From ee572f22b95079edf882354db40a6a3c9afb962c Mon Sep 17 00:00:00 2001 From: Daveo Date: Tue, 29 Aug 2000 20:33:18 +0000 Subject: [PATCH] --- data/DataCache.scr | 695 +------------------------ data/translations/text.dat | 1001 ------------------------------------ makefile.gaz | 192 +------ makefile.gfx | 921 +-------------------------------- 4 files changed, 29 insertions(+), 2780 deletions(-) diff --git a/data/DataCache.scr b/data/DataCache.scr index 4dfbfdcf3..60909d5b7 100644 --- a/data/DataCache.scr +++ b/data/DataCache.scr @@ -5,699 +5,6 @@ translations/ger.dat translations/id.dat translations/eng.dat { SYSTEM_CACHE 4 -anims/Generic.Abk -anims/Civ.Abk -anims/Boss.Abk -anims/Missions.Abk -sounds/ui/ui.bof } - -ui/UIGfx.Spr -sfx/sfx.spr -options/options.spr - -sounds/ui/ui.bnk -pickups/pickup_gfx.tex -sounds/generic/generic.bnk -sounds/generic/generic.bof -actors/GENGRP.tex - -###################################### -### Front End ######################## -###################################### -{ FRONTEND_CACHE 4 -#options/gameopt.gfx -options/optmod.msh -options/optq.msh -actors/PRB.act -actors/PRG.act -actors/PRM.act -actors/PRP.act -actors/PRR.act -actors/PRY.act -sounds/gameopts/gameopts.bof -} -sounds/gameopts/gameopts.bnk - -actors/PRB.act -actors/PRB.tex -actors/PRG.act -actors/PRG.tex -actors/PRM.act -actors/PRM.tex -actors/PRP.act -actors/PRP.tex -actors/PRR.act -actors/PRR.tex -actors/PRY.act -actors/PRY.tex - -options/gameopt.gfx -sounds/pause/pause.bnk -sounds/pause/pause.bof - -###################################### -### LEVEL 1 ########################## -###################################### -music/LEVEL1.VH -music/LEVEL1.VB -Levels/LEVEL1.tex - -{ LEVEL1_CACHE 4 -# Generic -ui/PAUSEMENU.msh -ui/PAUSELIGHTS.msh -ui/PAUSELIGHTS2.msh -ui/compass.msh -ui/moveon.msh -sfx/asteroid.msh -sfx/card.msh -sfx/dagger.msh -sfx/icicle.msh -sfx/missile.msh -sfx/projectile.msh -sfx/sonic.msh -sfx/telesphere.msh -pickups/pu-health.msh -pickups/pu-crr.msh -pickups/pu-crg.msh -pickups/pu-crb.msh -pickups/pu-cry.msh -pickups/pu-crp.msh -pickups/pu-invun.msh -pickups/pu-life.msh -pickups/pu-mosb.msh -pickups/pu-mogo.msh -pickups/pu-mosg.msh -pickups/pu-mosr.msh -pickups/pu-mogp.msh -pickups/pu-card.msh -pickups/pu-keyt.msh -pickups/pu-sell.msh -# pickups/pu-sward.msh -pickups/pu-aura00.msh -pickups/pu-aura10.msh -pickups/pu-aura11.msh -pickups/pu-aura20.msh -pickups/pu-aura30.msh -pickups/pu-aura31.msh -pickups/pu-aura40.msh -pickups/pu-aura00blue.msh - -# Actors -actors/CAPTAIN.Act -actors/FAIRWEATHER.Act -actors/KID.Act -actors/MAN.Act -actors/M01BLUE.Act -actors/M10.Act -actors/B03.Act - -# Level Data -Levels/LEVEL1.lvl - -# Sound & Music -music/LEVEL1.PXM -sounds/level1/level1.bof -} -actors/L01GRP.tex -sounds/level1/level1.bnk - -###################################### -### LEVEL 2 ########################## -###################################### -music/LEVEL2.VH -music/LEVEL2.VB -Levels/LEVEL2.tex - -{ LEVEL2_CACHE 4 -# Generic -ui/PAUSEMENU.msh -ui/PAUSELIGHTS.msh -ui/PAUSELIGHTS2.msh -ui/compass.msh -ui/moveon.msh -sfx/asteroid.msh -sfx/card.msh -sfx/dagger.msh -sfx/icicle.msh -sfx/missile.msh -sfx/projectile.msh -sfx/sonic.msh -sfx/telesphere.msh -pickups/pu-health.msh -pickups/pu-crr.msh -pickups/pu-crg.msh -pickups/pu-crb.msh -pickups/pu-cry.msh -pickups/pu-crp.msh -pickups/pu-invun.msh -pickups/pu-life.msh -pickups/pu-mosb.msh -pickups/pu-mogo.msh -pickups/pu-mosg.msh -pickups/pu-mosr.msh -pickups/pu-mogp.msh -pickups/pu-card.msh -pickups/pu-keyt.msh -pickups/pu-sell.msh -pickups/pu-sward.msh -pickups/pu-aura00.msh -pickups/pu-aura10.msh -pickups/pu-aura11.msh -pickups/pu-aura20.msh -pickups/pu-aura30.msh -pickups/pu-aura31.msh -pickups/pu-aura40.msh -pickups/pu-aura00blue.msh - -# Level Data -Levels/LEVEL2.lvl - -# Actors -actors/CAPTAIN.Act -actors/FAIRWEATHER.Act -actors/KID.Act -actors/BOY.Act -queencocoon/queencocoon.msh -actors/M01ORANGE.Act -actors/M07.Act -actors/B04.Act - -# Sound & Music -music/LEVEL2.PXM -sounds/level2/level2.bof -} -actors/L02GRP.tex -sounds/level2/level2.bnk - -###################################### -### LEVEL 3 ########################## -###################################### -music/LEVEL3.VH -music/LEVEL3.VB -Levels/LEVEL3.tex - -{ LEVEL3_CACHE 4 -# Generic -ui/PAUSEMENU.msh -ui/PAUSELIGHTS.msh -ui/PAUSELIGHTS2.msh -ui/compass.msh -ui/moveon.msh -sfx/asteroid.msh -sfx/card.msh -sfx/dagger.msh -sfx/icicle.msh -sfx/missile.msh -sfx/projectile.msh -sfx/sonic.msh -sfx/telesphere.msh -pickups/pu-health.msh -pickups/pu-crr.msh -pickups/pu-crg.msh -pickups/pu-crb.msh -pickups/pu-cry.msh -pickups/pu-crp.msh -pickups/pu-invun.msh -pickups/pu-life.msh -pickups/pu-mosb.msh -pickups/pu-mogo.msh -pickups/pu-mosg.msh -pickups/pu-mosr.msh -pickups/pu-mogp.msh -pickups/pu-card.msh -pickups/pu-keyt.msh -pickups/pu-sell.msh -# pickups/pu-sward.msh -pickups/pu-aura00.msh -pickups/pu-aura10.msh -pickups/pu-aura11.msh -pickups/pu-aura20.msh -pickups/pu-aura30.msh -pickups/pu-aura31.msh -pickups/pu-aura40.msh -pickups/pu-aura00blue.msh - -#Level Data -Levels/LEVEL3.lvl -levels/section1.msh -levels/section2.msh -levels/section3.msh -levels/section4.msh -levels/section5.msh -levels/section6.msh - -# Actors -actors/CAPTAIN.Act -actors/FAIRWEATHER.Act -actors/KID.Act -actors/M01GREEN.Act -actors/B05.Act - -#Sound & Music -music/LEVEL3.PXM -sounds/level3/level3.bof -} -actors/L03GRP.tex -sounds/level3/level3.bnk - -###################################### -### LEVEL 4 ########################## -###################################### -music/LEVEL4.VH -music/LEVEL4.VB -Levels/LEVEL4.tex - -{ LEVEL4_CACHE 4 -# Generic -ui/PAUSEMENU.msh -ui/PAUSELIGHTS.msh -ui/PAUSELIGHTS2.msh -ui/compass.msh -ui/moveon.msh -sfx/asteroid.msh -sfx/card.msh -sfx/dagger.msh -sfx/icicle.msh -sfx/missile.msh -sfx/projectile.msh -sfx/sonic.msh -sfx/telesphere.msh -pickups/pu-health.msh -pickups/pu-crr.msh -pickups/pu-crg.msh -pickups/pu-crb.msh -pickups/pu-cry.msh -pickups/pu-crp.msh -pickups/pu-invun.msh -pickups/pu-life.msh -pickups/pu-mosb.msh -pickups/pu-mogo.msh -pickups/pu-mosg.msh -pickups/pu-mosr.msh -pickups/pu-mogp.msh -pickups/pu-card.msh -pickups/pu-keyt.msh -pickups/pu-sell.msh -# pickups/pu-sward.msh -pickups/pu-aura00.msh -pickups/pu-aura10.msh -pickups/pu-aura11.msh -pickups/pu-aura20.msh -pickups/pu-aura30.msh -pickups/pu-aura31.msh -pickups/pu-aura40.msh -pickups/pu-aura00blue.msh - -# Level Data -Levels/LEVEL4.lvl - -# Actors -actors/CAPTAIN.Act -actors/FAIRWEATHER.Act -actors/MAN.Act -actors/BOY.Act -actors/KID.Act -actors/M01.Act -actors/M02.Act -actors/M03.Act -actors/B02.Act - -# Sound & Music -music/LEVEL4.PXM -sounds/level4/level4.bof -} -actors/L04GRP.tex -sounds/level4/level4.bnk - -###################################### -### LEVEL 5 ########################## -###################################### -music/LEVEL5.VH -music/LEVEL5.VB -Levels/LEVEL5.tex - -{ LEVEL5_CACHE 4 -# Generic -ui/PAUSEMENU.msh -ui/PAUSELIGHTS.msh -ui/PAUSELIGHTS2.msh -ui/compass.msh -ui/moveon.msh -sfx/asteroid.msh -sfx/card.msh -sfx/dagger.msh -sfx/icicle.msh -sfx/missile.msh -sfx/projectile.msh -sfx/sonic.msh -sfx/telesphere.msh -pickups/pu-health.msh -pickups/pu-crr.msh -pickups/pu-crg.msh -pickups/pu-crb.msh -pickups/pu-cry.msh -pickups/pu-crp.msh -pickups/pu-invun.msh -pickups/pu-life.msh -pickups/pu-mosb.msh -pickups/pu-mogo.msh -pickups/pu-mosg.msh -pickups/pu-mosr.msh -pickups/pu-mogp.msh -pickups/pu-card.msh -pickups/pu-keyt.msh -pickups/pu-sell.msh -# pickups/pu-sward.msh -pickups/pu-aura00.msh -pickups/pu-aura10.msh -pickups/pu-aura11.msh -pickups/pu-aura20.msh -pickups/pu-aura30.msh -pickups/pu-aura31.msh -pickups/pu-aura40.msh -pickups/pu-aura00blue.msh - -# Level Data -Levels/LEVEL5.lvl - -# Actors -actors/CAPTAIN.Act -actors/FAIRWEATHER.Act -actors/KID.Act -actors/M01PURPLE.Act -actors/M08.Act -actors/B06.Act - -# Sound & Music -music/LEVEL5.PXM -sounds/level5/level5.bof -} -actors/L05GRP.tex -sounds/level5/level5.bnk - -###################################### -### LEVEL 6 ########################## -###################################### -music/LEVEL6.VH -music/LEVEL6.VB -Levels/LEVEL6.tex - -{ LEVEL6_CACHE 4 -# Generic -ui/PAUSEMENU.msh -ui/PAUSELIGHTS.msh -ui/PAUSELIGHTS2.msh -ui/compass.msh -ui/moveon.msh -sfx/asteroid.msh -sfx/card.msh -sfx/dagger.msh -sfx/icicle.msh -sfx/missile.msh -sfx/projectile.msh -sfx/sonic.msh -sfx/telesphere.msh -pickups/pu-health.msh -pickups/pu-crr.msh -pickups/pu-crg.msh -pickups/pu-crb.msh -pickups/pu-cry.msh -pickups/pu-crp.msh -pickups/pu-invun.msh -pickups/pu-life.msh -pickups/pu-mosb.msh -pickups/pu-mogo.msh -pickups/pu-mosg.msh -pickups/pu-mosr.msh -pickups/pu-mogp.msh -pickups/pu-card.msh -pickups/pu-keyt.msh -pickups/pu-sell.msh -# pickups/pu-sward.msh -pickups/pu-aura00.msh -pickups/pu-aura10.msh -pickups/pu-aura11.msh -pickups/pu-aura20.msh -pickups/pu-aura30.msh -pickups/pu-aura31.msh -pickups/pu-aura40.msh -pickups/pu-aura00blue.msh - -# Level Data -Levels/LEVEL6.lvl - -# Actors -actors/CAPTAIN.Act -actors/FAIRWEATHER.Act -actors/SCIENTIST.Act -actors/KID.Act -queencocoon/queencocoon.msh -actors/M01PINK.Act -actors/M06.Act -actors/M09.Act - -# Sound & Music -music/LEVEL6.PXM -sounds/level6/level6.bof -} -actors/L06GRP.tex -sounds/level6/level6.bnk - -###################################### -### LEVEL 7 ########################## -###################################### -music/LEVEL7.VH -music/LEVEL7.VB -Levels/LEVEL7.tex - -{ LEVEL7_CACHE 4 -# Generic -ui/PAUSEMENU.msh -ui/PAUSELIGHTS.msh -ui/PAUSELIGHTS2.msh -ui/compass.msh -ui/moveon.msh -sfx/asteroid.msh -sfx/card.msh -sfx/dagger.msh -sfx/icicle.msh -sfx/missile.msh -sfx/projectile.msh -sfx/sonic.msh -sfx/telesphere.msh -pickups/pu-health.msh -pickups/pu-crr.msh -pickups/pu-crg.msh -pickups/pu-crb.msh -pickups/pu-cry.msh -pickups/pu-crp.msh -pickups/pu-invun.msh -pickups/pu-life.msh -pickups/pu-mosb.msh -pickups/pu-mogo.msh -pickups/pu-mosg.msh -pickups/pu-mosr.msh -pickups/pu-mogp.msh -pickups/pu-card.msh -pickups/pu-keyt.msh -pickups/pu-sell.msh -# pickups/pu-sward.msh -pickups/pu-aura00.msh -pickups/pu-aura10.msh -pickups/pu-aura11.msh -pickups/pu-aura20.msh -pickups/pu-aura30.msh -pickups/pu-aura31.msh -pickups/pu-aura40.msh -pickups/pu-aura00blue.msh - -# Level Data -Levels/LEVEL7.lvl - -# Actors -actors/CAPTAIN.Act -actors/FAIRWEATHER.Act -actors/TITANIUM.Act -# actors/kid.Act -queencocoon/queencocoon.msh -actors/M01YELLOW.Act -# actors/B01.Act -actors/B02.Act -actors/B03.Act -actors/B04.Act -actors/B05.Act -actors/B06.Act - -# Sound & Music -music/LEVEL7.PXM -sounds/level7/level7.bof -} -actors/L07GRP.tex -sounds/level7/level7.bnk - -###################################### -### LEVEL 8 ########################## -###################################### -music/LEVEL8.VH -music/LEVEL8.VB -Levels/LEVEL8.tex - -{ LEVEL8_CACHE 4 -# Generic -ui/PAUSEMENU.msh -ui/PAUSELIGHTS.msh -ui/PAUSELIGHTS2.msh -ui/compass.msh -ui/moveon.msh -sfx/asteroid.msh -sfx/card.msh -sfx/dagger.msh -sfx/icicle.msh -sfx/missile.msh -sfx/projectile.msh -sfx/sonic.msh -sfx/telesphere.msh -pickups/pu-health.msh -pickups/pu-crr.msh -pickups/pu-crg.msh -pickups/pu-crb.msh -pickups/pu-cry.msh -pickups/pu-crp.msh -pickups/pu-invun.msh -pickups/pu-life.msh -pickups/pu-mosb.msh -pickups/pu-mogo.msh -pickups/pu-mosg.msh -pickups/pu-mosr.msh -pickups/pu-mogp.msh -pickups/pu-card.msh -pickups/pu-keyt.msh -pickups/pu-sell.msh -# pickups/pu-sward.msh -pickups/pu-aura00.msh -pickups/pu-aura10.msh -pickups/pu-aura11.msh -pickups/pu-aura20.msh -pickups/pu-aura30.msh -pickups/pu-aura31.msh -pickups/pu-aura40.msh -pickups/pu-aura00blue.msh - -# Level Data -Levels/LEVEL8.lvl -anims/Zord.Abk - -# Actors -actors/CAPTAIN.Act -actors/FAIRWEATHER.Act -actors/KID.Act -queencocoon/queencocoon.msh -actors/B01.Act -actors/B02.Act -actors/B04.Act -actors/B06.Act - -actors/OMZORD.act -actors/STRZORD.act - -# Sound & Music -music/LEVEL8.PXM -sounds/level8/level8.bof -} -actors/OMZORD.tex -actors/STRZORD.tex -sounds/level8/level8.bnk - -###################################### -### BACKEND ########################## -###################################### -{ BACKEND_CACHE 4 -ui/hiscore.msh -} - -###################################### -### SCREENS ########################## -###################################### -screens/prlogo.gfx -screens/thqlogo.gfx -screens/foxkids.gfx -screens/credits.gfx -screens/loading.gfx - -backend/gover1.gfx -backend/gover2.gfx -backend/goverc.gfx - -loading/PinkRang.gfx -loading/GreenRan.gfx -loading/BlueRang.gfx -loading/RedRange.gfx -loading/TitRange.gfx -loading/YellowRa.gfx -loading/bots.gfx -loading/2PinkRan.gfx -loading/2GreenRa.gfx -loading/2BlueRan.gfx -loading/2RedRang.gfx -loading/2TitRang.gfx -loading/2YellowR.gfx - -gallery/comic/RedColor.gfx -gallery/comic/BlueColo.gfx -gallery/comic/GreenCol.gfx -gallery/comic/YellowCo.gfx -gallery/comic/PinkColo.gfx -gallery/comic/Titanium.gfx -gallery/comic/VypraCol.gfx -gallery/comic/QueenFac.gfx -gallery/maps/DamLv1st.gfx -gallery/maps/DamLv2nd.gfx -gallery/maps/DamLv3rd.gfx -gallery/maps/CityS1st.gfx -gallery/maps/CityS2nd.gfx -gallery/maps/CityS3rd.gfx -gallery/maps/Docks1st.gfx -gallery/maps/Docks2nd.gfx -gallery/models/Abominus.gfx -gallery/models/Stingwin.gfx -gallery/models/Cpfireor.gfx -gallery/models/CpofLoki.gfx -gallery/models/Salamand.gfx -gallery/models/Shockatr.gfx -gallery/models/smoggers.gfx -gallery/models/Bansheer.gfx -gallery/tvshow/abominus.gfx -gallery/tvshow/firejump.gfx -gallery/tvshow/fireor.gfx -gallery/tvshow/jinxer.gfx -gallery/tvshow/oldired.gfx -gallery/tvshow/omegmega.gfx -gallery/tvshow/poster03.gfx -gallery/tvshow/queen.gfx -gallery/tvshow/shockact.gfx -gallery/tvshow/smogger.gfx -gallery/tvshow/striknin.gfx -gallery/tvshow/tranmega.gfx - -options/goload.gfx - -###################################### -### To Be Assigned ################### -###################################### - -music/LVLCOMP.PXM -music/LVLCOMP.VH -music/LVLCOMP.VB -music/GAMECOMP.PXM -music/GAMECOMP.VH -music/GAMECOMP.VB -music/GAMEOVER.PXM -music/GAMEOVER.VH -music/GAMEOVER.VB -music/GALLERY.PXM -music/GALLERY.VH -music/GALLERY.VB - +ui/uigfx.spr diff --git a/data/translations/text.dat b/data/translations/text.dat index c67090d65..cb0c94c8a 100644 --- a/data/translations/text.dat +++ b/data/translations/text.dat @@ -34,1007 +34,6 @@ eng= -; --------------------------------------------------------------- -; Front end -; --------------------------------------------------------------- - -[STR__FRONT_END__PRESS_START] -eng=PRESS START - -[STR__FRONT_END__HIGH_SCORES] -eng=HIGH SCORES - - - -; --------------------------------------------------------------- -; Game options -; --------------------------------------------------------------- - -; Titles of the available menus -[STR__GAME_OPTIONS_MENU__ONE_PLAYER] -eng=ONE PLAYER -[STR__GAME_OPTIONS_MENU__TWO_PLAYERS] -eng=TWO PLAYERS -[STR__GAME_OPTIONS_MENU__OPTIONS] -eng=OPTIONS -[STR__GAME_OPTIONS_MENU__CODES] -eng=CODES -[STR__GAME_OPTIONS_MENU__FILE] -eng=LOAD -[STR__GAME_OPTIONS_MENU__GALLERY] -eng=GALLERY - -; Navigation text -[STR__GAME_OPTIONS__SELECT] -eng=SELECT -[STR__GAME_OPTIONS__BACK] -eng=BACK - -; One and two player selection -[STR__GAME_OPTIONS__CHOOSE_RANGER] -eng=CHOOSE RANGER -[STR__GAME_OPTIONS__CHOOSE_RANGER_1] -eng=CHOOSE RANGER 1 -[STR__GAME_OPTIONS__CHOOSE_RANGER_2] -eng=CHOOSE RANGER 2 -[STR__GAME_OPTIONS__STRENGTH] -eng=STRENGTH -[STR__GAME_OPTIONS__SPEED] -eng=SPEED -[STR__GAME_OPTIONS__ENERGY] -eng=ENERGY - -; Sound volumes -[STR__GAME_OPTIONS__SOUND] -eng=SOUND -[STR__GAME_OPTIONS__MUSIC_VOLUME] -eng=MUSIC VOLUME -[STR__GAME_OPTIONS__SFX_VOLUME] -eng=SFX VOLUME -[STR__GAME_OPTIONS__SPEECH_VOLUME] -eng=SPEECH VOLUME - -; Screen adjustment -[STR__GAME_OPTIONS__SCREEN] -eng=SCREEN - -; Controls -[STR__GAME_OPTIONS__CONTROL_CONFIG1] -eng=CONTROLLER CONFIG 1 -[STR__GAME_OPTIONS__CONTROL_CONFIG2] -eng=CONTROLLER CONFIG 2 -[STR__GAME_OPTIONS__STEP_LEFT] -eng=Roll left -[STR__GAME_OPTIONS__RUN] -eng=Run -[STR__GAME_OPTIONS__STEP_RIGHT] -eng=Roll right -[STR__GAME_OPTIONS__SPECIAL] -eng=Special -[STR__GAME_OPTIONS__BLOCK] -eng=Block -[STR__GAME_OPTIONS__KICK] -eng=Kick -[STR__GAME_OPTIONS__PUNCH] -eng=Punch -[STR__GAME_OPTIONS__JUMP] -eng=Jump -[STR__GAME_OPTIONS__PAUSE] -eng=Pause -[STR__GAME_OPTIONS__MOVE] -eng=Move -[STR__GAME_OPTIONS__WALK_RUN] -eng=Walk/Run - -; Control method -[STR__GAME_OPTIONS__CONTROL_STYLE] -eng=SELECT CONTROL STYLE -[STR__GAME_OPTIONS__PLAYER_1] -eng=PLAYER 1 -[STR__GAME_OPTIONS__PLAYER_2] -eng=PLAYER 2 -[STR__GAME_OPTIONS__REALATIVE_MOVEMENT] -eng=Relative movement -[STR__GAME_OPTIONS__ABSOLUTE_MOVEMENT] -eng=Absolute movement -[STR__GAME_OPTIONS__RUN] -eng=Default Walk -[STR__GAME_OPTIONS__WALK] -eng=Default Run -[STR__GAME_OPTIONS__VIBRATION_ON] -eng=Vibration On -[STR__GAME_OPTIONS__VIBRATION_OFF] -eng=Vibration Off -[STR__GAME_OPTIONS__PAD_CONFIG_1] -eng=Controller Config 1 -[STR__GAME_OPTIONS__PAD_CONFIG_2] -eng=Controller Config 2 - - -; Difficulty level -[STR__GAME_OPTIONS__DIFFICULTY] -eng=CHOOSE DIFFICULTY -[STR__GAME_OPTIONS__HARD] -eng=Hard -[STR__GAME_OPTIONS__NORMAL] -eng=Normal -[STR__GAME_OPTIONS__EASY] -eng=Easy - -; Password entry -[STR__GAME_OPTIONS__ENTER_PASSWORD] -eng=ENTER CODE -[STR__GAME_OPTIONS__NEW_CODE_ACTIVATED] -eng=NEW CODE ACTIVATED -[STR__GAME_OPTIONS__INCORRECT_PASSWORD] -eng=INCORRECT CODE -[STR__GAME_OPTIONS__ALREADY_ACTIVE_PASSWORD] -eng=CODE ALREADY ACTIVE - -; Password activation -[STR__GAME_OPTIONS__ACTIVATE_CODES] -eng=ACTIVATE CODES - -; Memory card stuff -[STR__GAME_OPTIONS__LOAD] -eng=LOAD SAVED GAME DATA -[STR__GAME_OPTIONS__CHECKMEMORYCARD] -eng=Checking...