mirror of
https://github.com/spiffcode/hostile-takeover.git
synced 2026-02-19 08:34:33 -07:00
- Buildable on OSX and Linux now - Fixed filename casing mismatches - Inicrunch fixes, osx and linux versions, added Makefile Note: gnu's cpp doesn't understand the -Wno-invalid-pp-token flag, the absence of which causes ignorable preprocessing warnings on strings with unmatched quotes.
409 lines
13 KiB
Makefile
409 lines
13 KiB
Makefile
MONO=mono
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UNAME := $(shell uname)
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ifeq ($(UNAME), Darwin)
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INICRUNCH=inicrunch_osx
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CPP=cpp -P -Wno-invalid-pp-token -Wno-trigraphs
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endif
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ifeq ($(UNAME), Linux)
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INICRUNCH=inicrunch_linux
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CPP=cpp -P -Wno-trigraphs
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endif
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HELPFILE=help.txt
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ifdef IPHONE
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TILESIZE=32
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ifdef MULTIPLAYER
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DEFINI=-DIPHONE -DMULTIPLAYER
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HELPFILE=helpiphone-multiplayer.txt
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else
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DEFINI=-DIPHONE
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HELPFILE=helpiphone.txt
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endif
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endif
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ifdef DEV_BUILD
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DEFDEV=-DDEV_BUILD=1
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endif
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ifndef DEPTH
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DEPTH=8
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endif
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ifeq ($(DEPTH),8)
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PAL_SIZE=256
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FIXED_PAL_SIZE=131
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endif
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ifeq ($(DEPTH),4)
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PAL_SIZE=16
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FIXED_PAL_SIZE=16
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endif
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ifdef TS
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TILESIZE=$(TS)
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endif
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ifndef TILESIZE
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TILESIZE=16
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endif
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OUTDIR:=$(DEPTH)$(TILESIZE)
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ARTDIR:=art$(DEPTH)$(TILESIZE)
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PALDIR:=art$(DEPTH)$(TILESIZE)
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ifeq ($(DEPTH),4)
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ARTDIR:=art8$(TILESIZE)
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endif
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DT:=$(DEPTH)$(TILESIZE)
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# Hack to support 240x320 mode which blends hires and custom res elements
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# NOTE: all assignments using TILESIZE above this point must be of the ':='
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# variety.
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# NOTE: must rm -rf art820 first since none of it is actually "checked in"
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ifeq ($(TILESIZE),20)
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override TILESIZE=24
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ifdef QUICK
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COPYART=xcopy art824 art820 /Q /Y /R /D /E /I /EXCLUDE:excludecvs.txt && xcopy art820.true art820 /Q /Y /R /E /I /EXCLUDE:excludecvs.txt
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else
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COPYART=@rm -rf art820 && mkdir art820 && xcopy art824 art820 /Q /Y /R /D /E /I /EXCLUDE:excludecvs.txt && xcopy art820.true art820 /Q /Y /R /E /I /EXCLUDE:excludecvs.txt
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endif
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endif
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# Hack to support iPhone's 32 tile size. Use all the art from 24, but scale
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# tiles and animations.
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ifeq ($(TILESIZE),32)
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ARTDIR:=art$(DEPTH)24
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PALDIR:=art$(DEPTH)24
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AMX_SCALEARG:=-scale 1.3333333333333 -noscaleicon
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TILE_SCALEARG:=-scale 1.3333333333333
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FORMBMP_SCALEARG:=-scale 1.0
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MAPBMP_SCALEARG:=-scale 1.3333333333333
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RAWBMP_SCALEARG:=-scale 1.0
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endif
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#
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# Palette settings
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#
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PRELOAD_PAL=preload_$(DEPTH)bpp.pal
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COMMON_PAL=$(ARTDIR)/common_$(DEPTH)bpp.pal
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SHELL_PAL=$(ARTDIR)/shell_$(DEPTH)bpp.pal
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FIXED_PAL=$(PALDIR)/fixed_$(DEPTH)bpp.pal
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CUTSCENE_PAL=$(PALDIR)/cutscene_$(DEPTH)bpp.pal
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DESERT_PAL=$(PALDIR)/desert_$(DEPTH)bpp.pal
