mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-24 21:15:12 +00:00
663e4549d8
* Proof of concept for loading rom assets at runtime * Added skybox textures * Adjusted format * Load all texture assets from rom * Adjusted rom asset loading * Load all Vtx lists from rom * clean up toad, wario and his cap conflicts * Load sound samples from rom * fix toad sounds * Loaded sequences from rom * Load collisions from rom * Object animations are now loaded from the rom * Load player animations from rom * Load goddard anims from rom * whoops * fix some compile errors * drag and drop rom checker, everything works now. * fix errors due to merge conflicts * fix compile errors on windows, switch to md5 * fix vertex colors during load Co-Authored-By: Agent X <44549182+agent-11@users.noreply.github.com> * Load dialogs from rom * Loaded course/act names from rom * Loaded ingame text from rom * rerun autogen & blacklist smlua_text_utils_init * fix ttc_seg7_vertex_0700B238 colors --------- Co-authored-by: MysterD <myster@d> Co-authored-by: Agent X <44549182+agent-11@users.noreply.github.com>
307 lines
16 KiB
Text
307 lines
16 KiB
Text
# --------------------------------------
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# General Rules
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# --------------------------------------
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# obtain a list of segments from the *.c files in bin directory
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SEGMENTS := \
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$(notdir $(basename $(wildcard bin/*.c))) \
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$(addprefix $(VERSION)/,$(notdir $(basename $(wildcard bin/$(VERSION)/*.c)))) \
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$(addsuffix _skybox,$(notdir $(basename $(wildcard textures/skyboxes/*.png))))
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# Directories containing PNG files
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TEXTURE_DIRS := \
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$(wildcard textures/*/) \
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$(filter %/,$(wildcard actors/*/))
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# NOTE: textures assume naming convention "texture.<encoding>.png" generates "texture.<encoding>"
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ACTOR_GROUPS := \
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group0 \
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group1 \
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group2 \
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group3 \
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group4 \
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group5 \
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group6 \
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group7 \
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group8 \
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group9 \
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group10 \
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group11 \
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group12 \
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group13 \
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group14 \
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group15 \
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group16 \
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group17 \
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common0 \
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common1 \
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custom0 \
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zcustom0
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LEVEL_FILES := $(addsuffix leveldata,$(LEVEL_DIRS))
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SEG_FILES := \
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$(SEGMENTS:%=$(BUILD_DIR)/bin/%.elf) \
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$(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.elf) \
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$(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.elf)
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MIO0_FILES := \
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$(SEGMENTS:%=$(BUILD_DIR)/bin/%.mio0) \
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$(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.mio0) \
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$(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.mio0)
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MIO0_OBJ_FILES := $(MIO0_FILES:.mio0=.mio0.o)
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# --------------------------------------
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# Actor Rules
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# --------------------------------------
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# Actor Directories
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KOOPA_DIRS := koopa_flag poundable_pole koopa piranha_plant whomp chain_ball chain_chomp
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CAPSWITCH_DIRS := capswitch springboard
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CHILLYCHIEF_DIRS := chillychief moneybag
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BULLY_DIRS := bully blargg
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SPINDRIFT_DIRS := spindrift penguin snowman
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KING_BOBOMB_DIRS := king_bobomb water_bubble
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BOO_DIRS := bookend book chair small_key mad_piano boo haunted_cage
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MR_I_DIRS := mr_i_eyeball mr_i_iris swoop snufit dorrie scuttlebug
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HOOT_DIRS := yellow_sphere_small hoot yoshi_egg thwomp bullet_bill heave_ho
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COINS_DIRS := mist explosion butterfly coin warp_pipe door bowser_key flame blue_fish pebble leaves warp_collision mario_cap power_meter mushroom_1up star sand dirt transparent_star white_particle wooden_signpost tree
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BUBBA_DIRS := bubba wiggler wiggler_body_part lakitu_enemy spiny_egg spiny
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SKEETER_DIRS := skeeter seaweed water_mine cyan_fish bub water_ring treasure_chest