\nPlease do not remove the MEMORY CARD -[STR__GAME_OPTIONS__SELECTFILETOLOAD] -eng=Select file to load from the MEMORY CARD in MEMORY CARD slot 1 -[STR__GAME_OPTIONS__UNFORMATTEDCARD] -eng=MEMORY CARD in MEMORY CARD slot 1 is not formatted -[STR__GAME_OPTIONS__NOFILESONCARD] -eng=No Power Rangers data present -[STR__GAME_OPTIONS__NOCARDINSLOT] -eng=MEMORY CARD is not inserted into the MEMORY CARD slot -[STR__GAME_OPTIONS__LOADINGPLEASEWIAT] -eng=Loading... Do not remove the MEMORY CARD in MEMORY CARD slot 1 -[STR__GAME_OPTIONS__LOADOK] -eng=Load complete! -[STR__GAME_OPTIONS__LOADERROR] -eng=Load Error! - -; Gallery stuff -[STR__GAME_OPTIONS__GALLERY_NAME] -eng=NAME -[STR__GAME_OPTIONS__GALLERY_STATUS] -eng=STATUS - -[STR__GAME_OPTIONS__GALLERY_NOT_AVAILABLE] -eng=Inactive -[STR__GAME_OPTIONS__GALLERY_AVAILABLE] -eng=Active - -[STR__GAME_OPTIONS__GALLERY0] -eng=T.V. Show -[STR__GAME_OPTIONS__GALLERY1] -eng=Models -[STR__GAME_OPTIONS__GALLERY2] -eng=Maps -[STR__GAME_OPTIONS__GALLERY3] -eng=Comic - - -; --------------------------------------------------------------- -; Password descriptions -; These are the descriptions that appear in the code list so they need to be fairly short -; --------------------------------------------------------------- - -[STR__PASSWORD_DESCRIPTION__INFHEALTH] -eng=Infinite Health -[STR__PASSWORD_DESCRIPTION__INFLIVES] -eng=Infinite Lives -[STR__PASSWORD_DESCRIPTION__LEVELSKIP] -eng=Level Skip -[STR__PASSWORD_DESCRIPTION__TITRANGER] -eng=Titanium Ranger -[STR__PASSWORD_DESCRIPTION__BLINDENEMIES] -eng=Blind Enemies -[STR__PASSWORD_DESCRIPTION__CONTINUES] -eng=Continues -[STR__PASSWORD_DESCRIPTION__RPE] -eng=Infinite RPE -[STR__PASSWORD_DESCRIPTION__GALLERY] -eng=All galleries open - - - -; --------------------------------------------------------------- -; Password values -; These are the values that appear in the codelist -; --------------------------------------------------------------- -[STR__PASSWORD_VALUES__STAGE1_1] -eng=L1 -[STR__PASSWORD_VALUES__STAGE2_1] -eng=L2 -[STR__PASSWORD_VALUES__STAGE2_2] -eng=B2 -[STR__PASSWORD_VALUES__STAGE3_1] -eng=L3 -[STR__PASSWORD_VALUES__STAGE4_1] -eng=L4 -[STR__PASSWORD_VALUES__STAGE4_2] -eng=B4 -[STR__PASSWORD_VALUES__STAGE5_1] -eng=L5 -[STR__PASSWORD_VALUES__STAGE5_2] -eng=B5 -[STR__PASSWORD_VALUES__STAGE6_1] -eng=L6 -[STR__PASSWORD_VALUES__STAGE7_1] -eng=L7 -[STR__PASSWORD_VALUES__STAGE7_2] -eng=B7 - -[STR__PASSWORD_VALUES__CONTINUES_0] -eng=0 -[STR__PASSWORD_VALUES__CONTINUES_5] -eng=5 -[STR__PASSWORD_VALUES__CONTINUES_9] -eng=9 -[STR__PASSWORD_VALUES__CONTINUES_99] -eng=99 - - - -; --------------------------------------------------------------- -; Pause menu -; --------------------------------------------------------------- - -; Texts at the bottom of the display, stating which buttons can be used -[STR__PAUSE_BUTTONS__SELECT] -eng=Select -[STR__PAUSE_BUTTONS__BACK] -eng=Back -[STR__PAUSE_BUTTONS__CONTINUE] -eng=Continue - -; Options on pause menu -[STR__PAUSE_MENU_OPTION__CONTINUE] -eng=Continue -[STR__PAUSE_MENU_OPTION__MISSION] -eng=Mission -[STR__PAUSE_MENU_OPTION__OBJECTIVES] -eng=Objectives -[STR__PAUSE_MENU_OPTION__CONTROLS] -eng=Controls -[STR__PAUSE_MENU_OPTION__QUIT] -eng=Quit -[STR__PAUSE_MENU_OPTION__SAVE] -eng=Save game - - -; Titles of the different pages in the pause menu -[STR__PAUSE_MENU_TITLE__OPTIONS] -eng=OPTIONS -[STR__PAUSE_MENU_TITLE__DEBUG] -eng=DEBUG -[STR__PAUSE_MENU_TITLE__MISSION] -eng=MISSION -[STR__PAUSE_MENU_TITLE__OBJECTIVES] -eng=OBJECTIVES -[STR__PAUSE_MENU_TITLE__CONTROLS] -eng=CONTROLS -[STR__PAUSE_MENU_TITLE__QUIT] -eng=QUIT -[STR__PAUSE_MENU_TITLE__END_OF_LEVEL] -eng=END OF LEVEL -[STR__PAUSE_BONUSES__TITLE] -eng=BONUS - - - - -; Move names as listed in the pause menu -[STR__PAUSE_MENU_MOVE__POWER_LEVEL_1] -eng=Power Level 1 -[STR__PAUSE_MENU_MOVE__POWER_LEVEL_2] -eng=Power Level 2 -[STR__PAUSE_MENU_MOVE__POWER_LEVEL_3] -eng=Power Level 3 -[STR__PAUSE_MENU_MOVE__WHILE_RISING] -eng=While rising -[STR__PAUSE_MENU_MOVE__WHILE_RUNNING] -eng=When running - -[STR__PAUSE_MENU_MOVE__K1] -eng=Straight kick -[STR__PAUSE_MENU_MOVE__K2] -eng=Left kick -[STR__PAUSE_MENU_MOVE__K3] -eng=Roundhouse kick -[STR__PAUSE_MENU_MOVE__K4] -eng=Cartwheel kick -[STR__PAUSE_MENU_MOVE__K5] -eng=Frontsweep kick -[STR__PAUSE_MENU_MOVE__K6] -eng=Jumpside kick - -[STR__PAUSE_MENU_MOVE__P1] -eng=Jab -[STR__PAUSE_MENU_MOVE__P2] -eng=Cross -[STR__PAUSE_MENU_MOVE__P3] -eng=Uppercut -[STR__PAUSE_MENU_MOVE__P4] -eng=Straight punch -[STR__PAUSE_MENU_MOVE__P5] -eng=Quick jab -[STR__PAUSE_MENU_MOVE__P6] -eng=Low Punch -[STR__PAUSE_MENU_MOVE__P7] -eng=Spinning punch -[STR__PAUSE_MENU_MOVE__P8] -eng=Uppercut - -[STR__PAUSE_MENU_MOVE__B1] -eng=Block -[STR__PAUSE_MENU_MOVE__B2] -eng=Backward jump -[STR__PAUSE_MENU_MOVE__B3] -eng=Sideroll - -[STR__PAUSE_MENU_MOVE__N1] -eng=Special -[STR__PAUSE_MENU_MOVE__N2] -eng=Walk/Run -[STR__PAUSE_MENU_MOVE__N3] -eng=Sideroll - -[STR__PAUSE_MENU_MOVE__R1] -eng=Getup attack - - -; Quit page -[STR__PAUSE_MENU_QUIT__REALLY_QUIT] -eng=Really quit? - - -; Story page -[STR__PAUSE_MENU_STORY__PRESS_SELECT] -eng=PRESS SELECT - -; Story page -[STR__PAUSE_MENU_STORY__SECTOR_NOT_CLEARED] -eng=SECTOR NOT CLEARED ! - - -; Save page -[STR__PAUSE_MENU_SAVE__SAVE] -eng=SAVE GAME -[STR__PAUSE_MENU_SAVE__NOSPACEONCARD] -eng=Insufficient free blocks -[STR__PAUSE_MENU_SAVE__SELECTFILETOSAVE] -eng=Select file to save to the MEMORY CARD in MEMORY CARD slot 1 -[STR__PAUSE_MENU_SAVE__NEWSAVE] -eng=- NEW SAVE - -[STR__PAUSE_MENU_SAVE__ENTERSAVENAME] -eng=Enter filename to save -[STR__PAUSE_MENU_SAVE__DUPLICATESAVENAME] -eng=Are you sure you want to overwrite this file? -[STR__PAUSE_MENU_SAVE__DOYOUWANTTOFORMATCARD] -eng=MEMORY CARD in MEMORY CARD slot 1 is not formatted. Do you wish to format? -[STR__PAUSE_MENU_SAVE__FORMATTINGPLEASEWIAT] -eng=Formatting... Do not remove the MEMORY CARD in MEMORY CARD slot 1 -[STR__PAUSE_MENU_SAVE__FORMATTINGOK] -eng=Format complete!\n\nPress X to continue -[STR__PAUSE_MENU_SAVE__FORMATTINGERROR] -eng=Format Error!\n\nPress X to continue -[STR__PAUSE_MENU_SAVE__FORMATTINGINTERRUPTED] -eng=Operation interrupted!\n\nPress X to continue -[STR__PAUSE_MENU_SAVE__SAVEINGPLEASEWIAT] -eng=Saving... Do not remove the MEMORY CARD in MEMORY CARD slot 1 -[STR__PAUSE_MENU_SAVE__SAVEOK] -eng=Save complete!\n\nPress X to continue -[STR__PAUSE_MENU_SAVE__SAVEERROR] -eng=Save error!