#---------------------------------------------------------------------------- # 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 := $(TEMP_BUILD_DIR)/build.tmp #---------------------------------------------------------------------------- #--- Levels ----------------------------------------------------------------- #---------------------------------------------------------------------------- LEVELS_MODEL_TO_ADD := -m:$(GRAF_DIR)/Platforms/Bubble/Bubble.gin LEVELS_OPTS := -t:8,4,1 -s:16 $(LEVELS_MODEL_TO_ADD) LEVELS_IN_DIR := $(GRAF_DIR)/levels LEVELS_OUT_DIR := $(DATA_OUT)/levels LEVELS_MAKEFILE_DIR := $(TEMP_BUILD_DIR)/levels LEVELS_DIRS_TO_MAKE := $(LEVELS_MAKEFILE_DIR) $(LEVELS_OUT_DIR) LEVELS_CHAPTERS := CHAPTER01 CHAPTER02 CHAPTER03 CHAPTER04 CHAPTER05 CHAPTER06 FMA LEVELS_CHAPTER01 := LEVEL01 LEVEL02 LEVEL03 LEVEL04 LEVELS_CHAPTER02 := LEVEL01 LEVEL02 LEVEL03 LEVEL04 LEVELS_CHAPTER03 := LEVEL01 LEVEL02 LEVEL03 LEVEL04 LEVELS_CHAPTER04 := LEVEL01 LEVEL02 LEVEL03 LEVEL04 LEVELS_CHAPTER05 := LEVEL01 LEVEL02 LEVEL03 LEVEL04 LEVELS_CHAPTER06 := LEVEL01 LEVEL02 LEVEL03 LEVEL04 LEVEL05 LEVELS_FMA := SHADYSHOALS LEVELS_MAKEFILES := $(foreach CHAPTER,$(LEVELS_CHAPTERS),$(foreach LEVEL,$(LEVELS_$(CHAPTER)),$(LEVELS_MAKEFILE_DIR)/$(CHAPTER)_$(LEVEL).mak)) $(LEVELS_MAKEFILES): $(LEVELS_DIRS_TO_MAKE) makefile.gfx $(BUILD_DIR)/mklevel.pl @$(PL) $(BUILD_DIR)/mklevel.pl $@ $(notdir $(basename $@)) include $(LEVELS_MAKEFILES) LEVELS_ALL_OUT := $(foreach CHAPTER,$(LEVELS_CHAPTERS),$(foreach LEVEL,$(LEVELS_$(CHAPTER)),$($(CHAPTER)_$(LEVEL)_OUT))) GFX_DATA_OUT += $(LEVELS_ALL_OUT) levels : $(LEVELS_ALL_OUT) @$(ECHO) Levels made cleanlevels : @$(RM) -f $(LEVELS_ALL_OUT) @$(ECHO) Levels cleaned #---------------------------------------------------------------------------- # Collision data #---------------------------------------------------------------------------- # # COLLISION_IN := $(TOOL_DIR)/mapedit/collision.bmp # # COLLISION_OUT_DIR := $(DATA_OUT)/collision # COLLISION_OUT := $(COLLISION_OUT_DIR)/colltab.dat # # collision : $(COLLISION_OUT) # # cleancollision: # @$(RM) -f $(COLLISION_OUT) # @$(ECHO) Collision table cleaned # # $(COLLISION_OUT) : $(COLLISION_IN) # @$(DATA_BIN_DIR)/mkcoltab $(COLLISION_IN) -o:$(COLLISION_OUT) # # GRAF_DIRS_TO_MAKE += $(COLLISION_OUT_DIR) # GFX_DATA_OUT += $(COLLISION_OUT) #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- # Actors #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- # Anims and extra textures are held within script files in the character dirs ACTOR_IN_DIR := $(GRAF_DIR)/Characters ACTOR_SPRITE_DIR := Render/Psx ACTOR_OUT_DIR := $(DATA_OUT)/Actors ACTOR_MAKEFILE_DIR := $(TEMP_BUILD_DIR)/actor