%.sbss.s.o
Enhance Makefile for WEAPON0.BIN (#466) ## What is this Required for #465 . I re-wrote how the build process works for the `BIN/WEAPON0.BIN` ~~overlay~~ file. ## A bit of a background On the PSP build I found `WEAPON0.BIN` is just a blob with `f0_000.bin`, `w0_000.bin`, `f0_001.bin` and so on concatenated as a single file. `f0` contains the graphics (or CHR) and `w0` contains the actual overlay (or PRG). The individual overlays share a great amount of functions I documented in `config/symbols.us.weapon.txt`. ## The problem Splat creates its own `weapon.ld` linker script, insisting to link all the overlays as a single binary file. While this is not technically correct, it creates a bigger problem: symbols cannot be shared. In 58 overlays there are 58 `DestroyEntity`. Other decomps are circumnavigating the issue by adding a prefix. Following the same pattern we could have `W000_DestroyEntity`, `W001_DestroyEntity` and so on. But this is not maintainable and it does not reflect our long-term vision of having shared code between overlays. ## The solution I created the dedicated linker script `weapon0.ld` to output the individual overlay `w0_000.bin` and similar. `f0_000.bin` is also created from the correspondent PNG. Once all the overlays and graphics are created I am simply concatenating them back to `WEAPON0.BIN`. This is much more efficient in terms of separation of concerns, maintainability, build speed and it also allows to use the same symbol names across overlays. Also very important, the generated individual overlays matches the structure of what is found in the PSP build. ## Side note I thought it was wise to prepare the Makefile and the linker script to also allow rebasing and compiling for WEAPON1.BIN. The generated file does not currently match and it will probably need a bit more research. I left the build infrastructure there. To compile the non-matching WEAPON1 just modify `$(BUILD_DIR)/WEAPON0.BIN: $(WEAPON0_FILES)` to `$(BUILD_DIR)/WEAPON0.BIN: $(WEAPON0_FILES) $(WEAPON1_FILES)`.
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$(LD) $(LD_FLAGS) --no-check-sections -o $@ \
-Map $(BUILD_DIR)/weapon/w1_$*.map \
-T weapon1.ld \
-T $(CONFIG_DIR)/undefined_syms.$(VERSION).txt \
-T $(CONFIG_DIR)/undefined_syms_auto.$(VERSION).weapon.txt \
-T $(CONFIG_DIR)/undefined_funcs_auto.$(VERSION).weapon.txt \
$^
$(BUILD_DIR)/weapon/f0_%.elf: $(BUILD_DIR)/$(ASSETS_DIR)/weapon/f_%.o
$(LD) -r -b binary -o $@ $<
$(BUILD_DIR)/weapon/f1_%.elf: $(BUILD_DIR)/$(ASSETS_DIR)/weapon/f_%.o
$(LD) -r -b binary -o $@ $<
$(BUILD_DIR)/$(ASSETS_DIR)/weapon/%.o: $(ASSETS_DIR)/weapon/%.png
./tools/png2bin.py $< $@
$(BUILD_DIR)/$(ASSETS_DIR)/weapon/%_1.animset.o: $(ASSETS_DIR)/weapon/%_1.animset.json
./tools/splat_ext/animset.py gen-asm $< $(BUILD_DIR)/$(ASSETS_DIR)/weapon/$*_1.animset.s -s animset
$(AS) $(AS_FLAGS) -o $@ $(BUILD_DIR)/$(ASSETS_DIR)/weapon/$*_1.animset.s
$(BUILD_DIR)/$(ASSETS_DIR)/weapon/%_2.animset.o: $(ASSETS_DIR)/weapon/%_2.animset.json
./tools/splat_ext/animset.py gen-asm $< $(BUILD_DIR)/$(ASSETS_DIR)/weapon/$*_2.animset.s -s animset2
$(AS) $(AS_FLAGS) -o $@ $(BUILD_DIR)/$(ASSETS_DIR)/weapon/$*_2.animset.s
Enhance Makefile for WEAPON0.BIN (#466) ## What is this Required for #465 . I re-wrote how the build process works for the `BIN/WEAPON0.BIN` ~~overlay~~ file. ## A bit of a background On the PSP build I found `WEAPON0.BIN` is just a blob with `f0_000.bin`, `w0_000.bin`, `f0_001.bin` and so on concatenated as a single file. `f0` contains the graphics (or CHR) and `w0` contains the actual overlay (or PRG). The individual overlays share a great amount of functions I documented in `config/symbols.us.weapon.txt`. ## The problem Splat creates its own `weapon.ld` linker script, insisting to link all the overlays as a single binary file. While this is not technically correct, it creates a bigger problem: symbols cannot be shared. In 58 overlays there are 58 `DestroyEntity`. Other decomps are circumnavigating the issue by adding a prefix. Following the same pattern we could have `W000_DestroyEntity`, `W001_DestroyEntity` and so on. But this is not maintainable and it does not reflect our long-term vision of having shared code between overlays. ## The solution I created the dedicated linker script `weapon0.ld` to output the individual overlay `w0_000.bin` and similar. `f0_000.bin` is also created from the correspondent PNG. Once all the overlays and graphics are created I am simply concatenating them back to `WEAPON0.BIN`. This is much more efficient in terms of separation of concerns, maintainability, build speed and it also allows to use the same symbol names across overlays. Also very important, the generated individual overlays matches the structure of what is found in the PSP build. ## Side note I thought it was wise to prepare the Makefile and the linker script to also allow rebasing and compiling for WEAPON1.BIN. The generated file does not currently match and it will probably need a bit more research. I left the build infrastructure there. To compile the non-matching WEAPON1 just modify `$(BUILD_DIR)/WEAPON0.BIN: $(WEAPON0_FILES)` to `$(BUILD_DIR)/WEAPON0.BIN: $(WEAPON0_FILES) $(WEAPON1_FILES)`.
