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
# --------------------
PROJ := prlsr
#----------------------------------------------------------------------------
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
#----------------------------------------------------------------------------
# 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
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)
translate : $(TRANS_OUT_FILES)
@$(ECHO) made translations
cleantranslate:
@$(RM) -f $(TRANS_OUT_FILES)
GFX_DATA_OUT += $(TRANS_OUT_DAT)
#----------------------------------------------------------------------------
#--- UI ---------------------------------------------------------------------
#----------------------------------------------------------------------------
UI_GFX_DIR := $(GRAF_DIR)/ui
UI_FONT_DIR := $(UI_GFX_DIR)/font
UI_NONTRANS_DIR := $(UI_GFX_DIR)/ingame
UI_TRANS_DIR := $(UI_GFX_DIR)/frontend
UI_GFX_OUT_DIR := $(DATA_OUT)/ui
UI_GFX_FONT_IN := $(GRAF_DIR)/ui/font/pr-fontingame.anm \
$(GRAF_DIR)/ui/ingame/lives.anm \
$(GRAF_DIR)/ui/ingame/lives2.anm \
$(GRAF_DIR)/ui/ingame/numbers.anm
UI_GFX_NONTRANS := !leds.bmp +metaltube.bmp metal1.bmp metal2.bmp metal3.bmp metal4.bmp metal5.bmp metal6.bmp metal7.bmp \
back_bosses.bmp back_blank.bmp back_captine.bmp back_coridoor.bmp back_logo.bmp \
noise1.bmp noise2.bmp noise3.bmp noise4.bmp noise5.bmp noise6.bmp noise7.bmp \
!compass.bmp moveon.bmp \
maskzord2.bmp
UI_GFX_NONTRANS_IN := $(foreach FILE,$(UI_GFX_NONTRANS),$(UI_NONTRANS_DIR)/$(FILE)) ${UI_TRANS_DIR}/his_c03.bmp ${UI_TRANS_DIR}/his_c06.bmp
UI_GFX_TRANS := level-bar02 +barbown \
+butT +butX +butB +butO +butTsm +butXsm +butBsm +butOsm +l1 +l2 +r1 +r2 +butal +selectletter underline
UI_GFX_TRANS_IN := $(foreach FILE,$(UI_GFX_TRANS),$(UI_TRANS_DIR)/$(FILE).bmp)
UI_GFX_TRANS2 := +leftarrow.bmp +uparrow.bmp \
+cd.bmp +cdfront.bmp \
+lightningsmall.bmp +lightning2small.bmp \
+maskred.bmp +maskblue.bmp +maskgreen.bmp +maskpink.bmp +maskyell.bmp +masktit.bmp +maskzord1.bmp \
+hand.bmp
UI_GFX_TRANS2_IN := $(foreach FILE,$(UI_GFX_TRANS2),$(UI_NONTRANS_DIR)/$(FILE))
UI_GFX_NO_ROT := sbarmidhilight.bmp +sliderend.bmp sbarlefthilight.bmp sbarleftshadow.bmp \
+sbarends.bmp sbarmidshadow.bmp sbarrighthilight.bmp sbarrightshadow.bmp \
sliderendhilight.bmp slidershadowleft.bmp slidershadowright.bmp slidermidhilight.bmp \
slidershadow.bmp
UI_GFX_NO_ROT_IN := $(foreach FILE,$(UI_GFX_NO_ROT),$(UI_NONTRANS_DIR)/$(FILE))
UI_GFX_TEX_IN := $(UI_GFX_FONT_IN) ${UI_GFX_NONTRANS_IN} ${UI_GFX_TRANS_IN} ${UI_GFX_TRANS2_IN} ${UI_GFX_NO_ROT_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
cleanuigfx :
$(RM) -f $(UI_GFX_TEX_OUT)
uigfx: $(UI_GFX_TEX_IN)
$(UI_GFX_TEX_OUT) : $(UI_GFX_TEX_IN)
@parkgrab -c+ -z+ $(UI_GFX_FONT_IN) ${UI_GFX_TRANS_IN} -c+ -z- ${UI_GFX_NONTRANS_IN} -c- -z- ${UI_GFX_TRANS2_IN} -r- ${UI_GFX_NO_ROT_IN} -b+ -t:31,1,1 -l:$(REPORT_DIR)/ui.lbm -o:$(UI_GFX_TEX_OUT) -k:$(UI_GFX_REP_FILE)
@$(MV) -f $(UI_GFX_OUT_DIR)/uigfx.h $(UI_GFX_HDR_FILE)
GFX_DATA_OUT += $(UI_GFX_TEX_OUT)
#----------------------------------------------------------------------------
# Pause menu model ( uses textures in UI_GFX )
#----------------------------------------------------------------------------
PAUSEMENU_IN_DIR := $(GRAF_DIR)/ui/ingame
PAUSEMENU_IN_FILE := $(PAUSEMENU_IN_DIR)/ingameui.gin
PAUSEMENU_OUT_DIR := $(DATA_OUT)/ui
PAUSEMENU_OUT_FILE := $(PAUSEMENU_OUT_DIR)/PAUSEMENU.msh
cleanpausemenu:
@$(RM) -f $(PAUSEMENU_OUT_FILE)
pausemenu: $(PAUSEMENU_OUT_FILE)
$(PAUSEMENU_OUT_FILE) : $(PAUSEMENU_IN_FILE) $(UI_GFX_TEX_OUT)
$(GIN2MSH) $(PAUSEMENU_IN_FILE) -o:$(PAUSEMENU_OUT_FILE) -r:$(UI_GFX_REP_FILE)
GFX_DATA_OUT += $(PAUSEMENU_OUT_FILE)
#----------------------------------------------------------------------------
# Pause menu lights overlay model ( uses textures in UI_GFX )
#----------------------------------------------------------------------------
PAUSELIGHTS_IN_DIR := $(GRAF_DIR)/ui/ingame
PAUSELIGHTS_IN_FILE1 := $(PAUSELIGHTS_IN_DIR)/ingameuilights.gin
PAUSELIGHTS_IN_FILE2 := $(PAUSELIGHTS_IN_DIR)/ingameuilights2.gin
PAUSELIGHTS_OUT_DIR := $(DATA_OUT)/ui
PAUSELIGHTS_OUT_FILE1 := $(PAUSELIGHTS_OUT_DIR)/PAUSELIGHTS.msh
