diff --git a/doc/install.html b/doc/install.html
index 8210f476..9ffa3e64 100644
--- a/doc/install.html
+++ b/doc/install.html
@@ -181,6 +181,12 @@ LuaJIT currently builds out-of-the box on most systems:
Xbox One SDK (DURANGO) |
v2.1 – |
+
+ Nintendo Switch |
+ |
+ NintendoSDK + NX Addon |
+ v2.1 – |
+
The codebase has compatibility defines for some more systems, but
@@ -648,6 +654,21 @@ the following commands:
cd src
xb1build
+
+To cross-compile for Nintendo Switch from a Windows host,
+open a "Visual Studio .NET Command Prompt" (64 bit host compiler),
+cd to the directory where you've unpacked the sources and run
+any of the following commands, depending on the NX32 or NX64 target:
+
+
+cd src
+nx32build
+
+
+
+cd src
+nx64build
+
Embedding LuaJIT
diff --git a/doc/luajit.html b/doc/luajit.html
index 06774ddf..ebdc2d8d 100644
--- a/doc/luajit.html
+++ b/doc/luajit.html
@@ -162,7 +162,7 @@ LuaJIT is Copyright © 2005-2022 Mike Pall, released under the
Embedded | Android | iOS |
-PS3 | PS4 | PS5 | PS Vita | Xbox 360 | Xbox One |
+PS3 | PS4 | PS5 | PS Vita | Xbox 360 | Xbox One | Nintendo Switch |
GCC | Clang LLVM | MSVC |
diff --git a/src/lib_io.c b/src/lib_io.c
index 7f218e49..25798171 100644
--- a/src/lib_io.c
+++ b/src/lib_io.c
@@ -439,7 +439,7 @@ LJLIB_CF(io_popen)
LJLIB_CF(io_tmpfile)
{
IOFileUD *iof = io_file_new(L);
-#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA
+#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA || JL_TARGET_NX
iof->fp = NULL; errno = ENOSYS;
#else
iof->fp = tmpfile();
diff --git a/src/lib_os.c b/src/lib_os.c
index eb8704cf..6bcd0147 100644
--- a/src/lib_os.c
+++ b/src/lib_os.c
@@ -76,7 +76,7 @@ LJLIB_CF(os_rename)
LJLIB_CF(os_tmpname)
{
-#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA
+#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA || LJ_TARGET_NX
lj_err_caller(L, LJ_ERR_OSUNIQF);
return 0;
#else
diff --git a/src/lj_arch.h b/src/lj_arch.h
index 1852c497..50c05b4e 100644
--- a/src/lj_arch.h
+++ b/src/lj_arch.h
@@ -169,6 +169,13 @@
#endif
#endif
+#ifdef __NX__
+#define LJ_TARGET_NX 1
+#define LJ_TARGET_CONSOLE 1
+#undef NULL
+#define NULL ((void*)0)
+#endif
+
/* -- Arch-specific settings ---------------------------------------------- */
/* Set target architecture properties. */
@@ -641,7 +648,7 @@ extern void *LJ_WIN_LOADLIBA(const char *path);
#endif
#endif
-#if defined(LUAJIT_NO_UNWIND) || __GNU_COMPACT_EH__ || defined(__symbian__) || LJ_TARGET_IOS || LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5
+#if defined(LUAJIT_NO_UNWIND) || __GNU_COMPACT_EH__ || defined(__symbian__) || LJ_TARGET_IOS || LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_NX
#define LJ_NO_UNWIND 1
#endif
diff --git a/src/lj_jit.h b/src/lj_jit.h
index 0b5ad4d6..b0f48b3f 100644
--- a/src/lj_jit.h
+++ b/src/lj_jit.h
@@ -443,9 +443,9 @@ typedef struct jit_State {
int32_t framedepth; /* Current frame depth. */
int32_t retdepth; /* Return frame depth (count of RETF). */
- uint32_t k32[LJ_K32__MAX]; /* Common 4 byte constants used by backends. */
+ //uint32_t k32[LJ_K32__MAX]; /* Common 4 byte constants used by backends. */
TValue ksimd[LJ_KSIMD__MAX*2+1]; /* 16 byte aligned SIMD constants. */
- TValue k64[LJ_K64__MAX]; /* Common 8 byte constants. */
+ //TValue k64[LJ_K64__MAX]; /* Common 8 byte constants. */
IRIns *irbuf; /* Temp. IR instruction buffer. Biased with REF_BIAS. */
