#---------------------------------------------------------------------------- # 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 := spongey #---------------------------------------------------------------------------- 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 #---------------------------------------------------------------------------- #--- Levels ----------------------------------------------------------------- #---------------------------------------------------------------------------- LEVELS_OPTS := -t:8,2,1 -s:256 LEVELS_IN_DIR := $(GRAF_DIR)/levels LEVELS_OUT_DIR := $(DATA_OUT)/levels LEVELS_CHAPTERS := CHAPTER01 CHAPTER02 CHAPTER03 CHAPTER04 CHAPTER05 LEVELS_CHAPTER01 := LEVEL01 LEVEL04 LEVELS_CHAPTER02 := LEVELS_CHAPTER03 := LEVELS_CHAPTER04 := LEVELS_CHAPTER05 := LEVELS_OUT_DIRS := $(foreach CHAPTER,$(LEVELS_CHAPTERS),$(foreach LEVEL,$(LEVELS_$(CHAPTER)), $(LEVELS_OUT_DIR)/$(CHAPTER)/$(LEVEL) )) LEVELS_IN := $(foreach CHAPTER,$(LEVELS_CHAPTERS),$(foreach LEVEL,$(LEVELS_$(CHAPTER)), $(CHAPTER)/$(LEVEL)/$(LEVEL) )) LEVELS_OUT := $(foreach LEVEL,$(LEVELS_IN),$(LEVELS_OUT_DIR)/$(LEVEL).lvl) levels : $(LEVELS_OUT) cleanlevels : @$(RM) -f $(LEVELS_OUT) @$(ECHO) Cleaned levels $(LEVELS_OUT_DIR)/%.lvl : $(LEVELS_IN_DIR)/%.pme @$(ECHO) Building $< $@ @$(MKLEVEL) $< -o:$(dir $(basename $@)) $(LEVELS_OPTS) GFX_DATA_OUT += $(LEVELS_OUT) #---------------------------------------------------------------------------- # Text translations #---------------------------------------------------------------------------- .PHONY: translate cleantranslate LANGUAGES := swe \ dut \ ita \ ger TRANS_IN_DIR := $(GAME_DATA_DIR)/translations TRANS_OUT_DIR := $(DATA_OUT)/translations TRANS_LBM_OUT_DIR := $(REPORT_DIR)/translations TRANS_IN_ENG := $(TRANS_IN_DIR)/text.dat TRANS_FINAL_DAT_FILE := $(TRANS_OUT_DIR)/final.dat ALL_TRANS_OUT_DIRS := $(TRANS_OUT_DIR) \ $(TRANS_LBM_OUT_DIR) ALL_TRANS_IN_FILES := $(foreach FILE,$(LANGUAGES),$(TRANS_IN_DIR)/$(FILE).dat) TRANS_IN_FILES := $(TRANS_IN_ENG) $(ALL_TRANS_IN_FILES) TRANS_OUT_DAT := $(foreach FILE, $(LANGUAGES),$(TRANS_OUT_DIR)/$(FILE).dat) $(TRANS_OUT_DIR)/id.dat $(TRANS_OUT_DIR)/eng.dat #$(TRANS_OUT_KANJI_TAB) TRANS_OUT_HDR := $(INC_DIR)/trans.h 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_GFX_OUT_DIR := $(DATA_OUT)/ui UI_GFX_FONT := font UI_GFX_FONT_IN := $(foreach FILE,$(UI_GFX_FONT),$(UI_GFX_DIR)/$(FILE).anm) UI_GFX_NONTRANS := UI_GFX_NONTRANS_IN := $(foreach FILE,$(UI_GFX_NONTRANS),$(UI_GFX_DIR)/$(FILE)) UI_GFX_TRANS := +vbamboo.bmp +hbamboo.bmp \ +butU.bmp +butD.bmp +butL.bmp +butR.bmp \ +butC.bmp +butS.bmp +butX.bmp +butT.bmp # +cross.bmp +tick.bmp UI_GFX_TRANS_IN := $(foreach FILE,$(UI_GFX_TRANS),$(UI_GFX_DIR)/$(FILE)) UI_GFX_TEX_IN := $(UI_GFX_FONT_IN) ${UI_GFX_NONTRANS_IN} ${UI_GFX_TRANS_IN} UI_GFX_TEX_OUT := $(UI_GFX_OUT_DIR)/UIGfx.Spr UI_GFX_REP_FILE := $(REPORT_DIR)/UIGfx.rep UI_GFX_HDR_FILE := $(INC_DIR)/UIGfx.h cleanui : $(RM) -f $(UI_GFX_TEX_OUT) ui: $(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- ${UI_GFX_NONTRANS_IN} -b+ -t:31,1,1 -l:$(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) #---------------------------------------------------------------------------- # Ingame