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KLEPTO_DIRS := klepto eyerok pokey tornado
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SEA_DIRS := clam_shell manta sushi unagi whirlpool
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AMP_DIRS := blue_coin_switch amp cannon_lid cannon_base cannon_barrel chuckya purple_switch checkerboard_platform heart flyguy breakable_box exclamation_box goomba bobomb metal_box exclamation_box_outline test_platform koopa_shell
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MOLE_DIRS := monty_mole_hole monty_mole smoke ukiki fwoosh
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LAKITU_DIRS := lakitu_cameraman toad mips boo_castle
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PEACH_DIRS := bird peach yoshi
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BOWSER_DIRS := bowser_flame impact_ring yellow_sphere bowser bomb impact_smoke
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MARIO_DIRS := mario bubble walk_smoke burn_smoke stomp_smoke water_wave sparkle water_splash white_particle_small sparkle_animation
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# Add Luigi
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CUSTOM_DIRS := luigi_cap
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ZCUSTOM_DIRS := luigi
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# Add Toad
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CUSTOM_DIRS += toad_cap
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ZCUSTOM_DIRS += toad_player
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# Add Waluigi
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CUSTOM_DIRS += waluigi_cap
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ZCUSTOM_DIRS += waluigi
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# Add Wario
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CUSTOM_DIRS += wario_cap
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ZCUSTOM_DIRS += wario
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# Add coop-specific
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CUSTOM_DIRS += error_model
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# Actor Textures
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CUSTOM_TEXTURES := $(foreach dir,$(CUSTOM_DIRS), $(wildcard actors/$(dir)/*.png))
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AMP_CHUCKYA_TEXTURES := $(foreach dir,$(AMP_DIRS), $(wildcard actors/$(dir)/*.png))
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BOBOMBS_BUBBLE_TEXTURES := $(foreach dir,$(KING_BOBOMB_DIRS),$(wildcard actors/$(dir)/*.png))
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BOO_BOOKEND_TEXTURES := $(foreach dir,$(BOO_DIRS), $(wildcard actors/$(dir)/*.png))
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CAPSWITCH_SPRINGBOARD_TEXTURES := $(foreach dir,$(CAPSWITCH_DIRS), $(wildcard actors/$(dir)/*.png))
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COINS_PIPE_TEXTURES := $(foreach dir,$(COINS_DIRS), $(wildcard actors/$(dir)/*.png))
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BOWSER_FLAMES_TEXTURES := $(foreach dir,$(BOWSER_DIRS), $(wildcard actors/$(dir)/*.png))
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BUBBA_WIGGLER_TEXTURES := $(foreach dir,$(BUBBA_DIRS), $(wildcard actors/$(dir)/*.png))
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BULLY_BLARGG_TEXTURES := $(foreach dir,$(BULLY_DIRS), $(wildcard actors/$(dir)/*.png))
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CHILLYCHIEF_TEXTURES := $(foreach dir,$(CHILLYCHIEF_DIRS),$(wildcard actors/$(dir)/*.png))
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HOOT_THWOMP_TEXTURES := $(foreach dir,$(HOOT_DIRS), $(wildcard actors/$(dir)/*.png))
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KOOPA_LOG_TEXTURES := $(foreach dir,$(KOOPA_DIRS), $(wildcard actors/$(dir)/*.png))
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KLEPTO_EYEROK_TEXTURES := $(foreach dir,$(KLEPTO_DIRS), $(wildcard actors/$(dir)/*.png))
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LAKITU_TOAD_TEXTURES := $(foreach dir,$(LAKITU_DIRS), $(wildcard actors/$(dir)/*.png))
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MARIO_WATER_TEXTURES := $(foreach dir,$(MARIO_DIRS), $(wildcard actors/$(dir)/*.png))
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MOLE_UKIKI_TEXTURES := $(foreach dir,$(MOLE_DIRS), $(wildcard actors/$(dir)/*.png))
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MR_I_SWOOP_TEXTURES := $(foreach dir,$(MR_I_DIRS), $(wildcard actors/$(dir)/*.png))
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PEACH_TOADSTOOL_TEXTURES := $(foreach dir,$(PEACH_DIRS), $(wildcard actors/$(dir)/*.png))
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SEA_CREATURES_TEXTURES := $(foreach dir,$(SEA_DIRS), $(wildcard actors/$(dir)/*.png))
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SKEETER_FISH_TEXTURES := $(foreach dir,$(SKEETER_DIRS), $(wildcard actors/$(dir)/*.png))
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SPINDRIFT_PENGUIN_TEXTURES := $(foreach dir,$(SPINDRIFT_DIRS), $(wildcard actors/$(dir)/*.png))
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ZCUSTOM_TEXTURES := $(foreach dir,$(ZCUSTOM_DIRS), $(wildcard actors/$(dir)/*.png))
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# Actor dependencies
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$(BUILD_DIR)/actors/group0.o: $(MARIO_WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group1.o: $(HOOT_THWOMP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group2.o: $(BULLY_BLARGG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group3.o: $(BOBOMBS_BUBBLE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group4.o: $(SEA_CREATURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group5.o: $(KLEPTO_EYEROK_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group6.o: $(MOLE_UKIKI_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group7.o: $(SPINDRIFT_PENGUIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group8.o: $(CAPSWITCH_SPRINGBOARD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group9.o: $(BOO_BOOKEND_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group10.o: $(PEACH_TOADSTOOL_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group11.o: $(BUBBA_WIGGLER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group12.o: $(BOWSER_FLAMES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group13.o: $(SKEETER_FISH_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group14.o: $(KOOPA_LOG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group15.o: $(LAKITU_TOAD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group16.o: $(CHILLYCHIEF_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group17.o: $(MR_I_SWOOP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/common0.o: $(AMP_CHUCKYA_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/common1.o: $(COINS_PIPE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/custom0.o: $(CUSTOM_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/zcustom0.o: $(ZCUSTOM_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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# Actor Elf Files
