SBSPSS/makefile.gfx

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2000-08-29 18:28:00 +02:00
#----------------------------------------------------------------------------
# MAKEFILE.GFX
#
# Makes all the graphics and data needed for the game
#
# Tabbed for 5 9 (Please do not change)
#
# Created: 10th February 1999 GRLiddon()
#
# Copyright (C) 1997-1999 G R Liddon
#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
# Default Target
# --------------
.PHONY: default
default: all
#----------------------------------------------------------------------------
# Name of the project
# --------------------
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PROJ := spongey
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#----------------------------------------------------------------------------
BUILD_DIR := build
#----------------------------------------------------------------------------
# Includes
# --------
include $(BUILD_DIR)/globals.mak
include $(BUILD_DIR)/getuser.mak
include $(BUILD_DIR)/parse.mak
include $(BUILD_DIR)/outdirs.mak
TEMP_FILE := $(TEMP_BUILD_DIR)/build.tmp
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#----------------------------------------------------------------------------
#--- Levels -----------------------------------------------------------------
#----------------------------------------------------------------------------
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LEVELS_OPTS := -t:8,5,1 -s:256
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LEVELS_IN_DIR := $(GRAF_DIR)/levels
LEVELS_OUT_DIR := $(DATA_OUT)/levels
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LEVELS_MAKEFILE_DIR := $(TEMP_BUILD_DIR)/levels
LEVELS_DIRS_TO_MAKE := $(LEVELS_MAKEFILE_DIR) $(LEVELS_OUT_DIR)
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LEVELS_CHAPTERS := CHAPTER01 CHAPTER02 CHAPTER03 CHAPTER04 CHAPTER05
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LEVELS_CHAPTER01 :=
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LEVELS_CHAPTER01_LEVEL01 :=
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LEVELS_CHAPTER01_LEVEL02 :=
LEVELS_CHAPTER01_LEVEL03 :=
LEVELS_CHAPTER01_LEVEL04 :=
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LEVELS_CHAPTER02 :=
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LEVELS_CHAPTER02_LEVEL01 :=
LEVELS_CHAPTER02_LEVEL02 :=
LEVELS_CHAPTER02_LEVEL03 :=
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LEVELS_CHAPTER02_LEVEL04 :=
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LEVELS_CHAPTER03 := LEVEL03 LEVEL04
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LEVELS_CHAPTER03_LEVEL01 :=
LEVELS_CHAPTER03_LEVEL02 :=
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LEVELS_CHAPTER03_LEVEL03 := 01 02 03 04 05 06
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LEVELS_CHAPTER03_LEVEL04 := 01 02 03 04 04x 05 06
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LEVELS_CHAPTER04 := LEVEL01 LEVEL02 LEVEL03 LEVEL04
LEVELS_CHAPTER04_LEVEL01 := 01 02 03 04
LEVELS_CHAPTER04_LEVEL02 := 01 02 03 04 05
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LEVELS_CHAPTER04_LEVEL03 := 01 02 03 04 05 06
LEVELS_CHAPTER04_LEVEL04 := 01 02 03 04 05 06 07
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LEVELS_CHAPTER05 :=
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LEVELS_CHAPTER05_LEVEL01 :=
LEVELS_CHAPTER05_LEVEL02 :=
LEVELS_CHAPTER05_LEVEL03 :=
LEVELS_CHAPTER05_LEVEL04 :=
LEVELS_CHAPTER06 :=
LEVELS_CHAPTER06_LEVEL01 :=
LEVELS_CHAPTER06_LEVEL02 :=
LEVELS_CHAPTER06_LEVEL03 :=
LEVELS_CHAPTER06_LEVEL04 :=
