## ## 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.GCC # # GNU Makefile for SDL port using GCC (MinGW) on Windows. # ############################################################################### # Build Options ############################################################################### # # Bitness of build ('32' or '64') # BITS = 64 # # Include console-based debugger in emulator ('yes' or 'no') # ENABLE_DEBUGGER = yes ############################################################################### # Required Libraries # # Edit these paths as necessary. ############################################################################### # # Boost 1.55 # BOOST_INCLUDEPATH = /mingw64/boost_1_55_0 # # SDL # ifeq ($(strip $(BITS)),64) SDL_LIBPATH = /mingw64/lib64 #SDL_INCLUDEPATH = /mingw64/x86_64-w64-mingw32/include/SDL SDL_INCLUDEPATH = c:\tdm-gcc-64\include\SDL else SDL_LIBPATH = /mingw/lib SDL_INCLUDEPATH = /mingw/include/SDL endif # # Microsoft Windows SDK # ifeq ($(strip $(BITS)),64) WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib/x64 #WINSDK_LIBPATH = /Program\ Files\ (x86)/Windows\ Kits/10/Lib/10.0.10586.0/um/x64 else WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib endif ############################################################################### # Outputs ############################################################################### ifeq ($(strip $(BITS)),64) OBJ_DIR = obj64 BIN_DIR = bin64 else OBJ_DIR = obj BIN_DIR = bin endif OUTFILE = $(BIN_DIR)\Supermodel.exe ############################################################################### # Compiler and Linker ############################################################################### CC = gcc CXX = g++ LD = g++ COMPILER_FLAGS = -I$(SDL_INCLUDEPATH) -ISrc/ -ISrc/OSD/ -ISrc/OSD/SDL/ -ISrc/OSD/Windows/ -c -Wall -DSUPERMODEL_WIN32 -DGLEW_STATIC -O3 CFLAGS = $(COMPILER_FLAGS) CPPFLAGS = $(COMPILER_FLAGS) -I$(BOOST_INCLUDEPATH) -std=c++11 LFLAGS = -o $(OUTFILE) $(OBJ) -L$(SDL_LIBPATH) -lmingw32 -lSDLmain -lSDL -lopengl32 -lglu32 -ldinput8 -ldxguid -lole32 -loleaut32 -lwbemuuid -lz -s # -l:$(WINSDK_LIBPATH)/WbemUuid.lib -s # # Build options... # # Add compiler flags for various options ifeq ($(strip $(ENABLE_DEBUGGER)),yes) COMPILER_FLAGS += -DSUPERMODEL_DEBUGGER endif ############################################################################### # Build Instructions ############################################################################### # # Objects and Dependencies # OBJ = $(OBJ_DIR)/PPCDisasm.o $(OBJ_DIR)/BlockFile.o $(OBJ_DIR)/93C46.o \ $(OBJ_DIR)/unzip.o $(OBJ_DIR)/ioapi.o $(OBJ_DIR)/Error.o $(OBJ_DIR)/glew.o $(OBJ_DIR)/Shader.o \ $(OBJ_DIR)/Real3D.o $(OBJ_DIR)/Legacy3D.o $(OBJ_DIR)/Models.o $(OBJ_DIR)/TextureRefs.o \ $(OBJ_DIR)/New3D.o $(OBJ_DIR)/Mat4.o $(OBJ_DIR)/Model.o $(OBJ_DIR)/PolyHeader.o $(OBJ_DIR)/Texture.o $(OBJ_DIR)/TextureSheet.o $(OBJ_DIR)/VBO.o $(OBJ_DIR)/Vec.o $(OBJ_DIR)/R3DShader.o $(OBJ_DIR)/R3DFloat.o \ $(OBJ_DIR)/R3DScrollFog.o \ $(OBJ_DIR)/Render2D.o $(OBJ_DIR)/TileGen.o \ $(OBJ_DIR)/Model3.o $(OBJ_DIR)/ppc.o $(OBJ_DIR)/Main.o $(OBJ_DIR)/Audio.o $(OBJ_DIR)/Thread.o $(OBJ_DIR)/SoundBoard.o \ $(OBJ_DIR)/SCSP.o $(OBJ_DIR)/SCSPDSP.o $(OBJ_DIR)/68K.o $(OBJ_DIR)/m68kcpu.o $(OBJ_DIR)/m68kopnz.o $(OBJ_DIR)/m68kopdm.o \ $(OBJ_DIR)/m68kopac.o $(OBJ_DIR)/m68kops.o $(OBJ_DIR)/DSB.o $(OBJ_DIR)/Z80.o \ $(OBJ_DIR)/IRQ.o $(OBJ_DIR)/53C810.o $(OBJ_DIR)/PCI.o $(OBJ_DIR)/RTC72421.o $(OBJ_DIR)/DriveBoard.o \ $(OBJ_DIR)/MPC10x.o $(OBJ_DIR)/Input.o $(OBJ_DIR)/Inputs.o $(OBJ_DIR)/InputSource.o $(OBJ_DIR)/InputSystem.o \ $(OBJ_DIR)/InputTypes.o $(OBJ_DIR)/MultiInputSource.o $(OBJ_DIR)/SDLInputSystem.o $(OBJ_DIR)/DirectInputSystem.o \ $(OBJ_DIR)/Outputs.o $(OBJ_DIR)/WinOutputs.o \ $(OBJ_DIR)/amp_audio.o $(OBJ_DIR)/amp_dump.o $(OBJ_DIR)/amp_getbits.o $(OBJ_DIR)/amp_getdata.o $(OBJ_DIR)/amp_huffman.o \ $(OBJ_DIR)/amp_layer2.o $(OBJ_DIR)/amp_layer3.o $(OBJ_DIR)/amp_misc2.o $(OBJ_DIR)/amp_position.o $(OBJ_DIR)/amp_transform.o \ $(OBJ_DIR)/amp_util.o \ $(OBJ_DIR)/Crypto.o \ $(OBJ_DIR)/Logger.o \ $(OBJ_DIR)/tinyxml2.o \ $(OBJ_DIR)/ByteSwap.o $(OBJ_DIR)/Format.o $(OBJ_DIR)/NewConfig.o $(OBJ_DIR)/ConfigBuilders.o $(OBJ_DIR)/GameLoader.o # If built-in debugger enabled, include all debugging classes ifeq ($(strip $(ENABLE_DEBUGGER)),yes) OBJ += $(OBJ_DIR)/Debugger.o $(OBJ_DIR)/ConsoleDebugger.o $(OBJ_DIR)/SupermodelDebugger.o $(OBJ_DIR)/CPUDebug.o \ $(OBJ_DIR)/AddressTable.o $(OBJ_DIR)/Breakpoint.o $(OBJ_DIR)/CodeAnalyser.o $(OBJ_DIR)/Exception.o \ $(OBJ_DIR)/Interrupt.o $(OBJ_DIR)/IO.o $(OBJ_DIR)/Label.o $(OBJ_DIR)/Register.o $(OBJ_DIR)/Watch.o \ $(OBJ_DIR)/PPCDebug.o $(OBJ_DIR)/68KDebug.o $(OBJ_DIR)/Musashi68KDebug.o $(OBJ_DIR)/Z80Debug.o endif # # Targets # all: $(BIN_DIR) $(OBJ_DIR) $(OBJ) $(LD) $(LFLAGS) ppcd: $(BIN_DIR) $(OBJ_DIR) $(CXX) Src/CPU/PowerPC/PPCDisasm.cpp $(CPPFLAGS) -DSTANDALONE -o $(OBJ_DIR)/ppcd.o $(LD) -o $(BIN_DIR)/ppcd.exe -mconsole $(OBJ_DIR)/ppcd.o tests: $(BIN_DIR) $(OBJ_DIR) $(OBJ_DIR)/NewConfig.o $(OBJ_DIR)/ConfigBuilders.o Src/Util/Test_Config.cpp Src/Pkgs/tinyxml2.cpp $(CXX) Src/Util/Test_Config.cpp $(CPPFLAGS) -o $(OBJ_DIR)/Test_Config.o $(LD) -o $(BIN_DIR)/test_config.exe -mconsole $(OBJ_DIR)/Test_Config.o $(OBJ_DIR)/Format.o $(OBJ_DIR)/NewConfig.o $(OBJ_DIR)/ConfigBuilders.o $(OBJ_DIR)/Logger.o $(OBJ_DIR)/tinyxml2.o $(BIN_DIR): mkdir $(BIN_DIR) $(OBJ_DIR): mkdir $(OBJ_DIR) clean: del $(OUTFILE) del $(OBJ_DIR)\*.o 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) -o $(OBJ_DIR)/m68kmake.o $(LD) -o $(OBJ_DIR)/m68kmake.exe -mconsole $(OBJ_DIR)/m68kmake.o $(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.o: Src/CPU/68K/Musashi/m68kcpu.c $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h $(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kcpu.o -I "$(OBJ_DIR)" -I "Src\CPU\68K\Musashi" $(OBJ_DIR)/m68kops.o: $(OBJ_DIR)/m68kops.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h $(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kops.o -I "Src\CPU\68K\Musashi" $(OBJ_DIR)/m68kopac.o: $(OBJ_DIR)/m68kopac.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h $(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopac.o -I "Src\CPU\68K\Musashi" $(OBJ_DIR)/m68kopdm.o: $(OBJ_DIR)/m68kopdm.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h $(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopdm.o -I "Src\CPU\68K\Musashi" $(OBJ_DIR)/m68kopnz.o: $(OBJ_DIR)/m68kopnz.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h $(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopnz.o -I "Src\CPU\68K\Musashi" # # Rules for Supermodel C++ code # $(OBJ_DIR)/%.o: Src/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Model3/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Graphics/%.cpp Src/Graphics/Shaders2D.h $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Graphics/Legacy3D/%.cpp Src/Graphics/Legacy3D/%.h Src/Graphics/Legacy3D/Shaders3D.h $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Graphics/Legacy3D/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Graphics/New3D/%.cpp Src/Graphics/New3D/%.h $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Sound/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Debugger/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Debugger/CPU/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/CPU/PowerPC/%.cpp Src/CPU/PowerPC/ppc.h Src/CPU/PowerPC/ppc603.c Src/CPU/PowerPC/ppc_ops.c Src/CPU/PowerPC/ppc_ops.h $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/CPU/68K/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/CPU/Z80/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Inputs/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/OSD/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/OSD/SDL/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/OSD/Windows/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Pkgs/%.c $(CC) $< $(CFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Pkgs/%.cpp Src/Pkgs/%.h $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o $(OBJ_DIR)/%.o: Src/Util/%.cpp Src/Util/%.h $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o # # AMP MPEG decoder library # # To eliminate name conflicts, object files have the prefix "amp_" attached. # $(OBJ_DIR)/amp_%.o: Src/Sound/MPEG/%.cpp $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/amp_$(*F).o