\n\nPress X to continue - - -; End of level bonus stuff -[STR__PAUSE_BONUSES__HOSTAGES_RESCUED] -eng=Hostages Rescued -[STR__PAUSE_BONUSES__MONSTERS_KILLED] -eng=Monsters Defeated -[STR__PAUSE_BONUSES__PICKUPS_COLLECTED] -eng=Pickups Collected -[STR__PAUSE_BONUSES__QUAKE_SPIKES_COLLECTED] -eng=Quake Spikes Destroyed -[STR__PAUSE_BONUSES__FUEL_CELLS_COLLECTED] -eng=Fuel Cells Collected -[STR__PAUSE_BONUSES__HAS_NOT_DIED] -eng=Survival Bonus -[STR__PAUSE_BONUSES__NOT_USED_SPECIAL] -eng=Combat Bonus -[STR__PAUSE_BONUSES__LIVES_REMAINING] -eng=Lives Remaining -[STR__PAUSE_BONUSES__PERFECT] -eng=Skill Bonus - - -; Controller removed stuff -[STR__PAUSE__CONTROLLER_1_REMOVED] -eng=NO CONTROLLER INSERTED IN CONTROLLER PORT 1 -[STR__PAUSE__CONTROLLER_2_REMOVED] -eng=NO CONTROLLER INSERTED IN CONTROLLER PORT 2 - - -; Objectives -[STR__PAUSE__OBJECTIVE_HOSTAGES_RESCUED] -eng=Hostages Rescued -[STR__PAUSE__OBJECTIVE_QUAKE_SPIKES_DESTROYED] -eng=Quake Spikes Destroyed -[STR__PAUSE__OBJECTIVE_KEY_PARTS_RECOVERED] -eng=Key Parts Recovered -[STR__PAUSE__OBJECTIVE_FUEL_CELLS_RECOVERED] -eng=Fuel Cells Recovered -[STR__PAUSE__OBJECTIVE_LIFE_FORCE_STONES_RECOVERED] -eng=Life Force Stones Recovered - - -; --------------------------------------------------------------- -; Level intro -; --------------------------------------------------------------- - -[STR__LEVEL_INTRO__ENTERING_LEVEL] -eng=LEVEL %d - -[STR__LEVEL__OMEGA_MEGAZORD] -eng=Omega Megazord -[STR__LEVEL__SUPERTRAIN_MEGAZORD] -eng=Supertrain Megazord -[STR__LEVEL__LIGHTSPEED_RESCUE] -eng=Lightspeed Rescue! - -[STR__LEVEL_INTRO__1] -eng=Operation Lightspeed -[STR__LEVEL_INTRO__2] -eng=Lightspeed Teamwork -[STR__LEVEL_INTRO__3] -eng=Rail Rescue -[STR__LEVEL_INTRO__4] -eng=Go Volcanic -[STR__LEVEL_INTRO__5] -eng=Safety First -[STR__LEVEL_INTRO__6] -eng=Lightspeed Rescue -[STR__LEVEL_INTRO__7] -eng=The Road To Skull Cavern - - - - - - - - - -; --------------------------------------------------------------- -; --------------------------------------------------------------- -; Ingame Texts -; These texts appear during each level -; --------------------------------------------------------------- -; --------------------------------------------------------------- - - -; --------------------------------------------------------------- -; Credits/Continues -; --------------------------------------------------------------- -[STR__INGAME__CREDITS] -eng=CREDITS %d -[STR__INGAME__CONTINUE] -eng=CONTINUE %d? - - -; --------------------------------------------------------------- -; Character names -; --------------------------------------------------------------- -[STR__NAME__CAPT_MITCHELL] -eng=Capt. Mitchell -[STR__NAME__MISS_FAIRWEATHER] -eng=Miss. Fairweather -[STR__NAME__QUEEN_BANSHEERA] -eng=Queen Bansheera -[STR__NAME__RED_RANGER] -eng=Red Ranger - - -; --------------------------------------------------------------- -; Level 1 -; --------------------------------------------------------------- - -[STR__VOSCRIPT_0001] -eng=Alert status.\nThere are reports of a siege in downtown Mariner Bay. The monsters seem to be using magical powers to keep the city police away. We suspect it's the work of Queen Bansheera. Your mission Rangers, neutralize this evil so the police can enter the building. -[STR__VOSCRIPT_0002] -eng=Once you arrive at the building we will be able to track you via your Rescue Morphers. Find a way in and rescue any hostages you find on the office floors. Meanwhile, my techs at the Aquabase lab will be locking on to them and teleporting them to safety. It's my job to make sure you stay one step ahead of Queen Bansheera's monsters. -[STR__VOSCRIPT_0002a] -eng=Find a way in and rescue all the hostages found on the office floors. -[STR__VOSCRIPT_0003] -eng=These items improve your special attack. The more you collect, the stronger you become. -[STR__VOSCRIPT_0004] -eng=Well-done Ranger! All the hostages have been rescued from the building. Have you found and destroyed the leader of the Battlings?\nOur sensors have picked up a strong magical source coming from under the building. It's unclear, but the cause of the trouble appears to be emanating from there.\nRanger, be careful... -[STR__VOSCRIPT_0004a] -eng=Ranger, destroy Vypra! - - -; --------------------------------------------------------------- -; Level 2 -; --------------------------------------------------------------- - -[STR__VOSCRIPT_0005] -eng=We have completed our analysis of the crystal you received from defeating Vypra. It appears to be her 'Life-force' stone which, in the wrong hands, could restore her life energy. You must hold onto any crystals retrieved from Queen Bansheera's minions. -[STR__VOSCRIPT_0006] -eng=We have reports of a Code Red. Our seismological data confirms that someone or something is trying to damage the dam. If that happens, we will be facing a serious ecological disaster and Mariner Bay will be washed out to sea.\nGo Rangers! -[STR__VOSCRIPT_0007] -eng=Ranger, our satellite has pin-pointed the source of the seismological activity.\nYou need to destroy all the 'Quake Spikes'. Go to alert status.\nGood luck! -[STR__VOSCRIPT_0007a] -eng=Find and rescue the hostages. -[STR__VOSCRIPT_0007b] -eng=Find and destroy all Quake Spikes. -[STR__VOSCRIPT_0008] -eng=Well done, that's half of the Quake Spikes destroyed, but there's no time to relax: you still need to destroy the other half. -[STR__VOSCRIPT_0009] -eng=Hold on Ranger, that card looks like a trap. Use extreme caution!. -[STR__VOSCRIPT_0010] -eng=We have just finished developing the Supertrain Megazord! These massive machines have been programmed to automatically assist you in defeating any opposing threat.\nThis will be the Supertrain Megazord's first test drive.\nGood luck, Ranger!! -[STR__VOSCRIPT_0010a] -eng=Ranger, get Loki! -[STR__VOSCRIPT_0011] -eng=I am alive. I must be freed.\nThis world will be mine again! - - - -; --------------------------------------------------------------- -; Level 3 -; --------------------------------------------------------------- -[STR__VOSCRIPT_0012] -eng=Ranger, we've got trouble.\nThe Supertrain has been hijacked! Our sensors show that it is being controlled by an enemy on board. Use Aero Rescue Three for drop off at the end of Rail Rescue Five and work your way to the front neutralizing all threats as you go.