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LEVELS_MAKEFILES := $(foreach CHAPTER,$(LEVELS_CHAPTERS),$(foreach LEVEL,$(LEVELS_$(CHAPTER)),$(LEVELS_MAKEFILE_DIR)/$(CHAPTER)_$(LEVEL).mak))
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$(LEVELS_MAKEFILES): $(LEVELS_DIRS_TO_MAKE) makefile.gfx $(BUILD_DIR)/mklevel.pl
@$(PL) $(BUILD_DIR)/mklevel.pl $@ $(notdir $(basename $@))
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include $(LEVELS_MAKEFILES)
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LEVELS_ALL_OUT := $(foreach CHAPTER,$(LEVELS_CHAPTERS),$(foreach LEVEL,$(LEVELS_$(CHAPTER)),$($(CHAPTER)_$(LEVEL)_OUT)))
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GFX_DATA_OUT += $(LEVELS_ALL_OUT)
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levels : $(LEVELS_ALL_OUT)
@$(ECHO) Levels made
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cleanlevels : $(foreach CHAPTER,$(LEVELS_CHAPTERS),$(foreach LEVEL,$(LEVELS_$(CHAPTER)), clean$(CHAPTER)_$(LEVEL)))
@$(ECHO) Levels cleaned
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#----------------------------------------------------------------------------
# Collision data
#----------------------------------------------------------------------------
COLLISION_IN := $(TOOL_DIR)/mapedit/collision.bmp
COLLISION_OUT_DIR := $(DATA_OUT)/collision
COLLISION_OUT := $(COLLISION_OUT_DIR)/colltab.dat
collision : $(COLLISION_OUT)
cleancollision:
@$(RM) -f $(COLLISION_OUT)
@$(ECHO) Collision table cleaned
$(COLLISION_OUT) : $(COLLISION_IN)
@$(DATA_BIN_DIR)/mkcoltab $(COLLISION_IN) -o:$(COLLISION_OUT)
GRAF_DIRS_TO_MAKE += $(COLLISION_OUT_DIR)
GFX_DATA_OUT += $(COLLISION_OUT)
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#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
# Actors
#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
ACTOR_IN_DIR := $(GRAF_DIR)/Characters
ACTOR_OUT_DIR := $(DATA_OUT)/Actors
ACTOR_MAKEFILE_DIR := $(TEMP_BUILD_DIR)/Actors
ACTORS_DIRS_TO_MAKE := $(ACTOR_MAKEFILE_DIR) $(ACTOR_OUT_DIR)
# Global flags
GENERIC_ACT_TEX_FLAGS = -c+ -t:27,1,1 -w+ -b+
GEN_GRP_TEX_FLAGS= -t:28,1,1
actors: player
cleanactors: cleanplayer
#----------------------------------------------------------------------------
# Player
#----------------------------------------------------------------------------
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PLAYER_FILE := Spongebob
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PLAYER_IN_DIR:= $(ACTOR_IN_DIR)/$(PLAYER_FILE)
PLAYER_OUT_DIR := $(ACTOR_OUT_DIR)
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PLAYER_INC_FILE := $(INC_DIR)/Actor_$(PLAYER_FILE).h
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PLAYER_MOD_IN := $(PLAYER_IN_DIR)/$(PLAYER_FILE).Gin
PLAYER_MOD_OUT := $(PLAYER_OUT_DIR)/$(PLAYER_FILE).a3d
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PLAYER_TEX_DIR := $(PLAYER_IN_DIR)/textures
PLAYER_TEX_IN := $(PLAYER_TEX_DIR)/*.bmp
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PLAYER_TEX_OUT := $(PLAYER_OUT_DIR)/$(PLAYER_FILE).Tex
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PLAYER_EXTRA_TEX := SBBackNormal \
SBEyesAngry SBEyesBlink SBEyesDown SBEyesfiece SBEyesLeft SBEyesNormal SBEyesRight SBEyesSheepish SBEyesUp SBEyesWorried \
SBHandNormal \
SBMouthGasp SBMouthNormal SBMouthSheepish SBMouthSmile SBMouthTerror SBMouthWhistle \
SBPantsideNormal \
SBPantsNormal \
SBSideNormal \
SBSocksNormal \
SBSoleNormal \
SBTopNormal
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PLAYER_EXTRA_TEX_LIST := $(foreach FILE, $(PLAYER_EXTRA_TEX),-a:textures/$(FILE).bmp)
