Hello,
is possible to compile an NDS source game ?
I have this makefile example:
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
# DATA is a list of directories containing binary data
# GRAPHICS is a list of directories containing files to be processed by grit
#
# All directories are specified relative to the project directory where
# the makefile is found
#
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES := include
GRAPHICS := gfx
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -mthumb -mthumb-interwork
CFLAGS := -g -Wall -O2\
-march=armv5te -mtune=arm946e-s -fomit-frame-pointer\
-ffast-math \
$(ARCH)
CFLAGS += $(INCLUDE) -DARM9
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -lgl2d -lnds9
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(LIBNDS)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILDDIR), $(CURDIR))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir)) \
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
BMPFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.bmp)))
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(BMPFILES:.bmp=.o) \
$(PNGFILES:.png=.o) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@make BUILDDIR=`cd $(BUILD) && pwd` --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(TARGET).ds.gba
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).nds : $(OUTPUT).elf
$(OUTPUT).elf : $(OFILES)
#---------------------------------------------------------------------------------
# The bin2o rule should be copied and modified
# for each extension used in the data directories
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
# This rule links in binary data with the .bin extension
#---------------------------------------------------------------------------------
%.bin.o : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .raw extension
#---------------------------------------------------------------------------------
%.raw.o : %.raw
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
#---------------------------------------------------------------------------------
# This rule creates assembly source files using grit
# grit takes an image file and a .grit describing how the file is to be processed
# add additional rules like this for each image extension
# you use in the graphics folders
#---------------------------------------------------------------------------------
%.s %.h : %.bmp %.grit
#---------------------------------------------------------------------------------
grit $< -fts -o$*
#---------------------------------------------------------------------------------
%.s %.h : %.png %.grit
#---------------------------------------------------------------------------------
grit $< -fts -o$*
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------
compile nds
-
- CodeLite Curious
- Posts: 1
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- eranif
- CodeLite Plugin
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- Joined: Wed Feb 06, 2008 9:29 pm
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Re: compile nds
If you can ran it from a command line - you can run it from within codelite.
BTW, You dont need external tool for this - just define a custom makefile project
I moved this subject to "Using CodeLite" forum
Eran
BTW, You dont need external tool for this - just define a custom makefile project
I moved this subject to "Using CodeLite" forum
Eran
Make sure you have read the HOW TO POST thread
-
- CodeLite Curious
- Posts: 6
- Joined: Tue Dec 14, 2010 8:26 am
- Genuine User: Yes
- IDE Question: C++
- Location: Philippines
- Contact:
Re: compile nds
Yes, I've been using CodeLite to code my NDS games ever since I found out about it.
Other->custom makefile. That's all there is to it actually.
With codelite you get lots of stuff not available with MSVS and code::blocks.
Oh, this is the game I made using codelite+devkitarm:
http://rel.phatcode.net/
Other->custom makefile. That's all there is to it actually.
With codelite you get lots of stuff not available with MSVS and code::blocks.
Oh, this is the game I made using codelite+devkitarm:
http://rel.phatcode.net/