PAUSELIGHTS_OUT_FILE2 := $(PAUSELIGHTS_OUT_DIR)/PAUSELIGHTS2.msh
PAUSELIGHTS_OUT_FILES := $(PAUSELIGHTS_OUT_FILE1) $(PAUSELIGHTS_OUT_FILE2)
cleanpauselights:
@$(RM) -f $(PAUSELIGHTS_OUT_FILES)
pauselights : $(PAUSELIGHTS_OUT_FILES)
$(PAUSELIGHTS_OUT_FILE1) : $(PAUSELIGHTS_IN_FILE1) $(UI_GFX_TEX_OUT)
$(GIN2MSH) $(PAUSELIGHTS_IN_FILE1) -o:$(PAUSELIGHTS_OUT_FILE1) -r:$(UI_GFX_REP_FILE)
$(PAUSELIGHTS_OUT_FILE2) : $(PAUSELIGHTS_IN_FILE2) $(UI_GFX_TEX_OUT)
$(GIN2MSH) $(PAUSELIGHTS_IN_FILE2) -o:$(PAUSELIGHTS_OUT_FILE2) -r:$(UI_GFX_REP_FILE)
GFX_DATA_OUT += $(PAUSELIGHTS_OUT_FILES)
#----------------------------------------------------------------------------
# HiScore font
#----------------------------------------------------------------------------
HISCORE_IN_DIR := $(GRAF_DIR)/ui/frontend
HISCORE_IN_FILE := $(HISCORE_IN_DIR)/fonths.gin
HISCORE_OUT_DIR := $(DATA_OUT)/ui
HISCORE_OUT_FILE := $(HISCORE_OUT_DIR)/hiscore.msh
cleanhiscore:
@$(RM) -f $(HISCORE_OUT_FILE)
hiscore: $(HISCORE_OUT_FILE)
$(HISCORE_OUT_FILE) : $(HISCORE_IN_FILE) $(UI_GFX_TEX_OUT)
$(GIN2MSH) $(HISCORE_IN_FILE) -o:$(HISCORE_OUT_FILE) -r:$(UI_GFX_REP_FILE)
GFX_DATA_OUT += $(HISCORE_OUT_FILE)
#----------------------------------------------------------------------------
# Ui models
#----------------------------------------------------------------------------
UI_MODELS_IN_DIR := $(GRAF_DIR)/ui/ingame
UI_MODELS_OUT_DIR := $(DATA_OUT)/ui
UI_MODELS_IN_FILES := compass moveon
UI_MODELS_MODELS_IN := $(foreach FILE,$(UI_MODELS_IN_FILES),$(UI_MODELS_IN_DIR)/$(FILE).gin)
UI_MODELS_MODELS_OUT := $(foreach FILE,$(UI_MODELS_IN_FILES),$(UI_MODELS_OUT_DIR)/$(FILE).msh)
cleanuimodels :
@$(RM) -f $(UI_MODELS_MODELS_OUT)
uimodels : $(UI_MODELS_MODELS_IN)
$(UI_MODELS_MODELS_OUT) : $(UI_MODELS_MODELS_IN) $(UI_GFX_TEX_OUT)
$(GIN2MSH) $(UI_MODELS_MODELS_IN) -o:$(UI_MODELS_MODELS_OUT) -r:$(UI_GFX_REP_FILE)
GFX_DATA_OUT += $(UI_MODELS_MODELS_OUT)
#----------------------------------------------------------------------------
# Level loading screens ( character images )
#----------------------------------------------------------------------------
LOADING_SCREENS_IN_DIR := $(GRAF_DIR)/ui/loading
LOADING_SCREENS_IN_1 := PinkRang GreenRan BlueRang RedRange TitRange YellowRa bots
LOADING_SCREENS_IN_2 := 2PinkRan 2GreenRa 2BlueRan 2RedRang 2TitRang 2YellowR
LOADING_SCREENS_OUT_DIR := $(DATA_OUT)/loading
LOADING_SCREENS_OUT_1_LIST := $(foreach SCREEN,$(LOADING_SCREENS_IN_1),$(LOADING_SCREENS_OUT_DIR)/$(SCREEN).gfx)
LOADING_SCREENS_OUT_2_LIST := $(foreach SCREEN,$(LOADING_SCREENS_IN_2),$(LOADING_SCREENS_OUT_DIR)/$(SCREEN).gfx)
loadingscreens : $(LOADING_SCREENS_OUT_1_LIST) $(LOADING_SCREENS_OUT_2_LIST)
cleanloadingscreens :
@$(RM) -f $(LOADING_SCREENS_OUT_1_LIST)
@$(RM) -f $(LOADING_SCREENS_OUT_2_LIST)
$(LOADING_SCREENS_OUT_DIR)/%.gfx : $(LOADING_SCREENS_IN_DIR)/1p/%.tga
alchemy --n -a -15 -^ -o $< $(TEMP_FILE)
chopchop $(TEMP_FILE) $@ 20 262144
$(LOADING_SCREENS_OUT_DIR)/%.gfx : $(LOADING_SCREENS_IN_DIR)/2p/%.tga
alchemy --n -a -15 -^ -o $< $(TEMP_FILE)
chopchop $(TEMP_FILE) $@ 20 102400
GFX_DATA_OUT += $(LOADING_SCREENS_OUT_1_LIST)
GFX_DATA_OUT += $(LOADING_SCREENS_OUT_2_LIST)
ALL_SCREENS_FILES +=$(LOADING_SCREENS_OUT_1_LIST) $(LOADING_SCREENS_OUT_2_LIST)
#----------------------------------------------------------------------------
# Particles & SFX
#----------------------------------------------------------------------------
SFX_DIR := $(GRAF_DIR)/sfx
SFX_IN_ROT_LIST := +particle.lbm \
sfx01.bmp \
sfx02.bmp \
sfx03.bmp \
sfx07.bmp \
sfx11.bmp \
sfx19.bmp \
sfx_hit.bmp \
sphere01.bmp \
+expc000.bmp \
+expc001.bmp \
+expc002.bmp \
+expc003.bmp \
+expc004.bmp \
+expc005.bmp \
+expc006.bmp \
+expc007.bmp \
+splash000.bmp \
+splash001.bmp \
+splash002.bmp \
+splash003.bmp \
+splash004.bmp \
+splash005.bmp \
+splash006.bmp \
+splash007.bmp \
+bubble.bmp \
+head.bmp
SFX_IN_ROT := $(foreach FILE,$(SFX_IN_ROT_LIST),$(SFX_DIR)/$(FILE))
SFX_IN_NO_ROT_LIST := +shock.bmp \
+lightning04.bmp \
+water.bmp \
!noise.bmp \
+bat01.bmp \
+bat02.bmp
SFX_IN_NO_ROT := $(foreach FILE,$(SFX_IN_NO_ROT_LIST),$(SFX_DIR)/$(FILE))
SFX_OUT_DIR := $(DATA_OUT)/sfx
SFX_OUT := $(SFX_OUT_DIR)/sfx.spr
SFX_REP_FILE := $(REPORT_DIR)/sfx.rep
