mirror of
https://github.com/AntonioND/dsma-library.git
synced 2025-06-18 16:45:33 -04:00
docs: examples: Switch to BlocksDS as main toolchain
This commit is contained in:
parent
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commit
3c8b4f85cb
@ -1,220 +1,16 @@
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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# SPDX-License-Identifier: CC0-1.0
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#
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# SPDX-FileContributor: Antonio Niño Díaz, 2024
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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BLOCKSDS ?= /opt/blocksds/core
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include $(DEVKITARM)/ds_rules
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# User config
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# INCLUDES is a list of directories containing extra header files
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# DATA is a list of directories containing binary files embedded using bin2o
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# GRAPHICS is a list of directories containing image files to be converted with grit
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# AUDIO is a list of directories containing audio to be converted by maxmod
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# ICON is the image used to create the game icon, leave blank to use default rule
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# NITRO is a directory that will be accessible via NitroFS
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#---------------------------------------------------------------------------------
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TARGET := $(shell basename $(CURDIR))
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BUILD := build
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SOURCES := source source/dsma
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INCLUDES := include
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DATA := data
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GRAPHICS :=
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AUDIO :=
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ICON :=
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NAME := basic_model
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GAME_TITLE := DSMA: Basic model
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# specify a directory which contains the nitro filesystem
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# this is relative to the Makefile
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NITRO :=
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# Source code paths
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# These set the information text in the nds file
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GAME_TITLE := DSMA Example
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GAME_SUBTITLE1 := built with devkitARM
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GAME_SUBTITLE2 := http://devitpro.org
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BINDIRS := data
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
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CFLAGS := -g -Wall -O3\
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$(ARCH) $(INCLUDE) -DARM9
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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#---------------------------------------------------------------------------------
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# any extra libraries we wish to link with the project (order is important)
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#---------------------------------------------------------------------------------
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LIBS := -lnds9
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# automatigically add libraries for NitroFS
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ifneq ($(strip $(NITRO)),)
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LIBS := -lfilesystem -lfat $(LIBS)
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endif
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# automagically add maxmod library
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ifneq ($(strip $(AUDIO)),)
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LIBS := -lmm9 $(LIBS)
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endif
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(LIBNDS) $(PORTLIBS)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
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$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
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$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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# prepare NitroFS directory
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ifneq ($(strip $(NITRO)),)
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export NITRO_FILES := $(CURDIR)/$(NITRO)
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endif
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# get audio list for maxmod
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ifneq ($(strip $(AUDIO)),)
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export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
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# place the soundbank file in NitroFS if using it
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ifneq ($(strip $(NITRO)),)
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export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
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# otherwise, needs to be loaded from memory
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else
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export SOUNDBANK := soundbank.bin
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BINFILES += $(SOUNDBANK)
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endif
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endif
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES_BIN := $(addsuffix .o,$(BINFILES))
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export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
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export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
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export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
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$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.bmp)
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ifneq (,$(findstring $(TARGET).bmp,$(icons)))
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export GAME_ICON := $(CURDIR)/$(TARGET).bmp
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else
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ifneq (,$(findstring icon.bmp,$(icons)))
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export GAME_ICON := $(CURDIR)/icon.bmp
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endif
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endif
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else
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ifeq ($(suffix $(ICON)), .grf)
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export GAME_ICON := $(CURDIR)/$(ICON)
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else
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export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
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endif
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endif
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.PHONY: $(BUILD) clean
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#---------------------------------------------------------------------------------
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$(BUILD):
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@mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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$(OUTPUT).nds: $(OUTPUT).elf $(GAME_ICON)
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$(OUTPUT).elf: $(OFILES)
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# source files depend on generated headers
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$(OFILES_SOURCES) : $(HFILES)
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# need to build soundbank first
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$(OFILES): $(SOUNDBANK)
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#---------------------------------------------------------------------------------
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# rule to build solution from music files
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#---------------------------------------------------------------------------------
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$(SOUNDBANK) : $(MODFILES)
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#---------------------------------------------------------------------------------
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mmutil $^ -d -o$@ -hsoundbank.h
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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# This rule creates assembly source files using grit
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# grit takes an image file and a .grit describing how the file is to be processed
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# add additional rules like this for each image extension
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# you use in the graphics folders
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#---------------------------------------------------------------------------------
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%.s %.h: %.png %.grit
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#---------------------------------------------------------------------------------