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GRASSY_PAL=$(PALDIR)/grassy_$(DEPTH)bpp.pal
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#
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# Palette space for background template
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#
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ifeq ($(DEPTH),4)
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DESERT_BACKGROUND_PAL_SIZE=0
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GRASSY_BACKGROUND_PAL_SIZE=0
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endif
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ifeq ($(DEPTH),8)
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DESERT_BACKGROUND_PAL_SIZE=32
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GRASSY_BACKGROUND_PAL_SIZE=32
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endif
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#
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# Global defines
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#
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CPP_INCS=-I../game
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TOOLDIR=../bin
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PDB=htdata$(DT).pdb
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CREATORID=WARI
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#
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# amx categorization
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#
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FIXED_AMXS=$(filter-out $(CUTSCENE_AMXS),$(wildcard $(ARTDIR)/*.amx))
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#
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# Non-amx image categorization
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#
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NOTSRC_BMPS=
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DESERT_BMPS=
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GRASSY_BMPS=
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FONT_BMPS=$(ARTDIR)/standardfont.bmp $(ARTDIR)/shadowfont.bmp $(ARTDIR)/buttonfont.bmp $(ARTDIR)/titlefont.bmp $(ARTDIR)/hudfont.bmp
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CUTSCENE_RAW_BMPS=$(wildcard $(ARTDIR)/cutscenebitmaps/*.bmp)
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SHELL_RAW_BMPS=$(wildcard $(ARTDIR)/shellrawbitmaps/*.bmp)
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FIXED_RAW_BMPS=$(wildcard $(ARTDIR)/rawbitmaps/*.bmp)
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FIXED_BMPS=$(filter-out $(DESERT_BMPS) $(GRASSY_BMPS) $(FONT_BMPS) $(NOTSRC_BMPS),$(wildcard $(ARTDIR)/bitmaps/*.bmp))
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# Would be better to put these in their own directory if this scaling
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# experiment works
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FIXED_MAP_BMPS=\
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$(ARTDIR)/bitmaps/arrow0.bmp \
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$(ARTDIR)/bitmaps/arrow1.bmp \
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$(ARTDIR)/bitmaps/arrow2.bmp \
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$(ARTDIR)/bitmaps/arrow3.bmp \
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$(ARTDIR)/bitmaps/arrow4.bmp \
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$(ARTDIR)/bitmaps/arrow5.bmp \
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$(ARTDIR)/bitmaps/arrow6.bmp \
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$(ARTDIR)/bitmaps/arrow7.bmp \
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$(ARTDIR)/bitmaps/fog0001.bmp \
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$(ARTDIR)/bitmaps/fog0010.bmp \
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$(ARTDIR)/bitmaps/fog0011.bmp \
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$(ARTDIR)/bitmaps/fog0100.bmp \
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$(ARTDIR)/bitmaps/fog0101.bmp \
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$(ARTDIR)/bitmaps/fog0111.bmp \
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$(ARTDIR)/bitmaps/fog1000.bmp \
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$(ARTDIR)/bitmaps/fog1010.bmp \
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$(ARTDIR)/bitmaps/fog1011.bmp \
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$(ARTDIR)/bitmaps/fog1100.bmp \
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$(ARTDIR)/bitmaps/fog1101.bmp \
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$(ARTDIR)/bitmaps/fog1110.bmp \
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$(ARTDIR)/bitmaps/fog1111.bmp \
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$(ARTDIR)/bitmaps/galax1a.bmp \
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$(ARTDIR)/bitmaps/galax1b.bmp \
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$(ARTDIR)/bitmaps/galax1c.bmp \
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$(ARTDIR)/bitmaps/galax2a.bmp \
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$(ARTDIR)/bitmaps/galax2b.bmp \
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$(ARTDIR)/bitmaps/galax2c.bmp \
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$(ARTDIR)/bitmaps/galax3a.bmp \
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$(ARTDIR)/bitmaps/galax3b.bmp \
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$(ARTDIR)/bitmaps/galax3c.bmp \
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$(ARTDIR)/bitmaps/placementbad.bmp \
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$(ARTDIR)/bitmaps/placementgood.bmp \
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$(ARTDIR)/bitmaps/plant.bmp \
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$(ARTDIR)/bitmaps/plant1.bmp \
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$(ARTDIR)/bitmaps/plant2.bmp \
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$(ARTDIR)/bitmaps/plant3.bmp \
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$(ARTDIR)/bitmaps/plant4.bmp \
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$(ARTDIR)/bitmaps/plant5.bmp \
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$(ARTDIR)/bitmaps/rocketartifact.bmp \
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$(ARTDIR)/bitmaps/rocks.bmp \
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$(ARTDIR)/bitmaps/tree.bmp \
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$(ARTDIR)/bitmaps/tree1.bmp \
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$(ARTDIR)/bitmaps/tree2.bmp \
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$(ARTDIR)/bitmaps/tree3.bmp \
