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15 Commits

Author SHA1 Message Date
Antonio Niño Díaz
cc40a1daad examples: Add example of using affine sprites 2025-06-17 00:20:04 +01:00
Antonio Niño Díaz
0159fb67bf examples: Rename "affine" example to "bgaffine" for clarity 2025-06-16 23:41:48 +01:00
Antonio Niño Díaz
f834dd6bcb docs: library: Update changelog and version number to 1.1.9 2025-03-26 18:11:06 +00:00
Antonio Niño Díaz
2089aab7f9 build: Build library with debug symbols enabled
They are excluded from the final binaries, so the only effect of this is
to help with debugging by using a bit more of disk space.
2025-03-26 18:10:00 +00:00
Antonio Niño Díaz
45eacf3336 docs: Update changelog 2025-03-24 21:27:22 +00:00
Antonio Niño Díaz
e4fd0ba9b6 examples: Look for path of BlocksDS toolchain in convert.sh
Instead of hardcoding the path, check if the environment variable BLOCKSDS
has been set and use its value instead.
2025-03-24 21:26:32 +00:00
Antonio Niño Díaz
dc1de0cd56 build: docs: Remove all outdated devkitARM makefiles
They don't work. Even if they were updated, the code will require changes,
as well as the examples. For now, it's better to remove the makefiles than
to pretend we support devkitARM.
2025-03-24 20:57:15 +00:00
Antonio Niño Díaz
fc762cb9c3 docs: library: Update changelog and update version 2025-02-28 01:24:15 +00:00
Antonio Niño Díaz
ffb023de49 examples: Fix crash in udptalk example
In BlocksDS, close() only works for files, not for sockets. Instead, it is
needed to use closesocket(), which is provided by DSWifi.
2025-02-17 00:36:05 +00:00
ThorTuwy
e6242613c9 library: Fix 32x64 sprite size definition 2025-02-09 12:48:26 +01:00
ThorTuwy
3002fad8d1 examples: Add example to show all possible 2D sprite sizes 2025-02-09 12:48:10 +01:00
Antonio Niño Díaz
b80d754974 docs: library: Update changelog and update version number to 1.1.7 2025-01-15 18:22:34 +00:00
Antonio Niño Díaz
e4171984aa docs: Add note about devkitARM support 2025-01-15 18:20:59 +00:00
Antonio Niño Díaz
8228b95a85 docs: Mention BlocksDS package in setup instructions 2025-01-14 01:27:08 +00:00
Antonio Niño Díaz
659ea7f5cd build: Use ar from ARM toolchain instead of the host 2024-12-30 02:18:46 +01:00
145 changed files with 692 additions and 10705 deletions

View File

@ -40,7 +40,7 @@ ARCHIVE := lib/lib$(NAME).a
PREFIX := $(ARM_NONE_EABI_PATH)arm-none-eabi- PREFIX := $(ARM_NONE_EABI_PATH)arm-none-eabi-
CC := $(PREFIX)gcc CC := $(PREFIX)gcc
CXX := $(PREFIX)g++ CXX := $(PREFIX)g++
AR := ar AR := $(PREFIX)ar
MKDIR := mkdir MKDIR := mkdir
RM := rm -rf RM := rm -rf
CP := cp CP := cp
@ -83,16 +83,16 @@ WARNFLAGS := -Wall -Wextra
INCLUDEFLAGS := $(foreach path,$(INCLUDEDIRS),-I$(path)) \ INCLUDEFLAGS := $(foreach path,$(INCLUDEDIRS),-I$(path)) \
$(foreach path,$(LIBDIRS),-I$(path)/include) $(foreach path,$(LIBDIRS),-I$(path)/include)
ASFLAGS += -x assembler-with-cpp $(DEFINES) $(ARCH) \ ASFLAGS += -g -x assembler-with-cpp $(DEFINES) $(ARCH) \
-mthumb -mthumb-interwork $(INCLUDEFLAGS) \ -mthumb -mthumb-interwork $(INCLUDEFLAGS) \
-ffunction-sections -fdata-sections -ffunction-sections -fdata-sections
CFLAGS += -std=gnu11 $(WARNFLAGS) $(DEFINES) $(ARCH) \ CFLAGS += -g -std=gnu11 $(WARNFLAGS) $(DEFINES) $(ARCH) \
-mthumb -mthumb-interwork $(INCLUDEFLAGS) -O2 \ -mthumb -mthumb-interwork $(INCLUDEFLAGS) -O2 \
-ffunction-sections -fdata-sections \ -ffunction-sections -fdata-sections \
-fomit-frame-pointer -fomit-frame-pointer
CXXFLAGS += -std=gnu++14 $(WARNFLAGS) $(DEFINES) $(ARCH) \ CXXFLAGS += -g -std=gnu++14 $(WARNFLAGS) $(DEFINES) $(ARCH) \
-mthumb -mthumb-interwork $(INCLUDEFLAGS) -O2 \ -mthumb -mthumb-interwork $(INCLUDEFLAGS) -O2 \
-ffunction-sections -fdata-sections \ -ffunction-sections -fdata-sections \
-fno-exceptions -fno-rtti \ -fno-exceptions -fno-rtti \

