Switch to new fxsdk build system

Wrote CMakeLists.txt, modified scripts, renamed files, etc.
This commit is contained in:
KikooDX 2021-03-22 20:41:19 +01:00
parent a3cde28d8f
commit a59390d090
9 changed files with 179 additions and 212 deletions

94
CMakeLists.txt Normal file
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# Configure with [fxsdk build-cg], which provide the
# toolchain file and module path of the fxSDK
cmake_minimum_required(VERSION 3.18)
project(AST3)
include(GenerateG1A)
include(GenerateG3A)
include(Fxconv)
find_package(Gint 2.1 REQUIRED)
include_directories(include)
add_custom_command(
OUTPUT
"${CMAKE_CURRENT_LIST_DIR}/src/times.c"
"${CMAKE_CURRENT_LIST_DIR}/include/define.h"
COMMENT "Generate src/times.c & include/define.h"
COMMAND python3 time.py
WORKING_DIRECTORY ${CMAKE_CURRENT_LIST_DIR}
DEPENDS time.py times.lvl)
add_custom_command(
OUTPUT "${CMAKE_CURRENT_LIST_DIR}/src/setlevel.c"
COMMENT "Generate src/setlevel.c"
COMMAND sh update_levels.sh
WORKING_DIRECTORY ${CMAKE_CURRENT_LIST_DIR}
DEPENDS update_levels.sh compile_levels.py
editor/levels/0.lvl
editor/levels/1.lvl
editor/levels/2.lvl
editor/levels/3.lvl
editor/levels/4.lvl
editor/levels/5.lvl
editor/levels/6.lvl
editor/levels/7.lvl
editor/levels/8.lvl
editor/levels/9.lvl
editor/levels/10.lvl
editor/levels/11.lvl
editor/levels/12.lvl
editor/levels/13.lvl
editor/levels/14.lvl
editor/levels/15.lvl
editor/levels/16.lvl)
set(SOURCES
src/collide.c
src/drawlevel.c
src/main.c
src/menu.c
src/save.c
src/setlevel.c
src/times.c)
set(ASSETS)
set(ASSETS_fx)
set(ASSETS_cg
assets-cg/img/appear.png
assets-cg/img/appearblock.png
assets-cg/img/blackout.png
assets-cg/img/chock.png
assets-cg/img/chrono1.png
assets-cg/img/chrono2.png
assets-cg/img/chrono2appear.png
assets-cg/img/coin.png
assets-cg/img/damaged.png
assets-cg/img/dead.png
assets-cg/img/end.png
assets-cg/img/endscreen.png
assets-cg/img/ice.png
assets-cg/img/key1.png
assets-cg/img/key2.png
assets-cg/img/key2block.png
assets-cg/img/key2blockvoid.png
assets-cg/img/keyblock.png
assets-cg/img/medals.png
assets-cg/img/menu.png
assets-cg/img/new.png
assets-cg/img/player.png
assets-cg/img/solid_0.png
assets-cg/img/speedrun.png
assets-cg/img/switch.png)
set(FLAGS -Wall -Wextra -Os)
fxconv_declare_assets(${ASSETS} ${ASSETS_fx} ${ASSETS_cg} WITH_METADATA)
add_executable(${PROJECT_NAME} ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}})
target_compile_options(${PROJECT_NAME} PRIVATE ${FLAGS})
target_link_libraries(${PROJECT_NAME} Gint::Gint)
generate_g3a(TARGET ${PROJECT_NAME} OUTPUT "${PROJECT_NAME}.g3a"
NAME "${PROJECT_NAME}" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)