ACTOR_DIRS_TO_MAKE := $(ACTOR_MAKEFILE_DIR) $(ACTOR_OUT_DIR) ACTOR_SPONGEBOB := SpongeBob SpongeBob_CoralBlower SpongeBob_JellyLauncher SpongeBob_Net SpongeBob_Glove SpongeBob_Wand SpongeBob_Glasses SpongeBob_JellyFish ACTOR_NPC := BarnacleBoy Krusty Squidward Gary Sandy Patrick MermaidMan ACTOR_ENEMY := Anenome BabyOctopus Ballblob Caterpillar clam Dustdevil \ Flamingskull FlyingDutchman Ghost HermitCrab IronDogFish \ PuffaFish Sharkman Skeletalfish SpiderCrab SpikeyAnenome Stomper \ SharkSub Motherjellyfish SeaSnake GiantWorm # Boogermonster Nautilus Neptune ACTOR_SPRITES := Jellyfish1 Squiddart Plankton Butterfly Shell Eyeball ACTOR_SPR_LIST := $(foreach ACTOR,$(ACTOR_SPRITES), $(ACTOR_IN_DIR)/$(ACTOR)/$(ACTOR_SPRITE_DIR)/$(ACTOR)_*.bmp) ACTOR_SPR_DEP := $(foreach ACTOR,$(ACTOR_SPRITES), $(ACTOR_IN_DIR)/$(ACTOR)/$(ACTOR_SPRITE_DIR)/*) ACTOR_SPR_IN := -r- -c+ -z+ $(ACTOR_SPR_LIST) ACTOR_LIST := $(ACTOR_SPONGEBOB) $(ACTOR_NPC) $(ACTOR_ENEMY) ACTOR_MAKEFILES := $(foreach ACTOR,$(ACTOR_LIST),$(ACTOR_MAKEFILE_DIR)/$(ACTOR).mak) $(ACTOR_MAKEFILES): $(ACTOR_DIRS_TO_MAKE) makefile.gfx $(BUILD_DIR)/mkactor.pl @$(PL) $(BUILD_DIR)/mkactor.pl $@ $(notdir $(basename $@)) include $(ACTOR_MAKEFILES) ACTOR_ALL_OUT := $(foreach ACTOR,$(ACTOR_LIST),$($(ACTOR)_OUT)) GFX_DATA_OUT += $(ACTOR_ALL_OUT) actors : $(ACTOR_ALL_OUT) @$(ECHO) $(ACTOR_SPRITE_LIST) @$(ECHO) Actors made cleanactors : @$(RM) -f $(ACTOR_ALL_OUT) @$(ECHO) Actors cleaned #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- # Generic Sprite page #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- # Special Effect graphics #---------------------------------------------------------------------------- SFX_GFX_DIR := $(GRAF_DIR)/sfx SFX_GFX := +smoke.bmp \ +explosion0001.bmp +explosion0002.bmp +explosion0003.bmp +explosion0004.bmp +explosion0005.bmp +explosion0006.bmp +explosion0007.bmp \ +splash001.bmp +splash002.bmp +splash003.bmp +splash004.bmp +splash005.bmp +splash006.bmp \ +Star0001.bmp +Star0002.bmp +Star0003.bmp \ +Star20001.bmp +Star20002.bmp +Star20003.bmp SFX_GFX_IN := $(foreach FILE,$(SFX_GFX),$(SFX_GFX_DIR)/$(FILE)) #### SFXGFX_SPR_DEP := $(SFX_GFX_IN) SFXGFX_SPR_IN := -z- -c+ $(SFX_GFX_IN) -z+ -c- #---------------------------------------------------------------------------- # Ingame graphics and UI #---------------------------------------------------------------------------- INGAMEFX_GFX_NONTRANS_DIR :=$(GRAF_DIR)/ingamefx INGAMEFX_GFX_NONTRANS := INGAMEFX_GFX_NONTRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_NONTRANS),$(INGAMEFX_NONTRANS_DIR)/$(FILE)) PICKUP_GFX_DIR := $(GRAF_DIR)/pickups PICKUP_GFX := +spatula +pants +health100 +health50 +health25 +glint1 +glint2 +glint3 +glint4 \ +jellyammo +bubblemixture +bubblewand +glasses +shoe +balloon +balloonburst +helmet \ +blower +launcher +net \ +c1_l1_jelly +c1_l2_seaweed +c1_l3_seanutbutter +c1_l4_breadslice \ +c2_l1_falseteeth +c2_l2_kelpkream +c2_l3_mudpack +c2_l4_sponge \ +c3_l1_slippers +c3_l2_clambra +c3_l3_starfishmask +c3_l4_superpantz \ +c4_coin +c4_kelpbar \ +c5_l1_hammer +c5_l2_ariel +c5_l3_oilcan +c5_l4_wrench PICKUP_GFX_IN := $(foreach FILE,$(PICKUP_GFX),$(PICKUP_GFX_DIR)/$(FILE).bmp) INGAMEFX_GFX_DIR := $(GRAF_DIR)/ingamefx INGAMEFX_GFX_TRANS := +bubble_1 +bubble_2 +bubble_3 +tentacle\ +health_full_1 +health_full_2 +health_full_3 +health_full_4 +health_full_5 \ +health_empty_1 +health_empty_2 +health_empty_3 +health_empty_4 +health_empty_5 \ +watermeter +waterhilight +netblob \ +spike INGAMEFX_GFX_TRANS_NONROT_NONCLIP := +water +aim_arrow INGAMEFX_GFX_TRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_TRANS),$(INGAMEFX_GFX_DIR)/$(FILE).bmp) INGAMEFX_GFX_TRANS_NONROT_NONCLIP_IN := $(foreach FILE,$(INGAMEFX_GFX_TRANS_NONROT_NONCLIP),$(INGAMEFX_GFX_DIR)/$(FILE).bmp) #### UI_GFX_DIR := $(GRAF_DIR)/ui UI_FONT_DIR := $(GRAF_DIR)/font UI_GFX_FONT := smallfont/+33 smallfont/+34 smallfont/+37 smallfont/+39 smallfont/+40 \ smallfont/+41 smallfont/+42 smallfont/+43 smallfont/+44 smallfont/+45 \ smallfont/+46 smallfont/+47 smallfont/+48 smallfont/+49 smallfont/+50 \ smallfont/+51 smallfont/+52 smallfont/+53 smallfont/+54 smallfont/+55 \ smallfont/+56 smallfont/+57 smallfont/+58 smallfont/+60 \ smallfont/+61 smallfont/+62 smallfont/+63 smallfont/+65 \ smallfont/+66 smallfont/+67 smallfont/+68 smallfont/+69 smallfont/+70 \ smallfont/+71 smallfont/+72 smallfont/+73 smallfont/+74 smallfont/+75 \ smallfont/+76 smallfont/+77 smallfont/+78 smallfont/+79 smallfont/+80 \ smallfont/+81 smallfont/+82 smallfont/+83 smallfont/+84 smallfont/+85 \ smallfont/+86 smallfont/+87 smallfont/+88 smallfont/+89 smallfont/+90 \ smallfont/+95 smallfont/+97 smallfont/+98 smallfont/+99 \ smallfont/+100 smallfont/+101 smallfont/+102 smallfont/+103 smallfont/+104 \ smallfont/+105 smallfont/+106 smallfont/+107 smallfont/+108 smallfont/+109 \ smallfont/+110 smallfont/+111 smallfont/+112 smallfont/+113 smallfont/+114\ smallfont/+115 smallfont/+116 smallfont/+117 smallfont/+118 smallfont/+119 \ smallfont/+120 smallfont/+121 smallfont/+122 smallfont/+140 smallfont/+192 \ smallfont/+193 smallfont/+194 smallfont/+195 smallfont/+196 \ smallfont/+197 smallfont/+198 smallfont/+199 smallfont/+200 smallfont/+201 \ smallfont/+202 smallfont/+203 smallfont/+204 smallfont/+205 smallfont/+206 \ smallfont/+207 smallfont/+208 smallfont/+210 smallfont/+211 smallfont/+212 \ smallfont/+213 smallfont/+214 