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grit $< -fts -o$*
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#---------------------------------------------------------------------------------
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# Convert non-GRF game icon to GRF if needed
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#---------------------------------------------------------------------------------
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$(GAME_ICON): $(notdir $(ICON))
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#---------------------------------------------------------------------------------
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@echo convert $(notdir $<)
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@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
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-include $(DEPSDIR)/*.d
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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include $(BLOCKSDS)/sys/default_makefiles/rom_arm9/Makefile
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@ -68,8 +68,7 @@ int main(void)
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int textureID;
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glGenTextures(1, &textureID);
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glBindTexture(0, textureID);
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if (glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0,
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TEXGEN_TEXCOORD, (u8 *)texture128_bin) == 0)
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if (glTexImage2D(0, 0, GL_RGBA, 128, 128, 0, TEXGEN_TEXCOORD, texture128_bin) == 0)
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{
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printf("Failed to load texture");
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while (1)
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@ -1,220 +1,16 @@
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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# SPDX-License-Identifier: CC0-1.0
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#
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# SPDX-FileContributor: Antonio Niño Díaz, 2024
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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BLOCKSDS ?= /opt/blocksds/core
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include $(DEVKITARM)/ds_rules
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# User config
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|
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#---------------------------------------------------------------------------------
|
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
|
||||
# SOURCES is a list of directories containing source code
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# INCLUDES is a list of directories containing extra header files
|
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# DATA is a list of directories containing binary files embedded using bin2o
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# GRAPHICS is a list of directories containing image files to be converted with grit
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# AUDIO is a list of directories containing audio to be converted by maxmod
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# ICON is the image used to create the game icon, leave blank to use default rule
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# NITRO is a directory that will be accessible via NitroFS
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#---------------------------------------------------------------------------------
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TARGET := $(shell basename $(CURDIR))
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BUILD := build
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SOURCES := source source/dsma
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INCLUDES := include
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DATA := data
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GRAPHICS :=
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AUDIO :=
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ICON :=
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NAME := blend_animations
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GAME_TITLE := DSMA: Blend animations
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# specify a directory which contains the nitro filesystem
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# this is relative to the Makefile
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NITRO :=
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# Source code paths
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# These set the information text in the nds file
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GAME_TITLE := DSMA Example
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GAME_SUBTITLE1 := built with devkitARM
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GAME_SUBTITLE2 := http://devitpro.org
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BINDIRS := data
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||||
|
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
|
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ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
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||||
|
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CFLAGS := -g -Wall -O3\
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$(ARCH) $(INCLUDE) -DARM9
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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||||
|
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#---------------------------------------------------------------------------------
|
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# any extra libraries we wish to link with the project (order is important)
|
||||
#---------------------------------------------------------------------------------
|
||||
LIBS := -lnds9
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||||
|
||||
# automatigically add libraries for NitroFS
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||||
ifneq ($(strip $(NITRO)),)
|
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LIBS := -lfilesystem -lfat $(LIBS)
|
||||
endif
|
||||
# automagically add maxmod library
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ifneq ($(strip $(AUDIO)),)
|
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LIBS := -lmm9 $(LIBS)
|
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endif
|
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|
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#---------------------------------------------------------------------------------
|
||||
# list of directories containing libraries, this must be the top level containing
|
||||
# include and lib
|
||||
#---------------------------------------------------------------------------------
|
||||
LIBDIRS := $(LIBNDS) $(PORTLIBS)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# no real need to edit anything past this point unless you need to add additional
|
||||
# rules for different file extensions
|
||||
#---------------------------------------------------------------------------------
|
||||
ifneq ($(BUILD),$(notdir $(CURDIR)))
|
||||
#---------------------------------------------------------------------------------
|
||||
|
||||
export OUTPUT := $(CURDIR)/$(TARGET)
|
||||
|
||||
export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
|
||||
$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
|
||||
|
||||
export DEPSDIR := $(CURDIR)/$(BUILD)
|
||||
|
||||
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
|
||||
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
|
||||
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
|
||||
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
|
||||
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
|
||||
|
||||
# prepare NitroFS directory
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
export NITRO_FILES := $(CURDIR)/$(NITRO)
|
||||
endif
|
||||
|
||||
# get audio list for maxmod
|
||||
ifneq ($(strip $(AUDIO)),)
|
||||
export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
|
||||
|
||||
# place the soundbank file in NitroFS if using it
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
|
||||
|
||||
# otherwise, needs to be loaded from memory
|
||||
else
|
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export SOUNDBANK := soundbank.bin
|
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BINFILES += $(SOUNDBANK)
|
||||
endif
|
||||
endif
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# use CXX for linking C++ projects, CC for standard C
|
||||
#---------------------------------------------------------------------------------
|
||||
ifeq ($(strip $(CPPFILES)),)
|
||||
#---------------------------------------------------------------------------------
|
||||
export LD := $(CC)
|
||||
#---------------------------------------------------------------------------------
|
||||
else
|
||||
#---------------------------------------------------------------------------------
|
||||
export LD := $(CXX)
|
||||
#---------------------------------------------------------------------------------
|
||||
endif
|
||||
#---------------------------------------------------------------------------------
|
||||
|
||||
export OFILES_BIN := $(addsuffix .o,$(BINFILES))
|
||||
|
||||
export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
|
||||
|
||||
export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
|
||||
|
||||
export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
|
||||
|
||||
export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
|
||||
-I$(CURDIR)/$(BUILD)
|
||||
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
|
||||
|
||||
ifeq ($(strip $(ICON)),)
|
||||
icons := $(wildcard *.bmp)
|
||||
|
||||
ifneq (,$(findstring $(TARGET).bmp,$(icons)))
|
||||
