SBSPSS/makefile.gfx

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#----------------------------------------------------------------------------
# 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 := $(TEMP_BUILD_DIR)/build.tmp
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#----------------------------------------------------------------------------
#--- Levels -----------------------------------------------------------------
#----------------------------------------------------------------------------
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LEVELS_MODEL_TO_ADD := -m:$(GRAF_DIR)/Platforms/Bubble/Bubble.gin
LEVELS_OPTS := -t:8,4,1 -s:16 $(LEVELS_MODEL_TO_ADD)
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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 CHAPTER06 FMA
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LEVELS_CHAPTER01 := LEVEL01 LEVEL02 LEVEL03 LEVEL04
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LEVELS_CHAPTER02 := LEVEL01 LEVEL02 LEVEL03 LEVEL04
LEVELS_CHAPTER03 := LEVEL01 LEVEL02 LEVEL03 LEVEL04
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LEVELS_CHAPTER04 := LEVEL01 LEVEL02 LEVEL03 LEVEL04
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LEVELS_CHAPTER05 := LEVEL01 LEVEL02 LEVEL03 LEVEL04
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LEVELS_CHAPTER06 := LEVEL01 LEVEL02 LEVEL03 LEVEL04 LEVEL05
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LEVELS_FMA := SHADYSHOALS
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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 :
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@$(RM) -f $(LEVELS_ALL_OUT)
@$(ECHO) Levels cleaned
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#----------------------------------------------------------------------------
# Collision data
#----------------------------------------------------------------------------
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#
# 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
#----------------------------------------------------------------------------
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#----------------------------------------------------------------------------
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# Anims and extra textures are held within script files in the character dirs
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ACTOR_IN_DIR := $(GRAF_DIR)/Characters
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ACTOR_SPRITE_DIR := Render/Psx
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ACTOR_OUT_DIR := $(DATA_OUT)/Actors
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ACTOR_MAKEFILE_DIR := $(TEMP_BUILD_DIR)/actor
ACTOR_DIRS_TO_MAKE := $(ACTOR_MAKEFILE_DIR) $(ACTOR_OUT_DIR)
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ACTOR_SPONGEBOB := SpongeBob SpongeBob_CoralBlower SpongeBob_JellyLauncher SpongeBob_Net SpongeBob_Glove SpongeBob_Glasses SpongeBob_JellyFish
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ACTOR_NPC := BarnacleBoy Krusty Squidward Gary Sandy Patrick MermaidMan
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ACTOR_ENEMY := Anenome BabyOctopus Ballblob Caterpillar clam Dustdevil \
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Flamingskull FlyingDutchman Ghost HermitCrab IronDogFish \
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PuffaFish Sharkman Skeletalfish SpiderCrab SpikeyAnenome Stomper \
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SharkSub Motherjellyfish SeaSnake GiantWorm
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# Boogermonster Nautilus Neptune
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ACTOR_SPRITES := Jellyfish1 Squiddart Plankton Butterfly Shell Eyeball
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ACTOR_SPR_LIST := $(foreach ACTOR,$(ACTOR_SPRITES), $(ACTOR_IN_DIR)/$(ACTOR)/$(ACTOR_SPRITE_DIR)/$(ACTOR)_*.bmp)
ACTOR_SPR_DEP := $(foreach ACTOR,$(ACTOR_SPRITES), $(ACTOR_IN_DIR)/$(ACTOR)/$(ACTOR_SPRITE_DIR)/*)
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ACTOR_SPR_IN := -r- -c+ -z+ $(ACTOR_SPR_LIST)
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ACTOR_LIST := $(ACTOR_SPONGEBOB) $(ACTOR_NPC) $(ACTOR_ENEMY)
