Merge branch 'master' into drydraw-prev-coords

This commit is contained in:
jonko0493 2025-06-06 16:26:18 +09:00
commit eb0b6bd8c5
61 changed files with 140 additions and 10097 deletions

79
.github/workflows/build.yml vendored Normal file
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@ -0,0 +1,79 @@
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2025
name: Documentation
on:
push:
branches:
- 'master'
paths-ignore:
- '**.rst'
- 'examples'
- 'licenses'
- 'Makefile*'
- 'source*'
- 'tests'
- 'tools'
workflow_dispatch:
repository_dispatch:
types: [run_build]
permissions:
contents: read
pages: write
id-token: write
packages: write
jobs:
generate_website:
name: Generate website
runs-on: ubuntu-latest
strategy:
fail-fast: true
steps:
- name: Clone project
uses: actions/checkout@v4
with:
ref: 'master'
fetch-depth: 0
- name: Install dependencies
run: |
sudo apt-get install doxygen
- name: Build documentation
run: |
cd documentation
bash generate.sh
# Create tarball with everything to upload to GitHub pages
cd html
tar -cvf ../../repo.tar ./*
- name: Upload repo artifact
uses: actions/upload-artifact@v4
with:
name: github-pages
path: repo.tar
if-no-files-found: error
publish_repo:
name: Publish website with GitHub pages
if: contains(github.ref,'refs/heads/master')
needs: [generate_website]
runs-on: ubuntu-latest
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
steps:
- name: Setup Pages
uses: actions/configure-pages@v5
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4

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@ -21,12 +21,3 @@ install: all
clean:
$(MAKE) -f Makefile.blocksds clean
.PHONY: dkp dkp-clean
dkp:
$(MAKE) -f Makefile.dkp
$(MAKE) -f Makefile.dkp NE_DEBUG=1
dkp-clean:
$(MAKE) -f Makefile.dkp clean

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@ -92,16 +92,16 @@ WARNFLAGS := -Wall -Wno-address-of-packed-member
INCLUDEFLAGS := $(foreach path,$(INCLUDEDIRS),-I$(path)) \
$(foreach path,$(LIBDIRS),-I$(path)/include)
ASFLAGS += -x assembler-with-cpp $(DEFINES) $(ARCH) \
ASFLAGS += -g -x assembler-with-cpp $(DEFINES) $(ARCH) \
-mthumb -mthumb-interwork $(INCLUDEFLAGS) \
-ffunction-sections -fdata-sections
CFLAGS += -std=gnu11 $(WARNFLAGS) $(DEFINES) $(ARCH) \
CFLAGS += -g -std=gnu11 $(WARNFLAGS) $(DEFINES) $(ARCH) \
-mthumb -mthumb-interwork $(INCLUDEFLAGS) -O2 \
-ffunction-sections -fdata-sections \
-fomit-frame-pointer
CXXFLAGS += -std=gnu++14 $(WARNFLAGS) $(DEFINES) $(ARCH) \
CXXFLAGS += -g -std=gnu++14 $(WARNFLAGS) $(DEFINES) $(ARCH) \
-mthumb -mthumb-interwork $(INCLUDEFLAGS) -O2 \
-ffunction-sections -fdata-sections \
-fno-exceptions -fno-rtti \

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@ -1,139 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
#---------------------------------------------------------------------------------
SOURCES := source source/dsma source/libdsf
DATA := data
INCLUDES := include source/libdsf
ifeq ($(NE_DEBUG),1)
TARGET := NE_debug
BUILD := build_debug
else
TARGET := NE
BUILD := build_release
endif
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -mthumb -mthumb-interwork
CFLAGS := -g -Wall -O2\
-march=armv5te -mtune=arm946e-s \
-fomit-frame-pointer -ffast-math \
$(ARCH) -Wno-address-of-packed-member
ifeq ($(NE_DEBUG),1)
CFLAGS += -DNE_DEBUG
endif
CFLAGS += $(INCLUDE) -DARM9
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
ASFLAGS := -g $(ARCH) -march=armv5te -mtune=arm946e-s
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS :=
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(LIBNDS)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/lib/lib$(TARGET).a
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(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)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
.PHONY: $(BUILD) clean all
#---------------------------------------------------------------------------------
all: $(BUILD)
lib:
@[ -d $@ ] || mkdir -p $@
$(BUILD): lib
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile.dkp
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr build_debug build_release lib
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT) : $(OFILES)
#---------------------------------------------------------------------------------
%.bin.o : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