export GAME_ICON := $(CURDIR)/$(TARGET).bmp
|
||||
else
|
||||
ifneq (,$(findstring icon.bmp,$(icons)))
|
||||
export GAME_ICON := $(CURDIR)/icon.bmp
|
||||
endif
|
||||
endif
|
||||
else
|
||||
ifeq ($(suffix $(ICON)), .grf)
|
||||
export GAME_ICON := $(CURDIR)/$(ICON)
|
||||
else
|
||||
export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
|
||||
endif
|
||||
endif
|
||||
|
||||
.PHONY: $(BUILD) clean
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
$(BUILD):
|
||||
@mkdir -p $@
|
||||
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
clean:
|
||||
@echo clean ...
|
||||
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
else
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# main targets
|
||||
#---------------------------------------------------------------------------------
|
||||
$(OUTPUT).nds: $(OUTPUT).elf $(GAME_ICON)
|
||||
$(OUTPUT).elf: $(OFILES)
|
||||
|
||||
# source files depend on generated headers
|
||||
$(OFILES_SOURCES) : $(HFILES)
|
||||
|
||||
# need to build soundbank first
|
||||
$(OFILES): $(SOUNDBANK)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# rule to build solution from music files
|
||||
#---------------------------------------------------------------------------------
|
||||
$(SOUNDBANK) : $(MODFILES)
|
||||
#---------------------------------------------------------------------------------
|
||||
mmutil $^ -d -o$@ -hsoundbank.h
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
%.bin.o %_bin.h : %.bin
|
||||
#---------------------------------------------------------------------------------
|
||||
@echo $(notdir $<)
|
||||
@$(bin2o)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# This rule creates assembly source files using grit
|
||||
# grit takes an image file and a .grit describing how the file is to be processed
|
||||
# add additional rules like this for each image extension
|
||||
# you use in the graphics folders
|
||||
#---------------------------------------------------------------------------------
|
||||
%.s %.h: %.png %.grit
|
||||
#---------------------------------------------------------------------------------
|
||||
grit $< -fts -o$*
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# Convert non-GRF game icon to GRF if needed
|
||||
#---------------------------------------------------------------------------------
|
||||
$(GAME_ICON): $(notdir $(ICON))
|
||||
#---------------------------------------------------------------------------------
|
||||
@echo convert $(notdir $<)
|
||||
@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
|
||||
|
||||
-include $(DEPSDIR)/*.d
|
||||
|
||||
#---------------------------------------------------------------------------------------
|
||||
endif
|
||||
#---------------------------------------------------------------------------------------
|
||||
include $(BLOCKSDS)/sys/default_makefiles/rom_arm9/Makefile
|
||||
|
@ -70,8 +70,7 @@ int main(void)
|
||||
int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(0, textureID);
|
||||
if (glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0,
|
||||
TEXGEN_TEXCOORD, (u8 *)texture128_bin) == 0)
|
||||
if (glTexImage2D(0, 0, GL_RGBA, 128, 128, 0, TEXGEN_TEXCOORD, texture128_bin) == 0)
|
||||
{
|
||||
printf("Failed to load texture");
|
||||
while (1)
|
||||
@ -183,7 +182,7 @@ int main(void)
|
||||
POLY_FORMAT_LIGHT1 | POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3);
|
||||
|
||||
glTranslatef(0, 3, 5);
|
||||
glCallList((uint32_t *)ball_bin);
|
||||
glCallList(ball_bin);
|
||||
}
|
||||
glPopMatrix(1);
|
||||
|
||||
|
@ -1,220 +1,16 @@
|
||||
#---------------------------------------------------------------------------------
|
||||
.SUFFIXES:
|
||||
#---------------------------------------------------------------------------------
|
||||
# SPDX-License-Identifier: CC0-1.0
|
||||
#
|
||||
# SPDX-FileContributor: Antonio Niño Díaz, 2024
|
||||
|
||||
ifeq ($(strip $(DEVKITARM)),)
|
||||
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
|
||||
endif
|
||||
BLOCKSDS ?= /opt/blocksds/core
|
||||
|
||||
include $(DEVKITARM)/ds_rules
|
||||
# User config
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# TARGET is the name of the output
|
||||
# BUILD is the directory where object files & intermediate files will be placed
|
||||
# SOURCES is a list of directories containing source code
|
||||
# INCLUDES is a list of directories containing extra header files
|
||||
# DATA is a list of directories containing binary files embedded using bin2o
|
||||
# GRAPHICS is a list of directories containing image files to be converted with grit
|
||||
# AUDIO is a list of directories containing audio to be converted by maxmod
|
||||
# ICON is the image used to create the game icon, leave blank to use default rule
|
||||
# NITRO is a directory that will be accessible via NitroFS
|
||||
#---------------------------------------------------------------------------------
|
||||
TARGET := $(shell basename $(CURDIR))
|
||||
BUILD := build
|
||||
SOURCES := source source/dsma
|
||||
INCLUDES := include
|
||||
DATA :=
|
||||
GRAPHICS :=
|
||||
AUDIO :=
|
||||
ICON :=
|
||||
NAME := filesystem_loading
|
||||
GAME_TITLE := DSMA: Filesystem loading
|
||||
|
||||
# specify a directory which contains the nitro filesystem
|
||||
# this is relative to the Makefile
|
||||
NITRO := nitrofiles
|
||||
# Source code paths
|
||||
|
||||
# These set the information text in the nds file
|
||||
GAME_TITLE := DSMA Example
|
||||
GAME_SUBTITLE1 := built with devkitARM
|
||||
GAME_SUBTITLE2 := http://devitpro.org
|
||||
NITROFSDIR := nitrofs
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# options for code generation
|
||||
#---------------------------------------------------------------------------------
|
||||
ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
|
||||
|
||||
CFLAGS := -g -Wall -O3\
|
||||
$(ARCH) $(INCLUDE) -DARM9
|
||||
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
|
||||
ASFLAGS := -g $(ARCH)
|
||||
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# any extra libraries we wish to link with the project (order is important)
|
||||
#---------------------------------------------------------------------------------
|
||||
LIBS := -lnds9
|
||||
|
||||
# automatigically add libraries for NitroFS
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
LIBS := -lfilesystem -lfat $(LIBS)
|
||||
endif
|
||||
# automagically add maxmod library
|
||||
ifneq ($(strip $(AUDIO)),)
|
||||
LIBS := -lmm9 $(LIBS)
|
||||
endif
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# list of directories containing libraries, this must be the top level containing
|
||||
# include and lib
|
||||
#---------------------------------------------------------------------------------
|
||||
LIBDIRS := $(LIBNDS) $(PORTLIBS)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# no real need to edit anything past this point unless you need to add additional
|
||||
# rules for different file extensions
|
||||
#---------------------------------------------------------------------------------
|
||||
ifneq ($(BUILD),$(notdir $(CURDIR)))
|
||||
#---------------------------------------------------------------------------------
|
||||
|
||||
export OUTPUT := $(CURDIR)/$(TARGET)
|
||||
|
||||
export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
|
||||
$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
|
||||
|
||||
export DEPSDIR := $(CURDIR)/$(BUILD)
|
||||
|
||||
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
|
||||
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
|
||||
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
|
||||
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
|
||||
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
|
||||
|
||||
# prepare NitroFS directory
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
export NITRO_FILES := $(CURDIR)/$(NITRO)
|
||||
endif
|
||||
|
||||
# get audio list for maxmod
|
||||
ifneq ($(strip $(AUDIO)),)
|
||||
export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
|
||||
|
||||
# place the soundbank file in NitroFS if using it
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
|
||||
|
||||
# otherwise, needs to be loaded from memory
|
||||
else
|
||||
export SOUNDBANK := soundbank.bin
|
||||
BINFILES += $(SOUNDBANK)
|
||||
endif
|
||||
endif
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# use CXX for linking C++ projects, CC for standard C
|
||||
#---------------------------------------------------------------------------------
|
||||
ifeq ($(strip $(CPPFILES)),)
|
||||
#---------------------------------------------------------------------------------
|
||||
export LD := $(CC)
|
||||
#---------------------------------------------------------------------------------
|
||||
else
|
||||
#---------------------------------------------------------------------------------
|
||||
export LD := $(CXX)
|
||||
#---------------------------------------------------------------------------------
|
||||
endif
|
||||
#---------------------------------------------------------------------------------
|
||||
|
||||
export OFILES_BIN := $(addsuffix .o,$(BINFILES))
|
||||
|
||||
export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
|
||||
|
||||
export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
|
||||
|
||||
export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
|
||||
|
||||
export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
|
||||
-I$(CURDIR)/$(BUILD)
|
||||
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
|
||||
|
||||
ifeq ($(strip $(ICON)),)
|
||||
icons := $(wildcard *.bmp)
|
||||
|
||||
ifneq (,$(findstring $(TARGET).bmp,$(icons)))
|
||||
export GAME_ICON := $(CURDIR)/$(TARGET).bmp
|
||||
else
|
||||
ifneq (,$(findstring icon.bmp,$(icons)))
|
||||
export GAME_ICON := $(CURDIR)/icon.bmp
|
||||
endif
|
||||
endif
|
||||
else
|
||||
ifeq ($(suffix $(ICON)), .grf)
|
||||
export GAME_ICON := $(CURDIR)/$(ICON)
|
||||
else
|
||||
export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
|
||||
endif
|
||||
endif
|
||||
|
||||
.PHONY: $(BUILD) clean
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
$(BUILD):
|
||||
@mkdir -p $@
|
||||
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
clean:
|
||||
@echo clean ...