IRRef irtoplim; /* Upper limit of instuction buffer (biased). */
diff --git a/src/lj_prng.c b/src/lj_prng.c
index fd8219de..9e57505e 100644
--- a/src/lj_prng.c
+++ b/src/lj_prng.c
@@ -87,6 +87,10 @@ extern int sys_get_random_number(void *buf, uint64_t len);
extern int sceRandomGetRandomNumber(void *buf, size_t len);
+#elif LJ_TARGET_NX
+
+#include
+
#elif LJ_TARGET_WINDOWS || LJ_TARGET_XBOXONE
#define WIN32_LEAN_AND_MEAN
@@ -176,6 +180,11 @@ int LJ_FASTCALL lj_prng_seed_secure(PRNGState *rs)
if (sceRandomGetRandomNumber(rs->u, sizeof(rs->u)) == 0)
goto ok;
+#elif LJ_TARGET_NX
+
+ if (getentropy(rs->u, sizeof(rs->u)) == 0)
+ goto ok;
+
#elif LJ_TARGET_UWP || LJ_TARGET_XBOXONE
if (BCryptGenRandom(NULL, (PUCHAR)(rs->u), (ULONG)sizeof(rs->u),
diff --git a/src/ninten.bat b/src/ninten.bat
new file mode 100644
index 00000000..b656ad8a
--- /dev/null
+++ b/src/ninten.bat
@@ -0,0 +1,130 @@
+@rem Script to build LuaJIT with NintendoSDK + NX Addon.
+@rem Donated to the public domain.
+@rem
+@rem Open a "Visual Studio .NET Command Prompt" (64 bit host compiler)
+@rem or "VS20xx x64 Native Tools Command Prompt".
+@rem
+@rem Then cd to this directory and run this script.
+@rem
+@rem Recommended invocation:
+@rem
+@rem nxbuild release build, amalgamated
+@rem nxbuild debug debug build, amalgamated
+@rem
+@rem Additional command-line options (not generally recommended):
+@rem
+@rem nx32 (before debug) 32-bit target library
+@rem noamalg (after debug) non-amalgamated build
+
+@if not defined INCLUDE goto :FAIL
+@if not defined NINTENDO_SDK_ROOT goto :FAIL
+
+@setlocal
+@rem ---- Host compiler ----
+@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /D_CRT_SECURE_NO_DEPRECATE
+@set LJLINK=link /nologo
+@set LJMT=mt /nologo
+@set DASMDIR=..\dynasm
+@set DASM=%DASMDIR%\dynasm.lua
+@set ALL_LIB=lib_base.c lib_math.c lib_bit.c lib_string.c lib_table.c lib_io.c lib_os.c lib_package.c lib_debug.c lib_jit.c lib_ffi.c lib_buffer.c
+::@set DASC=vm_arm.dasc
+
+
+::@if "%1" neq "nx32" goto :NOGC32
+@set DASC=vm_arm.dasc
+:::NOGC32
+
+%LJCOMPILE% host\minilua.c
+@if errorlevel 1 goto :BAD
+%LJLINK% /out:minilua.exe minilua.obj
+@if errorlevel 1 goto :BAD
+if exist minilua.exe.manifest^
+ %LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe
+
+@rem Check for 64 bit host compiler.
+@minilua
+@if not errorlevel 8 goto :FAIL
+
+@set DASMFLAGS=-D HFABI -D FPU -D NO_UNWIND -D LUAJIT_TARGET=LUAJIT_ARCH_ARM -D LUAJIT_OS=LUAJIT_OS_OTHER -D LUAJIT_DISABLE_JIT -D LUAJIT_DISABLE_FFI
+minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h %DASC%
+@if errorlevel 1 goto :BAD
+%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_ARM -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLUAJIT_NO_UNWIND host\buildvm*.c
+@if errorlevel 1 goto :BAD
+%LJLINK% /out:buildvm.exe buildvm*.obj
+@if errorlevel 1 goto :BAD
+if exist buildvm.exe.manifest^
+ %LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe
+
+buildvm -m elfasm -o lj_vm.s
+@if errorlevel 1 goto :BAD
+buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m libdef -o lj_libdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m recdef -o lj_recdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m folddef -o lj_folddef.h lj_opt_fold.c
+@if errorlevel 1 goto :BAD
+
+@rem ---- Cross compiler ----
+@if "%1" neq "nx32" goto :NX32BUILD
+@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_DISABLE_JIT -DLUAJIT_SECURITY_PRNG=0 -DLUAJIT_USE_SYSMALLOC -DNN_NINTENDO_SDK %GC64% -c