SFX_TPAGE_FILE := $(REPORT_DIR)/sfx.lbm
SFX_HDR_FILE := $(INC_DIR)/sfx.h
SFX_IN := $(SFX_IN_ROT) $(SFX_IN_NO_ROT)
cleansfx :
$(RM) -f $(SFX_OUT)
sfx : $(SFX_IN)
$(SFX_OUT) : $(SFX_IN)
@parkgrab -c+ -b+ -t:29,1,1 -l:$(SFX_TPAGE_FILE) $(SFX_IN_ROT) -r- $(SFX_IN_NO_ROT) -o:$(SFX_OUT) -k:$(SFX_REP_FILE)
@$(MV) -f $(SFX_OUT_DIR)/sfx.h $(SFX_HDR_FILE)
GFX_DATA_OUT += $(SFX_OUT)
#----------------------------------------------------------------------------
# Special effect models
#----------------------------------------------------------------------------
EFFECTS_IN_DIR := $(GRAF_DIR)/sfx
EFFECTS_OUT_DIR := $(DATA_OUT)/sfx
EFFECTS_IN_FILES := asteroid \
card \
dagger \
icicle \
missile \
projectile \
sonic \
telesphere
EFFECTS_MODELS_IN := $(foreach FILE,$(EFFECTS_IN_FILES),$(EFFECTS_IN_DIR)/$(FILE).gin)
EFFECTS_MODELS_OUT := $(foreach FILE,$(EFFECTS_IN_FILES),$(EFFECTS_OUT_DIR)/$(FILE).msh)
cleansfxmodels :
@$(RM) -f $(EFFECTS_MODELS_OUT)
sfxmodels : $(EFFECTS_MODELS_IN)
$(EFFECTS_MODELS_OUT) : $(EFFECTS_MODELS_IN) $(SFX_OUT)
$(GIN2MSH) $(EFFECTS_MODELS_IN) -o:$(EFFECTS_MODELS_OUT) -r:$(SFX_REP_FILE)
GFX_DATA_OUT += $(EFFECTS_MODELS_OUT)
#----------------------------------------------------------------------------
# Actors
#----------------------------------------------------------------------------
ACTOR_DIR := $(GRAF_DIR)/Actors
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
#----------------------------------------------------------------------------
#--- Actor Groups -----------------------------------------------------------
#----------------------------------------------------------------------------
ACT_GROUPS := L01 L02 L03 L04 L05 L06 L07 GEN
# L1=ShockaTron+VYPRA = m10 + b03
# L2=Smogger+LOKI = m07 + b04
# L3=JINXTER = b05
# L4=FireOr+MagnaVore+DIABOLICO = m02 + m03 + b02
# L5=Strikning+OLYMPIUS = m08 + b06
# L6=M06+SIREN = m06 + m09
# L7=ALL = B01 + (B02 + B03 + B04 + B05 + B06)
M01_ACT_DIR := Monsters/M01
M02_ACT_DIR := Monsters/M02
M03_ACT_DIR := Monsters/M03
M04_ACT_DIR := Monsters/M04
M05_ACT_DIR := Monsters/M05
M06_ACT_DIR := Monsters/M06
M07_ACT_DIR := Monsters/M07
M08_ACT_DIR := Monsters/M08
M09_ACT_DIR := Monsters/M09
M10_ACT_DIR := Monsters/M10
B01_ACT_DIR := Bosses/B01
B02_ACT_DIR := Bosses/B02
B03_ACT_DIR := Bosses/B03
B04_ACT_DIR := Bosses/B04
B05_ACT_DIR := Bosses/B05
B06_ACT_DIR := Bosses/B06
KID_ACT_DIR := Civilians/Kid
BOY_ACT_DIR := Civilians/Boy
CAPTAIN_ACT_DIR := Civilians/Captain
FAIRWEATHER_ACT_DIR := Civilians/Fairweather
MAN_ACT_DIR := Civilians/Man
TITANIUM_ACT_DIR := Civilians/Titanium
SCIENTIST_ACT_DIR := Civilians/Scientist
M01BLUE_ACT_DIR := Monsters/M01
M01ORANGE_ACT_DIR := Monsters/M01
M01GREEN_ACT_DIR := Monsters/M01
M01PURPLE_ACT_DIR := Monsters/M01
M01PINK_ACT_DIR := Monsters/M01
M01YELLOW_ACT_DIR := Monsters/M01
L01_ACT_LIST := M10 B03
L02_ACT_LIST := M07 B04
L03_ACT_LIST := B05
L04_ACT_LIST := M02 M03 B02
L05_ACT_LIST := M08 B06
L06_ACT_LIST := M06 M09
L07_ACT_LIST := B01 TITANIUM
GEN_ACT_LIST := KID BOY CAPTAIN FAIRWEATHER MAN M01 SCIENTIST
EXTRA_ACT_LIST := M01BLUE M01ORANGE M01GREEN M01PURPLE M01PINK M01YELLOW
M01_ACT_REP := GEN_GRP_REP_FILE
M02_ACT_REP := L04_GRP_REP_FILE
M03_ACT_REP := L04_GRP_REP_FILE
M04_ACT_REP := L0x_GRP_REP_FILE
M05_ACT_REP := L0x_GRP_REP_FILE
M06_ACT_REP := L06_GRP_REP_FILE
M07_ACT_REP := L02_GRP_REP_FILE
M08_ACT_REP := L05_GRP_REP_FILE
M09_ACT_REP := L06_GRP_REP_FILE
M10_ACT_REP := L01_GRP_REP_FILE
B01_ACT_REP := L07_GRP_REP_FILE
B02_ACT_REP := L04_GRP_REP_FILE
B03_ACT_REP := L01_GRP_REP_FILE
B04_ACT_REP := L02_GRP_REP_FILE
B05_ACT_REP := L03_GRP_REP_FILE
B06_ACT_REP := L05_GRP_REP_FILE
BOY_ACT_REP := GEN_GRP_REP_FILE
KID_ACT_REP := GEN_GRP_REP_FILE
BOY_ACT_REP := GEN_GRP_REP_FILE
CAPTAIN_ACT_REP := GEN_GRP_REP_FILE
FAIRWEATHER_ACT_REP := GEN_GRP_REP_FILE
MAN_ACT_REP := GEN_GRP_REP_FILE
SCIENTIST_ACT_REP := GEN_GRP_REP_FILE
TITANIUM_ACT_REP := L07_GRP_REP_FILE
M01BLUE_ACT_REP := GEN_GRP_REP_FILE
M01ORANGE_ACT_REP := GEN_GRP_REP_FILE
M01GREEN_ACT_REP := GEN_GRP_REP_FILE
M01PURPLE_ACT_REP := GEN_GRP_REP_FILE
M01PINK_ACT_REP := GEN_GRP_REP_FILE
M01YELLOW_ACT_REP := GEN_GRP_REP_FILE
GEN_QUEEN_GFX_IN_DIR := $(GRAF_DIR)/actors/bosses/bansheera