|
||||
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
else
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# main targets
|
||||
#---------------------------------------------------------------------------------
|
||||
$(OUTPUT).nds: $(OUTPUT).elf $(GAME_ICON)
|
||||
$(OUTPUT).elf: $(OFILES)
|
||||
|
||||
# source files depend on generated headers
|
||||
$(OFILES_SOURCES) : $(HFILES)
|
||||
|
||||
# need to build soundbank first
|
||||
$(OFILES): $(SOUNDBANK)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# rule to build solution from music files
|
||||
#---------------------------------------------------------------------------------
|
||||
$(SOUNDBANK) : $(MODFILES)
|
||||
#---------------------------------------------------------------------------------
|
||||
mmutil $^ -d -o$@ -hsoundbank.h
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
%.bin.o %_bin.h : %.bin
|
||||
#---------------------------------------------------------------------------------
|
||||
@echo $(notdir $<)
|
||||
@$(bin2o)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# This rule creates assembly source files using grit
|
||||
# grit takes an image file and a .grit describing how the file is to be processed
|
||||
# add additional rules like this for each image extension
|
||||
# you use in the graphics folders
|
||||
#---------------------------------------------------------------------------------
|
||||
%.s %.h: %.png %.grit
|
||||
#---------------------------------------------------------------------------------
|
||||
grit $< -fts -o$*
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# Convert non-GRF game icon to GRF if needed
|
||||
#---------------------------------------------------------------------------------
|
||||
$(GAME_ICON): $(notdir $(ICON))
|
||||
#---------------------------------------------------------------------------------
|
||||
@echo convert $(notdir $<)
|
||||
@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
|
||||
|
||||
-include $(DEPSDIR)/*.d
|
||||
|
||||
#---------------------------------------------------------------------------------------
|
||||
endif
|
||||
#---------------------------------------------------------------------------------------
|
||||
include $(BLOCKSDS)/sys/default_makefiles/rom_arm9/Makefile
|
||||
|
@ -6,7 +6,7 @@ ROBOT=../../models/robot
|
||||
python3 $TOOLS/md5_to_dsma.py \
|
||||
--model $ROBOT/Robot.md5mesh \
|
||||
--name robot \
|
||||
--output nitrofiles \
|
||||
--output nitrofs \
|
||||
--texture 128 128 \
|
||||
--anim $ROBOT/Walk.md5anim \
|
||||
--skip-frames 1 \
|
||||
|
@ -21,7 +21,7 @@ int file_load(const char *filename, void **buffer, size_t *size_)
|
||||
|
||||
if (f == NULL)
|
||||
{
|
||||
iprintf("%s couldn't be opened!\n", filename);
|
||||
printf("%s couldn't be opened!\n", filename);
|
||||
return -1;
|
||||
}
|
||||
|
||||
@ -32,7 +32,7 @@ int file_load(const char *filename, void **buffer, size_t *size_)
|
||||
|
||||
if (size == 0)
|
||||
{
|
||||
iprintf("Size of %s is 0!\n", filename);
|
||||
printf("Size of %s is 0!\n", filename);
|
||||
fclose(f);
|
||||
return -1;
|
||||
}
|
||||
@ -41,14 +41,14 @@ int file_load(const char *filename, void **buffer, size_t *size_)
|
||||
*buffer = malloc(size);
|
||||
if (*buffer == NULL)
|
||||
{
|
||||
iprintf("Not enought memory to load %s!\n", filename);
|
||||
printf("Not enought memory to load %s!\n", filename);
|
||||
fclose(f);
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (fread(*buffer, size, 1, f) != 1)
|
||||
{
|
||||
iprintf("Error while reading: %s\n", filename);
|
||||
printf("Error while reading: %s\n", filename);
|
||||
fclose(f);
|
||||
free(*buffer);
|
||||
return -1;
|
||||
@ -108,7 +108,7 @@ int main(void)
|
||||
|
||||
if (!nitroFSInit(NULL))
|
||||
{
|
||||
iprintf("nitroFSInit failed.\nPress START to exit");
|
||||
printf("nitroFSInit failed.\nPress START to exit");
|
||||
while(1)
|
||||
{
|
||||
swiWaitForVBlank();
|
||||
@ -128,7 +128,7 @@ int main(void)
|
||||
ret |= file_load("texture128.bin", &texture128, &texture128_size);
|
||||
if (ret)
|
||||
{
|
||||
iprintf("Press START to exit");
|
||||
printf("Press START to exit");
|
||||
while(1)
|
||||
{
|
||||
swiWaitForVBlank();
|
||||
@ -147,8 +147,7 @@ int main(void)
|
||||
int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(0, textureID);
|
||||
if (glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0,
|
||||
TEXGEN_TEXCOORD, texture128) == 0)
|
||||
if (glTexImage2D(0, 0, GL_RGBA, 128, 128, 0, TEXGEN_TEXCOORD, texture128) == 0)
|
||||
{
|
||||
printf("Failed to load texture");
|
||||
while (1)
|
||||
|
@ -1,220 +1,16 @@
|
||||
#---------------------------------------------------------------------------------
|
||||
.SUFFIXES:
|
||||
#---------------------------------------------------------------------------------
|
||||
# SPDX-License-Identifier: CC0-1.0
|
||||
#
|
||||
# SPDX-FileContributor: Antonio Niño Díaz, 2024
|
||||
|
||||
ifeq ($(strip $(DEVKITARM)),)
|
||||
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
|
||||
endif
|
||||
BLOCKSDS ?= /opt/blocksds/core
|
||||
|
||||
include $(DEVKITARM)/ds_rules
|
||||
# User config
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# TARGET is the name of the output
|
||||
# BUILD is the directory where object files & intermediate files will be placed
|
||||
# SOURCES is a list of directories containing source code
|
||||
# INCLUDES is a list of directories containing extra header files
|
||||
# DATA is a list of directories containing binary files embedded using bin2o
|
||||
# GRAPHICS is a list of directories containing image files to be converted with grit
|
||||
# AUDIO is a list of directories containing audio to be converted by maxmod
|
||||
# ICON is the image used to create the game icon, leave blank to use default rule
|
||||
# NITRO is a directory that will be accessible via NitroFS
|
||||
#---------------------------------------------------------------------------------
|
||||
TARGET := $(shell basename $(CURDIR))
|
||||
BUILD := build
|
||||
SOURCES := source source/dsma
|
||||
INCLUDES := include
|
||||
DATA := data
|
||||
GRAPHICS :=
|
||||
AUDIO :=
|
||||
ICON :=
|
||||
NAME := multiple_animations
|
||||
GAME_TITLE := DSMA: Multiple animations
|
||||
|
||||
# specify a directory which contains the nitro filesystem
|
||||
# this is relative to the Makefile
|
||||
NITRO :=
|
||||
# Source code paths
|
||||
|
||||
# These set the information text in the nds file
|
||||
GAME_TITLE := DSMA Example
|
||||
GAME_SUBTITLE1 := built with devkitARM
|
||||
GAME_SUBTITLE2 := http://devitpro.org
|
||||
BINDIRS := data
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# options for code generation
|
||||
#---------------------------------------------------------------------------------
|
||||
ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
|
||||
|
||||
CFLAGS := -g -Wall -O3\
|
||||
$(ARCH) $(INCLUDE) -DARM9
|
||||
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