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@ -1,6 +1,18 @@
Changelog
=========
Version 0.15.3 (2025-03-26)
---------------------------
- The devkitARM makefiles have been removed as they only work with old versions
of devkitARM, which aren't supported by its maintainers. The code and examples
of Nitro Engine will probably need changes to work with current devkitARM.
- The GRF files used in an example have been updated, they were built before the
format was changed.
- The build scripts for assets have been modified to use the value of the
environment variables ``BLOCKSDS`` and ``BLOCKSDSEXT`` if they are found.
- Build library with debug symbols to help debug applications that use it.
Version 0.15.2 (2025-01-15)
---------------------------

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@ -48,7 +48,7 @@ PROJECT_NAME = "Nitro Engine"
# could be handy for archiving the generated documentation or if some version
# control system is used.
PROJECT_NUMBER = 0.15.2
PROJECT_NUMBER = 0.15.3
# Using the PROJECT_BRIEF tag one can provide an optional one line description
# for a project that appears at the top of each page and should give viewer a

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

View File

@ -3,14 +3,16 @@
rm -rf data
mkdir -p data
BLOCKSDSEXT="${BLOCKSDSEXT:-/opt/blocksds/external/}"
# ptexconv can be obtained here: https://github.com/Garhoogin/ptexconv/
/opt/blocksds/external/ptexconv/ptexconv \
$BLOCKSDSEXT/ptexconv/ptexconv \
-gt -ob -k FF00FF -v -f tex4x4 \
-o data/grill \
assets/grill.png
/opt/blocksds/external/ptexconv/ptexconv \
$BLOCKSDSEXT/ptexconv/ptexconv \
-gt -ob -k FF00FF -v -f tex4x4 \
-o data/landscape \
assets/landscape.jpg

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

View File

@ -4,7 +4,8 @@ NITRO_ENGINE=../../..
ASSETS=$NITRO_ENGINE/examples/assets
TOOLS=$NITRO_ENGINE/tools
MD5_TO_DSMA=$TOOLS/md5_to_dsma/md5_to_dsma.py
GRIT=/opt/blocksds/core/tools/grit/grit
BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
rm -rf nitrofiles
mkdir -p nitrofiles

View File

@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

View File

@ -4,7 +4,8 @@ NITRO_ENGINE=../../..
ASSETS=$NITRO_ENGINE/examples/assets
TOOLS=$NITRO_ENGINE/tools
OBJ2DL=$TOOLS/obj2dl/obj2dl.py
GRIT=/opt/blocksds/core/tools/grit/grit
BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
rm -rf nitrofiles
mkdir -p nitrofiles

View File

@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

View File

@ -4,7 +4,8 @@ NITRO_ENGINE=../../..
ASSETS=$NITRO_ENGINE/examples/assets
TOOLS=$NITRO_ENGINE/tools
OBJ2DL=$TOOLS/obj2dl/obj2dl.py
GRIT=/opt/blocksds/core/tools/grit/grit
BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
rm -rf nitrofiles
mkdir -p nitrofiles

View File

@ -1,6 +1,7 @@
#!/bin/sh
GRIT=/opt/blocksds/core/tools/grit/grit
BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
rm -rf nitrofiles
mkdir -p nitrofiles

View File

@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,225 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
CFLAGS := -g -Wall -O3\
$(ARCH) $(INCLUDE) -DARM9
# Enable debug mode of Nitro Engine
CFLAGS += -DNE_DEBUG
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
# Use debug version of Nitro Engine
LIBS := -lNE_debug -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lnflib
# automatigically add libraries for NitroFS
ifneq ($(strip $(NITRO)),)
LIBS := $(LIBS) -lfilesystem -lfat
endif
# automagically add maxmod library
ifneq ($(strip $(AUDIO)),)
LIBS := $(LIBS) -lmm9
endif
LIBS := $(LIBS) -lnds9
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(LIBNDS) $(PORTLIBS) $(DEVKITPRO)/nitro-engine $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

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@ -1,220 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# 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
INCLUDES := include
DATA := data
GRAPHICS := graphics
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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.dkp
#---------------------------------------------------------------------------------
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
#---------------------------------------------------------------------------------------