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$(BUILD_DIR)/actors/group0.elf: SEGMENT_ADDRESS := 0x04000000
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$(BUILD_DIR)/actors/group1.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group2.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group3.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group4.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group5.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group6.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group7.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group8.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group9.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group10.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group11.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group12.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/group13.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/group14.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/group15.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/group16.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/group17.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/common0.elf: SEGMENT_ADDRESS := 0x08000000
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$(BUILD_DIR)/actors/common1.elf: SEGMENT_ADDRESS := 0x03000000
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$(BUILD_DIR)/actors/custom0.elf: SEGMENT_ADDRESS := 0x04000000
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$(BUILD_DIR)/actors/zcustom0.elf: SEGMENT_ADDRESS := 0x04000000
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# --------------------------------------
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# Level Rules
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# --------------------------------------
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$(BUILD_DIR)/levels/%/leveldata.elf: SEGMENT_ADDRESS := 0x07000000
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# TODO: Generate these rules from the level configs?
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define level_rules =
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$(1)_SEG7_FILES := $$(patsubst %.png,%.inc.c,$$(wildcard levels/$(1)/*.png))
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$$(BUILD_DIR)/levels/$(1)/leveldata.o: $$(addprefix $$(BUILD_DIR)/,$$($(1)_SEG7_FILES))
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$$(BUILD_DIR)/levels/$(1)/leveldata.elf: TEXTURE_BIN := $(2)
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endef
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ifneq ($(MAKECMDGOALS),clean)
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ifneq ($(MAKECMDGOALS),distclean)
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ifeq ($(WINDOWS_AUTO_BUILDER),1)
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include $(BUILD_DIR)/level_rules.mk
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else
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$(BUILD_DIR)/level_rules.mk: levels/level_rules.mk levels/level_defines.h
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@$(PRINT) "$(GREEN)Preprocessing level make rules: $(BLUE)$@ $(NO_COL)\n"
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$(V)$(CPP) $(VERSION_CFLAGS) -I . $(EXTRA_INCLUDES) -o $@ $<
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include $(BUILD_DIR)/level_rules.mk
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endif
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endif
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endif
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# --------------------------------------
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# Extra Level Rules
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# --------------------------------------
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$(eval $(call level_rules,intro,generic)) # Intro (Super Mario 64 Logo)
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$(eval $(call level_rules,menu,generic)) # Menu (File Select)
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# --------------------------------------
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# Cake Texture Rules
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# --------------------------------------
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# Ending cake textures are generated in a special way
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$(BUILD_DIR)/levels/ending/cake_eu.inc.c: levels/ending/cake_eu.png
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@$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to: $(BLUE)$@ $(NO_COL)\n"
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$(V)$(SKYCONV) $(SKYCONV_ARGS) --type cake-eu --split $^ $(BUILD_DIR)/levels/ending
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#$(BUILD_DIR)/levels/ending/cake.inc.c: levels/ending/cake.png
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# @$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to: $(BLUE)$@ $(NO_COL)\n"
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# $(V)$(SKYCONV) $(SKYCONV_ARGS) --type cake --split $^ $(BUILD_DIR)/levels/ending
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# --------------------------------------
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# Texture Bin Rules
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# --------------------------------------
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# Others
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SEGMENT2_TEXTURES := $(wildcard $(TEXTURE_DIR)/segment2/*.png)
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TITLE_SCREEN_BG_TEXTURES := $(wildcard $(TEXTURE_DIR)/title_screen_bg/*.png)
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SPOOKY_TEXTURES := $(wildcard $(TEXTURE_DIR)/spooky/*.png)
