From f8194ab3b1a8dd29ec7159e981da3a96c3ca5c6b Mon Sep 17 00:00:00 2001 From: Daveo Date: Tue, 29 Aug 2000 16:28:00 +0000 Subject: [PATCH] --- MakeEUR.bat | 4 + MakeUSA.bat | 4 + g.bat | 1 + m.bat | 15 + makefile.gaz | 472 ++++++++++++++++++++++ makefile.gfx | 1068 ++++++++++++++++++++++++++++++++++++++++++++++++++ 6 files changed, 1564 insertions(+) create mode 100644 MakeEUR.bat create mode 100644 MakeUSA.bat create mode 100644 g.bat create mode 100644 m.bat create mode 100644 makefile.gaz create mode 100644 makefile.gfx diff --git a/MakeEUR.bat b/MakeEUR.bat new file mode 100644 index 000000000..95e7db24a --- /dev/null +++ b/MakeEUR.bat @@ -0,0 +1,4 @@ +del out\*.* /s /y /e >nul +@tools\make -r -f makefile.gfx VERSION=DEBUG TERRITORY=EUR USER_NAME=CDBUILD +@tools\make -r -f makefile.gaz VERSION=DEBUG TERRITORY=EUR USER_NAME=CDBUILD + diff --git a/MakeUSA.bat b/MakeUSA.bat new file mode 100644 index 000000000..1ea1466e5 --- /dev/null +++ b/MakeUSA.bat @@ -0,0 +1,4 @@ +del out\*.* /s /y /e >nul +@tools\make -r -f makefile.gfx VERSION=DEBUG TERRITORY=USA USER_NAME=CDBUILD +@tools\make -r -f makefile.gaz VERSION=DEBUG TERRITORY=USA USER_NAME=CDBUILD + diff --git a/g.bat b/g.bat new file mode 100644 index 000000000..07dac77a8 --- /dev/null +++ b/g.bat @@ -0,0 +1 @@ +@tools\make -r -f makefile.gfx VERSION=DEBUG TERRITORY=USA %1 %2 %3 %4 %5 diff --git a/m.bat b/m.bat new file mode 100644 index 000000000..06a1e6935 --- /dev/null +++ b/m.bat @@ -0,0 +1,15 @@ +@tools\make -r -f makefile.gaz VERSION=DEBUG TERRITORY=USA %1 %2 %3 %4 %5 + + + + + + + + + + + + + + diff --git a/makefile.gaz b/makefile.gaz new file mode 100644 index 000000000..94c2ce18e --- /dev/null +++ b/makefile.gaz @@ -0,0 +1,472 @@ +#---------------------------------------------------------------------------- +# MAKEFILE +# +# Controlling makefile for Power Rangers Light Speed Rescue PSX +# +# Tabbed for 5 9 (Please do not change) +# +# Created: 3rd February 1999 GRLiddon() +# +# Copyright (C) 1997-1999 G R Liddon +#---------------------------------------------------------------------------- + +#---------------------------------------------------------------------------- +# Default Target +# -------------- +.PHONY: default +default : all + +#---------------------------------------------------------------------------- +# Name of the project +# -------------------- +PROJ := prlsr + +#---------------------------------------------------------------------------- + +USE_EGCS := 1 +BUILD_DIR := build + +#---------------------------------------------------------------------------- +# Includes +# -------- +include $(BUILD_DIR)/globals.mak +include $(BUILD_DIR)/getuser.mak +include $(BUILD_DIR)/parse.mak + +#---------------------------------------------------------------------------- +# File Sys specifics +#---------------------------------------------------------------------------- +PC_FILESYS_SRC := pcfile +PC_STARTUP_OBJ := +PC_FILESYS_LIB := libsn + +CD_FILESYS_SRC := cdfile +CD_STARTUP_OBJ := BootObj\snmain +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 + +gfx_src := prim \ + tpage \ + sprbank \ + animtex \ + camera \ + basemod \ + skel \ + anim \ + lvlmesh \ + kdnode \ + font \ + fdata \ + fader \ + bilboard + +gfx_src_mip := render + +gui_src := gui gtext goptlist nrgbar gsprite gcontrls \ + gframe gcodlist gtextent gtoggle \ + guisfx + +locale_src := textdbase + +mem_src := memory + +memcard_src := memcard \ + saveload + +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 + +system_src := main \ + gstate \ + clickcount \ + vid \ + debug \ + cpuprof \ + sysobj \ + prof \ + scene \ + password \ + hiscores \ + pak + + +utils_src := utils \ + sincos \ + list + +utils_src_mip := quatmip \ + mathmip \ + replace + +system_src_mip := gp \ + lnkopt \ + $(VERSION)/$(TERRITORY)/$(FILE_SYSTEM)/info + + +# +# Compile Build Lists +# ---------------------------- +SRC_DIRS := $(patsubst $(SOURCE_DIR)/%,%,$(wildcard $(SOURCE_DIR)/*)) + +ALL_ASM_OBJS := $(foreach SRC_DIR,$(SRC_DIRS),$(foreach FILE,$($(SRC_DIR)_src_mip),$(SRC_DIR)/$(FILE).o)) +ALL_CPP_OBJS := $(foreach SRC_DIR,$(SRC_DIRS),$(foreach FILE,$($(SRC_DIR)_src),$(SRC_DIR)/$(FILE).o)) + +ALL_CODE_OBJS := $(ALL_ASM_OBJS) $(ALL_CPP_OBJS) + +#---------------------------------------------------------------------------- +# Libraries we need +#---------------------------------------------------------------------------- +include $(BUILD_DIR)/outdirs.mak + +#---------------------------------------------------------------------------- +# Libraries we need +#---------------------------------------------------------------------------- + +PSX_LIBS := libc libapi libetc libspu libsnd \ + libgpu libcard libpress \ + libcd libtap libcomb libmcrd \ + libgte libpad libds +MOD_LIBS := xmplay + +PSX_LIBS_FULL := $(foreach FILE,$(PSX_LIBS),$(PSYQ_LIB_DIR)/$(FILE).lib) +FILESYS_LIBS_FULL := $(foreach FILE,$($(FILE_SYSTEM)_FILESYS_LIB),$(PSYQ_LIB_DIR)/$(FILE).lib) +MOD_LIBS_FULL := $(foreach FILE,$(MOD_LIBS),$(MOD_LIB_DIR)/$(FILE).lib) + +ALL_LIBS_FULL := $(PSX_LIBS_FULL) $(MOD_LIBS_FULL) $(FILESYS_LIBS_FULL) + +EXTRA_OBJS := $(VLC_LIB_DIR)/vlc_bit.o + +#---------------------------------------------------------------------------- +# Do all the stuff we need to do to build the source code into obj files +#---------------------------------------------------------------------------- + +.PHONY : code cleancode + +# Cpp files first +# --------------- +include $(BUILD_DIR)/ccopt.mak + +$(OBJ_DIR)/%.o : $(SOURCE_DIR)/%.cpp + @$(ECHO) Compiling $< + @$(CC) -c $(COMMON_CCFLAGS) $< -o a.o + @dmpsx -b a.o + @objbodge a.o $@ + @$(RM) a.o + +# Stuff to make Info.mip +# ---------------------- +arse: $(SOURCE_DIR)/system/$(VERSION)/$(TERRITORY)/$(FILE_SYSTEM)/info.mip + +$(SOURCE_DIR)/system/$(VERSION)/$(TERRITORY)/$(FILE_SYSTEM)/info.mip : makefile.gaz $(USER_VAR_FILE) + @$(REDIR) $@ \ +'$(TAB)section .rdata' \ +'$(TAB)global INF_Version' \ +'$(TAB)global INF_Territory' \ +'$(TAB)global INF_FileSystem' \ +'INF_Version db &$(VERSION)&,0' \ +'INF_Territory db &$(TERRITORY)&,0' \ +'INF_FileSystem db &$(FILE_SYSTEM)&,0' + + +# Assembly here +# ------------- +$(OBJ_DIR)/%.o : $(SOURCE_DIR)/%.mip + @$(ECHO) Assembling $< + @$(ASM) $(ASM_OPTS) $<,$@ + +# Overal stuff here +# ----------------- +CODE_OBJS_TO_MAKE := $(foreach FILE,$(ALL_CODE_OBJS),$(OBJ_DIR)/$(FILE)) + +code : $(CODE_OBJS_TO_MAKE) + +cleancode : + @$(RM) -f $(CODE_OBJS_TO_MAKE) + @$(ECHO) Cleaned code output + +#---------------------------------------------------------------------------- +# Do all the stuff we need to make our CPE, MAP and EXE files +#---------------------------------------------------------------------------- +.PHONY: link cleanlink + +include $(BUILD_DIR)/lnk.mak + +CPE_FILE := $(VERSION_DIR)/$(PROJ).cpe +MAP_FILE := $(VERSION_DIR)/$(PROJ).map + +SYM_FILE := $(VERSION_DIR)/$(PROJ).sym + +LINK_FILE := $(TEMP_DIR)/$(PROJ).ln + +$(LINK_FILE) : makefile.gaz $(BUILD_DIR)/lnk.mak $(USER_VAR_FILE) + @$(REDIR) $(LINK_FILE) $(LINKER_FILE_MACRO) + +LINK_FILES_TO_MAKE := $(CPE_FILE) $(MAP_FILE) $(SYM_FILE) + +$(LINK_FILES_TO_MAKE) : $(LINK_FILE) $(ALL_LIBS_FULL) $(CODE_OBJS_TO_MAKE) + @$(LNK) $(LNK_FLAGS) @$(LINK_FILE),$(CPE_FILE),$(SYM_FILE),$(MAP_FILE) + symmunge $(SYM_FILE) +ifeq ($(USER_NAME),daveo) + @cp stats.txt '$(SIZES_DIR)/$(shell $(DATE) '+%d-%m-%Y_%H-%M-%S')' +endif + +link : $(LINK_FILES_TO_MAKE) + +cleanlink : + @$(RM) -f $(LINK_FILES_TO_MAKE) $(LINK_FILE) + @$(ECHO) Cleaned link output + + +#---------------------------------------------------------------------------- +# Stuff so you can clean individual files +#---------------------------------------------------------------------------- +MAKE_TARGETS := $(subst /,.,$(patsubst %.o,%,$(foreach FILE,$(ALL_CODE_OBJS),$(FILE)))) + +CLEAN_TARGETS := $(addprefix clean.,$(MAKE_TARGETS)) + +.PHONY: $(CLEAN_TARGETS) +.PHONY: $(MAKE_TARGETS) + +$(CLEAN_TARGETS) : + @$(RM) -f $(addprefix $(OBJ_DIR)/,$(addsuffix .o,$(subst .,/,$(subst clean.,,$@)))) + @$(ECHO) Cleaned $(addprefix $(OBJ_DIR)/,$(addsuffix .o,$(subst .,/,$(subst clean.,,$@)))) + +$(MAKE_TARGETS) : + $(MAKE) -r -f makefile.gaz VERSION=$(VERSION) TERRITORY=$(TERRITORY) clean.