2023-08-14 01:03:54 +00:00
extract: extract_$(VERSION)
extract_us: extract_main extract_dra extract_weapon extract_ric extract_stcen extract_stdre extract_stmad extract_stno3 extract_stnp3 extract_stnz0 extract_stsel extract_stst0 extract_stwrp extract_strwrp extract_tt_000
extract_hd: extract_dra
extract_main: $(SPLAT_APP)
$(SPLAT) $(CONFIG_DIR)/splat.$(VERSION).$(MAIN).yaml
extract_dra: $(SPLAT_APP)
cat $(CONFIG_DIR)/symbols.$(VERSION).txt $(CONFIG_DIR)/symbols.$(VERSION).dra.txt > $(CONFIG_DIR)/generated.symbols.$(VERSION).dra.txt
$(SPLAT) $(CONFIG_DIR)/splat.$(VERSION).$(DRA).yaml
extract_ric: $(SPLAT_APP)
cat $(CONFIG_DIR)/symbols.$(VERSION).txt $(CONFIG_DIR)/symbols.$(VERSION).ric.txt > $(CONFIG_DIR)/generated.symbols.$(VERSION).ric.txt
$(SPLAT) $(CONFIG_DIR)/splat.$(VERSION).ric.yaml
extract_stmad: $(SPLAT_APP)
cat $(CONFIG_DIR)/symbols.beta.txt $(CONFIG_DIR)/symbols.stmad.txt > $(CONFIG_DIR)/generated.symbols.stmad.txt
$(SPLAT) $(CONFIG_DIR)/splat.$(VERSION).stmad.yaml
$(GFXSTAGE) d disks/$(VERSION)/ST/MAD/F_MAD.BIN $(ASSETS_DIR)/st/mad
extract_st%: $(SPLAT_APP)
cat $(CONFIG_DIR)/symbols.$(VERSION).txt $(CONFIG_DIR)/symbols.$(VERSION).st$*.txt > $(CONFIG_DIR)/generated.symbols.$(VERSION).st$*.txt
$(SPLAT) $(CONFIG_DIR)/splat.$(VERSION).st$*.yaml
2023-03-10 03:59:33 +00:00
$(GFXSTAGE) d disks/$(VERSION)/ST/$$(echo '$*' | tr '[:lower:]' '[:upper:]')/F_$$(echo '$*' | tr '[:lower:]' '[:upper:]').BIN $(ASSETS_DIR)/st/$*
extract_tt_%: $(SPLAT_APP)
cat $(CONFIG_DIR)/symbols.$(VERSION).txt $(CONFIG_DIR)/symbols.$(VERSION).tt_$*.txt > $(CONFIG_DIR)/generated.symbols.$(VERSION).tt_$*.txt
$(SPLAT) $(CONFIG_DIR)/splat.$(VERSION).tt_$*.yaml
extract_weapon: $(SPLAT_APP)
Enhance Makefile for WEAPON0.BIN (#466) ## What is this Required for #465 . I re-wrote how the build process works for the `BIN/WEAPON0.BIN` ~~overlay~~ file. ## A bit of a background On the PSP build I found `WEAPON0.BIN` is just a blob with `f0_000.bin`, `w0_000.bin`, `f0_001.bin` and so on concatenated as a single file. `f0` contains the graphics (or CHR) and `w0` contains the actual overlay (or PRG). The individual overlays share a great amount of functions I documented in `config/symbols.us.weapon.txt`. ## The problem Splat creates its own `weapon.ld` linker script, insisting to link all the overlays as a single binary file. While this is not technically correct, it creates a bigger problem: symbols cannot be shared. In 58 overlays there are 58 `DestroyEntity`. Other decomps are circumnavigating the issue by adding a prefix. Following the same pattern we could have `W000_DestroyEntity`, `W001_DestroyEntity` and so on. But this is not maintainable and it does not reflect our long-term vision of having shared code between overlays. ## The solution I created the dedicated linker script `weapon0.ld` to output the individual overlay `w0_000.bin` and similar. `f0_000.bin` is also created from the correspondent PNG. Once all the overlays and graphics are created I am simply concatenating them back to `WEAPON0.BIN`. This is much more efficient in terms of separation of concerns, maintainability, build speed and it also allows to use the same symbol names across overlays. Also very important, the generated individual overlays matches the structure of what is found in the PSP build. ## Side note I thought it was wise to prepare the Makefile and the linker script to also allow rebasing and compiling for WEAPON1.BIN. The generated file does not currently match and it will probably need a bit more research. I left the build infrastructure there. To compile the non-matching WEAPON1 just modify `$(BUILD_DIR)/WEAPON0.BIN: $(WEAPON0_FILES)` to `$(BUILD_DIR)/WEAPON0.BIN: $(WEAPON0_FILES) $(WEAPON1_FILES)`.
2023-08-14 01:03:54 +00:00
cat $(CONFIG_DIR)/symbols.$(VERSION).txt $(CONFIG_DIR)/symbols.$(VERSION).weapon.txt $(CONFIG_DIR)/symbols.$(VERSION).weapon.txt.in > $(CONFIG_DIR)/generated.symbols.$(VERSION).weapon.txt
$(SPLAT) $(CONFIG_DIR)/splat.$(VERSION).weapon.yaml
$(CONFIG_DIR)/generated.$(VERSION).symbols.%.txt:
2022-10-15 10:18:32 +00:00
extract_saturn: $(SATURN_SPLITTER_APP)
$(SATURN_SPLITTER_APP) $(CONFIG_DIR)/saturn/game.prg.yaml
$(SATURN_SPLITTER_APP) $(CONFIG_DIR)/saturn/t_bat.prg.yaml
2023-06-03 18:09:44 +00:00
$(SATURN_SPLITTER_APP) $(CONFIG_DIR)/saturn/zero.bin.yaml
$(SATURN_SPLITTER_APP) $(CONFIG_DIR)/saturn/stage_02.prg.yaml
2023-07-02 16:48:23 +00:00
$(SATURN_SPLITTER_APP) $(CONFIG_DIR)/saturn/warp.prg.yaml
extract_saturn_pcm: $(SATURN_SPLITTER_APP)
mkdir -p build/saturn/SD
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD01.PCM build/saturn/SD/SD01.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD02.PCM build/saturn/SD/SD02.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD03.PCM build/saturn/SD/SD03.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD04.PCM build/saturn/SD/SD04.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD05.PCM build/saturn/SD/SD05.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD06.PCM build/saturn/SD/SD06.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD07.PCM build/saturn/SD/SD07.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD08.PCM build/saturn/SD/SD08.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD09.PCM build/saturn/SD/SD09.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD0A.PCM build/saturn/SD/SD0A.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD0B.PCM build/saturn/SD/SD0B.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD0C.PCM build/saturn/SD/SD0C.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD0D.PCM build/saturn/SD/SD0D.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD0E.PCM build/saturn/SD/SD0E.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD0F.PCM build/saturn/SD/SD0F.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD10.PCM build/saturn/SD/SD10.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD11.PCM build/saturn/SD/SD11.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD12.PCM build/saturn/SD/SD12.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD13.PCM build/saturn/SD/SD13.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD14.PCM build/saturn/SD/SD14.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD15.PCM build/saturn/SD/SD15.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD16.PCM build/saturn/SD/SD16.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD17.PCM build/saturn/SD/SD17.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD18.PCM build/saturn/SD/SD18.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD19.PCM build/saturn/SD/SD19.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD1A.PCM build/saturn/SD/SD1A.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD1B.PCM build/saturn/SD/SD1B.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD1C.PCM build/saturn/SD/SD1C.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD1D.PCM build/saturn/SD/SD1D.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD1E.PCM build/saturn/SD/SD1E.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD1F.PCM build/saturn/SD/SD1F.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD20.PCM build/saturn/SD/SD20.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD21.PCM build/saturn/SD/SD21.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD22.PCM build/saturn/SD/SD22.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD23.PCM build/saturn/SD/SD23.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD24.PCM build/saturn/SD/SD24.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD25.PCM build/saturn/SD/SD25.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD26.PCM build/saturn/SD/SD26.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD27.PCM build/saturn/SD/SD27.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD28.PCM build/saturn/SD/SD28.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD29.PCM build/saturn/SD/SD29.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD2A.PCM build/saturn/SD/SD2A.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD2B.PCM build/saturn/SD/SD2B.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD2C.PCM build/saturn/SD/SD2C.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD2D.PCM build/saturn/SD/SD2D.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD2E.PCM build/saturn/SD/SD2E.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD2F.PCM build/saturn/SD/SD2F.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD30.PCM build/saturn/SD/SD30.wav
$(SATURN_ADPCM_EXTRACT_APP) disks/saturn/SD/SD31.PCM build/saturn/SD/SD31.wav
# Force to extract all the assembly code regardless if a function is already decompiled
force_extract:
mv src src_tmp
make extract -j
rm -rf src/
mv src_tmp src
context:
$(M2CTX) $(SOURCE)
@echo ctx.c has been updated.