graphic effects #---------------------------------------------------------------------------- INGAMEFX_GFX_DIR := $(GRAF_DIR)/ingamefx INGAMEFX_GFX_OUT_DIR := $(DATA_OUT)/ingamefx INGAMEFX_GFX_NONTRANS := INGAMEFX_GFX_NONTRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_NONTRANS),$(INGAMEFX_NONTRANS_DIR)/$(FILE)) INGAMEFX_GFX_TRANS := +bubble_1.bmp +bubble_2.bmp +bubble_3.bmp INGAMEFX_GFX_TRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_TRANS),$(INGAMEFX_GFX_DIR)/$(FILE)) INGAMEFX_GFX_TEX_IN := ${INGAMEFX_GFX_NONTRANS_IN} ${INGAMEFX_GFX_TRANS_IN} INGAMEFX_GFX_TEX_OUT := $(INGAMEFX_GFX_OUT_DIR)/ingamefx.Spr INGAMEFX_GFX_REP_FILE := $(REPORT_DIR)/ingamefx.rep INGAMEFX_GFX_HDR_FILE := $(INC_DIR)/ingamefx.h cleaningamefx : $(RM) -f $(INGAMEFX_GFX_TEX_OUT) ingamefx: $(INGAMEFX_GFX_TEX_IN) $(INGAMEFX_GFX_TEX_OUT) : $(INGAMEFX_GFX_TEX_IN) @parkgrab -z+ ${INGAMEFX_GFX_TRANS_IN} -z- ${INGAMEFX_GFX_NONTRANS_IN} -b+ -t:29,1,1 -l:$(REPORT_DIR)/ingamefx.lbm -o:$(INGAMEFX_GFX_TEX_OUT) -k:$(INGAMEFX_GFX_REP_FILE) @$(MV) -f $(INGAMEFX_GFX_OUT_DIR)/ingamefx.h $(INGAMEFX_GFX_HDR_FILE) GRAF_DIRS_TO_MAKE += $(INGAMEFX_GFX_OUT_DIR) GFX_DATA_OUT += $(INGAMEFX_GFX_TEX_OUT) #---------------------------------------------------------------------------- # Front end graphics #---------------------------------------------------------------------------- FRONTEND_GFX_DIR := $(GRAF_DIR)/frontend FRONTEND_GFX_OUT_DIR := $(DATA_OUT)/frontend FRONTEND_GFX_NONTRANS := sky.bmp FRONTEND_GFX_NONTRANS_IN := $(foreach FILE,$(FRONTEND_GFX_NONTRANS),$(FRONTEND_GFX_DIR)/$(FILE)) FRONTEND_GFX_TRANS := +bg1.bmp FRONTEND_GFX_TRANS_IN := $(foreach FILE,$(FRONTEND_GFX_TRANS),$(FRONTEND_GFX_DIR)/$(FILE)) FRONTEND_GFX_TRANS_NO_ROT := +island.bmp +sblogo.bmp FRONTEND_GFX_TRANS_NO_ROT_IN := $(foreach FILE,$(FRONTEND_GFX_TRANS_NO_ROT),$(FRONTEND_GFX_DIR)/$(FILE)) FRONTEND_GFX_TEX_IN := ${FRONTEND_GFX_NONTRANS_IN} ${FRONTEND_GFX_TRANS_IN} ${FRONTEND_GFX_TRANS_NO_ROT_IN} FRONTEND_GFX_TEX_OUT := $(FRONTEND_GFX_OUT_DIR)/frontend.Spr FRONTEND_GFX_REP_FILE := $(REPORT_DIR)/frontend.rep FRONTEND_GFX_HDR_FILE := $(INC_DIR)/frontend.h cleanfrontend : $(RM) -f $(FRONTEND_GFX_TEX_OUT) frontend: $(FRONTEND_GFX_TEX_IN) $(FRONTEND_GFX_TEX_OUT) : $(FRONTEND_GFX_TEX_IN) @parkgrab -r- -z+ ${FRONTEND_GFX_TRANS_NO_ROT_IN} -r+ ${FRONTEND_GFX_TRANS_IN} -z- ${FRONTEND_GFX_NONTRANS_IN} -b+ -t:30,1,1 -l:$(REPORT_DIR)/frontend.lbm -o:$(FRONTEND_GFX_TEX_OUT) -k:$(FRONTEND_GFX_REP_FILE) @$(MV) -f $(FRONTEND_GFX_OUT_DIR)/frontend.h $(FRONTEND_GFX_HDR_FILE) GRAF_DIRS_TO_MAKE += $(FRONTEND_GFX_OUT_DIR) GFX_DATA_OUT += $(FRONTEND_GFX_TEX_OUT) #---------------------------------------------------------------------------- # Big TGA backdrops #---------------------------------------------------------------------------- BACKDROPS_IN_DIR := $(GRAF_DIR)/backdrop BACKDROPS_IN := credits sky BACKDROPS_OUT_DIR := $(DATA_OUT)/backdrop BACKDROPS_OUT := $(foreach SCREEN,$(BACKDROPS_IN),$(BACKDROPS_OUT_DIR)/$(SCREEN).gfx) backdrops : $(BACKDROPS_OUT) cleanbackdrops : @$(RM) -f $(BACKDROPS_OUT) $(BACKDROPS_OUT_DIR)/%.gfx : $(BACKDROPS_IN_DIR)/%.tga alchemy --n -a -15 -^ -o $< $(TEMP_FILE) chopchop $(TEMP_FILE) $@ 20 262144 GRAF_DIRS_TO_MAKE += $(BACKDROPS_OUT_DIR) GFX_DATA_OUT += $(BACKDROPS_OUT) #---------------------------------------------------------------------------- # Sound FX #---------------------------------------------------------------------------- SFX_IN_DIR := data/SFX SFX_OUT_DIR := $(DATA_OUT)/SFX SFX_LIST := ingame SFX_ALL_IN := $(foreach SFX,$(SFX_LIST),$(SFX_IN_DIR)/$(SFX)/$(SFX).PXM $(SFX_IN_DIR)/$(SFX)/$(SFX).VH $(SFX_IN_DIR)/$(SFX)/$(SFX).VB) SFX_ALL_OUT := $(foreach SFX,$(SFX_LIST),$(SFX_OUT_DIR)/$(SFX).PXM $(SFX_OUT_DIR)/$(SFX).VH $(SFX_OUT_DIR)/$(SFX).VB) sfx: $(SFX_ALL_OUT) cleansfx: @$(RM) -f $(SFX_ALL_OUT) $(SFX_ALL_OUT) : $(SFX_ALL_IN) $(CP) $(SFX_ALL_IN) $(SFX_OUT_DIR) GRAF_DIRS_TO_MAKE += $(SFX_OUT_DIR) GFX_DATA_OUT += $(SFX_ALL_OUT) #---------------------------------------------------------------------------- # Memcard file header #---------------------------------------------------------------------------- MC_HEADER_IN_DIR := $(GAME_DATA_DIR)/memcard MC_HEADER_IN := $(MC_HEADER_IN_DIR)/memhead.bin MC_HEADER_OUT_DIR :=$(DATA_OUT)/memcard MC_HEADER_OUT := $(MC_HEADER_OUT_DIR)/memhead.bin mcheader: $(MC_HEADER_OUT) cleanmcheader: @$(RM) -f $(MC_HEADER_OUT) $(MC_HEADER_OUT) : $(MC_HEADER_IN) $(CP) $(MC_HEADER_IN) $(MC_HEADER_OUT) GRAF_DIRS_TO_MAKE += $(MC_HEADER_OUT_DIR) GFX_DATA_OUT += $(MC_HEADER_OUT) #---------------------------------------------------------------------------- # Music #---------------------------------------------------------------------------- MUSIC_IN_DIR := data/music MUSIC_OUT_DIR := $(DATA_OUT)/music MUSIC_LIST := title hypermmx droppop music ingame MUSIC_ALL_IN := $(foreach MUSIC,$(MUSIC_LIST),$(MUSIC_IN_DIR)/$(MUSIC)/$(MUSIC).PXM $(MUSIC_IN_DIR)/$(MUSIC)/$(MUSIC).VH $(MUSIC_IN_DIR)/$(MUSIC)/$(MUSIC).VB) MUSIC_ALL_OUT := $(foreach MUSIC,$(MUSIC_LIST),$(MUSIC_OUT_DIR)/$(MUSIC).PXM $(MUSIC_OUT_DIR)/$(MUSIC).VH $(MUSIC_OUT_DIR)/$(MUSIC).VB) music: $(MUSIC_ALL_OUT) cleanmusic: @$(RM) -f $(MUSIC_ALL_OUT) $(MUSIC_ALL_OUT) : $(MUSIC_ALL_IN) $(CP) $(MUSIC_ALL_IN) $(MUSIC_OUT_DIR) GRAF_DIRS_TO_MAKE += $(MUSIC_OUT_DIR) GFX_DATA_OUT += $(MUSIC_ALL_OUT) #---------------------------------------------------------------------------- # Script stuff.. #---------------------------------------------------------------------------- SCRIPTS_IN_DIR := $(GAME_DATA_DIR)/scripts SCRIPTS_LIST := test SCRIPTS_IN := $(foreach SCRIPT,$(SCRIPTS_LIST),$(SCRIPTS_IN_DIR)/$(SCRIPT).scr) SCRIPTS_OUT_DIR := $(DATA_OUT)/scripts SCRIPTS_OUT := $(foreach SCRIPT,$(SCRIPTS_LIST),$(SCRIPTS_OUT_DIR)/$(SCRIPT).dat) scripts : $(SCRIPTS_OUT) cleanscripts: @$(RM) -f $(SCRIPTS_OUT) $(SCRIPTS_OUT) : $(SCRIPTS_IN) @scripter $< $@ GRAF_DIRS_TO_MAKE += $(SCRIPTS_OUT_DIR) GFX_DATA_OUT += $(SCRIPTS_OUT) #---------------------------------------------------------------------------- # Dirs to Make #---------------------------------------------------------------------------- GRAF_DIRS_TO_MAKE += $(TRANS_OUT_DIR) \ $(UI_GFX_OUT_DIR) \ $(LEVELS_OUT_DIRS) 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.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 \ levels \ biglump @$(ECHO) Graphics made #---------------------------------------------------------------------------- # end