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PLAYER_DEP_IN := $(PLAYER_MOD_IN) $(PLAYER_TEX_IN)
PLAYER_DEP_OUT := $(PLAYER_MOD_OUT) $(PLAYER_TEX_OUT)
player: $(PLAYER_DEP_OUT)
cleanplayer:
@$(RM) -f $(PLAYER_DEP_OUT)
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@$(ECHO) Player Cleaned
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$(PLAYER_DEP_OUT) : $(PLAYER_DEP_IN)
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@$(MKACTOR3D) $(PLAYER_MOD_IN) -o:$(PLAYER_OUT_DIR) -t:24,1,1 -s:256 -i:$(PLAYER_INC_FILE) $(PLAYER_EXTRA_TEX_LIST)
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GFX_DATA_OUT += $(PLAYER_DEP_OUT)
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#----------------------------------------------------------------------------
# Animations
#----------------------------------------------------------------------------
anims: playeranims
cleananims: cleanplayeranims
ANIM_OUT_DIR := $(DATA_OUT)/anims
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PLAYER_ANIM_IN_DIR := $(ACTOR_IN_DIR)/SpongeBob
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# DUFF_ANIMS deathfall runjumpend runjumpstart
PLAYER_ANIM_LIST := buttbounceend buttbouncestart deathbackwards deathdry deathforwards deathspin deathtar electricshock electricshockend electricshockstart faceback facefront \
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fall getup getuprun hitground hover hoverend hoverstart idlebreathe idlehoola idlelook idlewigglearm jumpend karate run \
runstart runstop soakup talk01 teeterback teeterfront \
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idlewind
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PLAYER_ANIM_IN := $(foreach FILE, $(PLAYER_ANIM_LIST),$(PLAYER_ANIM_IN_DIR)/$(FILE).gin)
PLAYER_ANIM_OUT := $(ANIM_OUT_DIR)/Player.Abk
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PLAYER_ANIM_INC := $(INC_DIR)/Player_Anim.h
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playeranims: $(PLAYER_ANIM_IN)
cleanplayeranims:
@$(RM) -f $(PLAYER_ANIM_OUT)
@$(ECHO) Player Anims Cleaned
$(PLAYER_ANIM_OUT) : $(PLAYER_ANIM_IN)
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@$(MKANIM3D) $(PLAYER_ANIM_IN) -o:$(PLAYER_ANIM_OUT) -i:$(PLAYER_ANIM_INC) -s:256
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GFX_DATA_OUT += $(PLAYER_ANIM_OUT)
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#----------------------------------------------------------------------------
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#----------------------------------------------------------------------------
# Text translations
#----------------------------------------------------------------------------
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#----------------------------------------------------------------------------
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.PHONY: translate cleantranslate
LANGUAGES := swe \
dut \
ita \
ger
TRANS_IN_DIR := $(GAME_DATA_DIR)/translations
TRANS_OUT_DIR := $(DATA_OUT)/translations
TRANS_LBM_OUT_DIR := $(REPORT_DIR)/translations
TRANS_IN_ENG := $(TRANS_IN_DIR)/text.dat
TRANS_FINAL_DAT_FILE := $(TRANS_OUT_DIR)/final.dat
ALL_TRANS_OUT_DIRS := $(TRANS_OUT_DIR) \
$(TRANS_LBM_OUT_DIR)
ALL_TRANS_IN_FILES := $(foreach FILE,$(LANGUAGES),$(TRANS_IN_DIR)/$(FILE).dat)
TRANS_IN_FILES := $(TRANS_IN_ENG) $(ALL_TRANS_IN_FILES)
TRANS_OUT_DAT := $(foreach FILE, $(LANGUAGES),$(TRANS_OUT_DIR)/$(FILE).dat) $(TRANS_OUT_DIR)/id.dat $(TRANS_OUT_DIR)/eng.dat
#$(TRANS_OUT_KANJI_TAB)
TRANS_OUT_HDR := $(INC_DIR)/trans.h
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SCRIPT_TRANS_HDR := $(GAME_DATA_DIR)/scripts/defs/trans.scr