extract_disk: extract_disk_$(VERSION)
extract_disk_us: extract_disk_ps1us
extract_disk_hd: extract_disk_pspeu
extract_disk_psp%:
mkdir -p disks/psp$*
7z x disks/sotn.psp$*.iso -odisks/psp$*/
extract_disk_ps1%: $(SOTNDISK)
$(SOTNDISK) extract disks/sotn.$*.cue disks/$*
extract_disk_saturn:
bchunk disks/sotn.saturn.bin disks/sotn.saturn.cue disks/sotn.saturn.iso
7z x disks/sotn.saturn.iso01.iso -odisks/saturn/ || true
Custom debugging module (#108) # What Adds a custom debug menu. It is written in C and it is meant to replace the Bat familar `SERVANT/TT_000.BIN`. Once loaded you can long-press SELECT+START to soft-reset the game and keep using the debug menu everywhere, including when playing with Richter or during the credits. One key requirement to run this is to have an emulator that emulates the 8MB of RAM. This is a key requirement to have the debug module surviving soft-resets or accessing to the in-game menu. I personally used [PCSX Redux](https://github.com/grumpycoders/pcsx-redux) to build this module. I am not sure about the compatibility with other emulators. This does **NOT** work on real hardware and it is a choice by design. The debug module is intended to test different areas of the game and help decompiling. It is not intended to be used in normal gameplay. # Build Simply invoke `make disk_debug` to create a disk image of the game in `build/` with the debug module replacing the Bat familiar. # Usage ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/15a040b6-6191-41c4-b2b8-a4a906ed59eb) On PCSX Redux go to Configuration, Emulation and tick the box `8MB`. ## Loading the module ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/65b7ccb3-800e-4b66-84f5-5703fc91babe) You need to enable the Bat Card from the menu. This will load the debug module from the disk. If you want to re-load the module you need to select another Familar Card, un-pause, pause again and select the Bat Card once more. ## The main screen ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/b528425a-ea6c-4c10-9c19-522612d0ad2a) You will know you have loaded the debug module when you see the blue rectangle on the top right. You can press R2 to cycle between the menus. Some menus will temporarily freeze the game, some not. To quickly return in-game you can either press TRIANGLE or START. To bring back the paused debug menu just press R2 once again. ## Debug Mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/12cac1ee-725b-484f-8564-89c03b6a755b) ### Stage Teleports the player to a different stage. It is not stable and it can crash often. ### Player Switches between Alucard and Richter. Currently switching from Richter to Alucard consistently crashes the game. ### No Clip Allows to freely move the player within the room and without the collisions on. Once the flag is enabled from the debug menu, pressing L2 while in-game will temporarily freeze the player movement and make it immune to collision checking. You can then press the directional buttons to slowly move the player or you can hold CROSS to move it faster. You can also use SQUARE or CIRCLE to cycle between the player frames. Press L2 again to deactivate the NoClip mode. ### Frame by frame Freezes the game outside the debug module. Press L1 to advance by 1 frame. Hold L2 to put the game in slow-motion. ### Show hitboxes ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/ea8dd918-cf37-4be1-bb87-541a66ac7f16) As shown in the image ### Show debug messages ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/5c9bc7b2-6bc7-4831-949a-bf73cdf910e8) When the debug menu is un-paused, prints on the top left all the debug messages from the game itself. ### Show collision layer ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/959ad1ab-dfe0-42fe-a8d0-65c619469280) This prints the internal collision value for every 16x16 tile on the screen. Look the CheckCollision function for more information on how each printed value is used. ### Show draw calls ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/a52970fc-bf30-430d-98e3-5fca33c9f6f7) Shows the maximum GPU resource usage since the game started. Currently only the `max` option works. The `current` option will not show anything. ### Show HBlank ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/81759019-6bf9-4cf2-b88c-aa60eaa5ddcb) Prints the current horizontal blank interrupt count. ## Entity Spawn ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/f0fdc024-4537-4c07-a80d-816d605a3583) Allows to immediately spawn new entities in the current map ### Mode There are three list of entities, each one with their own ID: DRA, Stage and RIC. The option RIC is hidden if Richter is not the current playing character. As the list of entities per stage is maintained manually, stage entities might not be available for all stages. The `Alloc` shows how many entities are reserved or actually used. Pressing the SQUARE button here will destroy all the entities within that range. ### ID Press Left or Right to cycle between the different IDs available. Some of them might crash the game immediately once spawned. Press CROSS to immediately spawn the entity. ### Params Each entity might have its own parameters. Sometimes the flag 0x8000 is used, which can be toggled with the SQUARE button. Press CROSS to immediately spawn the entity. ### Entity preview Shows the entity before spawning it. This is turned off by default as it can immediately crash by cycling through the available entity IDs. ### Place entity Pressing CROSS will allow to move the entity across the screen before placing it. Press CROSS again to place the entity and return to the previous screen. Press SQUARE to quickly place multiple entities of the same type. ## Sound player ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/9d8ad3a5-bc78-4674-abd0-94537bbfae98) There are three macro categories the sound player is split into. For what is currently known only the sounds within the Kind 3 changes based on the loaded stage. ### Stop all sounds This will also disable the SPU IRQ, effectively unlocking the frame rate. ### Load Stage Loads a different sound font than the current loaded stage. This can help to quickly preview and test SFXs from other stages without necessarily moving the player there. ### Load Servant Loads the sound font of a specific servant without necessarily equipping the Familiar Card. ## Castle flags Preview all the flags used to modify the behaviour of different parts of the two castles. ### Edit mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/b03ada2f-0fb4-4345-ad50-81209702032c) You can move the cursor with the directional buttons and flip the flag with CROSS. Press L1 or R1 to cycle between the pages. The cursor warps when reaching the border of the flag grid, allowing a faster navigation. ### View mode Allows to move between the flags more flexibly. ### Listen mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/4f9ed118-d09d-4658-ba25-5865dbebbf3c) Listens for the modified flags while playing. Every time a flag is modified the offset and its value is registered on the top left up to 4 rows. When all the rows are occupied, new values will just remove the oldest one. The last modified flag will always be displayed at the bottom. --------- Co-authored-by: Alejandro Asenjo Nitti <sonicdcer@users.noreply.github.com> Co-authored-by: sozud <sozud@users.noreply.github.com>