View File

@ -1,124 +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
#---------------------------------------------------------------------------------
TARGET := nflib
BUILD := build
SOURCES := source
DATA := data
INCLUDES := include
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -mthumb -mthumb-interwork
CFLAGS := -g -Wall -O2\
-march=armv5te -mtune=arm946e-s \
-fomit-frame-pointer -ffast-math \
$(ARCH)
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)
#---------------------------------------------------------------------------------
# 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) lib
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT) : $(OFILES)
#---------------------------------------------------------------------------------
%.bin.o : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

View File

@ -1,3 +1,26 @@
NightFox's Lib Ver. 1.1.9
-------------------------
- 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 NFLib will probably need changes to work with current devkitARM.
- In all scripts to convert assets, check if the environment variable
``BLOCKSDS`` is set, which overrides the default path.
- Build library with debug symbols to help debug applications that use it.
NightFox's Lib Ver. 1.1.8
-------------------------
- Fix 32x64 size definition.
- Add example of using all possible sprite sizes.
- Fix crash in udptalk example.
NightFox's Lib Ver. 1.1.7
-------------------------
- Use the right `ar` binary when building the library.
- Update setup instructions.
NightFox's Lib Ver. 1.1.6 NightFox's Lib Ver. 1.1.6
------------------------- -------------------------

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT numbers.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT numbers.png -ftB -fh! -gTFF00FF -gb -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m!
$GRIT redcar.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT redcar.png -ftB -fh! -gTFF00FF -gb -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m!
$GRIT redcar.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT redcar.png -ftB -fh! -gTFF00FF -gb -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m!
$GRIT redcar.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT redcar.png -ftB -fh! -gTFF00FF -gb -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT numbers.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT numbers.png -ftB -fh! -gTFF00FF -gb -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m!
$GRIT redcar.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT redcar.png -ftB -fh! -gTFF00FF -gb -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT blueball.png -ftB -fh! -gTFF00FF -gb -gB8 -m!
$GRIT redcar.png -ftB -fh! -gTFF00FF -gb -gB8 -m! $GRIT redcar.png -ftB -fh! -gTFF00FF -gb -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT whiteball.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT whiteball.png -ftB -fh! -gTFF00FF -gt -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT pointer.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT pointer.png -ftB -fh! -gTFF00FF -gt -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT pointer.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT pointer.png -ftB -fh! -gTFF00FF -gt -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT ball.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT ball.png -ftB -fh! -gTFF00FF -gt -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
for file in *.png; do for file in *.png; do
$GRIT "$file" -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs $GRIT "$file" -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs

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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
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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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@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT nfl.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs $GRIT nfl.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs

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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
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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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@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT img16_c.jpg -ftB -fh! -gb -gB16 $GRIT img16_c.jpg -ftB -fh! -gb -gB16

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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
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT img16_c.jpg -ftB -fh! -gb -gB16 $GRIT img16_c.jpg -ftB -fh! -gb -gB16

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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
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT ball.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT ball.png -ftB -fh! -gTFF00FF -gt -gB8 -m!
$GRIT character.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT character.png -ftB -fh! -gTFF00FF -gt -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT nfl.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs $GRIT nfl.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs
$GRIT water.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT water.png -ftB -fh! -gTFF00FF -gt -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT bitmap16.png -ftB -fh! -gb -gB16 $GRIT bitmap16.png -ftB -fh! -gb -gB16

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT bitmap16.png -ftB -fh! -gb -gB16 $GRIT bitmap16.png -ftB -fh! -gb -gB16
$GRIT img16_a.png -ftB -fh! -gb -gB16 $GRIT img16_a.png -ftB -fh! -gb -gB16

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT bitmap16.png -ftB -fh! -gb -gB16 $GRIT bitmap16.png -ftB -fh! -gb -gB16

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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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@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT nfl.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs $GRIT nfl.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs
$GRIT bg0.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs $GRIT bg0.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs

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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
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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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@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT bitmap16.jpg -ftB -fh! -gb -gB16 $GRIT bitmap16.jpg -ftB -fh! -gb -gB16

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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
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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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@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
# The two backgrounds that share the palette have been edited to use 128 colors # The two backgrounds that share the palette have been edited to use 128 colors
# each, so that the final combined palette is 256 colors in size. # each, so that the final combined palette is 256 colors in size.

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@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
# The two backgrounds in the same screen share the palette # The two backgrounds in the same screen share the palette
$GRIT navygrid.png waves512.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLa -pS -Onavygrid $GRIT navygrid.png waves512.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLa -pS -Onavygrid

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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
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT blue.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs $GRIT blue.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs
# Only generate palette for the other two # Only generate palette for the other two

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT ball.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT ball.png -ftB -fh! -gTFF00FF -gt -gB8 -m!