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TRANS_OUT_FILES := $(TRANS_OUT_HDR) $(TRANS_OUT_DAT) $(TRANS_OUT_LBM_LIST) $(TRANS_FINAL_DAT_FILE)
$(TRANS_OUT_FILES) : $(TRANS_IN_FILES)
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@perl tools/perl/pl/lang.pl $(TRANS_IN_ENG) $(TRANS_FINAL_DAT_FILE) $(ALL_TRANS_IN_FILES)
@transtext $(LANG_OP) -h:$(TRANS_OUT_HDR) -o:$(TRANS_OUT_DIR) $(TRANS_FINAL_DAT_FILE)
@perl tools/perl/pl/text_extract.pl $(TRANS_OUT_HDR) $(SCRIPT_TRANS_HDR) STR__INGAME__
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translate : $(TRANS_OUT_FILES)
@$(ECHO) made translations
cleantranslate:
@$(RM) -f $(TRANS_OUT_FILES)
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@$(ECHO) Translations Cleaned
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GFX_DATA_OUT += $(TRANS_OUT_DAT)
#----------------------------------------------------------------------------
#--- UI ---------------------------------------------------------------------
#----------------------------------------------------------------------------
UI_GFX_DIR := $(GRAF_DIR)/ui
UI_GFX_OUT_DIR := $(DATA_OUT)/ui
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UI_GFX_FONT := font
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UI_GFX_FONT_IN := $(foreach FILE,$(UI_GFX_FONT),$(UI_GFX_DIR)/$(FILE).anm)
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UI_GFX_NONTRANS := faces\mr_krabs.bmp faces\patrick.bmp faces\plankton.bmp \
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faces\sandy.bmp faces\spongebob.bmp faces\squidward.bmp \
faces\mermaidman.bmp faces\barnacleboy.bmp faces\jack_custard.bmp
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UI_GFX_NONTRANS_IN := $(foreach FILE,$(UI_GFX_NONTRANS),$(UI_GFX_DIR)/$(FILE))
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UI_GFX_TRANS := +vbamboo.bmp +vbambootl.bmp +vbambootr.bmp +vbamboobl.bmp +vbamboobr.bmp \
+hbamboo.bmp +hbambootl.bmp +hbambootr.bmp +hbamboobl.bmp +hbamboobr.bmp \
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+butU.bmp +butD.bmp +butL.bmp +butR.bmp \
+butC.bmp +butS.bmp +butX.bmp +butT.bmp
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UI_GFX_TRANS_IN := $(foreach FILE,$(UI_GFX_TRANS),$(UI_GFX_DIR)/$(FILE))
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UI_GFX_TEX_IN := $(UI_GFX_FONT_IN) ${UI_GFX_NONTRANS_IN} ${UI_GFX_TRANS_IN}
UI_GFX_TEX_OUT := $(UI_GFX_OUT_DIR)/UIGfx.Spr
UI_GFX_REP_FILE := $(REPORT_DIR)/UIGfx.rep
UI_GFX_HDR_FILE := $(INC_DIR)/UIGfx.h
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cleanui :
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@$(RM) -f $(UI_GFX_TEX_OUT)
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@$(ECHO) UI Gfx Cleaned
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ui: $(UI_GFX_TEX_IN)
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$(UI_GFX_TEX_OUT) : $(UI_GFX_TEX_IN)
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@parkgrab -c+ -z+ $(UI_GFX_FONT_IN) ${UI_GFX_TRANS_IN} -c- -z- ${UI_GFX_NONTRANS_IN} -b+ -t:31,1,1 -l:$(REPORT_DIR)/ui.lbm -o:$(UI_GFX_TEX_OUT) -k:$(UI_GFX_REP_FILE)
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@$(MV) -f $(UI_GFX_OUT_DIR)/uigfx.h $(UI_GFX_HDR_FILE)
GFX_DATA_OUT += $(UI_GFX_TEX_OUT)
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#----------------------------------------------------------------------------
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# Ingame graphic effects
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# Also contins pickup graphics at the moment..
