sotn-decomp/bin/cc1-psx-26.tar.gz.sha256
Luciano Ciccariello 45a71c03ac
Rewrite Saturn make rules (#660)
## What

Enhance the existing `Makefile` to build new rules for the Saturn side
of the decomp. This should allow more flexibility when adding new
overlays or when tuning existing rules.

## Changes

I separated part of the Saturn build process in the separate file
`Makefile.saturn.mk`. I realise that naming it `saturn.mk` would have
been enough, but I pre-pended `Makefile.` so it can be found right below
the main `Makefile` when listing files in an alphabetic order. I plan to
do the same with the psx and psp toolchain, therefore you will find
`include Makefile.*.mk` in the main `Makefile`.

I deleted all the game building process done with Docker. Now that we
have an established way to do it natively I think it is no longer
required. We can always run the entire buildchain within a Docker
container instead of having `_native` and `_docker`. Now all the
`_native` references are removed. `build_saturn_native` is now
`build_saturn`.

`check_saturn` is no longer responsible of stripping the ELF into a
binary. That is now part of `build_saturn`.

I removed the references to `_li.o` (e.g. `alucard_li.o`) and used
`.elf` instead, which is closer to how the PSX build chain works. If
`_li.o` was a better preference, please let me know.

I am no longer using `./compile_dosemu.sh`. Instead I am using the new
`$(DOSEMU)` to directly invoke the tool within the Makefile. I have done
that to reduce the amount of dependent files.

I tried minimising duplication as much as possible. We now have a list
of overlays found in `SATURN_OVL_TARGETS`. Each expected output triggers
a series of dependencies so seamlessly build everything. `Makefile` is
smart enough to call `$(SATURN_TOOLCHAIN)` only once. If the game was
already built but just one source or symbol file changed, triggering a
new `build_saturn` will only compile the modified overlay.

The Saturn ADPCM files are now extracted in `assets/` instead of
`build/`. I think `assets/` should contain all the uncompressed and
uncooked files. The list of PCM file is not hardcoded. Instead I am now
using `$(wildcard disks/saturn/SD/*.PCM)`. This now means the tool tries
to convert PCMs from `SDD0.PCM` to `SDF0.PCM` with no success. As the
tool is silently failing I decided to leave it as I wrote it.

## Problems

I rewrote everything thinking about concurrency in mind. But `make -j
build_saturn` gives some unexpected output on `stdout`. I did not dig
too much into it. I suspect it might be dosemu. This is not a stopper as
we were not using `-j` when building the game anyway.

I also noticed doing `VERSION=saturn make build` calls
`mipsel-linux-gnu-ld` for `stage_02`. I suspect it is calling the rule
`$(MAIN_TARGET).elf: $(MAIN_O_FILES)` and simply moving `include
Makefile.*.mk` above it should fix it. But then it would cause the same
problem if I split the PSX rules into their own separate file. We never
used `make build` by setting the env variable `VERSION`, so this is not
either a breaking change or a stopper.

## Post thoughts

I am happy with what I achieved so far. I used the knowledge I
accumulated when maintaining the PSX counterpart. Since I now better
understand how `make` works, I was able to make some better decisions in
the Saturn counterpart. For example triggering a new build when the
symbol list changes is something the PSX build chain lacks of. I think
in the future it would be nice to trigger `make extract` when either the
YAML or the symbol list changes.
2023-10-03 21:42:08 +01:00

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ab156fe598ccad6aef704b8b35f3272de7edaf7eaab4e3d504c346ce6647df6c bin/cc1-psx-26.tar.gz