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ACTOR_MAKEFILES := $(foreach ACTOR,$(ACTOR_LIST),$(ACTOR_MAKEFILE_DIR)/$(ACTOR).mak)
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$(ACTOR_MAKEFILES): $(ACTOR_DIRS_TO_MAKE) makefile.gfx $(BUILD_DIR)/mkactor.pl
@$(PL) $(BUILD_DIR)/mkactor.pl $@ $(notdir $(basename $@))
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include $(ACTOR_MAKEFILES)
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ACTOR_ALL_OUT := $(foreach ACTOR,$(ACTOR_LIST),$($(ACTOR)_OUT))
GFX_DATA_OUT += $(ACTOR_ALL_OUT)
actors : $(ACTOR_ALL_OUT)
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@$(ECHO) $(ACTOR_SPRITE_LIST)
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@$(ECHO) Actors made
cleanactors :
@$(RM) -f $(ACTOR_ALL_OUT)
@$(ECHO) Actors cleaned
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#----------------------------------------------------------------------------
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#----------------------------------------------------------------------------
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# Generic Sprite page
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#----------------------------------------------------------------------------
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#----------------------------------------------------------------------------
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#----------------------------------------------------------------------------
# Special Effect graphics
#----------------------------------------------------------------------------
SFX_GFX_DIR := $(GRAF_DIR)/sfx
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SFX_GFX := +smoke.bmp \
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+explosion0001.bmp +explosion0002.bmp +explosion0003.bmp +explosion0004.bmp +explosion0005.bmp +explosion0006.bmp +explosion0007.bmp \
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+splash001.bmp +splash002.bmp +splash003.bmp +splash004.bmp +splash005.bmp +splash006.bmp \
+Star0001.bmp +Star0002.bmp +Star0003.bmp \
+Star20001.bmp +Star20002.bmp +Star20003.bmp
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SFX_GFX_IN := $(foreach FILE,$(SFX_GFX),$(SFX_GFX_DIR)/$(FILE))
####
SFXGFX_SPR_DEP := $(SFX_GFX_IN)
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SFXGFX_SPR_IN := -z- -c+ $(SFX_GFX_IN) -z+ -c-
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#----------------------------------------------------------------------------
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# Ingame graphics and UI
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#----------------------------------------------------------------------------
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INGAMEFX_GFX_NONTRANS_DIR :=$(GRAF_DIR)/ingamefx
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INGAMEFX_GFX_NONTRANS :=
INGAMEFX_GFX_NONTRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_NONTRANS),$(INGAMEFX_NONTRANS_DIR)/$(FILE))
PICKUP_GFX_DIR := $(GRAF_DIR)/pickups
PICKUP_GFX := +spatula +pants +health100 +health50 +health25 +glint1 +glint2 +glint3 +glint4 \
+jellyammo +bubblemixture +bubblewand +glasses +shoe +balloon +helmet \
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+blower +launcher +net \
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+c1_l1_jelly +c1_l2_seaweed +c1_l3_seanutbutter +c1_l4_breadslice \
+c2_l1_falseteeth +c2_l2_kelpkream +c2_l3_mudpack +c2_l4_sponge \
+c3_l1_slippers +c3_l2_clambra +c3_l3_starfishmask +c3_l4_superpantz \
+c4_coin +c4_kelpbar \
+c5_l1_hammer +c5_l2_ariel +c5_l3_oilcan +c5_l4_wrench
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PICKUP_GFX_IN := $(foreach FILE,$(PICKUP_GFX),$(PICKUP_GFX_DIR)/$(FILE).bmp)
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INGAMEFX_GFX_DIR := $(GRAF_DIR)/ingamefx
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INGAMEFX_GFX_TRANS := +bubble_1 +bubble_2 +bubble_3 +tentacle\
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+health_full_1 +health_full_2 +health_full_3 +health_full_4 +health_full_5 \
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+health_empty_1 +health_empty_2 +health_empty_3 +health_empty_4 +health_empty_5 \
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+watermeter +waterhilight +netblob \