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disk_prepare: build $(SOTNDISK)
mkdir -p $(DISK_DIR)
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cp -r disks/${VERSION}/* $(DISK_DIR)
cp $(BUILD_DIR)/main.exe $(DISK_DIR)/SLUS_000.67
cp $(BUILD_DIR)/DRA.BIN $(DISK_DIR)/DRA.BIN
cp $(BUILD_DIR)/RIC.BIN $(DISK_DIR)/BIN/RIC.BIN
cp $(BUILD_DIR)/CEN.BIN $(DISK_DIR)/ST/CEN/CEN.BIN
cp $(BUILD_DIR)/F_CEN.BIN $(DISK_DIR)/ST/CEN/F_CEN.BIN
cp $(BUILD_DIR)/DRE.BIN $(DISK_DIR)/ST/DRE/DRE.BIN
cp $(BUILD_DIR)/F_DRE.BIN $(DISK_DIR)/ST/DRE/F_DRE.BIN
cp $(BUILD_DIR)/MAD.BIN $(DISK_DIR)/ST/MAD/MAD.BIN
cp $(BUILD_DIR)/F_MAD.BIN $(DISK_DIR)/ST/MAD/F_MAD.BIN
cp $(BUILD_DIR)/NO3.BIN $(DISK_DIR)/ST/NO3/NO3.BIN
cp $(BUILD_DIR)/F_NO3.BIN $(DISK_DIR)/ST/NO3/F_NO3.BIN
cp $(BUILD_DIR)/NP3.BIN $(DISK_DIR)/ST/NP3/NP3.BIN
cp $(BUILD_DIR)/F_NP3.BIN $(DISK_DIR)/ST/NP3/F_NP3.BIN
cp $(BUILD_DIR)/NZ0.BIN $(DISK_DIR)/ST/NZ0/NZ0.BIN
cp $(BUILD_DIR)/F_NZ0.BIN $(DISK_DIR)/ST/NZ0/F_NZ0.BIN
cp $(BUILD_DIR)/RWRP.BIN $(DISK_DIR)/ST/RWRP/RWRP.BIN
cp $(BUILD_DIR)/F_RWRP.BIN $(DISK_DIR)/ST/RWRP/F_RWRP.BIN
cp $(BUILD_DIR)/SEL.BIN $(DISK_DIR)/ST/SEL/SEL.BIN
cp $(BUILD_DIR)/ST0.BIN $(DISK_DIR)/ST/ST0/ST0.BIN
cp $(BUILD_DIR)/F_ST0.BIN $(DISK_DIR)/ST/ST0/F_ST0.BIN
cp $(BUILD_DIR)/WRP.BIN $(DISK_DIR)/ST/WRP/WRP.BIN
cp $(BUILD_DIR)/F_WRP.BIN $(DISK_DIR)/ST/WRP/F_WRP.BIN
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cp $(BUILD_DIR)/TT_000.BIN $(DISK_DIR)/SERVANT/TT_000.BIN
Custom debugging module (#108) # What Adds a custom debug menu. It is written in C and it is meant to replace the Bat familar `SERVANT/TT_000.BIN`. Once loaded you can long-press SELECT+START to soft-reset the game and keep using the debug menu everywhere, including when playing with Richter or during the credits. One key requirement to run this is to have an emulator that emulates the 8MB of RAM. This is a key requirement to have the debug module surviving soft-resets or accessing to the in-game menu. I personally used [PCSX Redux](https://github.com/grumpycoders/pcsx-redux) to build this module. I am not sure about the compatibility with other emulators. This does **NOT** work on real hardware and it is a choice by design. The debug module is intended to test different areas of the game and help decompiling. It is not intended to be used in normal gameplay. # Build Simply invoke `make disk_debug` to create a disk image of the game in `build/` with the debug module replacing the Bat familiar. # Usage ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/15a040b6-6191-41c4-b2b8-a4a906ed59eb) On PCSX Redux go to Configuration, Emulation and tick the box `8MB`. ## Loading the module ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/65b7ccb3-800e-4b66-84f5-5703fc91babe) You need to enable the Bat Card from the menu. This will load the debug module from the disk. If you want to re-load the module you need to select another Familar Card, un-pause, pause again and select the Bat Card once more. ## The main screen ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/b528425a-ea6c-4c10-9c19-522612d0ad2a) You will know you have loaded the debug module when you see the blue rectangle on the top right. You can press R2 to cycle between the menus. Some menus will temporarily freeze the game, some not. To quickly return in-game you can either press TRIANGLE or START. To bring back the paused debug menu just press R2 once again. ## Debug Mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/12cac1ee-725b-484f-8564-89c03b6a755b) ### Stage Teleports the player to a different stage. It is not stable and it can crash often. ### Player Switches between Alucard and Richter. Currently switching from Richter to Alucard consistently crashes the game. ### No Clip Allows to freely move the player within the room and without the collisions on. Once the flag is enabled from the debug menu, pressing L2 while in-game will temporarily freeze the player movement and make it immune to collision checking. You can then press the directional buttons to slowly move the player or you can hold CROSS to move it faster. You can also use SQUARE or CIRCLE to cycle between the player frames. Press L2 again to deactivate the NoClip mode. ### Frame by frame Freezes the game outside the debug module. Press L1 to advance by 1 frame. Hold L2 to put the game in slow-motion. ### Show hitboxes ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/ea8dd918-cf37-4be1-bb87-541a66ac7f16) As shown in the image ### Show debug messages ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/5c9bc7b2-6bc7-4831-949a-bf73cdf910e8) When the debug menu is un-paused, prints on the top left all the debug messages from the game itself. ### Show collision layer ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/959ad1ab-dfe0-42fe-a8d0-65c619469280) This prints the internal collision value for every 16x16 tile on the screen. Look the CheckCollision function for more information on how each printed value is used. ### Show draw calls ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/a52970fc-bf30-430d-98e3-5fca33c9f6f7) Shows the maximum GPU resource usage since the game started. Currently only the `max` option works. The `current` option will not show anything. ### Show HBlank ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/81759019-6bf9-4cf2-b88c-aa60eaa5ddcb) Prints the current horizontal blank interrupt count. ## Entity Spawn ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/f0fdc024-4537-4c07-a80d-816d605a3583) Allows to immediately spawn new entities in the current map ### Mode There are three list of entities, each one with their own ID: DRA, Stage and RIC. The option RIC is hidden if Richter is not the current playing character. As the list of entities per stage is maintained manually, stage entities might not be available for all stages. The `Alloc` shows how many entities are reserved or actually used. Pressing the SQUARE button here will destroy all the entities within that range. ### ID Press Left or Right to cycle between the different IDs available. Some of them might crash the game immediately once spawned. Press CROSS to immediately spawn the entity. ### Params Each entity might have its own parameters. Sometimes the flag 0x8000 is used, which can be toggled with the SQUARE button. Press CROSS to immediately spawn the entity. ### Entity preview Shows the entity before spawning it. This is turned off by default as it can immediately crash by cycling through the available entity IDs. ### Place entity Pressing CROSS will allow to