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TARGET = game
CODE = 0x4000
# leaves 222 bytes for AKM player buffer
DATA = 0xc0de
# HEX, will fill with 0
ROM_MAX = 8000
OUTPUT = ../build
OBJS = $(patsubst %.c,$(OUTPUT)/%.rel,$(wildcard *.c)) $(OUTPUT)/akm.rel
UBOX_LIBS = $(wildcard ../../lib/*.lib)
LIBS = -lubox -lspman -lmplayer
CC = sdcc
AS = sdasz80
AR = sdcclib
CFLAGS = -mz80 --Werror -I../../include -I../generated --fsigned-char --std-sdcc99 --opt-code-speed
LDFLAGS = -L../../lib -L. --no-std-crt0 --fomit-frame-pointer
all: $(OUTPUT)/$(TARGET).rom
@../../tools/chksize 8000 4000 $(OUTPUT)/$(TARGET).map
@cp ../bin/$(TARGET).rom ../../bin
openmsx: all
openmsx -carta $(OUTPUT)/$(TARGET).rom -machine msx1
$(OUTPUT)/%.rel: %.c
$(CC) $(CFLAGS) $(LDFLAGS) -c $< -o $@
$(OUTPUT)/%.rel: %.z80
$(AS) -g -o $@ $<
$(OUTPUT)/akm.rel: akm.z80 song.asm effects.asm
rasm akm.z80 -o $(OUTPUT)/akm -s -sl -sq
Disark --sourceProfile sdcc --symbolFile $(OUTPUT)/akm.sym --src16bitsValuesInHex --src8bitsValuesInHex --undocumentedOpcodesToBytes $(OUTPUT)/akm.bin $(OUTPUT)/akm_sdcc.asm
$(AS) -g -o $@ $(OUTPUT)/akm_sdcc.asm
$(OUTPUT)/$(TARGET).rom: $(OBJS) $(OUTPUT)/crt0.rel $(UBOX_LIBS)
$(CC) $(CFLAGS) $(LDFLAGS) $(LIBS) --code-loc $(CODE) --data-loc $(DATA) $(OUTPUT)/crt0.rel $(OBJS) -o $(OUTPUT)/$(TARGET).ihx
hex2bin -e bin -p 00 -l $(ROM_MAX) $(OUTPUT)/$(TARGET).ihx
@cp $(OUTPUT)/$(TARGET).bin ../bin/$(TARGET).rom
clean:
rm -f $(OUTPUT)/*
rm -f ../bin/$(TARGET).rom ../../bin/$(TARGET).rom
.PHONY: all clean
include Makefile.deps
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