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+spike
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INGAMEFX_GFX_TRANS_NONROT_NONCLIP := +water +aim_arrow
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INGAMEFX_GFX_TRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_TRANS),$(INGAMEFX_GFX_DIR)/$(FILE).bmp)
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INGAMEFX_GFX_TRANS_NONROT_NONCLIP_IN := $(foreach FILE,$(INGAMEFX_GFX_TRANS_NONROT_NONCLIP),$(INGAMEFX_GFX_DIR)/$(FILE).bmp)
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####
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UI_GFX_DIR := $(GRAF_DIR)/ui
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UI_FONT_DIR := $(GRAF_DIR)/font
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UI_GFX_FONT := smallfont/+33 smallfont/+34 smallfont/+37 smallfont/+39 smallfont/+40 \
smallfont/+41 smallfont/+42 smallfont/+43 smallfont/+44 smallfont/+45 \
smallfont/+46 smallfont/+47 smallfont/+48 smallfont/+49 smallfont/+50 \
smallfont/+51 smallfont/+52 smallfont/+53 smallfont/+54 smallfont/+55 \
smallfont/+56 smallfont/+57 smallfont/+58 smallfont/+60 \
smallfont/+61 smallfont/+62 smallfont/+63 smallfont/+65 \
smallfont/+66 smallfont/+67 smallfont/+68 smallfont/+69 smallfont/+70 \
smallfont/+71 smallfont/+72 smallfont/+73 smallfont/+74 smallfont/+75 \
smallfont/+76 smallfont/+77 smallfont/+78 smallfont/+79 smallfont/+80 \
smallfont/+81 smallfont/+82 smallfont/+83 smallfont/+84 smallfont/+85 \
smallfont/+86 smallfont/+87 smallfont/+88 smallfont/+89 smallfont/+90 \
smallfont/+95 smallfont/+97 smallfont/+98 smallfont/+99 \
smallfont/+100 smallfont/+101 smallfont/+102 smallfont/+103 smallfont/+104 \
smallfont/+105 smallfont/+106 smallfont/+107 smallfont/+108 smallfont/+109 \
smallfont/+110 smallfont/+111 smallfont/+112 smallfont/+113 smallfont/+114\
smallfont/+115 smallfont/+116 smallfont/+117 smallfont/+118 smallfont/+119 \
smallfont/+120 smallfont/+121 smallfont/+122 smallfont/+140 smallfont/+192 \
smallfont/+193 smallfont/+194 smallfont/+195 smallfont/+196 \
smallfont/+197 smallfont/+198 smallfont/+199 smallfont/+200 smallfont/+201 \
smallfont/+202 smallfont/+203 smallfont/+204 smallfont/+205 smallfont/+206 \
smallfont/+207 smallfont/+208 smallfont/+210 smallfont/+211 smallfont/+212 \
smallfont/+213 smallfont/+214 smallfont/+216 smallfont/+217 smallfont/+218 \
smallfont/+219 smallfont/+220 smallfont/+221 smallfont/+222 smallfont/+223 \
smallfont/+224 smallfont/+225 smallfont/+226 smallfont/+227 smallfont/+228 \
smallfont/+230 smallfont/+232 smallfont/+233 smallfont/+234 smallfont/+235 \
smallfont/+236 smallfont/+237 smallfont/+238 smallfont/+239 smallfont/+242 \
smallfont/+243 smallfont/+244 smallfont/+245 smallfont/+246 smallfont/+249 \
smallfont/+250 smallfont/+251 smallfont/+252 smallfont/+253 smallfont/+255
UI_GFX_FONT_IN := $(foreach FILE,$(UI_GFX_FONT),$(UI_FONT_DIR)/$(FILE).bmp)
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UI_GFX_NONTRANS :=
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UI_GFX_NONTRANS_IN := $(foreach FILE,$(UI_GFX_NONTRANS),$(UI_GFX_DIR)/$(FILE))
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UI_GFX_TRANS := +bambootopleft.bmp +bamboobotleft.bmp +bambootopright.bmp +bamboobotright.bmp \
+bamboohorizontal.bmp +bamboovertical.bmp \
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+butU.bmp +butD.bmp +butL.bmp +butR.bmp \
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+butC.bmp +butS.bmp +butX.bmp +butT.bmp \
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+mappointer.bmp +speechbubblecorner.bmp \
faces/mr_krabs.bmp faces/patrick.bmp faces/plankton.bmp \
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_TRANS_IN := $(foreach FILE,$(UI_GFX_TRANS),$(UI_GFX_DIR)/$(FILE))
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####
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INGAMEGFX_SPR_DEP := $(INGAMEFX_GFX_NONTRANS_IN) $(INGAMEFX_GFX_TRANS_IN) $(INGAMEFX_GFX_TRANS_NONROT_NONCLIP_IN) \
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$(PICKUP_GFX_IN) $(UI_GFX_FONT_IN) $(UI_GFX_NONTRANS_IN) $(UI_GFX_TRANS_IN)
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INGAMEGFX_SPR_IN := -c+ -z+ $(INGAMEFX_GFX_TRANS_IN) $(PICKUP_GFX_IN) $(UI_GFX_FONT_IN) $(UI_GFX_TRANS_IN) \