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#----------------------------------------------------------------------------
INGAMEFX_GFX_DIR := $(GRAF_DIR)/ingamefx
INGAMEFX_GFX_OUT_DIR := $(DATA_OUT)/ingamefx
INGAMEFX_GFX_NONTRANS :=
INGAMEFX_GFX_NONTRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_NONTRANS),$(INGAMEFX_NONTRANS_DIR)/$(FILE))
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PICKUP_GFX_DIR := $(GRAF_DIR)/pickups
PICKUP_GFX := +spatula +pants +health100 +health50 +health25 +glint1 +glint2 +glint3 +glint4 \
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+jellyammo +bubblemixture +glasses +shoe +balloon +helmet \
+teeth
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PICKUP_GFX_IN := $(foreach FILE,$(PICKUP_GFX),$(PICKUP_GFX_DIR)/$(FILE).bmp)
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INGAMEFX_GFX_TRANS := +bubble_1 +bubble_2 +bubble_3
INGAMEFX_GFX_TRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_TRANS),$(INGAMEFX_GFX_DIR)/$(FILE).bmp)
INGAMEFX_GFX_TEX_IN := ${INGAMEFX_GFX_NONTRANS_IN} ${INGAMEFX_GFX_TRANS_IN} ${PICKUP_GFX_IN}
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INGAMEFX_GFX_TEX_OUT := $(INGAMEFX_GFX_OUT_DIR)/ingamefx.Spr
INGAMEFX_GFX_REP_FILE := $(REPORT_DIR)/ingamefx.rep
INGAMEFX_GFX_HDR_FILE := $(INC_DIR)/ingamefx.h
cleaningamefx :
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@$(RM) -f $(INGAMEFX_GFX_TEX_OUT)
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@$(ECHO) InGame GFx Cleaned
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ingamefx: $(INGAMEFX_GFX_TEX_IN)
$(INGAMEFX_GFX_TEX_OUT) : $(INGAMEFX_GFX_TEX_IN)
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@parkgrab -z+ ${INGAMEFX_GFX_TRANS_IN} ${PICKUP_GFX_IN} -z- ${INGAMEFX_GFX_NONTRANS_IN} -b+ -t:29,1,1 -l:$(REPORT_DIR)/ingamefx.lbm -o:$(INGAMEFX_GFX_TEX_OUT) -k:$(INGAMEFX_GFX_REP_FILE)
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@$(MV) -f $(INGAMEFX_GFX_OUT_DIR)/ingamefx.h $(INGAMEFX_GFX_HDR_FILE)
GRAF_DIRS_TO_MAKE += $(INGAMEFX_GFX_OUT_DIR)
GFX_DATA_OUT += $(INGAMEFX_GFX_TEX_OUT)
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#----------------------------------------------------------------------------
# Front end graphics
#----------------------------------------------------------------------------
FRONTEND_GFX_DIR := $(GRAF_DIR)/frontend
FRONTEND_GFX_OUT_DIR := $(DATA_OUT)/frontend
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FRONTEND_GFX_NONTRANS := sky.bmp
FRONTEND_GFX_NONTRANS_IN := $(foreach FILE,$(FRONTEND_GFX_NONTRANS),$(FRONTEND_GFX_DIR)/$(FILE))
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FRONTEND_GFX_TRANS := +bg1.bmp
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FRONTEND_GFX_TRANS_IN := $(foreach FILE,$(FRONTEND_GFX_TRANS),$(FRONTEND_GFX_DIR)/$(FILE))
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FRONTEND_GFX_TRANS_NO_ROT := +island.bmp +sblogo.bmp
FRONTEND_GFX_TRANS_NO_ROT_IN := $(foreach FILE,$(FRONTEND_GFX_TRANS_NO_ROT),$(FRONTEND_GFX_DIR)/$(FILE))
FRONTEND_GFX_TEX_IN := ${FRONTEND_GFX_NONTRANS_IN} ${FRONTEND_GFX_TRANS_IN} ${FRONTEND_GFX_TRANS_NO_ROT_IN}