+@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-ar" rc
+@set TARGETLIB_SUFFIX="nx64"
+
+%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-as -o lj_vm.o lj_vm.s
+goto :DEBUGCHECK
+
+:NX32BUILD
+@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_DISABLE_JIT -DLUAJIT_SECURITY_PRNG=0 -DLUAJIT_USE_SYSMALLOC -DNN_NINTENDO_SDK %GC64% -c
+@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar" rc
+@set TARGETLIB_SUFFIX="nx32"
+
+%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar -o lj_vm.o lj_vm.s
+:DEBUGCHECK
+
+@if "%1" neq "debug" goto :NODEBUG
+@shift
+@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_DEBUG -g -O0
+@set TARGETLIB=liblua51D_%TARGETLIB_SUFFIX%.a
+goto :BUILD
+:NODEBUG
+@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_RELEASE -O3
+@set TARGETLIB=liblua51_%TARGETLIB_SUFFIX%.a
+:BUILD
+del %TARGETLIB%
+@if "%1" neq "noamalg" goto :AMALG
+for %%f in (lj_*.c lib_*.c) do (
+ %LJCOMPILE% %%f
+ @if errorlevel 1 goto :BAD
+)
+
+%LJLIB% %TARGETLIB% lj_*.o lib_*.o
+@if errorlevel 1 goto :BAD
+@goto :NOAMALG
+:AMALG
+%LJCOMPILE% ljamalg.c
+@if errorlevel 1 goto :BAD
+%LJLIB% %TARGETLIB% ljamalg.o lj_vm.o
+@if errorlevel 1 goto :BAD
+:NOAMALG
+
+@del *.o *.obj *.manifest minilua.exe buildvm.exe
+@echo.
+@echo === Successfully built LuaJIT for Nintendo Switch ===
+
+@goto :END
+:BAD
+@echo.
+@echo *******************************************************
+@echo *** Build FAILED -- Please check the error messages ***
+@echo *******************************************************
+@goto :END
+:FAIL
+@echo To run this script you must open a "Visual Studio .NET Command Prompt"
+@echo (64 bit host compiler). NintendoSDK + NX Addon must be installed, too.
+:END
\ No newline at end of file
diff --git a/src/nxbuild.bat b/src/nxbuild.bat
new file mode 100644
index 00000000..0e681347
--- /dev/null
+++ b/src/nxbuild.bat
@@ -0,0 +1,130 @@
+@rem Script to build LuaJIT with NintendoSDK + NX Addon.
+@rem Donated to the public domain.
+@rem
+@rem Open a "Visual Studio .NET Command Prompt" (64 bit host compiler)
+@rem or "VS20xx x64 Native Tools Command Prompt".
+@rem
+@rem Then cd to this directory and run this script.
+@rem
+@rem Recommended invocation:
+@rem
+@rem nxbuild release build, amalgamated
+@rem nxbuild debug debug build, amalgamated
+@rem
+@rem Additional command-line options (not generally recommended):
+@rem
+@rem nx32 (before debug) 32-bit target library
+@rem noamalg (after debug) non-amalgamated build
+
+::@if not defined INCLUDE goto :FAIL
+@if not defined NINTENDO_SDK_ROOT goto :FAIL
+
+@setlocal
+@rem ---- Host compiler ----
+@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /wo4146 /wo4244 /D_CRT_SECURE_NO_DEPRECATE
+@set LJLINK=link /nologo
+@set LJMT=mt /nologo
+@set DASMDIR=..\dynasm
+@set DASM=%DASMDIR%\dynasm.lua
+@set ALL_LIB=lib_base.c lib_math.c lib_bit.c lib_string.c lib_table.c lib_io.c lib_os.c lib_package.c lib_debug.c lib_jit.c lib_ffi.c lib_buffer.c
+::@set DASC=vm_arm.dasc
+
+
+::@if "%1" neq "nx32" goto :NOGC32
+@set DASC=vm_arm64.dasc
+:::NOGC32
+
+%LJCOMPILE% host\minilua.c
+@if errorlevel 1 goto :BAD
+%LJLINK% /out:minilua.exe minilua.obj
+@if errorlevel 1 goto :BAD
+if exist minilua.exe.manifest^
+ %LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe
+
+@rem Check for 64 bit host compiler.