move the entity across the screen before placing it. Press CROSS again to place the entity and return to the previous screen. Press SQUARE to quickly place multiple entities of the same type. ## Sound player ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/9d8ad3a5-bc78-4674-abd0-94537bbfae98) There are three macro categories the sound player is split into. For what is currently known only the sounds within the Kind 3 changes based on the loaded stage. ### Stop all sounds This will also disable the SPU IRQ, effectively unlocking the frame rate. ### Load Stage Loads a different sound font than the current loaded stage. This can help to quickly preview and test SFXs from other stages without necessarily moving the player there. ### Load Servant Loads the sound font of a specific servant without necessarily equipping the Familiar Card. ## Castle flags Preview all the flags used to modify the behaviour of different parts of the two castles. ### Edit mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/b03ada2f-0fb4-4345-ad50-81209702032c) You can move the cursor with the directional buttons and flip the flag with CROSS. Press L1 or R1 to cycle between the pages. The cursor warps when reaching the border of the flag grid, allowing a faster navigation. ### View mode Allows to move between the flags more flexibly. ### Listen mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/4f9ed118-d09d-4658-ba25-5865dbebbf3c) Listens for the modified flags while playing. Every time a flag is modified the offset and its value is registered on the top left up to 4 rows. When all the rows are occupied, new values will just remove the oldest one. The last modified flag will always be displayed at the bottom. --------- Co-authored-by: Alejandro Asenjo Nitti <sonicdcer@users.noreply.github.com> Co-authored-by: sozud <sozud@users.noreply.github.com>
2023-08-10 17:55:24 +00:00
disk: disk_prepare
$(SOTNDISK) make build/sotn.$(VERSION).cue $(DISK_DIR) $(CONFIG_DIR)/disk.us.lba
disk_debug: disk_prepare
cd tools/sotn-debugmodule && make
cp $(BUILD_DIR)/../sotn-debugmodule.bin $(DISK_DIR)/SERVANT/TT_000.BIN
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$(SOTNDISK) make build/sotn.$(VERSION).cue $(DISK_DIR) $(CONFIG_DIR)/disk.us.lba
update-dependencies: $(SPLAT_APP) $(ASMDIFFER_APP) $(M2CTX_APP) $(M2C_APP) $(MASPSX_APP) $(SATURN_SPLITTER_APP) $(GO)
cd $(SATURN_SPLITTER_DIR)/rust-dis && cargo build --release
cd $(SATURN_SPLITTER_DIR)/adpcm-extract && cargo build --release
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pip3 install -r $(TOOLS_DIR)/requirements-python.txt
$(GO) install github.com/xeeynamo/sotn-decomp/tools/gfxsotn@latest
$(GO) install github.com/xeeynamo/sotn-decomp/tools/sotn-disk@latest
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git clean -fd bin/
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bin/%:
cd ./bin && wget https://github.com/Xeeynamo/sotn-decomp/releases/download/$*/$*.tar.gz
rm -f $*.tar.gz*
cd ./bin && sha256sum --check $*.tar.gz.sha256 && tar -xzf $*.tar.gz
rm -f $*.tar.gz*
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$(SPLAT_APP):
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git submodule init $(SPLAT_DIR)
git submodule update $(SPLAT_DIR)
pip3 install -r $(TOOLS_DIR)/requirements-python.txt
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$(ASMDIFFER_APP):
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git submodule init $(ASMDIFFER_DIR)
git submodule update $(ASMDIFFER_DIR)
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$(M2CTX_APP):
curl -o $@ https://raw.githubusercontent.com/ethteck/m2ctx/main/m2ctx.py
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$(M2C_APP):
git submodule init $(M2C_DIR)
git submodule update $(M2C_DIR)
python3 -m pip install --upgrade pycparser
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$(MASPSX_APP):
git submodule init $(MASPSX_DIR)
git submodule update $(MASPSX_DIR)
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$(GO):
curl -L -o go1.19.7.linux-amd64.tar.gz https://go.dev/dl/go1.19.7.linux-amd64.tar.gz
tar -C $(HOME) -xzf go1.19.7.linux-amd64.tar.gz
rm go1.19.7.linux-amd64.tar.gz
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$(SOTNDISK): $(GO)
$(GO) install github.com/xeeynamo/sotn-decomp/tools/sotn-disk@latest
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$(SATURN_SPLITTER_APP):
git submodule init $(SATURN_SPLITTER_DIR)
git submodule update $(SATURN_SPLITTER_DIR)
cd $(SATURN_SPLITTER_DIR)/rust-dis && cargo build --release
cd $(SATURN_SPLITTER_DIR)/adpcm-extract && cargo build --release
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$(BUILD_DIR)/%.s.o: %.s
$(AS) $(AS_FLAGS) -o $@ $<
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$(BUILD_DIR)/%.c.o: %.c $(MASPSX_APP) $(CC1PSX)
# $(CROSS)gcc -c -nostartfiles -nodefaultlibs -ggdb -gdwarf-4 $(CPP_FLAGS) $(CC_FLAGS) $(LD_FLAGS) $< -o $@
$(CPP) $(CPP_FLAGS) -lang-c $< | $(CC) $(CC_FLAGS) $(PSXCC_FLAGS) | $(MASPSX) | $(AS) $(AS_FLAGS) -o $@
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build_saturn_dosemu_docker_container:
docker build -t dosemu:latest -f tools/saturn_toolchain/dosemu_dockerfile .
build_saturn_binutils_docker_container:
docker build -t binutils-sh-elf:latest -f tools/saturn_toolchain/binutils_dockerfile .
build_saturn_toolchain_gccsh:
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# get GCCSH
wget -nc https://github.com/sozud/saturn-compilers/archive/refs/heads/main.zip
unzip -n main.zip
rm -rf ./tools/saturn_toolchain/GCCSH
mv saturn-compilers-main/cygnus-2.7-96Q3-bin ./tools/saturn_toolchain/GCCSH
rm -rf main.zip
rm -rf saturn-compilers-main
# parallel OK
build_saturn_toolchain_docker: build_saturn_dosemu_docker_container build_saturn_binutils_docker_container build_saturn_toolchain_gccsh $(SATURN_SPLITTER_APP)
# CI prep, don't build dosemu container (parallel OK)
build_saturn_toolchain_native: extract_disk_saturn build_saturn_toolchain_gccsh $(SATURN_SPLITTER_APP)
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SATURN_BUILD_DIR := build/saturn
# absolute path for docker mounts
SATURN_BUILD_ABS := $(shell pwd)/$(SATURN_BUILD_DIR)
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SATURN_DISK_DIR := disks/saturn
# absolute path for docker mounts
SATURN_DISK_ABS := $(shell pwd)/$(SATURN_DISK_DIR)
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build_saturn_copy_files:
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# copy everything into same directory since dosemu is hard to use otherwise
rm -rf $(SATURN_BUILD_DIR)
mkdir -p $(SATURN_BUILD_DIR)
cp -r ./tools/saturn_toolchain/GCCSH/* $(SATURN_BUILD_DIR)
cp ./src/saturn/macro.inc $(SATURN_BUILD_DIR)
cp -r ./src/saturn/*.c $(SATURN_BUILD_DIR)
cp -r ./src/saturn/*.h $(SATURN_BUILD_DIR)
cp -r ./src/saturn/lib $(SATURN_BUILD_DIR)/lib
cp -r ./include/saturn $(SATURN_BUILD_DIR)/saturn
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mkdir -p $(SATURN_BUILD_DIR)/asm/saturn/