|
||||
ASFLAGS := -g $(ARCH)
|
||||
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# any extra libraries we wish to link with the project (order is important)
|
||||
#---------------------------------------------------------------------------------
|
||||
LIBS := -lnds9
|
||||
|
||||
# automatigically add libraries for NitroFS
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
LIBS := -lfilesystem -lfat $(LIBS)
|
||||
endif
|
||||
# automagically add maxmod library
|
||||
ifneq ($(strip $(AUDIO)),)
|
||||
LIBS := -lmm9 $(LIBS)
|
||||
endif
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# list of directories containing libraries, this must be the top level containing
|
||||
# include and lib
|
||||
#---------------------------------------------------------------------------------
|
||||
LIBDIRS := $(LIBNDS) $(PORTLIBS)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# no real need to edit anything past this point unless you need to add additional
|
||||
# rules for different file extensions
|
||||
#---------------------------------------------------------------------------------
|
||||
ifneq ($(BUILD),$(notdir $(CURDIR)))
|
||||
#---------------------------------------------------------------------------------
|
||||
|
||||
export OUTPUT := $(CURDIR)/$(TARGET)
|
||||
|
||||
export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
|
||||
$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
|
||||
|
||||
export DEPSDIR := $(CURDIR)/$(BUILD)
|
||||
|
||||
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
|
||||
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
|
||||
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
|
||||
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
|
||||
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
|
||||
|
||||
# prepare NitroFS directory
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
export NITRO_FILES := $(CURDIR)/$(NITRO)
|
||||
endif
|
||||
|
||||
# get audio list for maxmod
|
||||
ifneq ($(strip $(AUDIO)),)
|
||||
export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
|
||||
|
||||
# place the soundbank file in NitroFS if using it
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
|
||||
|
||||
# otherwise, needs to be loaded from memory
|
||||
else
|
||||
export SOUNDBANK := soundbank.bin
|
||||
BINFILES += $(SOUNDBANK)
|
||||
endif
|
||||
endif
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# use CXX for linking C++ projects, CC for standard C
|
||||
#---------------------------------------------------------------------------------
|
||||
ifeq ($(strip $(CPPFILES)),)
|
||||
#---------------------------------------------------------------------------------
|
||||
export LD := $(CC)
|
||||
#---------------------------------------------------------------------------------
|
||||
else
|
||||
#---------------------------------------------------------------------------------
|
||||
export LD := $(CXX)
|
||||
#---------------------------------------------------------------------------------
|
||||
endif
|
||||
#---------------------------------------------------------------------------------
|
||||
|
||||
export OFILES_BIN := $(addsuffix .o,$(BINFILES))
|
||||
|
||||
export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
|
||||
|
||||
export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
|
||||
|
||||
export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
|
||||
|
||||
export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
|
||||
-I$(CURDIR)/$(BUILD)
|
||||
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
|
||||
|
||||
ifeq ($(strip $(ICON)),)
|
||||
icons := $(wildcard *.bmp)
|
||||
|
||||
ifneq (,$(findstring $(TARGET).bmp,$(icons)))
|
||||
export GAME_ICON := $(CURDIR)/$(TARGET).bmp
|
||||
else
|
||||
ifneq (,$(findstring icon.bmp,$(icons)))
|
||||
export GAME_ICON := $(CURDIR)/icon.bmp
|
||||
endif
|
||||
endif
|
||||
else
|
||||
ifeq ($(suffix $(ICON)), .grf)
|
||||
export GAME_ICON := $(CURDIR)/$(ICON)
|
||||
else
|
||||
export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
|
||||
endif
|
||||
endif
|
||||
|
||||
.PHONY: $(BUILD) clean
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
$(BUILD):
|
||||
@mkdir -p $@
|
||||
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
clean:
|
||||
@echo clean ...
|
||||
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
else
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# main targets
|
||||
#---------------------------------------------------------------------------------
|
||||
$(OUTPUT).nds: $(OUTPUT).elf $(GAME_ICON)
|
||||
$(OUTPUT).elf: $(OFILES)
|
||||
|
||||
# source files depend on generated headers
|
||||
$(OFILES_SOURCES) : $(HFILES)
|
||||
|
||||
# need to build soundbank first
|
||||
$(OFILES): $(SOUNDBANK)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# rule to build solution from music files
|
||||
#---------------------------------------------------------------------------------
|
||||
$(SOUNDBANK) : $(MODFILES)
|
||||
#---------------------------------------------------------------------------------
|
||||
mmutil $^ -d -o$@ -hsoundbank.h
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
%.bin.o %_bin.h : %.bin
|
||||
#---------------------------------------------------------------------------------
|
||||
@echo $(notdir $<)
|
||||
@$(bin2o)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# This rule creates assembly source files using grit
|
||||
# grit takes an image file and a .grit describing how the file is to be processed
|
||||
# add additional rules like this for each image extension
|
||||
# you use in the graphics folders
|
||||
#---------------------------------------------------------------------------------
|
||||
%.s %.h: %.png %.grit
|
||||
#---------------------------------------------------------------------------------
|
||||
grit $< -fts -o$*
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# Convert non-GRF game icon to GRF if needed
|
||||
#---------------------------------------------------------------------------------
|
||||
$(GAME_ICON): $(notdir $(ICON))
|
||||
#---------------------------------------------------------------------------------
|
||||
@echo convert $(notdir $<)
|
||||
@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
|
||||
|
||||
-include $(DEPSDIR)/*.d
|
||||
|
||||
#---------------------------------------------------------------------------------------
|
||||
endif
|
||||
#---------------------------------------------------------------------------------------
|
||||
include $(BLOCKSDS)/sys/default_makefiles/rom_arm9/Makefile
|
||||
|
@ -72,8 +72,7 @@ int main(void)
|
||||
int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(0, textureID);
|
||||
if (glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0,
|
||||
TEXGEN_TEXCOORD, (u8 *)texture128_bin) == 0)
|
||||
if (glTexImage2D(0, 0, GL_RGBA, 128, 128, 0, TEXGEN_TEXCOORD, texture128_bin) == 0)
|
||||
{
|
||||
printf("Failed to load texture");