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FRONTEND_GFX_TEX_OUT := $(FRONTEND_GFX_OUT_DIR)/frontend.Spr
FRONTEND_GFX_REP_FILE := $(REPORT_DIR)/frontend.rep
FRONTEND_GFX_HDR_FILE := $(INC_DIR)/frontend.h
cleanfrontend :
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@$(RM) -f $(FRONTEND_GFX_TEX_OUT)
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@$(ECHO) Frontend Cleaned
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frontend: $(FRONTEND_GFX_TEX_IN)
$(FRONTEND_GFX_TEX_OUT) : $(FRONTEND_GFX_TEX_IN)
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@parkgrab -r- -z+ ${FRONTEND_GFX_TRANS_NO_ROT_IN} -r+ ${FRONTEND_GFX_TRANS_IN} -z- ${FRONTEND_GFX_NONTRANS_IN} -b+ -t:30,1,1 -l:$(REPORT_DIR)/frontend.lbm -o:$(FRONTEND_GFX_TEX_OUT) -k:$(FRONTEND_GFX_REP_FILE)
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@$(MV) -f $(FRONTEND_GFX_OUT_DIR)/frontend.h $(FRONTEND_GFX_HDR_FILE)
GRAF_DIRS_TO_MAKE += $(FRONTEND_GFX_OUT_DIR)
GFX_DATA_OUT += $(FRONTEND_GFX_TEX_OUT)
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#----------------------------------------------------------------------------
# Big TGA backdrops
#----------------------------------------------------------------------------
BACKDROPS_IN_DIR := $(GRAF_DIR)/backdrop
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BACKDROPS_IN := credits sky
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BACKDROPS_OUT_DIR := $(DATA_OUT)/backdrop
BACKDROPS_OUT := $(foreach SCREEN,$(BACKDROPS_IN),$(BACKDROPS_OUT_DIR)/$(SCREEN).gfx)
backdrops : $(BACKDROPS_OUT)
cleanbackdrops :
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@$(RM) -f $(BACKDROPS_OUT)
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@$(ECHO) Backdrops Cleaned
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$(BACKDROPS_OUT_DIR)/%.gfx : $(BACKDROPS_IN_DIR)/%.tga
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@$(TGA2GFX) $< $@
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GRAF_DIRS_TO_MAKE += $(BACKDROPS_OUT_DIR)
GFX_DATA_OUT += $(BACKDROPS_OUT)
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#----------------------------------------------------------------------------
# Sound FX
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#----------------------------------------------------------------------------
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SFX_IN_DIR := data/SFX
SFX_OUT_DIR := $(DATA_OUT)/SFX
SFX_LIST := ingame
SFX_ALL_IN := $(foreach SFX,$(SFX_LIST),$(SFX_IN_DIR)/$(SFX)/$(SFX).PXM $(SFX_IN_DIR)/$(SFX)/$(SFX).VH $(SFX_IN_DIR)/$(SFX)/$(SFX).VB)
SFX_ALL_OUT := $(foreach SFX,$(SFX_LIST),$(SFX_OUT_DIR)/$(SFX).PXM $(SFX_OUT_DIR)/$(SFX).VH $(SFX_OUT_DIR)/$(SFX).VB)
sfx: $(SFX_ALL_OUT)
cleansfx:
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@$(RM) -f $(SFX_ALL_OUT)
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@$(ECHO) SFX Cleaned
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$(SFX_ALL_OUT) : $(SFX_ALL_IN)
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@$(CP) $(SFX_ALL_IN) $(SFX_OUT_DIR)
@$(ATTRIB) -r $(SFX_ALL_OUT)
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GRAF_DIRS_TO_MAKE += $(SFX_OUT_DIR)