mkdir -p $(SATURN_BUILD_DIR)/asm/saturn/
cp -r ./asm/saturn/game $(SATURN_BUILD_DIR)/asm/saturn/game
cp -r ./asm/saturn/t_bat $(SATURN_BUILD_DIR)/asm/saturn/t_bat
cp -r ./asm/saturn/zero $(SATURN_BUILD_DIR)/asm/saturn/zero
cp -r ./asm/saturn/stage_02 $(SATURN_BUILD_DIR)/asm/saturn/stage_02
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cp -r ./asm/saturn/warp $(SATURN_BUILD_DIR)/asm/saturn/warp
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cp ./tools/saturn_toolchain/compile_dosemu.sh $(SATURN_BUILD_DIR)
chmod +x $(SATURN_BUILD_DIR)/compile_dosemu.sh
build_saturn_dosemu_native:
cd build/saturn && OPT_FLAGS=-O2 FILENAME=game sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O2 FILENAME=t_bat sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O2 FILENAME=zero sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O2 FILENAME=stage_02 sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O2 FILENAME=warp sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O0 FILENAME=lib/gfs sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O0 FILENAME=lib/spr sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O0 FILENAME=lib/dma sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O0 FILENAME=lib/scl sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O0 FILENAME=lib/csh sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O0 FILENAME=lib/per sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O0 FILENAME=lib/cdc sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O0 FILENAME=lib/mth sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O0 FILENAME=lib/bup sh ./compile_dosemu.sh
cd build/saturn && OPT_FLAGS=-O0 FILENAME=lib/sys sh ./compile_dosemu.sh
build_saturn_dosemu_docker:
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docker run --rm -e FILENAME=game -v $(SATURN_BUILD_ABS):/build -w /build dosemu:latest /bin/bash -c "./compile_dosemu.sh"
docker run --rm -e FILENAME=t_bat -v $(SATURN_BUILD_ABS):/build -w /build dosemu:latest /bin/bash -c "./compile_dosemu.sh"
docker run --rm -e FILENAME=zero -v $(SATURN_BUILD_ABS):/build -w /build dosemu:latest /bin/bash -c "./compile_dosemu.sh"
docker run --rm -e FILENAME=stage_02 -v $(SATURN_BUILD_ABS):/build -w /build dosemu:latest /bin/bash -c "./compile_dosemu.sh"
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docker run --rm -e FILENAME=warp -v $(SATURN_BUILD_ABS):/build -w /build dosemu:latest /bin/bash -c "./compile_dosemu.sh"
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build_saturn_link_docker_ld:
docker run --rm -v $(SATURN_BUILD_ABS):/build -w /build binutils-sh-elf:latest /bin/bash -c "sh-elf-ld -o zero_li.o -Map zero.map -T zero.ld -T all_syms.txt -T zero_user_syms.txt -verbose zero.o --no-check-sections -nostdlib -s"
docker run --rm -v $(SATURN_BUILD_ABS):/build -w /build binutils-sh-elf:latest /bin/bash -c "sh-elf-ld -o t_bat_li.o -Map t_bat.map -T t_bat.ld -T all_syms.txt -T t_bat_user_syms.txt -verbose t_bat.o --no-check-sections -nostdlib -s"
docker run --rm -v $(SATURN_BUILD_ABS):/build -w /build binutils-sh-elf:latest /bin/bash -c "sh-elf-ld -o game_li.o -Map game.map -T game.ld -T all_syms.txt -T game_user_syms.txt -verbose game.o --no-check-sections -nostdlib -s"
docker run --rm -v $(SATURN_BUILD_ABS):/build -w /build binutils-sh-elf:latest /bin/bash -c "sh-elf-ld -o stage_02_li.o -Map stage_02.map -T stage_02.ld -T all_syms.txt -T stage_02_user_syms.txt -verbose stage_02.o --no-check-sections -nostdlib -s"
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docker run --rm -v $(SATURN_BUILD_ABS):/build -w /build binutils-sh-elf:latest /bin/bash -c "sh-elf-ld -o warp_li.o -Map warp.map -T warp.ld -T all_syms.txt -T warp_user_syms.txt -verbose warp.o --no-check-sections -nostdlib -s"
build_saturn_link_native_ld:
cd build/saturn && sh-elf-ld -o zero_li.o -Map zero.map -T zero.ld -T all_syms.txt -T zero_user_syms.txt -verbose zero.o lib/gfs.o lib/spr.o lib/dma.o lib/scl.o lib/csh.o lib/per.o lib/cdc.o lib/mth.o lib/bup.o lib/sys.o --no-check-sections -nostdlib -s
cd build/saturn && sh-elf-ld -o t_bat_li.o -Map t_bat.map -T t_bat.ld -T all_syms.txt -T t_bat_user_syms.txt -verbose t_bat.o --no-check-sections -nostdlib -s
cd build/saturn && sh-elf-ld -o game_li.o -Map game.map -T game.ld -T all_syms.txt -T game_user_syms.txt -verbose game.o --no-check-sections -nostdlib -s
cd build/saturn && sh-elf-ld -o stage_02_li.o -Map stage_02.map -T stage_02.ld -T all_syms.txt -T stage_02_user_syms.txt -verbose stage_02.o --no-check-sections -nostdlib -s
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cd build/saturn && sh-elf-ld -o warp_li.o -Map warp.map -T warp.ld -T all_syms.txt -T warp_user_syms.txt -verbose warp.o --no-check-sections -nostdlib -s
build_saturn_link_copy:
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# link
cat ./config/saturn/game_syms.txt > ./build/saturn/all_syms.txt
cat ./config/saturn/t_bat_syms.txt >> ./build/saturn/all_syms.txt
cat ./config/saturn/zero_syms.txt >> ./build/saturn/all_syms.txt
cp ./config/saturn/t_bat_user_syms.txt ./build/saturn/
cp ./config/saturn/game_user_syms.txt ./build/saturn/
cp ./config/saturn/stage_02_user_syms.txt ./build/saturn/
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cp ./config/saturn/warp_user_syms.txt ./build/saturn/
cp ./config/saturn/zero_user_syms.txt ./build/saturn/
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cp ./config/saturn/*.ld ./build/saturn
build_saturn_link_docker: build_saturn_link_copy build_saturn_link_docker_ld
build_saturn_link_native: build_saturn_link_copy build_saturn_link_native_ld
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# do not run in parallel
build_saturn_docker: build_saturn_copy_files build_saturn_dosemu_docker build_saturn_link_docker
# do not run in parallel
build_saturn_native: build_saturn_copy_files build_saturn_dosemu_native build_saturn_link_native
check_saturn_docker:
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# dump binaries using sh binutils container
chmod +x tools/saturn_toolchain/strip.sh
cp tools/saturn_toolchain/strip.sh $(SATURN_BUILD_DIR)
docker run --rm -e INPUT_FILENAME=game_li.o -e OUTPUT_FILENAME=GAME.PRG -v $(SATURN_BUILD_ABS):/build -w /build binutils-sh-elf:latest /bin/bash -c ./strip.sh
docker run --rm -e INPUT_FILENAME=t_bat_li.o -e OUTPUT_FILENAME=T_BAT.PRG -v $(SATURN_BUILD_ABS):/build -w /build binutils-sh-elf:latest /bin/bash -c ./strip.sh
docker run --rm -e INPUT_FILENAME=zero_li.o -e OUTPUT_FILENAME=0.BIN -v $(SATURN_BUILD_ABS):/build -w /build binutils-sh-elf:latest /bin/bash -c ./strip.sh
docker run --rm -e INPUT_FILENAME=stage_02_li.o -e OUTPUT_FILENAME=STAGE_02.PRG -v $(SATURN_BUILD_ABS):/build -w /build binutils-sh-elf:latest /bin/bash -c ./strip.sh
docker run --rm -e INPUT_FILENAME=warp_li.o -e OUTPUT_FILENAME=WARP.PRG -v $(SATURN_BUILD_ABS):/build -w /build binutils-sh-elf:latest /bin/bash -c ./strip.sh
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# check hashes