|
||||
while (1)
|
||||
@ -186,7 +185,7 @@ int main(void)
|
||||
POLY_FORMAT_LIGHT1 | POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3);
|
||||
|
||||
glTranslatef(0, 3, 5);
|
||||
glCallList((uint32_t *)ball_bin);
|
||||
glCallList(ball_bin);
|
||||
}
|
||||
glPopMatrix(1);
|
||||
|
||||
|
@ -1,220 +1,16 @@
|
||||
#---------------------------------------------------------------------------------
|
||||
.SUFFIXES:
|
||||
#---------------------------------------------------------------------------------
|
||||
# SPDX-License-Identifier: CC0-1.0
|
||||
#
|
||||
# SPDX-FileContributor: Antonio Niño Díaz, 2024
|
||||
|
||||
ifeq ($(strip $(DEVKITARM)),)
|
||||
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
|
||||
endif
|
||||
BLOCKSDS ?= /opt/blocksds/core
|
||||
|
||||
include $(DEVKITARM)/ds_rules
|
||||
# User config
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# TARGET is the name of the output
|
||||
# BUILD is the directory where object files & intermediate files will be placed
|
||||
# SOURCES is a list of directories containing source code
|
||||
# INCLUDES is a list of directories containing extra header files
|
||||
# DATA is a list of directories containing binary files embedded using bin2o
|
||||
# GRAPHICS is a list of directories containing image files to be converted with grit
|
||||
# AUDIO is a list of directories containing audio to be converted by maxmod
|
||||
# ICON is the image used to create the game icon, leave blank to use default rule
|
||||
# NITRO is a directory that will be accessible via NitroFS
|
||||
#---------------------------------------------------------------------------------
|
||||
TARGET := $(shell basename $(CURDIR))
|
||||
BUILD := build
|
||||
SOURCES := source source/dsma
|
||||
INCLUDES := include
|
||||
DATA := data
|
||||
GRAPHICS :=
|
||||
AUDIO :=
|
||||
ICON :=
|
||||
NAME := performance
|
||||
GAME_TITLE := DSMA: Performance
|
||||
|
||||
# specify a directory which contains the nitro filesystem
|
||||
# this is relative to the Makefile
|
||||
NITRO :=
|
||||
# Source code paths
|
||||
|
||||
# These set the information text in the nds file
|
||||
GAME_TITLE := DSMA Example
|
||||
GAME_SUBTITLE1 := built with devkitARM
|
||||
GAME_SUBTITLE2 := http://devitpro.org
|
||||
BINDIRS := data
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# options for code generation
|
||||
#---------------------------------------------------------------------------------
|
||||
ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
|
||||
|
||||
CFLAGS := -g -Wall -O3\
|
||||
$(ARCH) $(INCLUDE) -DARM9
|
||||
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
|
||||
ASFLAGS := -g $(ARCH)
|
||||
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# any extra libraries we wish to link with the project (order is important)
|
||||
#---------------------------------------------------------------------------------
|
||||
LIBS := -lnds9
|
||||
|
||||
# automatigically add libraries for NitroFS
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
LIBS := -lfilesystem -lfat $(LIBS)
|
||||
endif
|
||||
# automagically add maxmod library
|
||||
ifneq ($(strip $(AUDIO)),)
|
||||
LIBS := -lmm9 $(LIBS)
|
||||
endif
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# list of directories containing libraries, this must be the top level containing
|
||||
# include and lib
|
||||
#---------------------------------------------------------------------------------
|
||||
LIBDIRS := $(LIBNDS) $(PORTLIBS)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# no real need to edit anything past this point unless you need to add additional
|
||||
# rules for different file extensions
|
||||
#---------------------------------------------------------------------------------
|
||||
ifneq ($(BUILD),$(notdir $(CURDIR)))
|
||||
#---------------------------------------------------------------------------------
|
||||
|
||||
export OUTPUT := $(CURDIR)/$(TARGET)
|
||||
|
||||
export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
|
||||
$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
|
||||
|
||||
export DEPSDIR := $(CURDIR)/$(BUILD)
|
||||
|
||||
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
|
||||
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
|
||||
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
|
||||
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
|
||||
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
|
||||
|
||||
# prepare NitroFS directory
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
export NITRO_FILES := $(CURDIR)/$(NITRO)
|
||||
endif
|
||||
|
||||
# get audio list for maxmod
|
||||
ifneq ($(strip $(AUDIO)),)
|
||||
export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
|
||||
|
||||
# place the soundbank file in NitroFS if using it
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
|
||||
|
||||
# otherwise, needs to be loaded from memory
|
||||
else
|
||||
export SOUNDBANK := soundbank.bin
|
||||
BINFILES += $(SOUNDBANK)
|
||||
endif
|
||||
endif
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# use CXX for linking C++ projects, CC for standard C
|
||||
#---------------------------------------------------------------------------------
|
||||
ifeq ($(strip $(CPPFILES)),)
|
||||
#---------------------------------------------------------------------------------
|
||||
export LD := $(CC)
|
||||
#---------------------------------------------------------------------------------
|
||||
else
|
||||
#---------------------------------------------------------------------------------
|
||||
export LD := $(CXX)
|
||||
#---------------------------------------------------------------------------------
|
||||
endif
|
||||
#---------------------------------------------------------------------------------
|
||||
|
||||
export OFILES_BIN := $(addsuffix .o,$(BINFILES))
|
||||
|
||||
export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
|
||||
|
||||
export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
|
||||
|
||||
export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
|
||||
|
||||
export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
|
||||
-I$(CURDIR)/$(BUILD)
|
||||
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
|
||||
|
||||
ifeq ($(strip $(ICON)),)
|
||||
icons := $(wildcard *.bmp)
|
||||
|
||||
ifneq (,$(findstring $(TARGET).bmp,$(icons)))
|
||||
export GAME_ICON := $(CURDIR)/$(TARGET).bmp
|
||||
else
|
||||
ifneq (,$(findstring icon.bmp,$(icons)))
|
||||
export GAME_ICON := $(CURDIR)/icon.bmp
|
||||
endif
|
||||
endif
|
||||
else
|
||||
ifeq ($(suffix $(ICON)), .grf)
|
||||
export GAME_ICON := $(CURDIR)/$(ICON)
|
||||
else
|
||||
export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
|
||||
endif
|
||||
endif
|
||||
|
||||
.PHONY: $(BUILD) clean
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
$(BUILD):
|
||||
@mkdir -p $@
|
||||
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
clean:
|
||||
@echo clean ...