GEN_QUEEN_GFX_FILES := cocoon q_chest q_face tenjoin tenjoin2
GEN_GRP_TEX_EXTRA := $(foreach FILE,$(GEN_QUEEN_GFX_FILES),$(GEN_QUEEN_GFX_IN_DIR)/$(FILE).bmp)
L01_ACT_LIST := M10 B03
L02_ACT_LIST := M07 B04
L03_ACT_LIST := B05
L04_ACT_LIST := M02 M03 B02
L05_ACT_LIST := M08 B06
L06_ACT_LIST := M06 M09
L07_ACT_LIST := B01 TITANIUM
GEN_ACT_LIST := KID BOY CAPTAIN FAIRWEATHER MAN M01 SCIENTIST
EXTRA_ACT_LIST := M01BLUE M01ORANGE M01GREEN M01PURPLE M01PINK M01YELLOW
#--- Actor Group Tex --------------------------------------------------------
ACT_GROUP_TEX_MAKEFILES := $(foreach GROUP,$(ACT_GROUPS),$(ACTOR_MAKEFILE_DIR)/$(GROUP).mak)
$(ACT_GROUP_TEX_MAKEFILES): $(ACTORS_DIRS_TO_MAKE) makefile.gfx $(BUILD_DIR)/grouptex.pl
@$(PL) $(BUILD_DIR)/grouptex.pl $@ $(notdir $(basename $@))
#--- Actor Group Act --------------------------------------------------------
ACT_GROUP_ACT_MAKEFILES := $(foreach GROUP,$(ACT_GROUPS),$(foreach TYPE,$($(GROUP)_ACT_LIST),$(ACTOR_MAKEFILE_DIR)/$(TYPE).mak)) \
$(foreach TYPE,$(EXTRA_ACT_LIST),$(ACTOR_MAKEFILE_DIR)/$(TYPE).mak)
$(ACT_GROUP_ACT_MAKEFILES): $(ACTORS_DIRS_TO_MAKE) makefile.gfx $(BUILD_DIR)/groupact.pl
@$(PL) $(BUILD_DIR)/groupact.pl $@ $(notdir $(basename $@))
#--- Rangers & Zords ----------------------------------------------------------
PBP_TEX_FLAGS = -t:24,1,1 -w+ -b+ -h+
PRB_TEX_FLAGS = -t:24,1,1 -w+ -b+ -h+
PRG_TEX_FLAGS = -t:24,1,1 -w+ -b+ -h+
PRM_TEX_FLAGS = -t:24,1,1 -w+ -b+ -h+
PRP_TEX_FLAGS = -t:24,1,1 -w+ -b+ -h+
PRR_TEX_FLAGS = -t:24,1,1 -w+ -b+ -h+
PRY_TEX_FLAGS = -t:24,1,1 -w+ -b+ -h+
PRD_TEX_FLAGS = -t:24,1,1 -w+ -b+ -h+
OMZORD_TEX_FLAGS = -t:24,1,1 -w+ -b+
STRZORD_TEX_FLAGS = -t:24,1,1 -w+ -b+
RANGERS := PRB PRG PRM PRP PRR PRY OMZORD STRZORD
RANGERS_IN_DIR := PowerRangers
RANGER_MAKEFILES := $(foreach RANGER,$(RANGERS),$(ACTOR_MAKEFILE_DIR)/$(RANGER).mak)
$(RANGER_MAKEFILES) : $(ACTORS_DIRS_TO_MAKE) makefile.gfx $(BUILD_DIR)/actor.pl
@$(PL) $(BUILD_DIR)/actor.pl $@ $(RANGERS_IN_DIR) $(notdir $(basename $@))
#----------------------------------------------------------------------------
ACTOR_MAKEFILES := $(ACT_GROUP_TEX_MAKEFILES) \
$(ACT_GROUP_ACT_MAKEFILES) \
$(RANGER_MAKEFILES)
include $(ACTOR_MAKEFILES)
ALL_ACTOR_ACT_FILES := $(foreach GROUP,$(ACT_GROUPS),$(foreach TYPE,$($(GROUP)_ACT_LIST),$($(TYPE)_ACT_OUT))) \
$(foreach EXTRA,$(EXTRA_ACT_LIST),$($(EXTRA)_ACT_OUT)) \
$(foreach RANGER,$(RANGERS),$($(RANGER)_TEX_OUT) $($(RANGER)_ACT_OUT))
ALL_ACTOR_TEX_FILES := $(foreach GROUP,$(ACT_GROUPS),$($(GROUP)_GRP_TEX_OUT))
ALL_ACTOR_FILES := $(ALL_ACTOR_TEX_FILES) $(ALL_ACTOR_ACT_FILES)
GFX_DATA_OUT += $(ALL_ACTOR_FILES)
actors : $(ALL_ACTOR_FILES)
@$(ECHO) Actors made
cleanactors : $(foreach GROUP,$(ACT_GROUPS),clean$(GROUP)_GRP_TEX) \
$(foreach GROUP,$(ACT_GROUPS),$(foreach TYPE,$($(GROUP)_ACT_LIST),clean$(TYPE)_ACT)) \
$(foreach EXTRA,$(EXTRA_ACT_LIST),clean$(EXTRA)_ACT) \
$(foreach RANGER,$(RANGERS),clean$(RANGER)_tex) $(foreach RANGER,$(RANGERS),clean$(RANGER)_act)
@$(ECHO) Actors cleaned
#----------------------------------------------------------------------------
# Animations
#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
# Animations
#----------------------------------------------------------------------------
anims: genanims civanims bossanims missionanims zordanims
cleananims: cleangenanims cleancivanims cleanbossanims cleanmissionanims cleanzordanims
ANIM_OUT_DIR := $(DATA_OUT)/anims
GEN_ANIM_IN_DIR := $(ACTOR_DIR)/animation/withfists
CIV_ANIM_IN_DIR := $(ACTOR_DIR)/animation/civiliananimas
BOSS_ANIM_IN_DIR := $(ACTOR_DIR)/animation/bossanims
MISSION_ANIM_IN_DIR := $(ACTOR_DIR)/animation/missions
ZORD_ANIM_IN_DIR := $(ACTOR_DIR)/animation/zordanims
GEN_ANIM_LIST := idle idle_2 walk jumpforward jumpback jump_mid jump_land kickfrontsweep kickroundhouse kickstraight punchcross punchjab death knockout taunt \
walk_start walk_stop punch_uppercut kick_spin_high3 sidestep_left sidestep_right getup_back run_move kick_jumpside pr1_special pr9_special \
pr10_special pr4_special_star pr5_special pr6_special punch_behind special_kickbackflip kick_jump_left double_spinning_punch punch_jab_quick \