View File

@ -52,7 +52,7 @@ extern "C" {
/// Minor version of Nitro Engine
#define NITRO_ENGINE_MINOR (15)
/// Patch version of Nitro Engine
#define NITRO_ENGINE_PATCH (2)
#define NITRO_ENGINE_PATCH (3)
/// Full version of Nitro Engine
#define NITRO_ENGINE_VERSION ((NITRO_ENGINE_MAJOR << 16) | \
@ -60,7 +60,7 @@ extern "C" {
(NITRO_ENGINE_PATCH))
/// String with the version of Nitro Engine
#define NITRO_ENGINE_VERSION_STRING "0.15.2"
#define NITRO_ENGINE_VERSION_STRING "0.15.3"
/// @}

View File

@ -8,9 +8,7 @@ Introduction
This is a 3D game engine, a lot of functions designed to simplify the process of
making a 3D game. It isn't standalone, it needs libnds to work.
You can use Nitro Engine with `BlocksDS <https://blocksds.github.io/docs/>`_ and
devkitPro, but BlocksDS is preferred as some features of Nitro Engine are only
available with BlocksDS.
You can use Nitro Engine with `BlocksDS <https://blocksds.github.io/docs/>`_.
Features:
@ -71,40 +69,22 @@ aren't very flexible, and they don't support converting 3D models, or saving
graphics or models to the filesystem (you can only inject them as data to the
ARM9, which isn't acceptable for big games).
For BlocksDS, try `ArchitectDS <https://github.com/AntonioND/architectds>`_. This
You can also try `ArchitectDS <https://github.com/AntonioND/architectds>`_. This
build system written in Python supports converting every format that Nitro
Engine supports, and it lets you save everything in NitroFS so that your game
can grow as much as you want. ArchitectDS comes with plenty of examples of how
to use it with Nitro Engine.
devkitpro
devkitPro
---------
**NOTE**: This option is untested. It may not work with the last version of
devkitARM.
**NOTE**: This option has been temporarily removed. The Makefiles that were
present in the repository were only valid in old versions of devkitARM,
unsupported by their maintainers. The code and examples will also need changes
to work with the new version of their libraries.
1. Clone this repository. Create a symbolic link to it inside the devkitPro
folder in your system. For example, in Linux, create a symlink so that
``/opt/devkitpro/nitro-engine`` points to the folder with Nitro Engine:
.. code:: bash
ln -sT /path/to/nitro-engine /opt/devkitpro/nitro-engine
2. Go to the ``nitro-engine`` folder and type this on the terminal:
.. code:: bash
make dkp -j`nproc`
This should build the library in both debug and release modes.
3. If you want to check that everything is working as expected, open one of the
folders of the examples and type ``make -f Makefile.dkp``. That should build
an ``.nds`` file that you can run on an emulator or real hardware.
Common
------
Usage notes
-----------
Note that some features of the 3D hardware aren't emulated by most emulators, so
you may need to use an actual NDS to test some things. **melonDS** seems to

View File

@ -425,7 +425,7 @@ int NE_RichTextRender3DAlphaWithIndent(u32 slot, const char *str, s32 x, s32 y,
{
NE_AssertPointer(str, "NULL str pointer");
if (slot >= NE_MAX_RICH_TEXT_FONTS)
if (slot >= NE_NumRichTextSlots)
return 0;
ne_rich_textinfo_t *info = &NE_RichTextInfo[slot];
@ -446,7 +446,28 @@ int NE_RichTextRender3DAlphaWithIndent(u32 slot, const char *str, s32 x, s32 y,
int NE_RichTextRender3DAlpha(u32 slot, const char *str, s32 x, s32 y,
uint32_t poly_fmt, int poly_id_base)
{
<<<<<<< HEAD
return NE_RichTextRender3DAlphaWithIndent(slot, str, x, y, poly_fmt, poly_id_base, 0);
=======
NE_AssertPointer(str, "NULL str pointer");
if (slot >= NE_NumRichTextSlots)
return 0;
ne_rich_textinfo_t *info = &NE_RichTextInfo[slot];
if (!info->active)
return 0;
NE_MaterialUse(info->material);
dsf_error err = DSF_StringRender3DAlpha(info->handle, str, x, y,
NE_RICH_TEXT_PRIORITY,
poly_fmt, poly_id_base);
if (err != DSF_NO_ERROR)
return 0;
return 1;
>>>>>>> master
}
int NE_RichTextRenderMaterial(u32 slot, const char *str, NE_Material **mat,