sha1sum --check config/check.saturn.sha
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check_saturn_native:
# dump binaries using sh binutils container
sh-elf-objcopy ./build/saturn/game_li.o -O binary ./build/saturn/GAME.PRG
sh-elf-objcopy ./build/saturn/t_bat_li.o -O binary ./build/saturn/T_BAT.PRG
sh-elf-objcopy ./build/saturn/zero_li.o -O binary ./build/saturn/0.BIN
sh-elf-objcopy ./build/saturn/stage_02_li.o -O binary ./build/saturn/STAGE_02.PRG
sh-elf-objcopy ./build/saturn/warp_li.o -O binary ./build/saturn/WARP.PRG
# check hashes
sha1sum --check config/check.saturn.sha
diff_saturn_docker:
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chmod +x tools/saturn_toolchain/diff.sh
cp tools/saturn_toolchain/diff.sh $(SATURN_BUILD_DIR)
docker run --rm -e FILENAME=$(FILENAME) -v $(SATURN_DISK_ABS):/theirs -v $(SATURN_BUILD_ABS):/build -w /build binutils-sh-elf:latest /bin/bash -c ./diff.sh
diff_saturn_native:
sh-elf-objdump -z -m sh2 -b binary -D ./build/saturn/$(FILENAME) > ./build/saturn/$(FILENAME)-ours.txt && \
sh-elf-objdump -z -m sh2 -b binary -D ./disks/saturn/$(FILENAME) > ./build/saturn/$(FILENAME)-theirs.txt && \
diff ./build/saturn/$(FILENAME)-ours.txt ./build/saturn/$(FILENAME)-theirs.txt > ./build/saturn/$(FILENAME)-diff.txt || true
# Handles assets
$(BUILD_DIR)/$(ASSETS_DIR)/%.layoutobj.json.o: $(ASSETS_DIR)/%.layoutobj.json
./tools/splat_ext/layoutobj.py $< $(BUILD_DIR)/$(ASSETS_DIR)/$*.bin
$(LD) -r -b binary -o $(BUILD_DIR)/$(ASSETS_DIR)/$*.o $(BUILD_DIR)/$(ASSETS_DIR)/$*.bin
$(BUILD_DIR)/$(ASSETS_DIR)/%.roomdef.json.o: $(ASSETS_DIR)/%.roomdef.json
./tools/splat_ext/roomdef.py $< $(BUILD_DIR)/$(ASSETS_DIR)/$*.bin
$(LD) -r -b binary -o $(BUILD_DIR)/$(ASSETS_DIR)/$*.o $(BUILD_DIR)/$(ASSETS_DIR)/$*.bin
$(BUILD_DIR)/$(ASSETS_DIR)/%.layers.json.o: $(ASSETS_DIR)/%.layers.json
./tools/splat_ext/layers.py $< $(BUILD_DIR)/$(ASSETS_DIR)/$*.s
$(AS) $(AS_FLAGS) -o $(BUILD_DIR)/$(ASSETS_DIR)/$*.o $(BUILD_DIR)/$(ASSETS_DIR)/$*.s
$(BUILD_DIR)/$(ASSETS_DIR)/%.tiledef.json.o: $(ASSETS_DIR)/%.tiledef.json
./tools/splat_ext/tiledef.py $< $(BUILD_DIR)/$(ASSETS_DIR)/$*.s
$(AS) $(AS_FLAGS) -o $(BUILD_DIR)/$(ASSETS_DIR)/$*.o $(BUILD_DIR)/$(ASSETS_DIR)/$*.s
$(BUILD_DIR)/$(ASSETS_DIR)/%.spritesheet.json.o: $(ASSETS_DIR)/%.spritesheet.json
./tools/splat_ext/spritesheet.py $< $(BUILD_DIR)/$(ASSETS_DIR)/$*.s
$(AS) $(AS_FLAGS) -o $(BUILD_DIR)/$(ASSETS_DIR)/$*.o $(BUILD_DIR)/$(ASSETS_DIR)/$*.s
$(BUILD_DIR)/$(ASSETS_DIR)/%.animset.json.o: $(ASSETS_DIR)/%.animset.json
./tools/splat_ext/animset.py gen-asm $< $(BUILD_DIR)/$(ASSETS_DIR)/$*.s
$(AS) $(AS_FLAGS) -o $(BUILD_DIR)/$(ASSETS_DIR)/$*.o $(BUILD_DIR)/$(ASSETS_DIR)/$*.s
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$(BUILD_DIR)/$(ASSETS_DIR)/%.equipment.json.o: $(ASSETS_DIR)/%.equipment.json
./tools/splat_ext/equipment.py $< $(BUILD_DIR)/$(ASSETS_DIR)/$*.bin
$(LD) -r -b binary -o $(BUILD_DIR)/$(ASSETS_DIR)/$*.o $(BUILD_DIR)/$(ASSETS_DIR)/$*.bin
Accessories extracted and building (#264) Like Equipment, this will take the accessories, extract to a json in the assets directory, and then when building the game, read items from that json. Full list of changes required for this capability, and their reasons/purposes: Addition of entry in the makefile for the accessory json. This is literally just the equipment one copied and the name changed. Adjustment of splat extraction. Accessory data runs all the way up until a bunch of strings which are now in 8258.data.s. Previously, the file 8000.data.s was created, and was just a whole bunch of uninterpreted .word values. The accessory table runs all the way up to 0x8258. Happily, this means there is no longer any gap between understood and non-understood data in this region of the ROM. Accessory.py is extremely similar to the existing Equipment.py. As stated in the large comment at the top of this script, it would be neat if we could combine the two scripts to one script that would process all equippables in the game. For now, this is functional. Tidying this up could be a nice future task, especially for someone new to the project who is more comfortable with Python than C. Finally, the dictionary of punctuation in the utils.py has been expanded. The question mark shows up in the description of the Alucart Mail "Resists fire, lightning, ice?", while the plus signs show up in many items which provide stat bonuses that have descriptions like "DEF+15". These symbols were previously unknown. Feels very nice to now have equipment and accessories both extracting to human-editable forms!
2023-06-19 18:12:20 +00:00
$(BUILD_DIR)/$(ASSETS_DIR)/%.accessory.json.o: $(ASSETS_DIR)/%.accessory.json
./tools/splat_ext/accessory.py $< $(BUILD_DIR)/$(ASSETS_DIR)/$*.bin
$(LD) -r -b binary -o $(BUILD_DIR)/$(ASSETS_DIR)/$*.o $(BUILD_DIR)/$(ASSETS_DIR)/$*.bin
$(BUILD_DIR)/$(ASSETS_DIR)/%.tilelayout.bin.o: $(ASSETS_DIR)/%.tilelayout.bin
$(LD) -r -b binary -o $(BUILD_DIR)/$(ASSETS_DIR)/$*.o $(ASSETS_DIR)/$*.tilelayout.bin
$(BUILD_DIR)/$(ASSETS_DIR)/%.bin.o: $(ASSETS_DIR)/%.bin
$(LD) -r -b binary -o $(BUILD_DIR)/$(ASSETS_DIR)/$*.o $<
$(BUILD_DIR)/$(ASSETS_DIR)/%.dec.o: $(ASSETS_DIR)/%.dec
# for now '.dec' files are ignored
touch $@
$(BUILD_DIR)/$(ASSETS_DIR)/%.png.o: $(ASSETS_DIR)/%.png
touch $@
2022-01-01 17:45:41 +00:00
SHELL = /bin/bash -e -o pipefail
Add tool to automatically perform symbols cross referencing (#413) I wanted to make this tool for a long time. Given the fact HD recently became more dense into DRA, people who are willing to contribute to that overlay should not have the burden of manually cross-referencing symbols as I have been doing for the past weeks. Instead of creating a tutorial I created a tool that cross-reference symbols between functions. The two functions can be either between two different revisions of the game or between two overlays. The latter is especially important to finally remove all the duplicate functions. I also took the opportunity to add some unit tests (finally!) in `tools/tests` instead of creating the dedicated folder `tools/symbols` with tools and test in it. Let me know if `tools/tests` is a pattern we want to keep following for any future tool that needs to be tested. I also added an assembly parser written in Python. As for today it lives in `tools/symbols.py`. It is barebone but it can parse the majority of assembly lines. I also added tests around it in case we want to expand it or extract the parser into its own utility. I've been thinking to ideally use it for a V2 of `find_duplicates.py` if we find the current tool to be limiting. ### Demo ``` sotn-decomp$ ./tools/symbols.py cross asm/us/dra/nonmatchings/71830/func_80112BB0.s asm/hd/dra/nonmatchings/71830/func_80112BB0.s D_80139824 = 0x801393F0; D_800ACF7C = 0x800AD040; D_800ACF7E = 0x800AD042; D_80138FC8 = 0x80138B94; D_80138FCA = 0x80138B96; ``` these symbols can be automatically copy&pasted into `symbols.hd.dra.txt` or the relevant symbol list.
