## ## Supermodel ## A Sega Model 3 Arcade Emulator. ## Copyright 2011 Bart Trzynadlowski, Nik Henson ## ## This file is part of Supermodel. ## ## Supermodel is free software: you can redistribute it and/or modify it under ## the terms of the GNU General Public License as published by the Free ## Software Foundation, either version 3 of the License, or (at your option) ## any later version. ## ## Supermodel is distributed in the hope that it will be useful, but WITHOUT ## ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or ## FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for ## more details. ## ## You should have received a copy of the GNU General Public License along ## with Supermodel. If not, see . ## # # Makefile.SDL.Win32.MSVC # # GNU Makefile for SDL port using Microsoft Visual C++ 2008. Copy this Makefile # to the base directory of the source distribution (one up from Src/ and here). # # The DirectX SDK must be properly installed -- the DXSDK_DIR environment # variable must be set. # ############################################################################### # Build Options ############################################################################### # # Bitness of build ('32' or '64') # BITS = 32 # # Include console-based debugger in emulator ('yes' or 'no') # ENABLE_DEBUGGER = no ############################################################################### # 32/64-Bit SDK Directories and Options # # Edit these paths as necessary. # The following environment variables are used: # VSINSTALLDIR is Visual Studio installation directory. # WindowsSdkDir is Windows SDK installation directory. ############################################################################### ifeq ($(strip $(BITS)),64) ARCH = x64 VC_BIN = $(VSINSTALLDIR)\vc\bin\amd64 ARCH_LIBS = /LIBPATH:"$(VSINSTALLDIR)\vc\lib\amd64" /LIBPATH:"$(WindowsSdkDir)\lib\x64" else ARCH = x86 VC_BIN = $(VSINSTALLDIR)\vc\bin ARCH_LIBS = endif ############################################################################### # Required Libraries # # Edit these paths as necessary. # The following environment variables are used: # DXSDK_DIR is Direct X installation directory. # # SDL and zlib must have been built with the multi-threaded static run-time # library (/MT option). By default, they usually come built with /MD. You must # either compile them yourself or edit the compiler options below to use /MD. ############################################################################### # # SDL # SDL_LIBPATH = Libraries\SDL-1.2.14\lib-$(ARCH)-MT SDL_INCLUDEPATH = Libraries\SDL-1.2.14\include # # ZLib # ZLIB_LIBPATH = Libraries\zlib-1.2.4\lib-$(ARCH)-MT ZLIB_INCLUDEPATH = Libraries\zlib-1.2.4\include # # DirectX # DIRECTX_LIBPATH = $(DXSDK_DIR)\Lib\$(ARCH) DIRECTX_INCLUDEPATH = $(DXSDK_DIR)\Include ############################################################################### # Outputs ############################################################################### ifeq ($(strip $(BITS)),64) OBJ_DIR = obj64 BIN_DIR = bin64 else OBJ_DIR = obj BIN_DIR = bin endif OUTFILE = $(BIN_DIR)\Supermodel.exe ############################################################################### # Compiler and Linker ############################################################################### CC = "$(VC_BIN)\cl.exe" LD = "$(VC_BIN)\link.exe" COMPILER_FLAGS = /I "$(SDL_INCLUDEPATH)" /I "$(ZLIB_INCLUDEPATH)" /I "$(DIRECTX_INCLUDEPATH)" /I "Src" /I "Src\\OSD" /I "Src\\OSD\\SDL" \ /I "Src\\OSD\\Windows" /Ox /D "SUPERMODEL_WIN32" /D "GLEW_STATIC" /D "_MBCS" /D "_CRT_SECURE_NO_WARNINGS" /MT /Gy /W3 /nologo /c /Zi /GL \ /DEBUG #/D "DEBUG" CFLAGS = $(COMPILER_FLAGS) /TC CPPFLAGS = $(COMPILER_FLAGS) /TP /EHsc LFLAGS = /MACHINE:$(ARCH) $(ARCH_LIBS) /LIBPATH:"$(SDL_LIBPATH)" /LIBPATH:"$(ZLIB_LIBPATH)" /LIBPATH:"$(DIRECTX_LIBPATH)" /OUT:"$(OUTFILE)" \ /MANIFEST:NO /SUBSYSTEM:CONSOLE /NOLOGO /OPT:REF /OPT:ICF /DYNAMICBASE /NXCOMPAT /LTCG /DEBUG OBJ_LIBS = kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib \ odbc32.lib odbccp32.lib OpenGL32.lib GLu32.lib SDL.lib SDLmain.lib zlib.lib dinput8.lib dxguid.lib # # Turbo68K options # TURBO68K_FLAGS = -singleaddr # # Build options... # # Add compiler flags for various options ifeq ($(strip $(ENABLE_DEBUGGER)),yes) COMPILER_FLAGS += /D "SUPERMODEL_DEBUGGER" TURBO68K_FLAGS += -debug endif ############################################################################### # Build Instructions ############################################################################### # # Objects and Dependencies # HEADERS = Src/Supermodel.h Src/OSD/SDL/Types.h OBJ = $(OBJ_DIR)/PPCDisasm.obj $(OBJ_DIR)/Games.obj $(OBJ_DIR)/Config.obj $(OBJ_DIR)/INIFile.obj $(OBJ_DIR)/BlockFile.obj $(OBJ_DIR)/93C46.obj \ $(OBJ_DIR)/ROMLoad.obj $(OBJ_DIR)/unzip.obj $(OBJ_DIR)/ioapi.obj $(OBJ_DIR)/Error.obj $(OBJ_DIR)/glew.obj $(OBJ_DIR)/Shader.obj \ $(OBJ_DIR)/Real3D.obj $(OBJ_DIR)/Render3D.obj $(OBJ_DIR)/Models.obj $(OBJ_DIR)/Render2D.obj $(OBJ_DIR)/TileGen.obj \ $(OBJ_DIR)/Model3.obj $(OBJ_DIR)/ppc.obj $(OBJ_DIR)/Main.obj $(OBJ_DIR)/Audio.obj $(OBJ_DIR)/Thread.obj $(OBJ_DIR)/SoundBoard.obj \ $(OBJ_DIR)/SCSP.obj $(OBJ_DIR)/SCSPDSP.obj $(OBJ_DIR)/68K.obj $(OBJ_DIR)/m68kcpu.obj $(OBJ_DIR)/m68kopnz.obj $(OBJ_DIR)/m68kopdm.obj \ $(OBJ_DIR)/m68kopac.obj $(OBJ_DIR)/m68kops.obj $(OBJ_DIR)/DSB.obj $(OBJ_DIR)/Z80.obj \ $(OBJ_DIR)/IRQ.obj $(OBJ_DIR)/53C810.obj $(OBJ_DIR)/PCI.obj $(OBJ_DIR)/RTC72421.obj $(OBJ_DIR)/DriveBoard.obj \ $(OBJ_DIR)/MPC10x.obj $(OBJ_DIR)/Input.obj $(OBJ_DIR)/Inputs.obj $(OBJ_DIR)/InputSource.obj $(OBJ_DIR)/InputSystem.obj \ $(OBJ_DIR)/InputTypes.obj $(OBJ_DIR)/MultiInputSource.obj $(OBJ_DIR)/SDLInputSystem.obj $(OBJ_DIR)/DirectInputSystem.obj \ $(OBJ_DIR)/amp_audio.obj $(OBJ_DIR)/amp_dump.obj $(OBJ_DIR)/amp_getbits.obj $(OBJ_DIR)/amp_getdata.obj $(OBJ_DIR)/amp_huffman.obj \ $(OBJ_DIR)/amp_layer2.obj $(OBJ_DIR)/amp_layer3.obj $(OBJ_DIR)/amp_misc2.obj $(OBJ_DIR)/amp_position.obj $(OBJ_DIR)/amp_transform.obj \ $(OBJ_DIR)/amp_util.obj # If built-in debugger enabled, include all debugging classes ifeq ($(strip $(ENABLE_DEBUGGER)),yes) OBJ += $(OBJ_DIR)/Debugger.obj $(OBJ_DIR)/ConsoleDebugger.obj $(OBJ_DIR)/SupermodelDebugger.obj $(OBJ_DIR)/CPUDebug.obj \ $(OBJ_DIR)/AddressTable.obj $(OBJ_DIR)/Breakpoint.obj $(OBJ_DIR)/CodeAnalyser.obj $(OBJ_DIR)/Exception.obj \ $(OBJ_DIR)/Interrupt.obj $(OBJ_DIR)/IO.obj $(OBJ_DIR)/Label.obj $(OBJ_DIR)/Register.obj $(OBJ_DIR)/Watch.obj \ $(OBJ_DIR)/PPCDebug.obj $(OBJ_DIR)/68KDebug.obj $(OBJ_DIR)/Musashi68KDebug.obj $(OBJ_DIR)/Z80Debug.obj endif # # Targets # all: $(OUTFILE) $(BIN_DIR)/SDL.dll $(OUTFILE): $(BIN_DIR) $(OBJ_DIR) $(OBJ) $(LD) $(LFLAGS) $(OBJ_LIBS) $(OBJ) $(BIN_DIR)/SDL.dll: $(SDL_LIBPATH)/SDL.dll xcopy /D /Y $(SDL_LIBPATH)\SDL.dll $(BIN_DIR) $(BIN_DIR): mkdir $(BIN_DIR) $(OBJ_DIR): mkdir $(OBJ_DIR) clean: del $(OUTFILE) del $(OBJ_DIR)\*.obj del $(OBJ_DIR)\*.c del $(OBJ_DIR)\*.h del $(OBJ_DIR)\*.exe # # Musashi 68K emulator # # All generated source files are emitted to the object directory. For MSVC, # INLINE must be redefined as "static __inline", which is the syntax in C mode. # $(OBJ_DIR)/m68kmake.exe: Src/CPU/68K/Musashi/m68kmake.c $(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kmake.obj $(LD) /OUT:$(OBJ_DIR)/m68kmake.exe /MACHINE:$(ARCH) $(ARCH_LIBS) /SUBSYSTEM:CONSOLE /NOLOGO /MANIFEST:NO /LTCG $(OBJ_DIR)/m68kmake.obj $(OBJ_DIR)/m68kops.h: $(OBJ_DIR)/m68kmake.exe Src/CPU/68K/Musashi/m68k_in.