+@minilua
+@if not errorlevel 8 goto :FAIL
+
+@set DASMFLAGS=-D P64 -D ENDIAN_LE -D NO_UNWIND -D LUAJIT_TARGET=LUAJIT_ARCH_ARM64 -D LUAJIT_OS=LUAJIT_OS_OTHER -D LUAJIT_DISABLE_JIT -D LUAJIT_DISABLE_FFI
+minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h %DASC%
+@if errorlevel 1 goto :BAD
+%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_ARM64 -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLUAJIT_NO_UNWIND host\buildvm*.c
+@if errorlevel 1 goto :BAD
+%LJLINK% /out:buildvm.exe buildvm*.obj
+@if errorlevel 1 goto :BAD
+if exist buildvm.exe.manifest^
+ %LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe
+
+buildvm -m elfasm -o lj_vm.s
+@if errorlevel 1 goto :BAD
+buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m libdef -o lj_libdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m recdef -o lj_recdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m folddef -o lj_folddef.h lj_opt_fold.c
+@if errorlevel 1 goto :BAD
+
+@rem ---- Cross compiler ----
+::@if "%1" neq "nx32" goto :NX32BUILD
+@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_TARGET=LUAJIT_ARCH_ARM64 -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLUAJIT_USE_SYSMALLOC -DLUAJIT_NO_UNWIND -c
+@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-ar" rc
+@set TARGETLIB_SUFFIX="nx64"
+
+%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-as -o lj_vm.o lj_vm.s
+::goto :DEBUGCHECK
+
+:::NX32BUILD
+::@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_DISABLE_JIT -DLUAJIT_SECURITY_PRNG=0 -DLUAJIT_USE_SYSMALLOC -DNN_NINTENDO_SDK %GC64% -c
+::@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar" rc
+::@set TARGETLIB_SUFFIX="nx32"
+
+::%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar -o lj_vm.o lj_vm.s
+:DEBUGCHECK
+
+@if "%1" neq "debug" goto :NODEBUG
+@shift
+@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_DEBUG -g -O0
+@set TARGETLIB=liblua51D_%TARGETLIB_SUFFIX%.a
+goto :BUILD
+:NODEBUG
+@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_RELEASE -O3
+@set TARGETLIB=liblua51_%TARGETLIB_SUFFIX%.a
+:BUILD
+del %TARGETLIB%
+@if "%1" neq "noamalg" goto :AMALG
+for %%f in (lj_*.c lib_*.c) do (
+ %LJCOMPILE% %%f
+ @if errorlevel 1 goto :BAD
+)
+
+%LJLIB% %TARGETLIB% lj_*.o lib_*.o
+@if errorlevel 1 goto :BAD
+@goto :NOAMALG
+:AMALG
+%LJCOMPILE% ljamalg.c
+@if errorlevel 1 goto :BAD
+%LJLIB% %TARGETLIB% ljamalg.o lj_vm.o
+@if errorlevel 1 goto :BAD
+:NOAMALG
+
+@del *.o *.obj *.manifest minilua.exe buildvm.exe
+@echo.
+@echo === Successfully built LuaJIT for Nintendo Switch ===
+
+@goto :END
+:BAD
+@echo.
+@echo *******************************************************
+@echo *** Build FAILED -- Please check the error messages ***
+@echo *******************************************************
+@goto :END
+:FAIL
+@echo To run this script you must open a "Visual Studio .NET Command Prompt"
+@echo (64 bit host compiler). NintendoSDK + NX Addon must be installed, too.
+:END
\ No newline at end of file
diff --git a/src/nxbuild_ugly_but_works_for_nx64.bat b/src/nxbuild_ugly_but_works_for_nx64.bat
new file mode 100644
index 00000000..33ff8b77
--- /dev/null
+++ b/src/nxbuild_ugly_but_works_for_nx64.bat
@@ -0,0 +1,130 @@
+@rem Script to build LuaJIT with NintendoSDK + NX Addon.
+@rem Donated to the public domain.
+@rem
+@rem Open a "Visual Studio .NET Command Prompt" (64 bit host compiler)
+@rem or "VS20xx x64 Native Tools Command Prompt".
+@rem
+@rem Then cd to this directory and run this script.