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-c- -z- $(INGAMEFX_GFX_NONTRANS_IN) $(UI_GFX_NONTRANS_IN) \
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-c- -q- -z+ -r- $(INGAMEFX_GFX_TRANS_NONROT_NONCLIP_IN) -q+
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#----------------------------------------------------------------------------
# Front end graphics
#----------------------------------------------------------------------------
FRONTEND_GFX_DIR := $(GRAF_DIR)/frontend
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# FRONTEND_GFX_OUT_DIR := $(DATA_OUT)/frontend
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FRONTEND_GFX_NONTRANS :=
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FRONTEND_GFX_NONTRANS_IN := $(foreach FILE,$(FRONTEND_GFX_NONTRANS),$(FRONTEND_GFX_DIR)/$(FILE))
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FRONTEND_GFX_TRANS := +bg1.bmp +bg2.bmp +bg3.bmp +bg4.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 := +sblogo.bmp
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FRONTEND_GFX_TRANS_NO_ROT_IN := $(foreach FILE,$(FRONTEND_GFX_TRANS_NO_ROT),$(FRONTEND_GFX_DIR)/$(FILE))
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####
FRONTENDGFX_SPR_DEP := $(FRONTEND_GFX_NONTRANS_IN) $(FRONTEND_GFX_TRANS_IN) $(FRONTEND_GFX_TRANS_NO_ROT_IN)
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FRONTENDGFX_SPR_IN := -r- -z+ $(FRONTEND_GFX_TRANS_NO_ROT_IN) -r+ \
$(FRONTEND_GFX_TRANS_IN) \
-z- $(FRONTEND_GFX_NONTRANS_IN)
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# cleanfrontend :
# @$(RM) -f $(FRONTEND_GFX_TEX_OUT)
# @$(ECHO) Frontend Cleaned
#
# frontend: $(FRONTEND_GFX_TEX_IN)
#
# $(FRONTEND_GFX_TEX_OUT) : $(FRONTEND_GFX_TEX_IN)
# @parkgrab -r- -z+ $(FRONTEND_GFX_TRANS_NO_ROT_IN) -r+ $(FRONTEND_GFX_TRANS_IN) -z- $(FRONTEND_GFX_NONTRANS_IN) -b+ -t:13,1,1 -l:$(REPORT_DIR)/frontend.lbm -o:$(FRONTEND_GFX_TEX_OUT) -k:$(FRONTEND_GFX_REP_FILE)
# @$(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)
#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
SPRITES_OUT_DIR := $(DATA_OUT)/sprites
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SPRITES_ALL_DEP := $(INGAMEGFX_SPR_DEP) \
$(FRONTENDGFX_SPR_DEP) \
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$(ACTOR_SPR_DEP) \
$(SFXGFX_SPR_DEP)
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SPRITES_ALL_IN := $(INGAMEGFX_SPR_IN) \
$(FRONTENDGFX_SPR_IN) \
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$(ACTOR_SPR_IN) \
$(SFXGFX_SPR_IN)
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SPRITES_TEX_OUT := $(SPRITES_OUT_DIR)/Sprites.Spr
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SPRITES_HDR_OUT := $(INC_DIR)/Sprites.h
cleansprites:
@$(RM) -f $(SPRITES_TEX_OUT)
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@$(RM) -f $(SPRITES_HDR_OUT)
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@$(ECHO) Sprites Cleaned
sprites: $(SPRITES_ALL_DEP)
$(SPRITES_TEX_OUT) : $(SPRITES_ALL_DEP)
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@$(PARKGRAB) -b+ $(SPRITES_ALL_IN) -t:12,4,1 -l:$(SPRITES_OUT_DIR)/sprites.lbm -o:$(SPRITES_TEX_OUT)
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@$(MV) -f $(SPRITES_OUT_DIR)/sprites.h $(SPRITES_HDR_OUT)
@$(ECHO) Sprites Made
GRAF_DIRS_TO_MAKE += $(SPRITES_OUT_DIR)
GFX_DATA_OUT += $(SPRITES_TEX_OUT)
#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
# Text translations
#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
.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
SCRIPT_TRANS_HDR := $(GAME_DATA_DIR)/scripts/defs/trans.scr
TRANS_OUT_FILES := $(TRANS_OUT_HDR) $(TRANS_OUT_DAT) $(TRANS_OUT_LBM_LIST) $(TRANS_FINAL_DAT_FILE)
$(TRANS_OUT_FILES) : $(TRANS_IN_FILES)
@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__
translate : $(TRANS_OUT_FILES)
@$(ECHO) made translations
cleantranslate:
@$(RM) -f $(TRANS_OUT_FILES)
@$(ECHO) Translations Cleaned
GFX_DATA_OUT += $(TRANS_OUT_DAT)
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#----------------------------------------------------------------------------
# Big TGA backdrops
#----------------------------------------------------------------------------
BACKDROPS_IN_DIR := $(GRAF_DIR)/backdrop