|
||||
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
else
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# main targets
|
||||
#---------------------------------------------------------------------------------
|
||||
$(OUTPUT).nds: $(OUTPUT).elf $(GAME_ICON)
|
||||
$(OUTPUT).elf: $(OFILES)
|
||||
|
||||
# source files depend on generated headers
|
||||
$(OFILES_SOURCES) : $(HFILES)
|
||||
|
||||
# need to build soundbank first
|
||||
$(OFILES): $(SOUNDBANK)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# rule to build solution from music files
|
||||
#---------------------------------------------------------------------------------
|
||||
$(SOUNDBANK) : $(MODFILES)
|
||||
#---------------------------------------------------------------------------------
|
||||
mmutil $^ -d -o$@ -hsoundbank.h
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
%.bin.o %_bin.h : %.bin
|
||||
#---------------------------------------------------------------------------------
|
||||
@echo $(notdir $<)
|
||||
@$(bin2o)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# This rule creates assembly source files using grit
|
||||
# grit takes an image file and a .grit describing how the file is to be processed
|
||||
# add additional rules like this for each image extension
|
||||
# you use in the graphics folders
|
||||
#---------------------------------------------------------------------------------
|
||||
%.s %.h: %.png %.grit
|
||||
#---------------------------------------------------------------------------------
|
||||
grit $< -fts -o$*
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# Convert non-GRF game icon to GRF if needed
|
||||
#---------------------------------------------------------------------------------
|
||||
$(GAME_ICON): $(notdir $(ICON))
|
||||
#---------------------------------------------------------------------------------
|
||||
@echo convert $(notdir $<)
|
||||
@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
|
||||
|
||||
-include $(DEPSDIR)/*.d
|
||||
|
||||
#---------------------------------------------------------------------------------------
|
||||
endif
|
||||
#---------------------------------------------------------------------------------------
|
||||
include $(BLOCKSDS)/sys/default_makefiles/rom_arm9/Makefile
|
||||
|
@ -68,8 +68,7 @@ int main(void)
|
||||
int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(0, textureID);
|
||||
if (glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0,
|
||||
TEXGEN_TEXCOORD, (u8 *)texture128_bin) == 0)
|
||||
if (glTexImage2D(0, 0, GL_RGBA, 128, 128, 0, TEXGEN_TEXCOORD, texture128_bin) == 0)
|
||||
{
|
||||
printf("Failed to load texture");
|
||||
while (1)
|
||||
@ -86,9 +85,9 @@ int main(void)
|
||||
const uint32_t quad_num_frames = DSMA_GetNumFrames(quad_dsa_file);
|
||||
int32_t quad_frame = 0;
|
||||
|
||||
iprintf("\x1b[0;0HExit demo: START");
|
||||
printf("\x1b[0;0HExit demo: START");
|
||||
|
||||
iprintf("\x1b[4;0H"
|
||||
printf("\x1b[4;0H"
|
||||
"This sample shows two models\n"
|
||||
"side by side.\n"
|
||||
"\n"
|
||||
@ -101,7 +100,7 @@ int main(void)
|
||||
"much CPU time the skeleton\n"
|
||||
"calculations take.\n");
|
||||
|
||||
iprintf("\x1b[19;0HTime Ticks us CPU%%");
|
||||
printf("\x1b[19;0HTime Ticks us CPU%%");
|
||||
|
||||
while(1)
|
||||
{
|
||||
|
@ -1,220 +1,16 @@
|
||||
#---------------------------------------------------------------------------------
|
||||
.SUFFIXES:
|
||||
#---------------------------------------------------------------------------------
|
||||
# SPDX-License-Identifier: CC0-1.0
|
||||
#
|
||||
# SPDX-FileContributor: Antonio Niño Díaz, 2024
|
||||
|
||||
ifeq ($(strip $(DEVKITARM)),)
|
||||
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
|
||||
endif
|
||||
BLOCKSDS ?= /opt/blocksds/core
|
||||
|
||||
include $(DEVKITARM)/ds_rules
|
||||
# User config
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# TARGET is the name of the output
|
||||
# BUILD is the directory where object files & intermediate files will be placed
|
||||
# SOURCES is a list of directories containing source code
|
||||
# INCLUDES is a list of directories containing extra header files
|
||||
# DATA is a list of directories containing binary files embedded using bin2o
|
||||
# GRAPHICS is a list of directories containing image files to be converted with grit
|
||||
# AUDIO is a list of directories containing audio to be converted by maxmod
|
||||
# ICON is the image used to create the game icon, leave blank to use default rule
|
||||
# NITRO is a directory that will be accessible via NitroFS
|
||||
#---------------------------------------------------------------------------------
|
||||
TARGET := $(shell basename $(CURDIR))
|
||||
BUILD := build
|
||||
SOURCES := source source/dsma
|
||||
INCLUDES := include
|
||||
DATA := data
|
||||
GRAPHICS :=
|
||||
AUDIO :=
|
||||
ICON :=
|
||||
NAME := stress_test
|
||||
GAME_TITLE := DSMA: Stress test
|
||||
|
||||
# specify a directory which contains the nitro filesystem
|
||||
# this is relative to the Makefile
|
||||
NITRO :=
|
||||
# Source code paths
|
||||
|
||||
# These set the information text in the nds file
|
||||
GAME_TITLE := DSMA Example
|
||||
GAME_SUBTITLE1 := built with devkitARM
|
||||
GAME_SUBTITLE2 := http://devitpro.org
|
||||
BINDIRS := data
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# options for code generation
|
||||
#---------------------------------------------------------------------------------
|
||||
ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
|
||||
|
||||
CFLAGS := -g -Wall -O3\
|
||||
$(ARCH) $(INCLUDE) -DARM9
|
||||
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
|
||||
ASFLAGS := -g $(ARCH)
|
||||
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# any extra libraries we wish to link with the project (order is important)
|
||||
#---------------------------------------------------------------------------------
|
||||
LIBS := -lnds9
|
||||
|
||||
# automatigically add libraries for NitroFS
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
LIBS := -lfilesystem -lfat $(LIBS)
|
||||
endif
|
||||
# automagically add maxmod library
|
||||
ifneq ($(strip $(AUDIO)),)
|
||||
LIBS := -lmm9 $(LIBS)
|
||||
endif
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# list of directories containing libraries, this must be the top level containing
|
||||
# include and lib
|
||||
#---------------------------------------------------------------------------------
|
||||
LIBDIRS := $(LIBNDS) $(PORTLIBS)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# no real need to edit anything past this point unless you need to add additional
|
||||
# rules for different file extensions
|
||||
#---------------------------------------------------------------------------------
|
||||
ifneq ($(BUILD),$(notdir $(CURDIR)))
|
||||
#---------------------------------------------------------------------------------
|
||||
|
||||
export OUTPUT := $(CURDIR)/$(TARGET)
|
||||
|
||||
export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
|
||||
$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
|
||||
|
||||
export DEPSDIR := $(CURDIR)/$(BUILD)
|
||||
|
||||
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
|
||||
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
|
||||
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
|
||||
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
|
||||
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
|
||||
|
||||
# prepare NitroFS directory
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
export NITRO_FILES := $(CURDIR)/$(NITRO)
|
||||
endif
|
||||
|
||||
# get audio list for maxmod
|
||||
ifneq ($(strip $(AUDIO)),)
|
||||
export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
|
||||
|
||||
# place the soundbank file in NitroFS if using it
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
|
||||
|
||||
# otherwise, needs to be loaded from memory
|
||||
else
|
||||
export SOUNDBANK := soundbank.bin
|
||||
BINFILES += $(SOUNDBANK)
|
||||
endif
|
||||
endif
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# use CXX for linking C++ projects, CC for standard C
|
||||
#---------------------------------------------------------------------------------
|
||||
ifeq ($(strip $(CPPFILES)),)
|
||||
#---------------------------------------------------------------------------------
|
||||
export LD := $(CC)
|
||||
#---------------------------------------------------------------------------------
|
||||
else
|
||||
#---------------------------------------------------------------------------------
|
||||
export LD := $(CXX)
|
||||
#---------------------------------------------------------------------------------
|
||||
endif
|
||||
#---------------------------------------------------------------------------------
|
||||
|
||||
export OFILES_BIN := $(addsuffix .o,$(BINFILES))
|
||||
|
||||
export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
|
||||
|
||||
export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
|
||||
|
||||
export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
|
||||
|
||||
export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
|
||||
$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
|
||||
-I$(CURDIR)/$(BUILD)
|
||||
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
|
||||
|
||||
ifeq ($(strip $(ICON)),)
|
||||
icons := $(wildcard *.bmp)
|
||||
|
||||
ifneq (,$(findstring $(TARGET).bmp,$(icons)))
|
||||
export GAME_ICON := $(CURDIR)/$(TARGET).bmp
|
||||
else
|
||||
ifneq (,$(findstring icon.bmp,$(icons)))
|
||||
export GAME_ICON := $(CURDIR)/icon.bmp
|
||||
endif
|
||||
endif
|
||||
else
|
||||
ifeq ($(suffix $(ICON)), .grf)
|
||||
export GAME_ICON := $(CURDIR)/$(ICON)
|
||||
else
|
||||
export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
|
||||
endif
|
||||
endif
|
||||
|
||||
.PHONY: $(BUILD) clean
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
$(BUILD):
|
||||
@mkdir -p $@
|
||||
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
clean:
|
||||
@echo clean ...
