PokeMe64/Makefile
Philippe Symons d106863b50
V0.3 (#16)
* Feature/add support for other game languages (#13)

* Add support for other game localizations/languages

* Increase PokeMe64 version to v0.3

* Update README.md

* Slightly improve the text in docs/Why_I_Had_To_Give_Up_On_Batteryless_Repros.md

* Update libpokemegb submodule to commit 3d86aa8

* Add Japanese characters to the fonts

* Make validating Japanese save files work correctly

Turns out these Japanese cartridges are using an MBC1 controller. There's a notable difference between it and
MBC3: by default it is doing banking mode 0. But in this mode, you can't switch SRAM banks!

So in order to make japanese cartridges work, we must switch to mode 1.

* Update Arial font: add Japanese glyphs from Osaka Regular-Mono.ttf

In order to render japanese characters, we need to have a font which has japanese characters and make sure they
are added to the .font64 file with mkfont during compilation.

I wrote a small program before to figure out which Japanese characters are actually used in the Japanese gameboy
cartridges.

I only added those unicode ranges to the fonts to keep them small.

There was no easy way to have a font that has both latin and Japanese characters, especially not free. So I
used FontForge to merge the japanese glyphs from Osaka Regular-Mono into Arial.ttf

* Update libpokemegb to commit 0ef7a3a

* Update libpokemegb submodule

* Update libpokemegb submodule to commit d6f3423

* Various changes

- Upgrade libpokemegb to commit c47f8b3

- [Korean gen II games]: Make the UI show Trainer and Pokémon instead of the actual trainer name and pokémon name.
  This is needed because our font does not include the necessary characters for the Korean games. And while I could attempt to add them, I don't sufficiently care to do so.

- Attempt to randomize random values. This is needed for random IVs and shininess chances.
  It's not entirely clear to me whether the rand() function would actually return random values in previous versions of PokeMe64.
  While libdragon does gather entropy at bootup and implements a getentropy() function, I don't see this function referenced anywhere.
  That being said, it DOES look like libstdc++ would call a getentropy() function, so perhaps this is a way in which getentropy() from libdragon would get called.
  But I'm not using libstdc++'s functionality to obtain random values, I'm using libc's rand() function. And I don't see any reference from libc (for rand()) to getentropy(), so...
  At the very least we might need to use values from getentropy() to seed with srand(). But because I have trust issues with randomizing pseudo-random values in a system
  that doesn't have a system clock, I also added trainerID, trainerName and the number of elapsed cpu cycles until we are going to the main menu to the seed. I might consider
  adding the RTC values for gen II games to the seed as well later.

* Update README.md

* More README.md

* Update libpokemegb to commit 17232c4

* Feature/automatically reset rtc in backed up save file for gen2 (#14)

* Add support for other game localizations/languages

* Increase PokeMe64 version to v0.3

* Update README.md

* Slightly improve the text in docs/Why_I_Had_To_Give_Up_On_Batteryless_Repros.md

* Update libpokemegb submodule to commit 3d86aa8

* Set the flag to reconfigure RTC in the backed up save file when backing up the save of a cartridge.

* Update libpokemegb submodule to commit 5037690

* Update libpokemegb submodule to commit 8ff128c

* Add support for Pokémon Green (JPN)

* Update libpokemegb submodule to commit 1897845

* Update README.md -> japanese pokemon fallback OT name change -> PokeMe64 -> PM64

* Add gen I move delete feature. (Idea by /u/ImranFZakhaev on Reddit)

* Add check to make sure the player is in a pokémon center before allowing him/her to delete a pokémon move.

The reason behind this check is to avoid getting the player stuck on a map after deleting an HM.

* Forgot to add the actual check in the last commit

* Feature/implement gen1 move deleter (#15)

* Add gen I move delete feature. (Idea by /u/ImranFZakhaev on Reddit)

* Add check to make sure the player is in a pokémon center before allowing him/her to delete a pokémon move.

The reason behind this check is to avoid getting the player stuck on a map after deleting an HM.

* Update screenshots

* Update CREDITS and add some people as Testing/Validation credits in the AboutScene

These people have been a great help in getting PokeMe64 to work correctly.

Thank you, everyone!