punch_straight_3 punch_low kick_scissor block_into block_mid block_outoff bbattling_idle bbattling_idle_2 bbattling_looking_around recoil_back \
recoil_backbig recoil_backdown recoil_forward recoil_forwarddown recoil_stomach getup_front idle_f tittanium lie_ground walk_woman onfront_idle \
getup_frontsweep getup_backsweep victory_1 victory_2 victory_3 victory_4 victory_5 victory_6 bblock_into bblock_mid bblock_outoff
CIV_ANIM_LIST := cwaving_for_attention cidle chappy_cycle_1
# chappy_cycle_2 chappy_cycle_3 chc_1_to_idle chc_2_to_idle chc_3_to_idle cidle_to_hc_1 cidle_to_hc_2 cidle_to_hc_3
BOSS_ANIM_LIST := bidle binto_walk bwalk2 boutof_walk btaunt bblock bjump_back2 brecoil_head brecoil_stomach brecoil_knocked_down bgetup bblock_wings \
bkick_side bkick_spinning bkick_stomp bpunch_cross bpunch_hook2 bpunch_jab bpunch_uppercut bfloor_idle bvypras_sword bjinxers_card_throw \
bmagmavores_chest_blast bfireors_laser_eyes bspecial_electric_blast bspecial_sonic_boom bsalamader_fire_breath
MISSION_ANIM_LIST := anim01
ZORD_ANIM_LIST := zord_death zord_idle zord_rockets zord_walk zord_stomp zord_sidestep_left zord_sidestep_right
GEN_ANIM_IN := $(foreach FILE, $(GEN_ANIM_LIST),$(GEN_ANIM_IN_DIR)/$(FILE).gin)
GEN_ANIM_OUT := $(ANIM_OUT_DIR)/Generic.Abk
CIV_ANIM_IN := $(foreach FILE, $(CIV_ANIM_LIST),$(CIV_ANIM_IN_DIR)/$(FILE).gin)
CIV_ANIM_OUT := $(ANIM_OUT_DIR)/Civ.Abk
BOSS_ANIM_IN := $(foreach FILE, $(BOSS_ANIM_LIST),$(BOSS_ANIM_IN_DIR)/$(FILE).gin)
BOSS_ANIM_OUT := $(ANIM_OUT_DIR)/Boss.Abk
MISSION_ANIM_IN := $(foreach FILE, $(MISSION_ANIM_LIST),$(MISSION_ANIM_IN_DIR)/$(FILE).gin)
MISSION_ANIM_OUT := $(ANIM_OUT_DIR)/Missions.Abk
ZORD_ANIM_IN := $(foreach FILE, $(ZORD_ANIM_LIST),$(ZORD_ANIM_IN_DIR)/$(FILE).gin)
ZORD_ANIM_OUT := $(ANIM_OUT_DIR)/Zord.Abk
genanims: $(GEN_ANIM_IN)
civanims: $(CIV_ANIM_IN)
bossanims: $(BOSS_ANIM_IN)
missionanims: $(MISSION_ANIM_IN)
zordanims: $(ZORD_ANIM_IN)
cleangenanims:
@$(RM) -f $(GEN_ANIM_OUT)
cleancivanims:
@$(RM) -f $(CIV_ANIM_OUT)
cleanbossanims:
@$(RM) -f $(BOSS_ANIM_OUT)
cleanmissionanims:
@$(RM) -f $(MISSION_ANIM_OUT)
cleanzordanims:
@$(RM) -f $(ZORD_ANIM_OUT)
$(GEN_ANIM_OUT) : $(GEN_ANIM_IN)
@$(GIN2ANM) -s:32 -o:$(TEMP_FILE) $(GEN_ANIM_IN)
@$(MV) $(TEMP_FILE) $(GEN_ANIM_OUT)
GFX_DATA_OUT += $(GEN_ANIM_OUT)
$(CIV_ANIM_OUT) : $(CIV_ANIM_IN)
@$(GIN2ANM) -s:32 -o:$(TEMP_FILE) $(CIV_ANIM_IN)
@$(MV) $(TEMP_FILE) $(CIV_ANIM_OUT)
GFX_DATA_OUT += $(CIV_ANIM_OUT)
$(BOSS_ANIM_OUT) : $(BOSS_ANIM_IN)
@$(GIN2ANM) -s:32 -o:$(TEMP_FILE) $(BOSS_ANIM_IN)
@$(MV) $(TEMP_FILE) $(BOSS_ANIM_OUT)
GFX_DATA_OUT += $(BOSS_ANIM_OUT)
$(MISSION_ANIM_OUT) : $(MISSION_ANIM_IN)
@$(GIN2ANM) -s:32 -o:$(TEMP_FILE) $(MISSION_ANIM_IN)
@$(MV) $(TEMP_FILE) $(MISSION_ANIM_OUT)
GFX_DATA_OUT += $(MISSION_ANIM_OUT)
$(ZORD_ANIM_OUT) : $(ZORD_ANIM_IN)
@$(GIN2ANM) -s:32 -o:$(TEMP_FILE) $(ZORD_ANIM_IN)
@$(MV) $(TEMP_FILE) $(ZORD_ANIM_OUT)
GFX_DATA_OUT += $(ZORD_ANIM_OUT)
#----------------------------------------------------------------------------
#--- Levels -----------------------------------------------------------------
#----------------------------------------------------------------------------
LEVEL_IN_DIR := $(GRAF_DIR)/Levels/
LEVEL_OUT_DIR := $(DATA_OUT)/Levels
LEVEL_MAKEFILE_DIR := $(TEMP_BUILD_DIR)/levels
LEVELS_DIRS_TO_MAKE := $(LEVEL_MAKEFILE_DIR) $(LEVEL_OUT_DIR)
LEVEL_OPTS := -q -p:128 -x:2048,1024,2048
LEVELS:= LEVEL1 LEVEL2 LEVEL3 LEVEL4 LEVEL5 LEVEL6 LEVEL7 LEVEL8
LEVEL_MAKEFILES := $(foreach LEVEL,$(LEVELS),$(LEVEL_MAKEFILE_DIR)/$(LEVEL).mak)
$(LEVEL_MAKEFILES) : $(LEVELS_DIRS_TO_MAKE) makefile.gfx $(BUILD_DIR)/level.pl
@$(PL) $(BUILD_DIR)/level.pl $@ $(notdir $(basename $@))
include $(LEVEL_MAKEFILES)
LEVEL1_TEX_FLAGS := -t:8,6,1 -w+ -b+
LEVEL2_TEX_FLAGS := -t:8,6,1 -w+ -b+
LEVEL3_TEX_FLAGS := -t:8,6,1 -w+ -b+
LEVEL4_TEX_FLAGS := -t:8,6,1 -w+ -b+
LEVEL5_TEX_FLAGS := -t:8,6,1 -w+ -b+
LEVEL6_TEX_FLAGS := -t:8,6,1 -w+ -b+
LEVEL7_TEX_FLAGS := -t:8,6,1 -w+ -b+
LEVEL8_TEX_FLAGS := -t:8,1,1 -w+ -b+
ALL_LEVELS_FILES := $(foreach LEVEL,$(LEVELS),$($(LEVEL)_TEX_OUT) $($(LEVEL)_LVL_OUT))
GFX_DATA_OUT += $(ALL_LEVELS_FILES)
levels : $(ALL_LEVELS_FILES)
@$(ECHO) Levels made
cleanlevels : $(foreach LEVEL,$(LEVELS),clean$(LEVEL)_lvl) \
$(foreach LEVEL,$(LEVELS),clean$(LEVEL)_tex)
@$(ECHO) Levels cleaned