GFX_DATA_OUT += $(SFX_ALL_OUT)
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#----------------------------------------------------------------------------
# Memcard file header
#----------------------------------------------------------------------------
MC_HEADER_IN_DIR := $(GAME_DATA_DIR)/memcard
MC_HEADER_IN := $(MC_HEADER_IN_DIR)/memhead.bin
MC_HEADER_OUT_DIR :=$(DATA_OUT)/memcard
MC_HEADER_OUT := $(MC_HEADER_OUT_DIR)/memhead.bin
mcheader: $(MC_HEADER_OUT)
cleanmcheader:
@$(RM) -f $(MC_HEADER_OUT)
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@$(ECHO) MemCard Header Cleaned
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$(MC_HEADER_OUT) : $(MC_HEADER_IN)
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@$(CP) $(MC_HEADER_IN) $(MC_HEADER_OUT)
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GRAF_DIRS_TO_MAKE += $(MC_HEADER_OUT_DIR)
GFX_DATA_OUT += $(MC_HEADER_OUT)
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#----------------------------------------------------------------------------
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# Music
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#----------------------------------------------------------------------------
MUSIC_IN_DIR := data/music
MUSIC_OUT_DIR := $(DATA_OUT)/music
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MUSIC_LIST := sb-title \
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chapter1 chapter2 chapter3 chapter4 chapter5 chapter6
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MUSIC_ALL_IN := $(foreach MUSIC,$(MUSIC_LIST),$(MUSIC_IN_DIR)/$(MUSIC)/$(MUSIC).PXM $(MUSIC_IN_DIR)/$(MUSIC)/$(MUSIC).VH $(MUSIC_IN_DIR)/$(MUSIC)/$(MUSIC).VB)
MUSIC_ALL_OUT := $(foreach MUSIC,$(MUSIC_LIST),$(MUSIC_OUT_DIR)/$(MUSIC).PXM $(MUSIC_OUT_DIR)/$(MUSIC).VH $(MUSIC_OUT_DIR)/$(MUSIC).VB)
music: $(MUSIC_ALL_OUT)
cleanmusic:
@$(RM) -f $(MUSIC_ALL_OUT)
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@$(ECHO) Music Cleaned
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$(MUSIC_ALL_OUT) : $(MUSIC_ALL_IN)
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@$(CP) $(MUSIC_ALL_IN) $(MUSIC_OUT_DIR)
@$(ATTRIB) -r $(MUSIC_ALL_OUT)
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GRAF_DIRS_TO_MAKE += $(MUSIC_OUT_DIR)
GFX_DATA_OUT += $(MUSIC_ALL_OUT)
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#----------------------------------------------------------------------------
# Script stuff..
#----------------------------------------------------------------------------
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SCRIPTS_LIST := test \
speechtest
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SCRIPTS_IN_DIR := $(GAME_DATA_DIR)/scripts
SCRIPTS_OUT_DIR := $(DATA_OUT)/scripts
SCRIPTS_OUT := $(foreach SCRIPT,$(SCRIPTS_LIST),$(SCRIPTS_OUT_DIR)/$(SCRIPT).dat)
scripts : $(SCRIPTS_OUT)
cleanscripts:
@$(RM) -f $(SCRIPTS_OUT)
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@$(ECHO) Scripts Cleaned
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# Saves a lot of hassle to make the scripts dependant upon the text database too..
