Looks like I forgot to test the hosted builds and for some
reason thought that make would expand objcopy recursively...
Change-Id: I61264eadcb1235660566f6a9f19f8718ebe14583
This reverts commit 91ec6f1e1e.
Reason for revert: Massive sea of red, looks like hosted + sim builds.
Change-Id: I98a3954d68ad2cc521e13c3683bf4a6f45f88b36
From what I can see the Creative Zen Vision ports, which
were the only ones to set USE_ELF prior to the Echo R1 port,
do not work except for a bootloader and never even got to
the point of booting Rockbox. This explains why they build
codecs and plugins as ELF binaries, yet there is no code to
load ELF format codecs or plugins.
Anyhow, add a new setting, PLUGIN_USE_ELF, which controls
whether plugins & codecs are left as ELF or converted to
flat binaries. This makes it possible for the Echo R1 to
use the flat binary .rock format, and makes it possible to
have ELF plugins/codecs on targets with non-ELF main binaries.
Seeing as nothing needs ELF plugins/codecs right now, the
new default is to generate them as flat binaries unless
the target requests otherwise.
Change-Id: I9ffae669978de5cc7ad214cd50d97ad6e8938394
Bring Clipv1 & m200v4 plugin buffer down to this limit
zxbox, chessbox and rockboy build on the clip
rockboy doesn't build on m200v4 due to not enough buttons to make a keymap
Some gameboy roms won't run on Clipv1: tetris does but not pokemon for example
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@26144 a1c6a512-1295-4272-9138-f99709370657
* apps.make: depends on ctype.o instead of errno.o to depend on config-*.h so that it works for simulator.
* lang.make: add dependency of lang.h to make it sure that the file is updated properly when needed.
* plugins.make: object files don't depend on libpluginbitmaps.a.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24256 a1c6a512-1295-4272-9138-f99709370657
Many #include lines adjusted to conform to the new standards.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@19146 a1c6a512-1295-4272-9138-f99709370657