194
Makefile
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#! /usr/bin/make -f
# Default Makefile for fxSDK add-ins. This file was probably copied there by
# the [fxsdk] program.
#---
#
# Configuration
#
include project.cfg
# Compiler flags
CFLAGSFX := $(CFLAGS) $(CFLAGS_FX) $(INCLUDE)
CFLAGSCG := $(CFLAGS) $(CFLAGS_CG) $(INCLUDE)
# Linker flags
LDFLAGSFX := $(LDFLAGS) $(LDFLAGS_FX)
LDFLAGSCG := $(LDFLAGS) $(LDFLAGS_CG)
# Dependency list generation flags
depflags = -MMD -MT $@ -MF $(@:.o=.d) -MP
# ELF to binary flags
BINFLAGS := -R .bss -R .gint_bss
# G1A and G3A generation flags
NAME_G1A ?= $(NAME)
NAME_G3A ?= $(NAME)
G1AF := -i "$(ICON_FX)" -n "$(NAME_G1A)" --internal="$(INTERNAL)"
G3AF := -n basic:"$(NAME_G3A)" -i uns:"$(ICON_CG_UNS)" -i sel:"$(ICON_CG_SEL)"
ifeq "$(TOOLCHAIN_FX)" ""
TOOLCHAIN_FX := sh3eb-elf
endif
ifeq "$(TOOLCHAIN_CG)" ""
TOOLCHAIN_CG := sh4eb-elf
endif
# fxconv flags
FXCONVFX := --fx --toolchain=$(TOOLCHAIN_FX)
FXCONVCG := --cg --toolchain=$(TOOLCHAIN_CG)
#
# File listings
#
NULL :=
TARGET := $(subst $(NULL) $(NULL),-,$(NAME))
ifeq "$(TARGET_FX)" ""
TARGET_FX := $(TARGET).g1a
endif
ifeq "$(TARGET_CG)" ""
TARGET_CG := $(TARGET).g3a
endif
ELF_FX := build-fx/$(shell basename -s .g1a $(TARGET_FX)).elf
BIN_FX := $(ELF_FX:.elf=.bin)
ELF_CG := build-cg/$(shell basename -s .g3a $(TARGET_CG)).elf
BIN_CG := $(ELF_CG:.elf=.bin)
# Source files
src := $(wildcard src/*.[csS] \
src/*/*.[csS] \
src/*/*/*.[csS] \
src/*/*/*/*.[csS])
assets-fx := $(wildcard assets-fx/*/*)
assets-cg := $(wildcard assets-cg/*/*)
# Object files
obj-fx := $(src:%=build-fx/%.o) \
$(assets-fx:assets-fx/%=build-fx/assets/%.o)
obj-cg := $(src:%=build-cg/%.o) \
$(assets-cg:assets-cg/%=build-cg/assets/%.o)
# Additional dependencies
deps-fx := $(ICON_FX)
deps-cg := $(ICON_CG_UNS) $(ICON_CG_SEL)
# All targets
all :=
ifneq "$(wildcard build-fx)" ""
all += all-fx
endif
ifneq "$(wildcard build-cg)" ""
all += all-cg
endif
#
# Build rules
#
all: $(all)
all-fx: $(TARGET_FX)
all-cg: $(TARGET_CG)
$(TARGET_FX): $(obj-fx) $(deps-fx)
@ mkdir -p $(dir $@)
$(TOOLCHAIN_FX)-gcc -o $(ELF_FX) $(obj-fx) $(CFLAGSFX) $(LDFLAGSFX)
$(TOOLCHAIN_FX)-objcopy -O binary $(BINFLAGS) $(ELF_FX) $(BIN_FX)
fxg1a $(BIN_FX) -o $@ $(G1AF)
$(TARGET_CG): $(obj-cg) $(deps-cg)
@ mkdir -p $(dir $@)
$(TOOLCHAIN_CG)-gcc -o $(ELF_CG) $(obj-cg) $(CFLAGSCG) $(LDFLAGSCG)
$(TOOLCHAIN_CG)-objcopy -O binary $(BINFLAGS) $(ELF_CG) $(BIN_CG)
mkg3a $(G3AF) $(BIN_CG) $@
# C sources
build-fx/%.c.o: %.c
@ mkdir -p $(dir $@)
$(TOOLCHAIN_FX)-gcc -c $< -o $@ $(CFLAGSFX) $(depflags)
build-cg/%.c.o: %.c
@ mkdir -p $(dir $@)
$(TOOLCHAIN_CG)-gcc -c $< -o $@ $(CFLAGSCG) $(depflags)
# Assembler sources
build-fx/%.s.o: %.s
@ mkdir -p $(dir $@)
$(TOOLCHAIN_FX)-gcc -c $< -o $@
build-cg/%.s.o: %.s
@ mkdir -p $(dir $@)
$(TOOLCHAIN_CG)-gcc -c $< -o $@
# Preprocessed assembler sources
build-fx/%.S.o: %.S
@ mkdir -p $(dir $@)
$(TOOLCHAIN_FX)-gcc -c $< -o $@ $(INCLUDE)
build-cg/%.S.o: %.S
@ mkdir -p $(dir $@)
$(TOOLCHAIN_CG)-gcc -c $< -o $@ $(INCLUDE)
# Images
build-fx/assets/img/%.o: assets-fx/img/%
@ mkdir -p $(dir $@)
fxconv --bopti-image $< -o $@ $(FXCONVFX) name:img_$(basename $*) $(IMG.$*)
build-cg/assets/img/%.o: assets-cg/img/%
@ mkdir -p $(dir $@)
fxconv --bopti-image $< -o $@ $(FXCONVCG) name:img_$(basename $*) $(IMG.$*)
# Fonts
build-fx/assets/fonts/%.o: assets-fx/fonts/%
@ mkdir -p $(dir $@)
fxconv -f $< -o $@ $(FXCONVFX) name:font_$(basename $*) $(FONT.$*)
build-cg/assets/fonts/%.o: assets-cg/fonts/%
@ mkdir -p $(dir $@)
fxconv -f $< -o $@ $(FXCONVCG) name:font_$(basename $*) $(FONT.$*)
# Binaries
build-fx/assets/bin/%.o: assets-fx/bin/%
@ mkdir -p $(dir $@)
fxconv -b $< -o $@ $(FXCONVFX) name:bin_$(basename $*) $(BIN.$*)
build-cg/assets/bin/%.o: assets-cg/bin/%
@ mkdir -p $(dir $@)
fxconv -b $< -o $@ $(FXCONVCG) name:bin_$(basename $*) $(BIN.$*)
#
# Cleaning and utilities
#
# Dependency information
-include $(shell find build* -name *.d 2> /dev/null)
build-fx/%.d: ;
build-cg/%.d: ;
.PRECIOUS: build-fx build-cg build-fx/%.d build-cg/%.d %/
clean-fx:
@ rm -rf build-fx/
clean-cg:
@ rm -rf build-cg/
distclean-fx: clean-fx
@ rm -f $(TARGET_FX)
distclean-cg: clean-cg
@ rm -f $(TARGET_CG)
clean: clean-fx clean-cg
distclean: distclean-fx distclean-cg
install-fx: $(TARGET_FX)
p7 send -f $<
install-cg: $(TARGET_CG)
@ while [[ ! -h /dev/Prizm1 ]]; do sleep 0.25; done
@ while ! mount /dev/Prizm1; do sleep 0.25; done
@ rm -f /mnt/prizm/$<
@ cp $< /mnt/prizm
@ umount /dev/Prizm1
@- eject /dev/Prizm1
.PHONY: all all-fx all-cg clean distclean install-fx install-cg