$(SCRIPTS_OUT_DIR)/%.dat : $(SCRIPTS_IN_DIR)/%.scr $(SCRIPT_TRANS_HDR)
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@scripter $< $@
GRAF_DIRS_TO_MAKE += $(SCRIPTS_OUT_DIR)
GFX_DATA_OUT += $(SCRIPTS_OUT)
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#----------------------------------------------------------------------------
# Demo mode data
#----------------------------------------------------------------------------
DEMO_IN_DIR := data/demo
DEMO_OUT_DIR := $(DATA_OUT)/demo
DEMO_LIST := demo____
DEMO_ALL_IN := $(foreach DEMO,$(DEMO_LIST),$(DEMO_IN_DIR)/$(DEMO).dmo)
DEMO_ALL_OUT := $(foreach DEMO,$(DEMO_LIST),$(DEMO_OUT_DIR)/$(DEMO).dmo)
demo: $(DEMO_ALL_OUT)
cleandemo:
@$(RM) -f $(DEMO_ALL_OUT)
@$(ECHO) Demo Cleaned
$(DEMO_ALL_OUT) : $(DEMO_ALL_IN)
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@$(CP) $(DEMO_ALL_IN) $(DEMO_OUT_DIR)
@$(ATTRIB) -r $(DEMO_ALL_OUT)
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GRAF_DIRS_TO_MAKE += $(DEMO_OUT_DIR)
GFX_DATA_OUT += $(DEMO_ALL_OUT)
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#----------------------------------------------------------------------------
# Dirs to Make
#----------------------------------------------------------------------------
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GRAF_DIRS_TO_MAKE += $(TRANS_OUT_DIR) \
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$(UI_GFX_OUT_DIR) \
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$(ACTORS_DIRS_TO_MAKE) \
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$(ANIM_OUT_DIR) \
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$(LEVELS_DIRS_TO_MAKE)
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gdirs : $(GRAF_DIRS_TO_MAKE)
$(GRAF_DIRS_TO_MAKE) :
@$(MKDIR) -p $(GRAF_DIRS_TO_MAKE)
@$(ECHO) Created directories $(GRAF_DIRS_TO_MAKE)
#----------------------------------------------------------------------------
# Build the Biflump file
#----------------------------------------------------------------------------
.PHONY: biglump cleanbiglump
BIGLUMP_IN := $(GFX_DATA_OUT)
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BIGLUMP_OUT := $(VERSION_DIR)/BigLump.Bin
BIGLUMP_INC := $(INC_DIR)/BigLump.h
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biglump : $(BIGLUMP_OUT)
cleanbiglump :
@$(RM) -f $(BIGLUMP_OUT)
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@$(GLECHO) BigLump Cleaned
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$(BIGLUMP_OUT) : $(BIGLUMP_IN)
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@$(MAKEDATA) -b:$(OUT_DIR)/Data/ -s:$(GAME_DATA_DIR)/DataCache.Scr -o:$(BIGLUMP_OUT) -i:$(BIGLUMP_INC)
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# @$(REDIR) $(TEMP_DIR)/BigLump.Scr $(BIGLUMP_IN)
# $(MAKEDATA) -b:$(OUT_DIR)/Data/ -s:$(GAME_DATA_DIR)/DataCache.Scr -s:$(TEMP_DIR)/BigLump.Scr -o:$(BIGLUMP_OUT) -i:$(BIGLUMP_INC)
# All files MUST be in datacache.scr now :oP
#----------------------------------------------------------------------------
# Where it all happens
#----------------------------------------------------------------------------
# WARNING !!!! BigLump must be the last item that all is dependant on. GRL !!!!
all : dirs gdirs \
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actors \
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anims \
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levels \
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biglump
@$(ECHO) Graphics made
#----------------------------------------------------------------------------
# end