* Fix whitespace issues

* Update libpokemegb to commit aedb588
2025-02-17 20:34:12 +01:00

70 lines
3.1 KiB
Makefile
Executable File

V=1
SOURCE_DIR=src
BUILD_DIR=build
include $(N64_INST)/include/n64.mk
# the -fno-rtti option is necessary here because libpokemegb defines it too. Otherwise you get an "undefined reference to typeinfo" link error
# when using libpokemegb classes. Source: https://stackoverflow.com/questions/11904519/c-what-are-the-causes-of-undefined-reference-to-typeinfo-for-class-name
N64_C_AND_CXX_FLAGS += -I include -I libpokemegb/include -fno-rtti -fno-exceptions
N64_LDFLAGS += -Llibpokemegb -lpokemegb
N64_ROM_REGIONFREE=1
N64_ROM_CONTROLLER_TYPE1=n64,pak=transfer
N64_ROM_TITLE="PokeMe64"
SRCS := $(shell find $(SOURCE_DIR) -type f -name '*.cpp')
OBJS := $(patsubst $(SOURCE_DIR)/%.cpp,$(BUILD_DIR)/%.o,$(SRCS))
assets_ttf = $(wildcard assets/*.ttf)
assets_png = $(wildcard assets/*.png)
assets_conv = $(addprefix filesystem/,$(notdir $(assets_ttf:%.ttf=%.font64))) \
$(addprefix filesystem/,$(notdir $(assets_png:%.png=%.sprite)))
MKSPRITE_FLAGS ?=
MKFONT_FLAGS ?=
all: PokeMe64.z64
.PHONY: all
filesystem/%.font64: assets/%.ttf
@mkdir -p $(dir $@)
@echo " [FONT] $@"
$(N64_MKFONT) $(MKFONT_FLAGS) -o filesystem "$<"
filesystem/%.sprite: assets/%.png
@mkdir -p $(dir $@)
@echo " [SPRITE] $@"
$(N64_MKSPRITE) $(MKSPRITE_FLAGS) -o filesystem "$<"
# We also need Japanese characters
# I wrote a program to determine the character ranges for the japanese characters actually used by
# the gameboy games.
filesystem/Arial.font64: MKFONT_FLAGS+= -v --size 11 --outline 1.0 --char-spacing 1.0 --range 20-E9 --range 2026-2026 --range 25B6-25B7 --range 25BC-25BC --range 2640-2640 --range 2642-2642 --range 3002-3002 --range 300C-300F --range 3041-3089 --range 308B-308D --range 308F-308F --range 3092-309C --range 30A1-30D7 --range 30DB-30EF --range 30F2-30F4 --range 30FB-30FC --range 5186-5186 --range FF1A-FF1A
filesystem/Arial-small.font64: MKFONT_FLAGS+=-v --size 10 --outline 1.0 --char-spacing 1.0 --range 20-E9 --range 2026-2026 --range 25B6-25B7 --range 25BC-25BC --range 2640-2640 --range 2642-2642 --range 3002-3002 --range 300C-300F --range 3041-3089 --range 308B-308D --range 308F-308F --range 3092-309C --range 30A1-30D7 --range 30DB-30EF --range 30F2-30F4 --range 30FB-30FC --range 5186-5186 --range FF1A-FF1A
filesystem/logo-libdragon.sprite: MKSPRITE_FLAGS += -f RGBA32
filesystem/logo-bulbagarden.sprite: MKSPRITE_FLAGS += -f RGBA32
filesystem/logo-retrogamemechanicsexplained.sprite: MKSPRITE_FLAGS += -f RGBA32
filesystem/logo-datacrystal.sprite: MKSPRITE_FLAGS += -f RGBA32
filesystem/logo-pkhex.sprite: MKSPRITE_FLAGS += -f RGBA32
filesystem/logo-gbdevio.sprite: MKSPRITE_FLAGS += -f RGBA32
filesystem/logo-nesdevwiki.sprite: MKSPRITE_FLAGS += -f RGBA32
filesystem/menu-bg-9slice.sprite: MKSPRITE_FLAGS += -f RGBA16
pokemegb:
$(MAKE) -C libpokemegb CC=$(N64_CC) CXX=$(N64_CXX) LD=$(N64_LD) PNG_SUPPORT=0 libpokemegb.a
$(BUILD_DIR)/PokeMe64.dfs: $(assets_conv)
$(BUILD_DIR)/PokeMe64.elf: $(OBJS) pokemegb
PokeMe64.z64: $(BUILD_DIR)/PokeMe64.dfs
clean:
$(MAKE) -C libpokemegb CC=$(N64_CC) CXX=$(N64_CXX) LD=$(N64_LD) PNG_SUPPORT=0 clean
rm -rf $(BUILD_DIR) *.z64
rm -rf filesystem/*
.PHONY: clean
-include $(wildcard $(BUILD_DIR)/*.d)