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR) Src/CPU/68K/Musashi/m68k_in.c $(OBJ_DIR)/m68kcpu.obj: Src/CPU/68K/Musashi/m68kcpu.c $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h $(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kcpu.obj /I "$(OBJ_DIR)" /I "Src\CPU\68K\Musashi" /DINLINE="static __inline" $(OBJ_DIR)/m68kops.obj: $(OBJ_DIR)/m68kops.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h $(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kops.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline" $(OBJ_DIR)/m68kopac.obj: $(OBJ_DIR)/m68kopac.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h $(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kopac.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline" $(OBJ_DIR)/m68kopdm.obj: $(OBJ_DIR)/m68kopdm.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h $(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kopdm.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline" $(OBJ_DIR)/m68kopnz.obj: $(OBJ_DIR)/m68kopnz.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h $(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kopnz.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline" # # Turbo68K # # 32-bit only. # $(OBJ_DIR)/Make68K.exe: Src/CPU/68K/Turbo68K/Make68K.c $(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/Make68K.obj $(LD) /OUT:$(OBJ_DIR)/Make68K.exe /SUBSYSTEM:CONSOLE /NOLOGO /MANIFEST:NO /LTCG $(OBJ_DIR)/Make68K.obj $(OBJ_DIR)/Turbo68K.obj: $(OBJ_DIR)/Make68K.exe $(OBJ_DIR)/Make68K.exe $(OBJ_DIR)/Turbo68K.asm $(TURBO68K_FLAGS) nasm $(OBJ_DIR)/Turbo68K.asm -o $(OBJ_DIR)/Turbo68K.obj -f win32 # # Rules for Supermodel C++ code # $(OBJ_DIR)/%.obj: Src/%.cpp Src/%.h $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/%.cpp $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/Model3/%.cpp Src/Model3/%.h $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/Graphics/%.cpp Src/Graphics/%.h $(HEADERS) Src/Graphics/Shaders3D.h $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/Graphics/%.cpp $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/Sound/%.cpp Src/Sound/%.h $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/Sound/%.cpp $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/Debugger/%.cpp Src/Debugger/%.h $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/Debugger/CPU/%.cpp Src/Debugger/CPU/%.h $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/CPU/PowerPC/%.cpp Src/CPU/PowerPC/%.h Src/CPU/PowerPC/ppc603.c Src/CPU/PowerPC/ppc_ops.c $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/CPU/68K/%.cpp Src/CPU/68K/%.h $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/CPU/Z80/%.cpp Src/CPU/Z80/%.h $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/Inputs/%.cpp Src/Inputs/%.h $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/OSD/SDL/%.cpp Src/OSD/SDL/%.h $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/OSD/SDL/%.cpp $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/OSD/Windows/%.cpp Src/OSD/Windows/%.h $(HEADERS) $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/Pkgs/%.c Src/Pkgs/%.h $(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/$(*F).obj $(OBJ_DIR)/%.obj: Src/Pkgs/%.c $(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/$(*F).obj # # AMP MPEG decoder library # # To eliminate name conflicts, object files have the prefix "amp_" attached. # $(OBJ_DIR)/amp_%.obj: Src/Sound/MPEG/%.cpp Src/Sound/MPEG/%.h $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/amp_$(*F).obj $(OBJ_DIR)/amp_%.obj: Src/Sound/MPEG/%.cpp $(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/amp_$(*F).obj