\nGO! GO! GO! -[STR__VOSCRIPT_0012a] -eng=You must regain control of the Supertrain. -[STR__VOSCRIPT_0012b] -eng=Ranger, you must defeat Jinxer! - - - -; --------------------------------------------------------------- -; Level 4 -; --------------------------------------------------------------- -[STR__VOSCRIPT_0013] -eng=Rangers, listen up. All of your training up to now will be tested to its limits. An asteroid has just hit the city and created a volcanic mountain. With your help the city has a chance.\nLightspeed Rescue! -[STR__VOSCRIPT_0014] -eng=Right now our top priority is to rescue all the trapped civilians. -[STR__VOSCRIPT_0014a] -eng=Find and rescue all the hostages. -[STR__VOSCRIPT_0015] -eng=Well done Ranger: you're on target for saving all of the civilians. Our Lightspeed Rescue research team believes that the Asteroid is somehow alive. We need you now to focus your attention on the large rock itself and get closer to it. -[STR__VOSCRIPT_0016] -eng=This has all the hallmarks of Queen Bansheera. Yes I'm right, Battlings have started to swarm all over the place. Quick, no time to lose. Advance to the asteroid as quickly as possible. -[STR__VOSCRIPT_0016a] -eng=Destroy the evil Fireor. -[STR__VOSCRIPT_0016b] -eng=Ranger, Magmavore must be stopped. -[STR__VOSCRIPT_0016c] -eng=Ranger, you must obliterate Diabolico. - - - -; --------------------------------------------------------------- -; Level 5 -; --------------------------------------------------------------- -[STR__VOSCRIPT_0017] -eng=These 'Fuel Cells' are extremely explosive. They must be delivered to Headquarters via the docks. Your assignment is to collect these precious items before marauding Battlings find them. -[STR__VOSCRIPT_0018] -eng=It is essential that you retrieve these dangerous items. In the wrong hands they could cause immense environmental damage. Make sure you keep them away from high temperatures. Return back safely. -[STR__VOSCRIPT_0018a] -eng=You must find and rescue all the civilians. -[STR__VOSCRIPT_0018b] -eng=Ranger, destroy Olympius! - - - -; --------------------------------------------------------------- -; Level 6 -; --------------------------------------------------------------- -[STR__VOSCRIPT_0019] -eng=Ranger, the Battlings have entered.... TRANSMISSION INTERRUPTED -[STR__VOSCRIPT_0020] -eng=Ranger, we are under attack! I repeat, we are under attack! Our defenses have been breached. Captain Mitchell is missing. Somehow the Battlings have passed through our defenses undetected. Please help us quickly. You can gain access to the base via one of the submarine pools.\nOh no, too late!\nRanger help. -[STR__VOSCRIPT_0021] -eng=This time Lightspeed Power Rangers you are too late. I now control all of Aquabase and all of Lightspeed. I have taken your "palace" from you! Ha ha ha ha! -[STR__VOSCRIPT_0021a] -eng=You must rescue all hostages. -[STR__VOSCRIPT_0021b] -eng=Rescue Ms. Fairweather. -[STR__VOSCRIPT_0022] -eng=Thank you Ranger for rescuing me. Now it's time to rescue Dana's father. First, take me to security's main terminal. -[STR__VOSCRIPT_0022a] -eng=Find security's main terminal. -[STR__VOSCRIPT_0023] -eng=Well done! The security systems will be overridden in a few minutes. -[STR__VOSCRIPT_0023a] -eng=Ranger, you must hold off the Battlings 'til the power is restored. -[STR__VOSCRIPT_0024] -eng=Okay, that's it! Provisional control is now back online and in the hands of Lightspeed Rescue. The main computer has tracked Captain Mitchell to the main control room of Aquabase. Find the other main switches to gain access. I shall keep track of your progress from behind these locked doors. Now go! -[STR__VOSCRIPT_0024a] -eng=Find the other two main switches to gain access to the control room. -[STR__VOSCRIPT_0025] -eng=Well done Ranger, I knew we could trust you to save the day. This will be your final battle! Now step through that portal to Samai Road and defeat Queen Bansheera. -[STR__VOSCRIPT_0025a] -eng=Ranger, destroy the elusive Mermatron! - - - -; --------------------------------------------------------------- -; Level 7 -; --------------------------------------------------------------- -[STR__VOSCRIPT_0026] -eng=Ranger, this portal is the entrance to the Queen's dimension. You must destroy her before the planetary alignment restores her strength. We will try to communicate with you once you step through the portal, but the connection might be unstable. Good luck! -[STR__VOSCRIPT_0026a] -eng=Unlock Demonite!!! -[STR__VOSCRIPT_0026b] -eng=Unlock the Titanium Ranger! -[STR__VOSCRIPT_0026c] -eng=This is the final battle, Ranger!!! Destroy Queen Bansheera!!!! -[STR__VOSCRIPT_0027] -eng=I summon the energy of my minions. They shall live on! -[STR__VOSCRIPT_0028] -eng=Pathetic humans. You are too late. The crossover is here. It is time... -[STR__VOSCRIPT_0029] -eng=Contact re-established.\nWe have completed work on our ultimate weapon. Use the Omega MegaZord, Ranger... - - - -; --------------------------------------------------------------- -; End sequence -; --------------------------------------------------------------- -[STR__VOSCRIPT_0030] -eng=Congratulations Ranger. Evil has been banished. Your training and skills have saved the day. -[STR__VOSCRIPT_0031] -eng=But we're going to keep Aquabase functional, for there will always be a successor ready to take Queen Bansheera's place. -[STR__VOSCRIPT_0032] -eng=We'll be ready! -[STR__VOSCRIPT_0033] -eng=LIGHTSPEED RESCUE! - - - - - - -; --------------------------------------------------------------- -; Back end -; --------------------------------------------------------------- - -[STR__BACK_END__GAMEOVER] -eng=GAME OVER - -[STR__BACK_END__CONGRATSPLAYER1] -eng=Congratulations Player One! - -[STR__BACK_END__CONGRATSPLAYER2] -eng=Congratulations Player Two! - -[STR__BACK_END__ENTERNAME] -eng=Enter your name! - -[STR__BACK_END__POSITION] -eng=You made position %d in the high score table! - - - -; --------------------------------------------------------------- -; Monster names -; --------------------------------------------------------------- - -[STR__MNAME__QUEEN] -eng=Queen -[STR__MNAME__DIABOLICO] -eng=Diabolico -[STR__MNAME__VYPRA] -eng=Vypra -[STR__MNAME__LOKI] -eng=Loki -[STR__MNAME__JINXER] -eng=Jinxer -[STR__MNAME__OLYMPUS] -eng=Olympius - -[STR__MNAME__M01] -eng=Battling -[STR__MNAME__M02] -eng=Fireor -[STR__MNAME__M03] -eng=Magmavore -[STR__MNAME__M04] -eng=Cog -[STR__MNAME__M05] -eng=Stingwinger -[STR__MNAME__M06] -eng=Abominus -[STR__MNAME__M07] -eng=Smogger -[STR__MNAME__M08] -eng=Strikning -[STR__MNAME__M09] -eng=Mermatron -[STR__MNAME__M10] -eng=Shockatron -[STR__MNAME__M11] -eng=Omega Megazord -[STR__MNAME__M12] -eng=Supertrain Megazord - - - - -; --------------------------------------------------------------- -; Credits -; --------------------------------------------------------------- - - -[STR__CREDITS__PRESIDENT] -eng=President -[STR__CREDITS__MANAGING_DIRECTOR] -eng=Managing Director -[STR__CREDITS__DEVELOPMENT_DIRECTOR] -eng=Development Director -[STR__CREDITS__CREATIVE_DIRECTOR] -eng=Creative Director -[STR__CREDITS__PRODUCER] -eng=Producer -[STR__CREDITS__LEAD_PROGRAMMER] -eng=Lead Programmer -[STR__CREDITS__LEAD_ARTIST] -eng=Lead Artists -[STR__CREDITS__LEAD_DESIGNER] -eng=Lead Designer -[STR__CREDITS__PROGRAMMERS] -eng=Programmers -[STR__CREDITS__ARTISTS] -eng=Artists -[STR__CREDITS__ANIMATION] -eng=Animation -[STR__CREDITS__ADDITIONAL_ART_AND_ANIMATION] -eng=Additional Art and Animation -[STR__CREDITS__SOUND_AND_AUDIO] -eng=Sound and Audio -[STR__CREDITS__QUALITY_ASSURANCE_MANAGER] -eng=QA Manager -[STR__CREDITS__QA_TESTERS] -eng=QA Testers -[STR__CREDITS__WITH_SPECIAL_THANKS_TO] -eng=With Special Thanks to -[STR__CREDITS__ASSOCIATE_PRODUCER] -eng=Associate Producer -[STR__CREDITS__ASSISTANT_PRODUCER] -eng=Assistant Producer -[STR__CREDITS__EXECUTIVE_PRODUCER] -eng=Executive Producer -[STR__CREDITS__VP_OF_PRODUCT_DEVELOPMENT] -eng=VP of Product Development -[STR__CREDITS__QA_MANAGERS] -eng=QA Managers -[STR__CREDITS__LEAD_TESTER] -eng=Lead Tester -[STR__CREDITS__TESTERS] -eng=Testers -[STR__CREDITS__PRODUCT_MANAGER] -eng=Product Manager -[STR__CREDITS__ASSOCIATE_PRODUCT_MANAGER] -eng=Associate Product Manager -[STR__CREDITS__CREATIVE_SERVICES] -eng=Creative Services -[STR__CREDITS__VO_TALENT] -eng=VO Talent -[STR__CREDITS__LICENSING_AND_MERCHANDISING_DIRECTOR] -eng=Licensing and Merchandising Director -[STR__CREDITS__COORDINATOR] -eng=Coordinator -[STR__CREDITS__CREATIVE_RESOURCES] -eng=Creative Resources - - - -; Saban - -[STR__CREDITS__SABAN_CREDITS] -eng= Saban Credits - -[STR__CREDITS__CINDY_DAVIS] -eng=Cindy Davis -[STR__CREDITS__CHRISTIANE_TOWNSEND] -eng=Christiane Townsend -[STR__CREDITS__DONNY_SOEDER] -eng=Donny Soeder - - - -; THQ - -[STR__CREDITS__THQ_CREDITS] -eng=THQ Credits - -[STR__CREDITS__PETRO_PIASECKYJ] -eng=Petro Piaseckyj -[STR__CREDITS__ED_RAMIRO] -eng=Ed Ramiro -[STR__CREDITS__CAROLINA_BEROZA] -eng=Carolina Beroza -[STR__CREDITS__SCOTT_KRAGER] -eng=Scott Krager -[STR__CREDITS__MICHAEL_RUBINELLI] -eng=Michael Rubinelli -[STR__CREDITS__DONN_NAUERT] -eng=Donn Nauert -[STR__CREDITS__JEREMY_BARNES] -eng=Jeremy Barnes -[STR__CREDITS__RYAN_CAMU] -eng=Ryan Camu -[STR__CREDITS__JASON_DE_HERAS] -eng=Jason de Heras -[STR__CREDITS__MAURICIO_HERNANDEZ] -eng=Mauricio Hernandez -[STR__CREDITS__MIKE_KAFITY] -eng=Mike Kafity -[STR__CREDITS__STEFAN_MENDEZ] -eng=Stefan Mendez -[STR__CREDITS__MICHAEL_PARKER] -eng=Michael Parker -[STR__CREDITS__MIKE_TOPPER] -eng=Mike Topper -[STR__CREDITS__RACHEL_SILVERSTEIN] -eng=Rachel Silverstein -[STR__CREDITS__KEVIN_HOOPER] -eng=Kevin Hooper -[STR__CREDITS__KIRK_SOMDAL] -eng=Kirk Somdal -[STR__CREDITS__BRIAN_FARRELL] -eng=Brian Farrell -[STR__CREDITS__JEFFREY_LAPIN] -eng=Jeffrey Lapin -[STR__CREDITS__ALISON_LOCKE] -eng=Alison Locke -[STR__CREDITS__GERMAINE_GIOIA] -eng=Germaine Gioia -[STR__CREDITS__LESLIE_BROWN] -eng=Leslie Brown -[STR__CREDITS__TIFFANY_TERNAN] -eng=Tiffany Ternan -[STR__CREDITS__PETER_DILLE] -eng=Peter Dille -[STR__CREDITS__JAMIE_BAFUS] -eng=Jamie Bafus -[STR__CREDITS__LALIE_FISHER] -eng=Lalie Fisher -[STR__CREDITS__CINDY_DAVIS] -eng=Cindy Davis -[STR__CREDITS__DEB_MCCOY_LARSON] -eng=Deb McCoy Larson -[STR__CREDITS__SEAN_CW_JOHNSON__RED_RANGER] -eng=Sean Cw Johnson - Red Ranger -[STR__CREDITS__MICHAEL_CHATURANTABUT__BLUE_RANGER] -eng=Michael Chaturantabut - Blue Ranger -[STR__CREDITS__KEITH_ROBINSON__GREEN_RANGER] -eng=Keith Robinson - Green Ranger -[STR__CREDITS__SASHA_WILLIAMS__YELLOW_RANGER] -eng=Sasha Williams - Yellow Ranger -[STR__CREDITS__ALISON_MACINNIS_PINK_RANGER] -eng=Alison MacInnis - Pink Ranger -[STR__CREDITS__RHETT_FISHER___TITANIUM_RANGER] -eng=Rhett Fisher - Titanium Ranger -[STR__CREDITS__RON_ROGGE____CAPTAIN__MITCHELL] -eng=Ron Rogge' - Captain Mitchell -[STR__CREDITS__MONICA_LOUWERENS__MISS_FAIRWEATHER] -eng=Monica Louwerens - Miss Fairweather -[STR__CREDITS__DIANE_SALINGER___QUEEN_BANSHEERA] -eng=Diane Salinger - Queen Bansheera -[STR__CREDITS__JUSTINE_ARONOFF__GIRL] -eng=Justine Aronoff - Girl -[STR__CREDITS__LAURA_OROZCO__WOMAN] -eng=Laura Orozco - Woman -[STR__CREDITS__ZACH_PAGTER__BOY] -eng=Zach Pagter - Boy -[STR__CREDITS__SCOTT_PAGE_PAGTER__MAN] -eng=Scott Page-Pagter - Man -[STR__CREDITS__JUSTIN_GRUSH] -eng=Justin Grush -[STR__CREDITS__MORGAN_CLARK] -eng=Morgan Clark - -[STR__CREDITS__THQ_AND_THE_THQ_LOGO_ARE_] -eng=THQ and the THQ logo are trademarks and/or registered trademarks of THQ Inc. -[STR__CREDITS___C__2000_THQ_INC_] -eng=(c) 2000 THQ Inc. - - - -; Climax - -[STR__CREDITS__CLIMAX_GROUP_CREDITS] -eng=Climax Group Credits - -[STR__CREDITS__KARL_JEFFERY] -eng=Karl Jeffery -[STR__CREDITS__GARY_LIDDON] -eng=Gary Liddon -[STR__CREDITS__CHRIS_HADLEY] -eng=Chris Hadley -[STR__CREDITS__JOSEPH_CAVALLA] -eng=Joseph Cavalla -[STR__CREDITS__JIM_GARDNER] -eng=Jim Gardner -[STR__CREDITS__DAVE_OWENS] -eng=Dave Owens -[STR__CREDITS__THOR_HAYTON] -eng=Thor H Hayton -[STR__CREDITS__NICK_DRY] -eng=Nick Dry -[STR__CREDITS__CHARLES_BLAIR] -eng=Charlie Blair -[STR__CREDITS__PAUL_GRENFELL] -eng=Paul Grenfell -[STR__CREDITS__TIM_SWANN] -eng=Tim Swann -[STR__CREDITS__JAMES_BRACE] -eng=James Brace -[STR__CREDITS__DAVID_PIMM] -eng=David Pimm -[STR__CREDITS__KEVIN_MARTIN] -eng=Kevin Martin -[STR__CREDITS__NICK_THOMAS] -eng=Nick Thomas -[STR__CREDITS__MATT_EVERITT] -eng=Matt Everitt -[STR__CREDITS__MATT_HUGHES] -eng=Matt Hughes -[STR__CREDITS__PETER_PANTON] -eng=Peter Panton -[STR__CREDITS__STEVE_SAMPSON] -eng=Steve