#----------------------------------------------------------------------------
# Special level 3 background
#----------------------------------------------------------------------------
LEVEL3_BACK_IN_DIR := $(GRAF_DIR)/levels/level3
LEVEL3_BACK_OUT_DIR := $(DATA_OUT)/levels
LEVEL3_GFX_REP_FILE := $(REPORT_DIR)/level3.rep
LEVEL3_BACK_IN_FILES := section1 \
section2 \
section3 \
section4 \
section5 \
section6
LEVEL3_BACK_MODELS_IN := $(foreach FILE,$(LEVEL3_BACK_IN_FILES),$(LEVEL3_BACK_IN_DIR)/$(FILE).gin)
LEVEL3_BACK_MODELS_OUT := $(foreach FILE,$(LEVEL3_BACK_IN_FILES),$(LEVEL3_BACK_OUT_DIR)/$(FILE).msh)
cleanlevel3back :
@$(RM) -f $(LEVEL3_BACK_MODELS_OUT)
level3back : $(LEVEL3_BACK_MODELS_IN)
$(LEVEL3_BACK_MODELS_OUT) : $(LEVEL3_BACK_MODELS_IN)
$(GIN2MSH) $(LEVEL3_BACK_MODELS_IN) -o:$(LEVEL3_BACK_MODELS_OUT) -r:$(LEVEL3_GFX_REP_FILE)
GFX_DATA_OUT += $(LEVEL3_BACK_MODELS_OUT)
#----------------------------------------------------------------------------
# Pickup models
#----------------------------------------------------------------------------
PICKUP_GFX_IN_DIR := $(GRAF_DIR)/pickups
PICKUP_GFX_OUT_DIR := $(DATA_OUT)/pickups
PICKUP_GFX_FILES := !Bits card1 card2 gray gray3 gray2 Tworls02 Ball \
Outer02 SFX15 smalljewel Tworls01 keyfacetr \
qsward !sparks
PICKUP_GFX_IN := $(foreach FILE,$(PICKUP_GFX_FILES),$(PICKUP_GFX_IN_DIR)/$(FILE).bmp)
PICKUP_GFX_OUT := $(PICKUP_GFX_OUT_DIR)/pickup_gfx.tex
PICKUP_GFX_REP_FILE := $(REPORT_DIR)/pickup_gfx.rep
PICKUP_GFX_HDR_FILE := pickup_gfx.h
PICKUP_IN_MODEL_FILES := pu-health pu-crr pu-crg pu-crb pu-cry pu-crp pu-invun pu-life \
pu-mosb pu-mogo pu-mosg pu-mosr pu-mogp \
pu-card pu-keyt pu-sell pu-sward \
pu-aura00 pu-aura10 pu-aura11 pu-aura20 pu-aura30 pu-aura31 pu-aura40 \
pu-aura00blue
# PICKUP_IN_MODEL_FILES := pu-card pu-clocking pu-crb pu-crg pu-crp pu-crr pu-crw pu-cry pu-health pu-health2 pu-invun pu-keyd pu-keyt pu-life pu-mogo pu-mogp pu-mols pu-mosb pu-mosg pu-mosr pu-random pu-runfast pu-sell pu-sheeld pu-test
PICKUP_MODELS_IN := $(foreach FILE,$(PICKUP_IN_MODEL_FILES),$(PICKUP_GFX_IN_DIR)/$(FILE).gin)
PICKUP_MODELS_OUT := $(foreach FILE,$(PICKUP_IN_MODEL_FILES),$(PICKUP_GFX_OUT_DIR)/$(FILE).msh)
PICKUP_ALL_IN := $(PICKUP_MODELS_IN) $(PICKUP_GFX_IN)
PICKUP_ALL_OUT := $(PICKUP_MODELS_OUT) $(PICKUP_GFX_OUT)
cleanpickups :
@$(RM) -f $(PICKUP_GFX_OUT)
@$(RM) -f $(PICKUP_MODELS_OUT)
pickupgfx : $(PICKUP_ALL_IN)
$(PICKUP_ALL_OUT) : $(PICKUP_ALL_IN)
@$(PARKGRAB) -t:30,1,1 -w+ -b+ -l:$(REPORT_DIR)/pickups.lbm $(PICKUP_GFX_IN) -o:$(PICKUP_GFX_OUT) -k:$(PICKUP_GFX_REP_FILE)
@$(GIN2MSH) $(PICKUP_MODELS_IN) -o:$(PICKUP_MODELS_OUT) -r:$(PICKUP_GFX_REP_FILE)
@$(MV) -f $(PICKUP_GFX_OUT_DIR)/$(PICKUP_GFX_HDR_FILE) $(INC_DIR)/$(PICKUP_GFX_HDR_FILE)
@$(ECHO) Pickups made
GFX_DATA_OUT += $(PICKUP_GFX_OUT) $(PICKUP_MODELS_OUT)
#----------------------------------------------------------------------------
# Queen-in-cocoon mesh
#----------------------------------------------------------------------------
QUEENCOCOON_GFX_IN_DIR := $(GRAF_DIR)/actors/bosses/bansheera
QUEENCOCOON_GFX_OUT_DIR := $(DATA_OUT)/queencocoon
QUEENCOCOON_MODEL_IN := $(QUEENCOCOON_GFX_IN_DIR)/bansheera.gin
QUEENCOCOON_MODEL_OUT := $(QUEENCOCOON_GFX_OUT_DIR)/queencocoon.msh
cleanqueencocoon :
@$(RM) -f $(QUEENCOCOON_MODEL_OUT)
queencocoon : $(QUEENCOCOON_MODEL_IN)
$(QUEENCOCOON_MODEL_OUT) : $(QUEENCOCOON_MODEL_IN) $(GEN_GRP_REP_FILE)
@$(GIN2MSH) $(QUEENCOCOON_MODEL_IN) -o:$(QUEENCOCOON_MODEL_OUT) -r:$(GEN_GRP_REP_FILE)
GFX_DATA_OUT += $(QUEENCOCOON_MODEL_OUT)
#----------------------------------------------------------------------------
# Fullscreen logo images ( front end loop )
#----------------------------------------------------------------------------
SCREENS_IN_DIR := $(GRAF_DIR)/screens
SCREENS_IN := prlogo thqlogo foxkids credits loading
SCREENS_OUT_DIR := $(DATA_OUT)/screens
SCREENS_OUT := $(foreach SCREEN,$(SCREENS_IN),$(SCREENS_OUT_DIR)/$(SCREEN).gfx)
screens : $(SCREENS_OUT)
cleanscreens :
@$(RM) -f $(SCREENS_OUT)
$(SCREENS_OUT_DIR)/%.gfx : $(SCREENS_IN_DIR)/%.tga
alchemy --n -a -15 -^ -o $< $(TEMP_FILE)
chopchop $(TEMP_FILE) $@ 20 262144
GFX_DATA_OUT += $(SCREENS_OUT)
ALL_SCREENS_FILES += $(SCREENS_OUT)