+@rem
+@rem Recommended invocation:
+@rem
+@rem nxbuild release build, amalgamated
+@rem nxbuild debug debug build, amalgamated
+@rem
+@rem Additional command-line options (not generally recommended):
+@rem
+@rem nx32 (before debug) 32-bit target library
+@rem noamalg (after debug) non-amalgamated build
+
+@if not defined INCLUDE goto :FAIL
+@if not defined NINTENDO_SDK_ROOT goto :FAIL
+
+@setlocal
+@rem ---- Host compiler ----
+@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /wo4146 /wo4244 /D_CRT_SECURE_NO_DEPRECATE
+@set LJLINK=link /nologo
+@set LJMT=mt /nologo
+@set DASMDIR=..\dynasm
+@set DASM=%DASMDIR%\dynasm.lua
+@set ALL_LIB=lib_base.c lib_math.c lib_bit.c lib_string.c lib_table.c lib_io.c lib_os.c lib_package.c lib_debug.c lib_jit.c lib_ffi.c lib_buffer.c
+::@set DASC=vm_arm.dasc
+
+
+::@if "%1" neq "nx32" goto :NOGC32
+@set DASC=vm_arm64.dasc
+:::NOGC32
+
+%LJCOMPILE% host\minilua.c
+@if errorlevel 1 goto :BAD
+%LJLINK% /out:minilua.exe minilua.obj
+@if errorlevel 1 goto :BAD
+if exist minilua.exe.manifest^
+ %LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe
+
+@rem Check for 64 bit host compiler.
+@minilua
+@if not errorlevel 8 goto :FAIL
+
+@set DASMFLAGS=-D P64 -D ENDIAN_LE -D NO_UNWIND -D LUAJIT_TARGET=LUAJIT_ARCH_ARM64 -D LUAJIT_OS=LUAJIT_OS_OTHER -D LUAJIT_DISABLE_JIT -D LUAJIT_DISABLE_FFI
+minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h %DASC%
+@if errorlevel 1 goto :BAD
+%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_ARM64 -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLUAJIT_NO_UNWIND host\buildvm*.c
+@if errorlevel 1 goto :BAD
+%LJLINK% /out:buildvm.exe buildvm*.obj
+@if errorlevel 1 goto :BAD
+if exist buildvm.exe.manifest^
+ %LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe
+
+buildvm -m elfasm -o lj_vm.s
+@if errorlevel 1 goto :BAD
+buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m libdef -o lj_libdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m recdef -o lj_recdef.h %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%
+@if errorlevel 1 goto :BAD
+buildvm -m folddef -o lj_folddef.h lj_opt_fold.c
+@if errorlevel 1 goto :BAD
+
+@rem ---- Cross compiler ----
+::@if "%1" neq "nx32" goto :NX32BUILD
+@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_TARGET=LUAJIT_ARCH_ARM64 -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLUAJIT_USE_SYSMALLOC -DLUAJIT_NO_UNWIND -c
+@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-ar" rc
+@set TARGETLIB_SUFFIX="nx64"
+
+%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-as -o lj_vm.o lj_vm.s
+::goto :DEBUGCHECK
+
+:::NX32BUILD
+::@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_DISABLE_JIT -DLUAJIT_SECURITY_PRNG=0 -DLUAJIT_USE_SYSMALLOC -DNN_NINTENDO_SDK %GC64% -c
+::@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar" rc
+::@set TARGETLIB_SUFFIX="nx32"
+
+::%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar -o lj_vm.o lj_vm.s
+:DEBUGCHECK
+
+@if "%1" neq "debug" goto :NODEBUG
+@shift
+@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_DEBUG -g -O0
+@set TARGETLIB=liblua51D_%TARGETLIB_SUFFIX%.a
+goto :BUILD
+:NODEBUG
+@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_RELEASE -O3
+@set TARGETLIB=liblua51_%TARGETLIB_SUFFIX%.a
+:BUILD
+del %TARGETLIB%
+@if "%1" neq "noamalg" goto :AMALG
+for %%f in (lj_*.c lib_*.c) do (
+ %LJCOMPILE% %%f
+ @if errorlevel 1 goto :BAD
+)
+
+%LJLIB% %TARGETLIB% lj_*.o lib_*.o
+@if errorlevel 1 goto :BAD
+@goto :NOAMALG
+:AMALG
+%LJCOMPILE% ljamalg.c
+@if errorlevel 1 goto :BAD
+%LJLIB% %TARGETLIB% ljamalg.o lj_vm.o
+@if errorlevel 1 goto :BAD
+:NOAMALG
+
+@del *.o *.obj *.manifest minilua.exe buildvm.exe
+@echo.
+@echo === Successfully built LuaJIT for Nintendo Switch ===
+
+@goto :END
+:BAD
+@echo.
+@echo *******************************************************
+@echo *** Build FAILED -- Please check the error messages ***
+@echo *******************************************************
+@goto :END
+:FAIL
+@echo To run this script you must open a "Visual Studio .NET Command Prompt"
+@echo (64 bit host compiler). NintendoSDK + NX Addon must be installed, too.
+:END
\ No newline at end of file