📄 ads_game.mak
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#------------------------------------------------------------------------------
#
# MAKE FILE TEMPLATE FOR BREW 2.0+ OPENGL-ES APPS
#
# rev 02 - 31/12/2005: Vander Nunes
#
#------------------------------------------------------------------------------
#-----------------------------------------
# Target file name and type definitions
#-----------------------------------------
SUPPORT_DIR = C:\ARQUIV~1\BREWSD~1.1\SRC
AEESRCDIR = C:\ARQUIV~1\BREWSD~1.1\SRC
SUPPORT_INCDIR = C:\ARQUIV~1\BREWSD~1.1\INC
ARMBIN = C:\ADS\BIN
APPSRCDIR = ..\game
ENGINESRCDIR = ..\..\..\ENGINE
TARGET = game
EXETYPE = elf
MODULE = mod
#-----------------------------------------
# Target compile time symbol definitions
#-----------------------------------------
DYNAPP = -DDYNAMIC_APP
#-----------------------------------------
# Software tool and environment definitions
#-----------------------------------------
ARMCC = $(ARMBIN)\armcc
LD = $(ARMBIN)\armlink
HEXTOOL = $(ARMBIN)\fromelf
OBJ_CMD = -o
#-----------------------------------------
# Processor architecture options
#-----------------------------------------
CPU = -cpu ARM7TDMI
#-----------------------------------------
# ARM Procedure Call Standard (APCS) options
#-----------------------------------------
APCS = -apcs /ropi/interwork
CHK = -fa -zo -zc -Wy # Check for data flow anomolies
OUT = -c
#DBG = -g # Enable debug
DBG =
OPT = -Ospace -O2
END = -littleend
#ZA = -za1 # LDR may only access 32-bit aligned addresses
ZA =
ZAS =
CODE = $(END) $(ZA) $(ZAS)
#-----------------------------------------
# Include file search path options
#-----------------------------------------
INC = -I. -I$(SUPPORT_INCDIR)
#-----------------------------------------
# Linker options
#-----------------------------------------
LINK_CMD = -output
ROPILINK =
LINK_ORDER = -first AEEMod_Load -entry AEEMod_Load
#-----------------------------------------
# HEXTOOL options
#-----------------------------------------
BINFORMAT = -bin
#-----------------------------------------
# Compiler flag definitions
#-----------------------------------------
CFLAGS0 = $(OUT) $(DYNAPP) $(INC) $(CPU) $(APCS) $(CODE) $(CHK) $(DBG)
CFLAGS = $(CFLAGS0) $(OPT)
#-----------------------------------------
# Linker flag definitions
#-----------------------------------------
LFLAGS = $(ROPILINK)
#-----------------------------------------
# Default target
#-----------------------------------------
default: $(TARGET).$(MODULE)
all : $(TARGET).$(MODULE)
#-----------------------------------------
# Clean target
#-----------------------------------------
# The object subdirectory, target image file, and target hex file are deleted.
clean :
@echo --------------------------------
@echo CLEAN
rm -f AEEAppGen.o
rm -f AEEModGen.o
rm -f GL.o
rm -f sprite.o
rm -f vfs.o
rm -f music.o
rm -f math3d.o
rm -f texture.o
rm -f torus.o
rm -f tga.o
rm -f mobmodel.o
rm -f scenegraph.o
rm -f q3bsp.o
rm -f camera.o
rm -f frustum.o
rm -f unzip.o
rm -f quicksort.o
rm -f $(TARGET).o
rm -f $(TARGET).$(EXETYPE)
rm -f $(TARGET).$(MODULE)
@echo --------------------------------
APP_OBJS = \
AEEAppGen.o \
AEEModGen.o \
GL.o \
sprite.o \
vfs.o \
music.o \
math3d.o \
texture.o \
torus.o \
tga.o \
mobmodel.o \
scenegraph.o \
q3bsp.o \
camera.o \
frustum.o \
unzip.o \
quicksort.o \
$(TARGET).o
#-----------------------------------------
# Lib file targets
#-----------------------------------------
$(TARGET).$(MODULE) : $(TARGET).$(EXETYPE) $(APP_OBJS)
$(HEXTOOL) $(TARGET).$(EXETYPE) $(BINFORMAT) $(TARGET).$(MODULE)
$(TARGET).$(EXETYPE) : $(APP_OBJS)
$(LD) $(LINK_CMD) $(TARGET).$(EXETYPE) $(LFLAGS) $(APP_OBJS) $(LINK_ORDER)
AEEAppGen.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) AEEAppGen.o "$(AEESRCDIR)\AEEAppGen.c"
AEEModGen.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) AEEModGen.o "$(AEESRCDIR)\AEEModGen.c"
GL.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) GL.o "$(AEESRCDIR)\GL.c"
#-----------------------------------------
# ENGINE SOURCE FILES
#-----------------------------------------
sprite.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) sprite.o "$(ENGINESRCDIR)\sprite.cpp"
vfs.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) vfs.o "$(ENGINESRCDIR)\vfs.cpp"
music.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) music.o "$(ENGINESRCDIR)\music.cpp"
math3d.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) math3d.o "$(ENGINESRCDIR)\math3d.cpp"
texture.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) texture.o "$(ENGINESRCDIR)\texture.cpp"
torus.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) torus.o "$(ENGINESRCDIR)\torus.cpp"
tga.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) tga.o "$(ENGINESRCDIR)\tga.cpp"
mobmodel.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) mobmodel.o "$(ENGINESRCDIR)\mobmodel.cpp"
scenegraph.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) scenegraph.o "$(ENGINESRCDIR)\scenegraph\scenegraph.cpp"
q3bsp.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) q3bsp.o "$(ENGINESRCDIR)\q3bsp\q3bsp.cpp"
camera.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) camera.o "$(ENGINESRCDIR)\camera.cpp"
frustum.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) frustum.o "$(ENGINESRCDIR)\frustum.cpp"
unzip.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) unzip.o "$(ENGINESRCDIR)\zip\Unzip.cpp"
quicksort.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) quicksort.o "$(ENGINESRCDIR)\zip\Quicksort.cpp"
#-----------------------------------------
# GAME SOURCE FILES
#-----------------------------------------
game.o:
$(ARMCC) $(CFLAGS) $(INC) $(OBJ_CMD) game.o "$(APPSRCDIR)\game.cpp"
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