smallfont/+216 smallfont/+217 smallfont/+218 \ smallfont/+219 smallfont/+220 smallfont/+221 smallfont/+222 smallfont/+223 \ smallfont/+224 smallfont/+225 smallfont/+226 smallfont/+227 smallfont/+228 \ smallfont/+230 smallfont/+232 smallfont/+233 smallfont/+234 smallfont/+235 \ smallfont/+236 smallfont/+237 smallfont/+238 smallfont/+239 smallfont/+242 \ smallfont/+243 smallfont/+244 smallfont/+245 smallfont/+246 smallfont/+249 \ smallfont/+250 smallfont/+251 smallfont/+252 smallfont/+253 smallfont/+255 UI_GFX_FONT_IN := $(foreach FILE,$(UI_GFX_FONT),$(UI_FONT_DIR)/$(FILE).bmp) UI_GFX_NONTRANS := UI_GFX_NONTRANS_IN := $(foreach FILE,$(UI_GFX_NONTRANS),$(UI_GFX_DIR)/$(FILE)) UI_GFX_TRANS := +bambootopleft.bmp +bamboobotleft.bmp +bambootopright.bmp +bamboobotright.bmp \ +bamboohorizontal.bmp +bamboovertical.bmp \ +butU.bmp +butD.bmp +butL.bmp +butR.bmp \ +butC.bmp +butS.bmp +butX.bmp +butT.bmp \ +mappointer.bmp +speechbubblecorner.bmp \ faces/mr_krabs.bmp faces/patrick.bmp faces/plankton.bmp \ faces/sandy.bmp faces/spongebob.bmp faces/squidward.bmp \ faces/mermaidman.bmp faces/barnacleboy.bmp faces/jack_custard.bmp UI_GFX_TRANS_IN := $(foreach FILE,$(UI_GFX_TRANS),$(UI_GFX_DIR)/$(FILE)) #### INGAMEGFX_SPR_DEP := $(INGAMEFX_GFX_NONTRANS_IN) $(INGAMEFX_GFX_TRANS_IN) $(INGAMEFX_GFX_TRANS_NONROT_NONCLIP_IN) \ $(PICKUP_GFX_IN) $(UI_GFX_FONT_IN) $(UI_GFX_NONTRANS_IN) $(UI_GFX_TRANS_IN) INGAMEGFX_SPR_IN := -c+ -z+ $(INGAMEFX_GFX_TRANS_IN) $(PICKUP_GFX_IN) $(UI_GFX_FONT_IN) $(UI_GFX_TRANS_IN) \ -c- -z- $(INGAMEFX_GFX_NONTRANS_IN) $(UI_GFX_NONTRANS_IN) \ -c- -q- -z+ -r- $(INGAMEFX_GFX_TRANS_NONROT_NONCLIP_IN) -q+ #---------------------------------------------------------------------------- # Front end graphics #---------------------------------------------------------------------------- FRONTEND_GFX_DIR := $(GRAF_DIR)/frontend # FRONTEND_GFX_OUT_DIR := $(DATA_OUT)/frontend FRONTEND_GFX_NONTRANS := FRONTEND_GFX_NONTRANS_IN := $(foreach FILE,$(FRONTEND_GFX_NONTRANS),$(FRONTEND_GFX_DIR)/$(FILE)) FRONTEND_GFX_TRANS := +bg1.bmp +bg2.bmp +bg3.bmp +bg4.bmp FRONTEND_GFX_TRANS_IN := $(foreach FILE,$(FRONTEND_GFX_TRANS),$(FRONTEND_GFX_DIR)/$(FILE)) FRONTEND_GFX_TRANS_NO_ROT := +sblogo.bmp FRONTEND_GFX_TRANS_NO_ROT_IN := $(foreach FILE,$(FRONTEND_GFX_TRANS_NO_ROT),$(FRONTEND_GFX_DIR)/$(FILE)) #### FRONTENDGFX_SPR_DEP := $(FRONTEND_GFX_NONTRANS_IN) $(FRONTEND_GFX_TRANS_IN) $(FRONTEND_GFX_TRANS_NO_ROT_IN) FRONTENDGFX_SPR_IN := -r- -z+ $(FRONTEND_GFX_TRANS_NO_ROT_IN) -r+ \ $(FRONTEND_GFX_TRANS_IN) \ -z- $(FRONTEND_GFX_NONTRANS_IN) # cleanfrontend : # @$(RM) -f $(FRONTEND_GFX_TEX_OUT) # @$(ECHO) Frontend Cleaned # # frontend: $(FRONTEND_GFX_TEX_IN) # # $(FRONTEND_GFX_TEX_OUT) : $(FRONTEND_GFX_TEX_IN) # @parkgrab -r- -z+ $(FRONTEND_GFX_TRANS_NO_ROT_IN) -r+ $(FRONTEND_GFX_TRANS_IN) -z- $(FRONTEND_GFX_NONTRANS_IN) -b+ -t:13,1,1 -l:$(REPORT_DIR)/frontend.lbm -o:$(FRONTEND_GFX_TEX_OUT) -k:$(FRONTEND_GFX_REP_FILE) # @$(MV) -f $(FRONTEND_GFX_OUT_DIR)/frontend.h $(FRONTEND_GFX_HDR_FILE) # # GRAF_DIRS_TO_MAKE += $(FRONTEND_GFX_OUT_DIR) # GFX_DATA_OUT += $(FRONTEND_GFX_TEX_OUT) #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- SPRITES_OUT_DIR := $(DATA_OUT)/sprites SPRITES_ALL_DEP := $(INGAMEGFX_SPR_DEP) \ $(FRONTENDGFX_SPR_DEP) \ $(ACTOR_SPR_DEP) \ $(SFXGFX_SPR_DEP) SPRITES_ALL_IN := $(INGAMEGFX_SPR_IN) \ $(FRONTENDGFX_SPR_IN) \ $(ACTOR_SPR_IN) \ $(SFXGFX_SPR_IN) SPRITES_TEX_OUT := $(SPRITES_OUT_DIR)/Sprites.Spr SPRITES_HDR_OUT := $(INC_DIR)/Sprites.h cleansprites: @$(RM) -f $(SPRITES_TEX_OUT) @$(RM) -f $(SPRITES_HDR_OUT) @$(ECHO) Sprites Cleaned sprites: $(SPRITES_ALL_DEP) $(SPRITES_TEX_OUT) : $(SPRITES_ALL_DEP) @$(PARKGRAB) -b+ $(SPRITES_ALL_IN) -t:12,4,1 -l:$(SPRITES_OUT_DIR)/sprites.lbm -o:$(SPRITES_TEX_OUT) @$(MV) -f $(SPRITES_OUT_DIR)/sprites.h $(SPRITES_HDR_OUT) @$(ECHO) Sprites Made GRAF_DIRS_TO_MAKE += $(SPRITES_OUT_DIR) GFX_DATA_OUT += $(SPRITES_TEX_OUT) #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- # Text translations #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- .PHONY: translate cleantranslate LANGUAGES := swe \ dut \ ita \ ger TRANS_IN_DIR := $(GAME_DATA_DIR)/translations TRANS_OUT_DIR := $(DATA_OUT)/translations TRANS_LBM_OUT_DIR := $(REPORT_DIR)/translations TRANS_IN_ENG := $(TRANS_IN_DIR)/text.dat TRANS_FINAL_DAT_FILE := $(TRANS_OUT_DIR)/final.dat ALL_TRANS_OUT_DIRS := $(TRANS_OUT_DIR) \ $(TRANS_LBM_OUT_DIR) ALL_TRANS_IN_FILES := $(foreach FILE,$(LANGUAGES),$(TRANS_IN_DIR)/$(FILE).dat) TRANS_IN_FILES := $(TRANS_IN_ENG) $(ALL_TRANS_IN_FILES) TRANS_OUT_DAT := $(foreach FILE, $(LANGUAGES),$(TRANS_OUT_DIR)/$(FILE).dat) $(TRANS_OUT_DIR)/id.dat $(TRANS_OUT_DIR)/eng.dat #$(TRANS_OUT_KANJI_TAB) TRANS_OUT_HDR := $(INC_DIR)/trans.h SCRIPT_TRANS_HDR := $(GAME_DATA_DIR)/scripts/defs/trans.scr TRANS_OUT_FILES := $(TRANS_OUT_HDR) $(TRANS_OUT_DAT) $(TRANS_OUT_LBM_LIST) $(TRANS_FINAL_DAT_FILE) $(TRANS_OUT_FILES) : $(TRANS_IN_FILES) @perl tools/perl/pl/lang.pl $(TRANS_IN_ENG) $(TRANS_FINAL_DAT_FILE) $(ALL_TRANS_IN_FILES) @transtext $(LANG_OP) -h:$(TRANS_OUT_HDR) -o:$(TRANS_OUT_DIR) $(TRANS_FINAL_DAT_FILE) @perl tools/perl/pl/text_extract.pl $(TRANS_OUT_HDR) $(SCRIPT_TRANS_HDR) STR__INGAME__ translate : $(TRANS_OUT_FILES) @$(ECHO) made translations cleantranslate: @$(RM) -f $(TRANS_OUT_FILES) @$(ECHO) Translations Cleaned GFX_DATA_OUT += $(TRANS_OUT_DAT) #---------------------------------------------------------------------------- # Big TGA backdrops #---------------------------------------------------------------------------- BACKDROPS_IN_DIR := $(GRAF_DIR)/backdrop BACKDROPS_IN := credits start1 start2 start3 start4 gameover BACKDROPS_OUT_DIR := $(DATA_OUT)/backdrop BACKDROPS_OUT := $(foreach SCREEN,$(BACKDROPS_IN),$(BACKDROPS_OUT_DIR)/$(SCREEN).gfx) backdrops : $(BACKDROPS_OUT) cleanbackdrops : @$(RM) -f $(BACKDROPS_OUT) @$(ECHO) Backdrops Cleaned $(BACKDROPS_OUT_DIR)/%.gfx : $(BACKDROPS_IN_DIR)/%.tga @$(TGA2GFX) $< $@ GRAF_DIRS_TO_MAKE += $(BACKDROPS_OUT_DIR) GFX_DATA_OUT += $(BACKDROPS_OUT) #---------------------------------------------------------------------------- # Map screens #---------------------------------------------------------------------------- MAPSCREENS_IN_DIR := $(GRAF_DIR)/ui/map MAPSCREENS_IN := map_background \ c1_l1 c1_l2 c1_l3 c1_l4 c1_boss c1_fair \ c2_l1 c2_l2 c2_l3 c2_l4 c2_boss c2_fair \ c3_l1 c3_l2 c3_l3 c3_l4 c3_boss c3_fair \ c4_l1 c4_l2 c4_l3 c4_l4 c4_boss c4_fair \ c5_l1 c5_l2 c5_l3 c5_l4 c5_boss c5_fair MAPSCREENS_OUT_DIR := $(DATA_OUT)/ui/map MAPSCREENS_OUT := $(foreach SCREEN,$(MAPSCREENS_IN),$(MAPSCREENS_OUT_DIR)/$(SCREEN).gfx) MAPSCREENS : $(MAPSCREENS_OUT) cleanmapscreens: @$(RM) -f $(MAPSCREENS_OUT) @$(ECHO) Map screens Cleaned $(MAPSCREENS_OUT_DIR)/%.gfx : $(MAPSCREENS_IN_DIR)/%.tga @$(TGA2GFX) $< $@ GRAF_DIRS_TO_MAKE += $(MAPSCREENS_OUT_DIR) GFX_DATA_OUT += $(MAPSCREENS_OUT) #---------------------------------------------------------------------------- # Loading screens #---------------------------------------------------------------------------- LOADINGSCREENS_IN_DIR := $(GRAF_DIR)/loadingscreens LOADINGSCREENS_IN := culture karate monitor pickles pineapple pizza teenage LOADINGSCREENS_OUT_DIR := $(DATA_OUT)/loadingscreens LOADINGSCREENS_OUT := $(foreach SCREEN,$(LOADINGSCREENS_IN),$(LOADINGSCREENS_OUT_DIR)/$(SCREEN).gfx) loadingscreens : $(LOADINGSCREENS_OUT) cleanloadingscreens : @$(RM) -f $(LOADINGSCREENS_OUT) @$(ECHO) Loadingscreens Cleaned $(LOADINGSCREENS_OUT_DIR)/%.gfx : $(LOADINGSCREENS_IN_DIR)/%.tga @$(TGA2GFX) $< $@ GRAF_DIRS_TO_MAKE += $(LOADINGSCREENS_OUT_DIR) GFX_DATA_OUT += $(LOADINGSCREENS_OUT) #---------------------------------------------------------------------------- # 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 $(SFX_ALL_OUT) @$(ECHO) SFX Cleaned $(SFX_ALL_OUT) : $(SFX_ALL_IN) @$(CP) $(SFX_ALL_IN) $(SFX_OUT_DIR) @$(ATTRIB) $(SFX_ALL_OUT) 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 $(MC_HEADER_OUT) @$(ECHO) MemCard Header Cleaned $(MC_HEADER_OUT) : $(MC_HEADER_IN) @$(CP) $(MC_HEADER_IN) $(MC_HEADER_OUT) @$(ATTRIB) $(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 := sb-title \ chapter1 chapter2 chapter3 chapter4 chapter5 chapter6 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 $(MUSIC_ALL_OUT) @$(ECHO) Music Cleaned $(MUSIC_ALL_OUT) : $(MUSIC_ALL_IN) @$(CP) $(MUSIC_ALL_IN) $(MUSIC_OUT_DIR) @$(ATTRIB) $(MUSIC_ALL_OUT) GRAF_DIRS_TO_MAKE += $(MUSIC_OUT_DIR) GFX_DATA_OUT += $(MUSIC_ALL_OUT) #---------------------------------------------------------------------------- # Script stuff.. #---------------------------------------------------------------------------- SCRIPTS_LIST := ch1l1_01 ch1l1_02 ch1l2_01 ch1l2_02 ch1l2_03 ch1l4_01 ch1l4_02 \ ch2l1_01 ch2l1_02 ch2l2_01 ch2l2_02 ch3l1_01 ch3l3_01 ch3l3_02 ch4l3_01 ch4l3_02 SCRIPTS_IN_DIR := $(GAME_DATA_DIR)/scripts SCRIPTS_OUT_DIR := $(DATA_OUT)/scripts SCRIPTS_OUT := $(foreach SCRIPT,$(SCRIPTS_LIST),$(SCRIPTS_OUT_DIR)/$(SCRIPT).dat) scripts : $(SCRIPTS_OUT) cleanscripts: @$(RM) -f $(SCRIPTS_OUT) @$(ECHO) Scripts Cleaned # Saves a lot of hassle to make the scripts dependant upon the text database too.. $(SCRIPTS_OUT_DIR)/%.dat : $(SCRIPTS_IN_DIR)/%.scr $(SCRIPT_TRANS_HDR) @scripter $< $@ GRAF_DIRS_TO_MAKE += $(SCRIPTS_OUT_DIR) GFX_DATA_OUT += $(SCRIPTS_OUT) #---------------------------------------------------------------------------- # Demo mode data #---------------------------------------------------------------------------- DEMO_IN_DIR := data/demo DEMO_OUT_DIR := $(DATA_OUT)/demo DEMO_LIST := demo____ DEMO_ALL_IN := $(foreach DEMO,$(DEMO_LIST),$(DEMO_IN_DIR)/$(DEMO).dmo) DEMO_ALL_OUT := $(foreach DEMO,$(DEMO_LIST),$(DEMO_OUT_DIR)/$(DEMO).dmo) demo: $(DEMO_ALL_OUT) cleandemo: @$(RM) -f $(DEMO_ALL_OUT) @$(ECHO) Demo Cleaned $(DEMO_ALL_OUT) : $(DEMO_ALL_IN) @$(CP) $(DEMO_ALL_IN) $(DEMO_OUT_DIR) @$(ATTRIB) $(DEMO_ALL_OUT) GRAF_DIRS_TO_MAKE += $(DEMO_OUT_DIR) GFX_DATA_OUT += $(DEMO_ALL_OUT) #---------------------------------------------------------------------------- # Dirs to Make #---------------------------------------------------------------------------- GRAF_DIRS_TO_MAKE += $(TRANS_OUT_DIR) \ $(ACTOR_DIRS_TO_MAKE) \ $(LEVELS_DIRS_TO_MAKE) gdirs : $(GRAF_DIRS_TO_MAKE) $(GRAF_DIRS_TO_MAKE) : @$(MKDIR) -p $(GRAF_DIRS_TO_MAKE) @$(ECHO) Created directories $(GRAF_DIRS_TO_MAKE) #---------------------------------------------------------------------------- # Build the Heffalump 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) BigLump Cleaned $(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 #---------------------------------------------------------------------------- all : dirs gdirs \ actors \ levels \ biglump @$(ECHO) Graphics made #---------------------------------------------------------------------------- # end