#----------------------------------------------------------------------------
# Backend pictures
#----------------------------------------------------------------------------
BACKEND_IN_DIR := $(GRAF_DIR)/ui/backend
BACKEND_IN := gover1 gover2 goverc
BACKEND_OUT_DIR := $(DATA_OUT)/backend
BACKEND_OUT := $(foreach SCREEN,$(BACKEND_IN),$(BACKEND_OUT_DIR)/$(SCREEN).gfx)
backendscreens : $(BACKEND_OUT)
cleanbackendscreens :
@$(RM) -f $(BACKEND_OUT)
$(BACKEND_OUT_DIR)/%.gfx : $(BACKEND_IN_DIR)/%.tga
alchemy --n -a -15 -^ -o $< $(TEMP_FILE)
chopchop $(TEMP_FILE) $@ 20 262144
GFX_DATA_OUT += $(BACKEND_OUT)
ALL_SCREENS_FILES += $(BACKEND_OUT)
#----------------------------------------------------------------------------
# Gallery images
#----------------------------------------------------------------------------
GALLERY_IN_DIR := $(GRAF_DIR)/gallery
GALLERY_IN := comic/RedColor comic/BlueColo comic/GreenCol comic/YellowCo comic/PinkColo \
comic/Titanium comic/VypraCol comic/QueenFac \
maps/DamLv1st maps/DamLv2nd maps/DamLv3rd \
maps/CityS1st maps/CityS2nd maps/CityS3rd \
maps/Docks1st maps/Docks2nd \
models/Abominus models/Stingwin models/Cpfireor models/CpofLoki \
models/Salamand models/Shockatr models/smoggers models/Bansheer \
tvshow/abominus tvshow/firejump tvshow/fireor tvshow/jinxer \
tvshow/oldired tvshow/omegmega tvshow/poster03 tvshow/queen \
tvshow/shockact tvshow/smogger tvshow/striknin tvshow/tranmega
GALLERY_OUT_DIR := $(DATA_OUT)/gallery
GALLERY_OUT_DIRS := $(DATA_OUT)/gallery/comic $(DATA_OUT)/gallery/maps $(DATA_OUT)/gallery/models $(DATA_OUT)/gallery/tvshow
GALLERY_OUT := $(foreach SCREEN,$(GALLERY_IN),$(GALLERY_OUT_DIR)/$(SCREEN).gfx)
gallery : $(GALLERY_OUT)
cleangallery :
@$(RM) -f $(GALLERY_OUT)
$(GALLERY_OUT_DIR)/%.gfx : $(GALLERY_IN_DIR)/%.tga
alchemy --n -a -15 -^ -o $< $(TEMP_FILE)
chopchop $(TEMP_FILE) $@ 20 262144
GFX_DATA_OUT += $(GALLERY_OUT)
ALL_SCREENS_FILES += $(GALLERY_OUT)
#----------------------------------------------------------------------------
# Options screen
#----------------------------------------------------------------------------
OPTIONS_REP_FILE := $(REPORT_DIR)/options.rep
OPTIONS_HDR_FILE := $(INC_DIR)/options.h
OPTIONS_IN_DIR := $(GRAF_DIR)/ui/frontend
OPTIONS_IN_SPR_FILES := hilight +bottomclip +topclip +bar \
+controler +controler-buts \
c01 c02 c03 c04 c05 c06 \
active_left active_right active_top1 active_top2 active_bottom1 active_bottom2 \
qu-edge qu-mid grayqmark \
+slidebar2
OPTIONS_IN_SPR := $(foreach FILE,$(OPTIONS_IN_SPR_FILES),$(OPTIONS_IN_DIR)/$(FILE).bmp)
OPTIONS_IN_ICONS_FILES := +ic-vibration +ic-sound +ic-screen +ic-gray +ic-memory +ic-gallery \
+ic-ranger +ic-ranger2 +ic-password +ic-options +ic-onoffcode +ic-entercode +ic-controls +ic-controls2 \
+ic-ryellow +ic-rred +ic-rpink +ic-rgreen +ic-rblue +ic-rtita +ic-rtitb \
+ic-load +ic-save +ic-difficult \
+arrowup +arrowdown +slidebar1
OPTIONS_IN_ICONS := $(foreach FILE,$(OPTIONS_IN_ICONS_FILES),$(OPTIONS_IN_DIR)/$(FILE).bmp)
OPTIONS_FONT_IN_DIR := $(GRAF_DIR)/ui/font
OPTIONS_IN_FONT := $(OPTIONS_FONT_IN_DIR)/fontbig.anm
OPTIONS_IN := $(OPTIONS_IN_SPR) $(OPTIONS_IN_FONT) $(OPTIONS_IN_ICONS)
OPTIONS_OUT_DIR := $(DATA_OUT)/options
OPTIONS_OUT := $(OPTIONS_OUT_DIR)/options.spr
cleanoptionsgfx :
@$(RM) -f $(OPTIONS_OUT)
optionsgfx : $(OPTIONS_OUT)
$(OPTIONS_OUT) : $(OPTIONS_IN)
@parkgrab -b+ -t:14,2,1 -l:$(REPORT_DIR)/options.lbm -o:$(OPTIONS_OUT) -k:$(OPTIONS_REP_FILE) -c- -z- $(OPTIONS_IN_SPR) -c+ -z+ $(OPTIONS_IN_FONT) -c+ -z+ $(OPTIONS_IN_ICONS)
@$(MV) -f $(OPTIONS_OUT_DIR)/options.h $(OPTIONS_HDR_FILE)
GFX_DATA_OUT += $(OPTIONS_OUT)
#----------------------------------------------------------------------------
# Options screen model overlay
#----------------------------------------------------------------------------
OPTMOD_IN_DIR := $(GRAF_DIR)/ui/frontend
OPTMOD_IN_FILE := $(OPTMOD_IN_DIR)/ui.gin
OPTMOD_OUT_DIR := $(DATA_OUT)/options
OPTMOD_OUT_FILE := $(OPTMOD_OUT_DIR)/optmod.msh
cleanoptmod:
@$(RM) -f $(OPTMOD_OUT_FILE)
optmod : $(OPTMOD_OUT_FILE)
$(OPTMOD_OUT_FILE) : $(OPTMOD_IN_FILE)
$(GIN2MSH) $(OPTMOD_IN_FILE) -o:$(OPTMOD_OUT_FILE) -r:$(OPTIONS_REP_FILE)
GFX_DATA_OUT += $(OPTMOD_OUT_FILE)