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GENERIC_TEXTURES := $(wildcard $(TEXTURE_DIR)/generic/*.png)
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OUTSIDE_TEXTURES := $(wildcard $(TEXTURE_DIR)/outside/*.png)
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SNOW_TEXTURES := $(wildcard $(TEXTURE_DIR)/snow/*.png)
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EFFECT_TEXTURES := $(wildcard $(TEXTURE_DIR)/effect/*.png)
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CAVE_TEXTURES := $(wildcard $(TEXTURE_DIR)/cave/*.png)
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INSIDE_TEXTURES := $(wildcard $(TEXTURE_DIR)/inside/*.png)
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WATER_TEXTURES := $(wildcard $(TEXTURE_DIR)/water/*.png)
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FIRE_TEXTURES_TEXTURES := $(wildcard $(TEXTURE_DIR)/fire/*.png)
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SKY_TEXTURES := $(wildcard $(TEXTURE_DIR)/sky/*.png)
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MACHINE_TEXTURES := $(wildcard $(TEXTURE_DIR)/machine/*.png)
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MOUNTAIN_TEXTURES := $(wildcard $(TEXTURE_DIR)/mountain/*.png)
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GRASS_TEXTURES := $(wildcard $(TEXTURE_DIR)/grass/*.png)
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CUSTOM_FONT_TEXTURES := $(wildcard $(TEXTURE_DIR)/custom_font/*.png)
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# Texture Files
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$(BUILD_DIR)/bin/segment2.o: $(SEGMENT2_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/title_screen_bg.o: $(TITLE_SCREEN_BG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/spooky.o: $(SPOOKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/generic.o: $(GENERIC_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/outside.o: $(OUTSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/snow.o: $(SNOW_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/effect.o: $(EFFECT_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/cave.o: $(CAVE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/inside.o: $(INSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/water.o: $(WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/fire.o: $(FIRE_TEXTURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/sky.o: $(SKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/machine.o: $(MACHINE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/mountain.o: $(MOUNTAIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/grass.o: $(GRASS_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/custom_font.o: $(CUSTOM_FONT_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/custom_textures.o: $(SEGMENT2_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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# Others
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$(BUILD_DIR)/bin/segment2.elf: SEGMENT_ADDRESS := 0x02000000
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$(BUILD_DIR)/bin/title_screen_bg.elf: SEGMENT_ADDRESS := 0x0A000000
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$(BUILD_DIR)/bin/debug_level_select.elf: SEGMENT_ADDRESS := 0x07000000
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$(BUILD_DIR)/bin/effect.elf: SEGMENT_ADDRESS := 0x0B000000
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$(BUILD_DIR)/bin/spooky.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/generic.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/outside.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/snow.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/cave.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/inside.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/water.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/fire.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/sky.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/machine.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/mountain.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/grass.elf: SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/custom_font.elf: SEGMENT_ADDRESS := 0x09000000
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# EU segment 19 translations
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$(BUILD_DIR)/bin/eu/translation_de.elf: SEGMENT_ADDRESS := 0x19000000
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$(BUILD_DIR)/bin/eu/translation_en.elf: SEGMENT_ADDRESS := 0x19000000
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$(BUILD_DIR)/bin/eu/translation_fr.elf: SEGMENT_ADDRESS := 0x19000000
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# --------------------------------------
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# Skybox Rules
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# --------------------------------------
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$(BUILD_DIR)/bin/%_skybox.c: textures/skyboxes/%.png
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@$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to: $(BLUE)$@ $(NO_COL)\n"
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$(V)$(SKYCONV) $(SKYCONV_ARGS) --type sky --split $^ $(BUILD_DIR)/bin
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$(BUILD_DIR)/bin/%_skybox.elf: SEGMENT_ADDRESS := 0x0A000000
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# --------------------------------------
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# Misc Rules
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# --------------------------------------
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# intro and ipl3 textures are not compressed
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INTRO_RAW_FILES := $(wildcard $(TEXTURE_DIR)/intro_raw/*.png)
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$(BUILD_DIR)/src/goddard/renderer.o: $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(INTRO_RAW_FILES)))
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IPL3_TEXTURE_FILES := $(wildcard $(TEXTURE_DIR)/ipl3_raw/*.png)
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IPL3_RAW_FILES := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%,$(IPL3_TEXTURE_FILES)))
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CRASH_TEXTURE_FILES := $(wildcard $(TEXTURE_DIR)/crash_screen/*.png)
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CRASH_TEXTURE_C_FILES := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(CRASH_TEXTURE_FILES)))
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