|
||||
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
else
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# main targets
|
||||
#---------------------------------------------------------------------------------
|
||||
$(OUTPUT).nds: $(OUTPUT).elf $(GAME_ICON)
|
||||
$(OUTPUT).elf: $(OFILES)
|
||||
|
||||
# source files depend on generated headers
|
||||
$(OFILES_SOURCES) : $(HFILES)
|
||||
|
||||
# need to build soundbank first
|
||||
$(OFILES): $(SOUNDBANK)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# rule to build solution from music files
|
||||
#---------------------------------------------------------------------------------
|
||||
$(SOUNDBANK) : $(MODFILES)
|
||||
#---------------------------------------------------------------------------------
|
||||
mmutil $^ -d -o$@ -hsoundbank.h
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
%.bin.o %_bin.h : %.bin
|
||||
#---------------------------------------------------------------------------------
|
||||
@echo $(notdir $<)
|
||||
@$(bin2o)
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# This rule creates assembly source files using grit
|
||||
# grit takes an image file and a .grit describing how the file is to be processed
|
||||
# add additional rules like this for each image extension
|
||||
# you use in the graphics folders
|
||||
#---------------------------------------------------------------------------------
|
||||
%.s %.h: %.png %.grit
|
||||
#---------------------------------------------------------------------------------
|
||||
grit $< -fts -o$*
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# Convert non-GRF game icon to GRF if needed
|
||||
#---------------------------------------------------------------------------------
|
||||
$(GAME_ICON): $(notdir $(ICON))
|
||||
#---------------------------------------------------------------------------------
|
||||
@echo convert $(notdir $<)
|
||||
@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
|
||||
|
||||
-include $(DEPSDIR)/*.d
|
||||
|
||||
#---------------------------------------------------------------------------------------
|
||||
endif
|
||||
#---------------------------------------------------------------------------------------
|
||||
include $(BLOCKSDS)/sys/default_makefiles/rom_arm9/Makefile
|
||||
|
@ -186,8 +186,7 @@ int main(void)
|
||||
int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(0, textureID);
|
||||
if (glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0,
|
||||
TEXGEN_TEXCOORD, (u8 *)texture128_bin) == 0)
|
||||
if (glTexImage2D(0, 0, GL_RGBA, 128, 128, 0, TEXGEN_TEXCOORD, texture128_bin) == 0)
|
||||
{
|
||||
printf("Failed to load texture");
|
||||
while (1)
|
||||
@ -196,10 +195,10 @@ int main(void)
|
||||
|
||||
initialize_models();
|
||||
|
||||
iprintf("\x1b[0;0HRotate: Left/Right");
|
||||
iprintf("\x1b[1;0HExit demo: START");
|
||||
printf("\x1b[0;0HRotate: Left/Right");
|
||||
printf("\x1b[1;0HExit demo: START");
|
||||
|
||||
iprintf("\x1b[19;0HTime Ticks us CPU%%");
|
||||
printf("\x1b[19;0HTime Ticks us CPU%%");
|
||||
|
||||
float rotationY = 0.0f;
|
||||
|
||||
|
16
readme.rst
16
readme.rst
@ -6,8 +6,9 @@ Introduction
|
||||
|
||||
**DSMA** (DS Model Animation) is a library that allows you to convert animated
|
||||
models saved in MD5 format into a format that can be displayed in the Nintendo DS
|
||||
in a very efficient way. This library depends on **libnds**, which is
|
||||
distributed by **devkitPro**.
|
||||
in a very efficient way. This library depends on **libnds**. You can use the
|
||||
library with `BlocksDS <https://blocksds.github.io/docs/>`_ or `devkitPro
|
||||
<https://devkitpro.org>`_. The examples in this repository use BlocksDS.
|
||||
|
||||
MD5 supports skeletal animation, which lets you reuse the same model with
|
||||
multiple animations (a **md5mesh** file can be used with multiple **md5anim**
|
||||
@ -31,12 +32,15 @@ functions exposed by the library header.
|
||||
|
||||
There are multiple examples of how to use the library in this repository. They
|
||||
all use libnds, and most of the 3D setup code is generic libnds 3D setup code.
|
||||
You can test them with an emulator such as **DeSmuME** or **melonDS** or in real
|
||||
You can build them with `BlocksDS <https://blocksds.github.io/docs/>`_ and you
|
||||
can test them with an emulator such as **DeSmuME** or **melonDS** or in real
|
||||
hardware with a flashcard.
|
||||
|
||||
- **basic_model**: Simply load an animated model embedded in the binary.
|
||||
- **blended_animations**: Blend two animations in the same model.
|
||||
- **filesystem_loading**: Load models from the filesystem (with **nitroFS**).
|
||||
Note that this example won't work in **melonDS** if it's built with devkitPro
|
||||
due to a bug in their implementation of NitroFS.
|
||||
- **multiple_animations**: Display one model with multiple animations.
|
||||
- **performance**: Show how much CPU time it takes to draw an animated model.
|
||||
- **stress_test**: Show multiple animated models with different animations.
|
||||
@ -187,9 +191,11 @@ Future work
|
||||
Thanks to
|
||||
---------
|
||||
|
||||
- **devkitPro**: https://devkitpro.org/
|
||||
- **devkitPro**: For helping develop the first version of the library.
|
||||
https://devkitpro.org/
|
||||
- **Blender**: https://www.blender.org/
|
||||
- **Blender** addon used to generate models: https://github.com/KozGit/Blender-2.8-MD5-import-export-addon
|
||||
- **Blender** addon used to generate models:
|
||||
https://github.com/KozGit/Blender-2.8-MD5-import-export-addon
|
||||
- MD5 format information: http://tfc.duke.free.fr/coding/md5-specs-en.html
|
||||
- Quaternion to matrix conversion: http://www.songho.ca/opengl/gl_quaternion.html
|
||||
- **DeSmuME**: http://desmume.org/
|
||||
|
Loading…
Reference in New Issue
Block a user