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@ -12,12 +12,12 @@ Ceci est une adaptation utilisant Gint de Lephenixnoir pour avoir un jeu plus pl
## Éditer le jeu :
Clone ce dépot :
Clone ce dépot :
`$ git clone https://gitea.planet-casio.com/Tituya/AST3_C && cd AST3_C`
Pour ouvrir l'éditeur de niveau (Python et Pygame obligatoire).
`$ ./editor.sh`
Pour compiler le jeu (fxsdk + gint obligatoire).
`$ ./build.sh`
`$ fxsdk build-cg`

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appear.png:
type:bopti-image
name: img_appear
appearblock.png:
type:bopti-image
name: img_appearblock
blackout.png:
type:bopti-image
name: img_blackout
chock.png:
type:bopti-image
name: img_chock
chrono1.png:
type:bopti-image
name: img_chrono1
chrono2.png:
type:bopti-image
name: img_chrono2
chrono2appear.png:
type:bopti-image
name: img_chrono2appear
coin.png:
type:bopti-image
name: img_coin
damaged.png:
type:bopti-image
name: img_damaged
dead.png:
type:bopti-image
name: img_dead
end.png:
type:bopti-image
name: img_end
endscreen.png:
type:bopti-image
name: img_endscreen
fxconv-metadata.txt:
type:bopti-image
name: img_metadata
ice.png:
type:bopti-image
name: img_ice
key1.png:
type:bopti-image
name: img_key1
key2.png:
type:bopti-image
name: img_key2
key2block.png:
type:bopti-image
name: img_key2block
key2blockvoid.png:
type:bopti-image
name: img_key2blockvoid
keyblock.png:
type:bopti-image
name: img_keyblock
medals.png:
type:bopti-image
name: img_medals
menu.png:
type:bopti-image
name: img_menu
new.png:
type:bopti-image
name: img_new
player.png:
type:bopti-image
name: img_player
solid_0.png:
type:bopti-image
name: img_solid_0
speedrun.png:
type:bopti-image
name: img_speedrun
switch.png:
type:bopti-image
name: img_switch

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#!/bin/sh
echo "making define.h from editor"
rm include/define.h
echo "#define LEVEL_MAX $(ls editor/levels/[^0]*.lvl | wc -l)
#define PLAYER_HEIGHT 11
#define FPS 70" > include/define.h
echo "done"
echo "making setlevel.c from editor"
python3 compile_level.py
echo "done"
echo "making times.c from times.lvl"
python3 time.py
echo "done"
echo "building for cg"
fxsdk build-cg
echo "done"

5
update_levels.sh Executable file
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#!/bin/sh
echo "#define LEVEL_MAX $(ls editor/levels/[^0]*.lvl | wc -l)
#define PLAYER_HEIGHT 11
#define FPS 70" > include/define.h
python3 compile_levels.py