#---------------------------------------------------------------------------- # 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