2023-07-31 19:14:57 +00:00
include tools/tools.mk
.PHONY: all, clean, format, check, expected
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.PHONY: main, dra, ric, cen, dre, mad, no3, np3, nz0, st0, wrp, rwrp, tt_000
2022-02-23 18:17:18 +00:00
.PHONY: %_dirs
.PHONY: extract, extract_%
Custom debugging module (#108) # What Adds a custom debug menu. It is written in C and it is meant to replace the Bat familar `SERVANT/TT_000.BIN`. Once loaded you can long-press SELECT+START to soft-reset the game and keep using the debug menu everywhere, including when playing with Richter or during the credits. One key requirement to run this is to have an emulator that emulates the 8MB of RAM. This is a key requirement to have the debug module surviving soft-resets or accessing to the in-game menu. I personally used [PCSX Redux](https://github.com/grumpycoders/pcsx-redux) to build this module. I am not sure about the compatibility with other emulators. This does **NOT** work on real hardware and it is a choice by design. The debug module is intended to test different areas of the game and help decompiling. It is not intended to be used in normal gameplay. # Build Simply invoke `make disk_debug` to create a disk image of the game in `build/` with the debug module replacing the Bat familiar. # Usage ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/15a040b6-6191-41c4-b2b8-a4a906ed59eb) On PCSX Redux go to Configuration, Emulation and tick the box `8MB`. ## Loading the module ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/65b7ccb3-800e-4b66-84f5-5703fc91babe) You need to enable the Bat Card from the menu. This will load the debug module from the disk. If you want to re-load the module you need to select another Familar Card, un-pause, pause again and select the Bat Card once more. ## The main screen ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/b528425a-ea6c-4c10-9c19-522612d0ad2a) You will know you have loaded the debug module when you see the blue rectangle on the top right. You can press R2 to cycle between the menus. Some menus will temporarily freeze the game, some not. To quickly return in-game you can either press TRIANGLE or START. To bring back the paused debug menu just press R2 once again. ## Debug Mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/12cac1ee-725b-484f-8564-89c03b6a755b) ### Stage Teleports the player to a different stage. It is not stable and it can crash often. ### Player Switches between Alucard and Richter. Currently switching from Richter to Alucard consistently crashes the game. ### No Clip Allows to freely move the player within the room and without the collisions on. Once the flag is enabled from the debug menu, pressing L2 while in-game will temporarily freeze the player movement and make it immune to collision checking. You can then press the directional buttons to slowly move the player or you can hold CROSS to move it faster. You can also use SQUARE or CIRCLE to cycle between the player frames. Press L2 again to deactivate the NoClip mode. ### Frame by frame Freezes the game outside the debug module. Press L1 to advance by 1 frame. Hold L2 to put the game in slow-motion. ### Show hitboxes ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/ea8dd918-cf37-4be1-bb87-541a66ac7f16) As shown in the image ### Show debug messages ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/5c9bc7b2-6bc7-4831-949a-bf73cdf910e8) When the debug menu is un-paused, prints on the top left all the debug messages from the game itself. ### Show collision layer ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/959ad1ab-dfe0-42fe-a8d0-65c619469280) This prints the internal collision value for every 16x16 tile on the screen. Look the CheckCollision function for more information on how each printed value is used. ### Show draw calls ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/a52970fc-bf30-430d-98e3-5fca33c9f6f7) Shows the maximum GPU resource usage since the game started. Currently only the `max` option works. The `current` option will not show anything. ### Show HBlank ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/81759019-6bf9-4cf2-b88c-aa60eaa5ddcb) Prints the current horizontal blank interrupt count. ## Entity Spawn ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/f0fdc024-4537-4c07-a80d-816d605a3583) Allows to immediately spawn new entities in the current map ### Mode There are three list of entities, each one with their own ID: DRA, Stage and RIC. The option RIC is hidden if Richter is not the current playing character. As the list of entities per stage is maintained manually, stage entities might not be available for all stages. The `Alloc` shows how many entities are reserved or actually used. Pressing the SQUARE button here will destroy all the entities within that range. ### ID Press Left or Right to cycle between the different IDs available. Some of them might crash the game immediately once spawned. Press CROSS to immediately spawn the entity. ### Params Each entity might have its own parameters. Sometimes the flag 0x8000 is used, which can be toggled with the SQUARE button. Press CROSS to immediately spawn the entity. ### Entity preview Shows the entity before spawning it. This is turned off by default as it can immediately crash by cycling through the available entity IDs. ### Place entity Pressing CROSS will allow to move the entity across the screen before placing it. Press CROSS again to place the entity and return to the previous screen. Press SQUARE to quickly place multiple entities of the same type. ## Sound player ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/9d8ad3a5-bc78-4674-abd0-94537bbfae98) There are three macro categories the sound player is split into. For what is currently known only the sounds within the Kind 3 changes based on the loaded stage. ### Stop all sounds This will also disable the SPU IRQ, effectively unlocking the frame rate. ### Load Stage Loads a different sound font than the current loaded stage. This can help to quickly preview and test SFXs from other stages without necessarily moving the player there. ### Load Servant Loads the sound font of a specific servant without necessarily equipping the Familiar Card. ## Castle flags Preview all the flags used to modify the behaviour of different parts of the two castles. ### Edit mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/b03ada2f-0fb4-4345-ad50-81209702032c) You can move the cursor with the directional buttons and flip the flag with CROSS. Press L1 or R1 to cycle between the pages. The cursor warps when reaching the border of the flag grid, allowing a faster navigation. ### View mode Allows to move between the flags more flexibly. ### Listen mode ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/4f9ed118-d09d-4658-ba25-5865dbebbf3c) Listens for the modified flags while playing. Every time a flag is modified the offset and its value is registered on the top left up to 4 rows. When all the rows are occupied, new values will just remove the oldest one. The last modified flag will always be displayed at the bottom. --------- Co-authored-by: Alejandro Asenjo Nitti <sonicdcer@users.noreply.github.com> Co-authored-by: sozud <sozud@users.noreply.github.com>
2023-08-10 17:55:24 +00:00
.PHONY: update-dependencies