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Forums > C64 Coding > Cross Development using Makefile
2013-01-25 14:45
Burglar

Registered: Dec 2004
Posts: 1031
Cross Development using Makefile

Weekend didn't even start for most of you yet, but here it is ;)

Cross Development using Makefile

comments and improvements are of course very welcome.

enjoy and may your build times be short!

make -j16
 
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2013-01-27 13:51
chatGPZ

Registered: Dec 2001
Posts: 11091
dr.j has brought up an important point .... if you are stuck on windows for some reason, you need a "how to install and use cygwin" tutorial aswell, else even simple stuff like rm -f might not work correctly =)

(and dont even think about using make without a proper bash shell. yes it works for some simple stuff. BUT it will make your head explode once you get to the more advanced stuff, trust me)
2013-01-27 14:30
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: dr.j has brought up an important point .... if you are stuck on windows for some reason, you need a "how to install and use cygwin" tutorial aswell, else even simple stuff like rm -f might not work correctly =)

(and dont even think about using make without a proper bash shell. yes it works for some simple stuff. BUT it will make your head explode once you get to the more advanced stuff, trust me)


Actually you get quite far by installing nmake from microsoft and then unixtools for windows. But then again cygwin is a more general approach, pity the io-wrapper is so damn slow.
2013-01-27 14:49
chatGPZ

Registered: Dec 2001
Posts: 11091
"Actually you get quite far by installing nmake from microsoft and then unixtools for windows."
lets say you can make some things work. until you notice that some things only work halfway as intended. and then you will encounter something that doesnt work at all and install cygwin. =)

and ofcourse nmake works differently from gnu make. not to say it seriously sucks arse :)
2013-01-27 15:30
JackAsser

Registered: Jun 2002
Posts: 1987
:P
2013-01-27 20:16
Trap

Registered: Jul 2010
Posts: 222
Thank you Burglar for writing this.

Excellent stuff!!!
2013-01-28 11:26
spider-j

Registered: Oct 2004
Posts: 443
Thanks for the rant, Burglar! I finally wrote my first Makefile \o/

But I've got the problem that make everytime builds everything from scratch; even when none of the source or dependencies files was changed (i.e. when I type 'make' two times in the shell like you wrote in the rant).

Here's my Makefile:
ASS=acme
ASSFLAGS=-v4
LIBPATH=/usr/share/acme/6502
LIBS=$(LIBPATH)/kernal.a $(LIBPATH)/static.a $(LIBPATH)/macros.a
PACKER=exomizer
PACKERFLAGS=sfx 2064 -n
BINARYDIR=../bin
OBJECTS=loader.prg rasters.prg
RM=rm -f

all: $(OBJECTS)

%.prg: %.asm $(LIBS)
	$(ASS) $(ASSFLAGS) $<
	$(PACKER) $(PACKERFLAGS) -o $(BINARYDIR)/$@ $@
	$(RM) $@

loader.prg: loader.asm include/gemischt.prg include/randomtab2.prg

rasters.prg: rasters.asm include/ballsprites.spr include/border-empty-sprites.spr include/demotune01.c64.prg include/mydpetsciilogo.prg include/spider-logo-sprites.spr

clean:
	$(RM) $(BINARYDIR)/*
2013-01-28 12:33
blackwine

Registered: Jan 2013
Posts: 3
Spider, remove:
	$(RM) $@

And try again. The problem is that you define your $(OBJECTS), but you remove them and pack them elsewhere. If you have some intermediate objects you can define them using e.g:
.INTERMEDIATE:  loader-not-packed.prg rasters-not-packed.prg
2013-01-28 15:13
spider-j

Registered: Oct 2004
Posts: 443
Thanks for the hint. Still I don't understand completely how to get it working like I want.

Gotta try out a few things... :-)
2013-01-28 15:18
Mr. SID

Registered: Jan 2003
Posts: 421
Useful hint: running "make -d" outputs lots of debug information to help with problems like that...
2013-01-28 18:07
Burglar

Registered: Dec 2004
Posts: 1031
@Dr.J, ah yes Windows... groepaz and JackAsser already told you, but, use cygwin! ;)
That's the best option, or just install linux or get a mac.
GNU make runs on Linux/BSD/OSX/*nix and probably more.

nmake might do the tricks you need, but I cant really say as I don't use
windows anymore. Also, stackoverflow has some info on it that might help you too.

@spider, as BlackWine said, you rm/delete the object right after you build it ;)
You'll want to do one step at a time, not combine them.

I would do it like this, with a seperate compile rule and a seperate pack rule.
OBJECTS=loader.exo rasters.exo

# a .prg is a compiled .asm
%.prg: %.asm $(LIBS)
	$(ASS) $(ASSFLAGS) $<

# a .exo is a packed .prg
%.exo: %.prg
    $(PACKER) $(PACKERFLAGS) $< -o $@

all: $(OBJECTS)

loader.prg: loader.asm include/gemischt.prg include/randomtab2.prg

rasters.prg: rasters.asm include/ballsprites.spr include/border-empty-sprites.spr include/demotune01.c64.prg include/mydpetsciilogo.prg include/spider-logo-sprites.spr

clean:
    rm -f *.exo
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