Sampson -[STR__CREDITS__STEVE_CROCKER] -eng=Steve Crocker -[STR__CREDITS__MATT_SIMMONDS] -eng=Matt Simmonds -[STR__CREDITS__STUART_BAYLISS] -eng=Stuart Bayliss -[STR__CREDITS__BARRY_MARTIN] -eng=Barry Martin -[STR__CREDITS__KRAIG_MORGAN] -eng=Kraig Morgan -[STR__CREDITS__JAMES_NEILSON] -eng=James Neilson -[STR__CREDITS__CHRISS_JUBB] -eng=Chris Jubb -[STR__CREDITS__OLIVER_REED_SMITH] -eng=Oliver Reid-Smith -[STR__CREDITS__MATT_SAMSAM] -eng=Matt Sansam -[STR__CREDITS__MIKE_ARMSTRONG] -eng=Mike Armstrong -[STR__CREDITS__DAVE_FALLER] -eng=Dave Faller -[STR__CREDITS__JAMES_PARHAM] -eng=James Parham - -[STR__CREDITS__CAROLINE_MILLER] -eng=Caroline Miller -[STR__CREDITS__CAL_BLAGBROUGH] -eng=Cal Blagbrough - -[STR__CREDITS__HELLOS] -eng=Very Special Thanks Indeed to - -[STR__CREDITS__HILARY_GARDNER] -eng=Hilary Gardner -[STR__CREDITS__TEREZA_PARSONS] -eng=Tereza Parsons -[STR__CREDITS__RACHEL_FORD] -eng=Rachel Ford -[STR__CREDITS__CATHERINE_ROCHATTE] -eng=Catherine Rochatte -[STR__CREDITS__BRASHLEY] -eng=Ashley and Bradley Bricknell - ; --------------------------------------------------------------- ; Debugging text diff --git a/makefile.gaz b/makefile.gaz index 94c2ce18e..5b3906d6f 100644 --- a/makefile.gaz +++ b/makefile.gaz @@ -19,7 +19,7 @@ default : all #---------------------------------------------------------------------------- # Name of the project # -------------------- -PROJ := prlsr +PROJ := Spongey #---------------------------------------------------------------------------- @@ -48,201 +48,41 @@ CD_FILESYS_LIB := CMXBoot # Source Code to Compile #---------------------------------------------------------------------------- -actor_src := actor \ - actpool \ - actions - -backend_src := backend - -civilian_src := civilian \ - stop \ - teleport \ - actions - -credits_src := credits - -collide_src := attack \ - base \ - collide \ - surface \ - surfdesc \ - trigger - -enemy_src := enemy \ - e_stop \ - e_gototarget \ - e_attacktarget \ - e_retreat \ - e_gotowaypoint \ - e_block \ - e_taunt \ - e_jumpback \ - e_teleport \ - e_props \ - e_blback \ - e_coll \ - e_sstep \ - e_telein \ - e_jumpin \ - e_rushtarget \ - e_discombo \ - e_goforward \ - e_boss \ - actions \ - nrgbar - fileio_src := fileio \ $($(FILE_SYSTEM)_FILESYS_SRC) -fmv_src := newfmv - -frontend_src := frontend - -fx_src := fx \ - fx_hit \ - fx_beam \ - fx_trail \ - fx_breth \ - fx_tele \ - fx_exp \ - fx_splash \ - fx_bgrow \ - fx_rock \ - fx_sproing \ - fx_unsproing \ - fx_shock \ - fx_sword \ - fx_punch \ - fx_card \ - fx_blast \ - fx_eyes \ - fx_light \ - fx_sonic \ - fx_feyes \ - fx_iceb \ - fx_icea \ - fx_death \ - fx_pink \ - fx_yello \ - fx_green \ - fx_blue \ - fx_titan \ - fx_inv \ - fx_zord \ - fx_miss \ - fx_bmiss \ - envelope - -gallery_src := gallery - -game_src := game \ - levintro \ - mailicon \ - object \ - mapobj \ - pickup \ - triggers \ - level1 \ - level2 \ - level3 \ - level4 \ - level5 \ - level6 \ - level7 \ - level8 \ - compass \ - camera - - -gameopts_src := gameopts \ - menubase \ - mainmenu \ - options \ - gallery \ - pdiff \ - psound \ - pcontrol \ - pscreen \ - pcstyle \ - oneplyr \ - codemenu \ - ppasswrd \ - pcodes \ - mload +game_src := game gfx_src := prim \ tpage \ - sprbank \ animtex \ - camera \ - basemod \ - skel \ - anim \ - lvlmesh \ - kdnode \ + sprbank \ font \ - fdata \ - fader \ - bilboard + fdata -gfx_src_mip := render - -gui_src := gui gtext goptlist nrgbar gsprite gcontrls \ - gframe gcodlist gtextent gtoggle \ - guisfx +# camera \ +# basemod \ +# skel \ +# anim \ +# bilboard locale_src := textdbase mem_src := memory -memcard_src := memcard \ - saveload +pad_src := pads -pad_src := pads combo usrcombodata - -paul_src := paul - -particle_src := particle \ - effects - -pause_src := menu \ - story \ - debug \ - controls \ - objectiv \ - quit \ - save \ - bonuses \ - options outmenu \ - pmodels - -ranger_src := ranger \ - rangerui \ - actions \ - r_props \ - pickup - -sound_src := sndbank \ - music \ - cdxa +# sound_src := sndbank \ +# music \ +# cdxa system_src := main \ gstate \ - clickcount \ vid \ - debug \ - cpuprof \ - sysobj \ - prof \ - scene \ - password \ - hiscores \ - pak - + debug utils_src := utils \ - sincos \ - list + sincos utils_src_mip := quatmip \ mathmip \ @@ -416,7 +256,7 @@ cleandeps : CD_DIR := CdBuild/$(TERRITORY) BIGLUMP_FILE := $(VERSION_DIR)/BIGLUMP.BIN -BIN_OUTFILE := PRLSR.BIN +BIN_OUTFILE := SPONGEY.BIN BOOTSTRAP_DIR := source/psxboot/ BOOTSTRAP_IN := $(BOOTSTRAP_DIR)/PsxBoot.cpp BOOTSTRAP_CPE := $(TEMP_DIR)/PsxBoot.cpe diff --git a/makefile.gfx b/makefile.gfx index 4bd371d25..d5b128665 100644 --- a/makefile.gfx +++ b/makefile.gfx @@ -19,7 +19,7 @@ default: all #---------------------------------------------------------------------------- # Name of the project # -------------------- -PROJ := prlsr +PROJ := spongey #---------------------------------------------------------------------------- @@ -84,42 +84,23 @@ GFX_DATA_OUT += $(TRANS_OUT_DAT) #---------------------------------------------------------------------------- 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_FONT_IN := $(GRAF_DIR)/ui/font/pr-fontingame.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 := +UI_GFX_NONTRANS_IN := $(foreach FILE,$(UI_GFX_NONTRANS),$(UI_NONTRANS_DIR)/$(FILE)) -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 := 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 := 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_NO_ROT := +UI_GFX_NO_ROT_IN := 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 @@ -138,881 +119,12 @@ $(UI_GFX_TEX_OUT) : $(UI_GFX_TEX_IN) 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) + $(UI_GFX_OUT_DIR) gdirs : $(GRAF_DIRS_TO_MAKE) @@ -1027,8 +139,8 @@ $(GRAF_DIRS_TO_MAKE) : .PHONY: biglump cleanbiglump BIGLUMP_IN := $(GFX_DATA_OUT) -BIGLUMP_OUT := $(VERSION_DIR)/BIGLUMP.bin -BIGLUMP_INC := $(INC_DIR)/BIGLUMP_psx.h +BIGLUMP_OUT := $(VERSION_DIR)/BigLump.Bin +BIGLUMP_INC := $(INC_DIR)/BigLump.h biglump : $(BIGLUMP_OUT) @@ -1051,16 +163,7 @@ $(BIGLUMP_OUT) : $(BIGLUMP_IN) # 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