#----------------------------------------------------------------------------
# Options screen ranger models ( well, actually it's just the big Q these days.. )
# PKG -=> Dont forget to glow!
#----------------------------------------------------------------------------
OPTRANGERMOD_IN_DIR := $(GRAF_DIR)/actors/powerrangers
OPTRANGERMOD_OUT_DIR := $(DATA_OUT)/options
$(OPTMOD_OUT_DIR)/optq.msh : $(GRAF_DIR)/ui/frontend/qmark.gin
$(GIN2MSH) $(GRAF_DIR)/ui/frontend/qmark.gin -o:$(OPTMOD_OUT_DIR)/optq.msh -r:$(OPTIONS_REP_FILE)
GFX_DATA_OUT += $(OPTMOD_OUT_DIR)/optq.msh
#----------------------------------------------------------------------------
# Options backdrop
#----------------------------------------------------------------------------
OPTIONSBACKDROP_IN_DIR := $(GRAF_DIR)/screens
OPTIONSBACKDROP_IN := gameopt goload
OPTIONSBACKDROP_OUT_DIR := $(DATA_OUT)/options
OPTIONSBACKDROP_OUT := $(foreach SCREEN,$(OPTIONSBACKDROP_IN),$(OPTIONSBACKDROP_OUT_DIR)/$(SCREEN).gfx)
gobackdrop : $(OPTIONSBACKDROP_OUT)
cleangobackdrop :
@$(RM) -f $(OPTIONSBACKDROP_OUT)
$(OPTIONSBACKDROP_OUT_DIR)/%.gfx : $(OPTIONSBACKDROP_IN_DIR)/%.tga
alchemy --n -a -15 -^ -o $< $(TEMP_FILE)
chopchop $(TEMP_FILE) $@ 20 262144
GFX_DATA_OUT += $(OPTIONSBACKDROP_OUT)
ALL_SCREENS_FILES += $(OPTIONSBACKDROP_OUT)
#----------------------------------------------------------------------------
# Sound effects sound banks
#----------------------------------------------------------------------------
SOUNDFX_BANKS := generic level1 level2 level3 level4 level5 level6 level7 level8 \
gameopts ui pause
.PHONY: soundfx cleansoundfx
SOUNDFX_DIR := sounds
SOUNDFX_OUT_DIR := $(DATA_OUT)/sounds
SOUNDFX_INC_DIR := $(INC_DIR)/sounds
SOUNDFX_OUT_FILES := $(foreach BANK,$(SOUNDFX_BANKS),$(SOUNDFX_OUT_DIR)/$(BANK)/$(BANK).bnk) \
$(foreach BANK,$(SOUNDFX_BANKS),$(SOUNDFX_OUT_DIR)/$(BANK)/$(BANK).bof)
SOUNDFX_DIRS_TO_MAKE := $(SOUNDFX_OUT_DIR) \
$(SOUNDFX_INC_DIR) \
$(foreach BANK,$(SOUNDFX_BANKS),$(SOUNDFX_OUT_DIR)/$(BANK))
$(SOUNDFX_OUT_DIR)/%.bnk $(SOUNDFX_OUT_DIR)/%.bof : $(SOUNDFX_DIR)/%.txt
$(BANKER) $< $(@:%.bnk=%)
$(MV) $(SOUNDFX_OUT_DIR)/$(notdir $(@:%.bnk=%))/$(notdir $(@:%.bnk=%.h)) $(SOUNDFX_INC_DIR)/$(notdir $(@:%.bnk=%.h))
soundfx : $(SOUNDFX_OUT_FILES)
cleansoundfx :
@$(RM) -f $(SOUNDFX_OUT_FILES)
@$(ECHO) Cleaned soundfx
GFX_DATA_OUT += $(SOUNDFX_OUT_FILES)
#----------------------------------------------------------------------------
# Music
#----------------------------------------------------------------------------
MUSIC_IN_DIR := data/music
MUSIC_OUT_DIR := $(DATA_OUT)/music
MUSIC_LIST := LEVEL1 LEVEL2 LEVEL3 LEVEL4 LEVEL5 LEVEL6 LEVEL7 LEVEL8 LVLCOMP GAMECOMP GAMEOVER GALLERY
MUSIC_ALL_IN := $(foreach MUSIC,$(MUSIC_LIST),$(MUSIC_IN_DIR)/$(MUSIC).PXM $(MUSIC_IN_DIR)/$(MUSIC).VH $(MUSIC_IN_DIR)/$(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)
$(MUSIC_ALL_OUT) : $(MUSIC_ALL_IN)
$(CP) $(MUSIC_ALL_IN) $(MUSIC_OUT_DIR)
GFX_DATA_OUT += $(MUSIC_ALL_OUT)
#----------------------------------------------------------------------------
# Dirs to Make
#----------------------------------------------------------------------------
GRAF_DIRS_TO_MAKE := $(TRANS_OUT_DIR) \
$(OPTIONS_OUT_DIR) \
$(TSCREEN_OUT_DIR) \
$(BACKEND_OUT_DIR) \
$(SCREENS_OUT_DIR) \
$(GALLERY_OUT_DIRS) \
$(UI_GFX_OUT_DIR) \
$(LOADING_SCREENS_OUT_DIR) \
$(SFX_OUT_DIR) \
$(MUSIC_OUT_DIR) \
$(LEVELS_DIRS_TO_MAKE) \
$(ACTORS_DIRS_TO_MAKE) \
$(ANIM_OUT_DIR) \
$(SOUNDFX_DIRS_TO_MAKE) \
$(PICKUP_GFX_OUT_DIR) \
$(QUEENCOCOON_GFX_OUT_DIR)
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)
BIGLUMP_OUT := $(VERSION_DIR)/BIGLUMP.bin
BIGLUMP_INC := $(INC_DIR)/BIGLUMP_psx.h
biglump : $(BIGLUMP_OUT)
cleanbiglump :
@$(RM) -f $(BIGLUMP_OUT)
@$(GLECHO) Cleaned BigLump
$(BIGLUMP_OUT) : $(BIGLUMP_IN)
$(MAKEDATA) -b:$(OUT_DIR)/Data/ -s:$(GAME_DATA_DIR)/DataCache.Scr -o:$(BIGLUMP_OUT) -i:$(BIGLUMP_INC)
# @$(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 \
$(ACTOR_MAKEFILES) actors \
anims \
$(LEVEL_MAKEFILES) levels \
uigfx \
soundfx \
music \
uimodels \
sfxmodels \
pickupgfx \
level3back \
biglump
@$(ECHO) Graphics made
#----------------------------------------------------------------------------
# end