$@ + $(MAKE) -r -f makefile.gaz VERSION=$(VERSION) TERRITORY=$(TERRITORY) $(OBJ_DIR)/$(subst .,/,$@).o + +#---------------------------------------------------------------------------- +# This bit does everything needed for generating autodependancies +#---------------------------------------------------------------------------- +ALL_CODE_DEPS := $(patsubst %.o,%.d,$(addprefix $(DEPS_DIR)/,$(ALL_CODE_OBJS))) + +$(DEPS_DIR)/%.d : $(SOURCE_DIR)/%.cpp + @$(MKDIR) -p $(dir $@) + -@$(CC) -M $(COMMON_CCFLAGS) $< -o $(TEMP_DIR)/deps.tmp + @$(PL) $(PERL_SCRIPT_DIR)/dep.pl $(TEMP_DIR)/deps.tmp $@ $(OBJ_DIR)/$(subst .cpp,.o,$(subst $(SOURCE_DIR)/,,$<)) + @$(RM) $(TEMP_DIR)/deps.tmp + @$(ECHO) Generated autodependancies for $< + +deps : $(ALL_CODE_DEPS) + @echo Made deps + +#ifndef NODEPS +include $(ALL_CODE_DEPS) +#endif + +$(DEPS_DIR)/%.d : $(SOURCE_DIR)/%.mip + @$(REDIR) $@ '#' + +cleandeps : + @$(RM) -f $(ALL_CODE_DEPS) + +#---------------------------------------------------------------------------- +# Boot strap stuff +#---------------------------------------------------------------------------- + +CD_DIR := CdBuild/$(TERRITORY) +BIGLUMP_FILE := $(VERSION_DIR)/BIGLUMP.BIN +BIN_OUTFILE := PRLSR.BIN +BOOTSTRAP_DIR := source/psxboot/ +BOOTSTRAP_IN := $(BOOTSTRAP_DIR)/PsxBoot.cpp +BOOTSTRAP_CPE := $(TEMP_DIR)/PsxBoot.cpe +BOOTSTRAP_MAP := $(TEMP_DIR)/PsxBoot.map +BOOTSTRAP_SYM := $(TEMP_DIR)/PsxBoot.sym +BOOTSTRAP_EXE := $(TEMP_DIR)/PsxBoot.exe + +USA_BOOTSTRAP_OUT :=$(CD_DIR)/SLUS_011.14 +USA_CPE2X_PARAM :=/CA +EUR_BOOTSTRAP_OUT :=$(CD_DIR)/SLES_011.14 +EUR_CPE2X_PARAM :=/CE + +cddata: +ifeq ($(USER_NAME),CDBUILD) + @$(MKDIR) -p $(CD_DIR) + @$(CPE2BIN) $(CPE_FILE) $(CD_DIR)/$(BIN_OUTFILE) + @$(CP) $(BIGLUMP_FILE) $(CD_DIR) -f + @alchemy --n -a -15 -^ -o graphics/screens/legal.tga $(TEMP_DIR)/pic.tmp + @chopchop $(TEMP_DIR)/pic.tmp $(CD_DIR)/LEGAL.GFX 20 262144 + +# Compile bootstrap + @ccpsx -O2 -g $(BOOTSTRAP_IN) -c -Xo$801c0000 $(COMMON_CCFLAGS) -oPsxBoot.o + @slink -m -psx -c -v -z -o 0x801c0000 -cpemunge -we -wm -wo @$(BOOTSTRAP_DIR)/psxboot.ln,$(BOOTSTRAP_CPE),$(BOOTSTRAP_SYM),$(BOOTSTRAP_MAP) + @$(RM) PsxBoot.o + Cpe2Exe $($(TERRITORY)_CPE2X_PARAM) $(BOOTSTRAP_CPE) + @$(CP) $(BOOTSTRAP_EXE) $($(TERRITORY)_BOOTSTRAP_OUT) -f + @$(CP) Data/$(TERRITORY).cnf $(CD_DIR)/SYSTEM.CNF -f + @$(ECHO) $(TERRITORY) CD Built +endif + +#---------------------------------------------------------------------------- +# Main dependancy +# --------------- + +ifdef ERR_STR +all: + @$(ECHO) Error: $(ERR_STR) + +else + +all: dirs link cddata + @$(ECHO) Built !$(TERRITORY):$(VERSION):$(FILE_SYSTEM)!. + + +.PHONY: clean + +clean : cleanlink cleandeps cleancode + @$(ECHO) Cleaning complete + +endif + +#---------------------------------------------------------------------------- +# end--- \ No newline at end of file diff --git a/makefile.gfx b/makefile.gfx new file mode 100644 index 000000000..4bd371d25 --- /dev/null +++ b/makefile.gfx @@ -0,0 +1,1068 @@ +#---------------------------------------------------------------------------- +# 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 \ No newline at end of file