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BACKDROPS_IN := credits start1 start2 start3 start4 gameover
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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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#----------------------------------------------------------------------------
# Map screens
#----------------------------------------------------------------------------
MAPSCREENS_IN_DIR := $(GRAF_DIR)/ui/map
MAPSCREENS_IN := map_background \
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c1_l1 c1_l2 c1_l3 c1_l4 c1_boss c1_fair \
c2_l1 c2_l2 c2_l3 c2_l4 c2_boss c2_fair \
c3_l1 c3_l2 c3_l3 c3_l4 c3_boss c3_fair \
c4_l1 c4_l2 c4_l3 c4_l4 c4_boss c4_fair \
c5_l1 c5_l2 c5_l3 c5_l4 c5_boss c5_fair
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MAPSCREENS_OUT_DIR := $(DATA_OUT)/ui/map
MAPSCREENS_OUT := $(foreach SCREEN,$(MAPSCREENS_IN),$(MAPSCREENS_OUT_DIR)/$(SCREEN).gfx)
MAPSCREENS : $(MAPSCREENS_OUT)
cleanmapscreens:
@$(RM) -f $(MAPSCREENS_OUT)
@$(ECHO) Map screens Cleaned
$(MAPSCREENS_OUT_DIR)/%.gfx : $(MAPSCREENS_IN_DIR)/%.tga
@$(TGA2GFX) $< $@
GRAF_DIRS_TO_MAKE += $(MAPSCREENS_OUT_DIR)
GFX_DATA_OUT += $(MAPSCREENS_OUT)
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#----------------------------------------------------------------------------
# Loading screens
#----------------------------------------------------------------------------
LOADINGSCREENS_IN_DIR := $(GRAF_DIR)/loadingscreens
LOADINGSCREENS_IN := culture karate monitor pickles pineapple pizza teenage
LOADINGSCREENS_OUT_DIR := $(DATA_OUT)/loadingscreens
LOADINGSCREENS_OUT := $(foreach SCREEN,$(LOADINGSCREENS_IN),$(LOADINGSCREENS_OUT_DIR)/$(SCREEN).gfx)
loadingscreens : $(LOADINGSCREENS_OUT)
cleanloadingscreens :
@$(RM) -f $(LOADINGSCREENS_OUT)
@$(ECHO) Loadingscreens Cleaned
$(LOADINGSCREENS_OUT_DIR)/%.gfx : $(LOADINGSCREENS_IN_DIR)/%.tga
@$(TGA2GFX) $< $@
GRAF_DIRS_TO_MAKE += $(LOADINGSCREENS_OUT_DIR)
GFX_DATA_OUT += $(LOADINGSCREENS_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) $(SFX_OUT_DIR)
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@$(ATTRIB) $(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) $(MC_HEADER_OUT)
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@$(ATTRIB) $(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) $(MUSIC_OUT_DIR)
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@$(ATTRIB) $(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 := ch1l1_01 ch1l1_02 ch1l2_01 ch1l2_02 ch1l2_03 ch1l4_01 ch1l4_02 \
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ch2l1_01 ch2l1_02 ch2l2_01 ch2l2_02 ch3l1_01 ch3l3_01 ch3l3_02 ch4l3_01 ch4l3_02
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SCRIPTS_IN_DIR := $(GAME_DATA_DIR)/scripts
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SCRIPTS_OUT_DIR := $(DATA_OUT)/scripts
SCRIPTS_OUT := $(foreach SCRIPT,$(SCRIPTS_LIST),$(SCRIPTS_OUT_DIR)/$(SCRIPT).dat)
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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) $(DEMO_OUT_DIR)
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@$(ATTRIB) $(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 += $(TRANS_OUT_DIR) \
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$(ACTOR_DIRS_TO_MAKE) \
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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)
#----------------------------------------------------------------------------
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# Build the Heffalump file
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#----------------------------------------------------------------------------
.PHONY: biglump cleanbiglump
BIGLUMP_IN := $(GFX_DATA_OUT)
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BIGLUMP_OUT := $(VERSION_DIR)/BigLump.Bin
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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
#----------------------------------------------------------------------------
all : dirs gdirs \
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actors \
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levels \
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biglump
@$(ECHO) Graphics made
#----------------------------------------------------------------------------
# end