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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

@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT layer3.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs $GRIT layer3.png -ftB -fh! -gTFF00FF -gt -gB8 -mR8 -mLs

View File

@ -1,222 +0,0 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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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@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT bitmap16.png -ftB -fh! -gb -gB16 $GRIT bitmap16.png -ftB -fh! -gb -gB16
$GRIT blueball.png -ftB -fh! -gb -gB16 $GRIT blueball.png -ftB -fh! -gb -gB16

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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
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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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@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT ball.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT ball.png -ftB -fh! -gTFF00FF -gt -gB8 -m!
$GRIT character.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT character.png -ftB -fh! -gTFF00FF -gt -gB8 -m!

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@ -0,0 +1 @@
include ../../Makefile.example

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#!/bin/bash
BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT ball.png -ftB -fh! -gTFF00FF -gt -gB8 -m!
mv *.pal *.img ../nitrofiles/sprite

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@ -0,0 +1,109 @@
// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: NightFox & Co., 2009-2011
// SPDX-FileContributor: Antonio Niño Díaz, 2025
//
// Affine sprite loading example
// http://www.nightfoxandco.com
#include <stdio.h>
#include <time.h>
#include <nds.h>
#include <filesystem.h>
#include <nf_lib.h>
int main(int argc, char **argv)
{
// Set random seed based on the current time
srand(time(NULL));
// Prepare a NitroFS initialization screen
NF_Set2D(0, 0);
NF_Set2D(1, 0);
consoleDemoInit();
printf("\n NitroFS init. Please wait.\n\n");
printf(" Iniciando NitroFS,\n por favor, espere.\n\n");
swiWaitForVBlank();
// Initialize NitroFS and set it as the root folder of the filesystem
nitroFSInit(NULL);
NF_SetRootFolder("NITROFS");
// Initialize 2D engine in both screens and use mode 0
NF_Set2D(0, 0);
NF_Set2D(1, 0);
// Initialize sprite system
NF_InitSpriteBuffers(); // Initialize storage buffers
NF_InitSpriteSys(0); // Top screen
NF_InitSpriteSys(1); // Bottom screen
NF_LoadSpriteGfx("sprite/ball", 0, 32, 32);
NF_LoadSpritePal("sprite/ball", 0);
// Transfer the required sprites to VRAM
NF_VramSpriteGfx(1, 0, 0, true);
NF_VramSpritePal(1, 0, 0);
// Setup ball sprites
NF_CreateSprite(1, 10, 0, 0, 16, 16);
NF_EnableSpriteRotScale(1, 10, 4, false); // rotation ID 4, no double size
NF_CreateSprite(1, 20, 0, 0, 128, 16);
NF_EnableSpriteRotScale(1, 20, 4, true); // rotation ID 4, double size
NF_CreateSprite(1, 30, 0, 0, 16, 96);
NF_EnableSpriteRotScale(1, 30, 5, false); // rotation ID 5, no double size
NF_CreateSprite(1, 40, 0, 0, 128, 96);
NF_EnableSpriteRotScale(1, 40, 5, true); // rotation ID 5, double size
int angle = 512;
int scale = 350;
while (1)
{
scanKeys(); // Read keypad
u16 keys = keysHeld(); // Keys currently pressed
// Rotate and scale sprites
if (keys & KEY_LEFT)
angle += 16;
if (keys & KEY_RIGHT)
angle -= 16;
angle &= 511;
if (keys & KEY_A)
{
scale += 2;
if (scale > 512)
scale = 512;
}
if (keys & KEY_B)
{
scale -= 2;
if (scale < 0)
scale = 0;
}
NF_SpriteRotScale(1, 4, angle, scale, scale);
NF_SpriteRotScale(1, 5, -angle, scale, scale);
// Update OAM array
NF_SpriteOamSet(0);
NF_SpriteOamSet(1);
// Wait for the screen refresh
swiWaitForVBlank();
// Update OAM
oamUpdate(&oamMain);
oamUpdate(&oamSub);
}
return 0;
}

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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
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
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 :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# 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 $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(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) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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 $(NITRO_FILES) $(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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@ -1,6 +1,7 @@
#!/bin/sh #!/bin/bash
GRIT=/opt/blocksds/core/tools/grit/grit BLOCKSDS="${BLOCKSDS:-/opt/blocksds/core/}"
GRIT=$BLOCKSDS/tools/grit/grit
$GRIT ball.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT ball.png -ftB -fh! -gTFF00FF -gt -gB8 -m!
$GRIT character.png -ftB -fh! -gTFF00FF -gt -gB8 -m! $GRIT character.png -ftB -fh! -gTFF00FF -gt -gB8 -m!

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include ../../Makefile.example

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