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$(ARTDIR)/bitmaps/tree4.bmp \
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$(ARTDIR)/bitmaps/tree5.bmp \
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$(ARTDIR)/bitmaps/tree6.bmp \
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$(ARTDIR)/bitmaps/tree7.bmp \
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$(ARTDIR)/bitmaps/scorch_8x8.bmp \
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$(ARTDIR)/bitmaps/scorch_16x16.bmp \
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$(ARTDIR)/bitmaps/scorch_32x16.bmp \
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$(ARTDIR)/bitmaps/scorch_48x48.bmp \
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$(ARTDIR)/bitmaps/arrowheadleft.bmp \
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$(ARTDIR)/bitmaps/arrowheadup.bmp \
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$(ARTDIR)/bitmaps/arrowheadright.bmp \
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$(ARTDIR)/bitmaps/arrowheaddown.bmp \
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$(ARTDIR)/bitmaps/build_btn_up.bmp \
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$(ARTDIR)/bitmaps/build_btn_down.bmp \
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$(ARTDIR)/bitmaps/build_btn_disabled.bmp \
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$(ARTDIR)/bitmaps/abort_build_btn_up.bmp \
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$(ARTDIR)/bitmaps/abort_build_btn_down.bmp \
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$(ARTDIR)/bitmaps/repair_btn_up.bmp \
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$(ARTDIR)/bitmaps/repair_btn_down.bmp \
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$(ARTDIR)/bitmaps/repair_btn_disabled.bmp \
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$(ARTDIR)/bitmaps/abort_repair_btn_up.bmp \
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$(ARTDIR)/bitmaps/abort_repair_btn_down.bmp \
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$(ARTDIR)/bitmaps/sell_btn_up.bmp \
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$(ARTDIR)/bitmaps/sell_btn_down.bmp \
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$(ARTDIR)/bitmaps/sell_btn_disabled.bmp
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FIXED_FORM_BMPS=$(filter-out $(FIXED_MAP_BMPS),$(FIXED_BMPS))
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#
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# Level categorization
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#
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GRASSY_LEVELS=S_00.ld S_01.ld S_02.ld S_03.ld S_04.ld S_05.ld S_06.ld C_02.ld C_03.ld M_05.ld M_11.ld M_13.ld M_14.ld M_16.ld M_17.ld M_19.ld M_22.ld
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DESERT_LEVELS=S_07.ld S_08.ld S_09.ld S_10.ld S_11.ld S_12.ld S_13.ld S_14.ld C_01.ld C_04.ld C_05.ld D_03.ld M_02.ld M_03.ld M_04.ld M_06.ld M_07.ld M_08.ld M_09.ld M_10.ld M_12.ld M_15.ld M_18.ld M_20.ld M_21.ld
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ifdef DEV_BUILD
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GRASSY_LEVELS:=$(GRASSY_LEVELS) testlevel.ld M_01.ld
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endif
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ALL_LEVELS=$(DESERT_LEVELS) $(GRASSY_LEVELS)
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#
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# Targets
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#
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# $(subst sounds/,,$(subst .wav,.snd,$(wildcard sounds/*.wav))) \
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#
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BINS=\
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$(patsubst %.ini.pp,%.ini,$(wildcard *.ini.pp)) \
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$(patsubst %.amx,%.anir,$(patsubst $(ARTDIR)/%,%,$(wildcard $(ARTDIR)/*.amx))) \
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$(patsubst %.ld,%.lvl,$(ALL_LEVELS))
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TRGS=\
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trg/desert_bmps_$(DT).trg trg/grassy_bmps_$(DT).trg \
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trg/desert_levels_$(DT).trg trg/grassy_levels_$(DT).trg \
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trg/fixed_map_bmps_$(DT).trg trg/fixed_form_bmps_$(DT).trg \
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trg/fixed_amxs_$(DT).trg trg/fixed_raw_bmps_$(DT).trg \
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trg/shell_raw_bmps_$(DT).trg trg/cutscene_raw_bmps_$(DT).trg \
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trg/help_$(DT).trg trg/strings_$(DT).trg trg/font_bmps_$(DT).trg
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all:
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@. ./makedirs.sh
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$(COPYART)
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@make --no-print-directory $(OUTDIR)/$(PDB)
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clean:
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@. ./makedirs.sh
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$(COPYART)
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rm -f $(OUTDIR)/*.*
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rm -f trg/*$(DT).trg
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rm -f $(FIXED_PAL) $(DESERT_PAL) $(GRASSY_PAL)
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special:
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make
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cp proc_base_cropped.png tbmtest.png
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$(MONO) $(TOOLDIR)/bcr2.exe -code $(FIXED_PAL) $(OUTDIR) tbmtest.png
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$(MONO) $(TOOLDIR)/packpdb2.exe -p $(CREATORID) $(OUTDIR)/$(PDB) $(OUTDIR)/*.*
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cp -f $(OUTDIR)/$(PDB) ../game/$(PDB)
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#
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# Make .pdb
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#
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$(OUTDIR)/$(PDB): $(TRGS) $(BINS:%=$(OUTDIR)/%)
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@echo +++VERSION+++ > $(OUTDIR)/version.txt
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$(MONO) $(TOOLDIR)/packpdb2.exe -p $(CREATORID) $(OUTDIR)/$(PDB) "$(OUTDIR)/*.*" -nocompress "*.snd" "*.tset*" "*.tbm" version.txt forms.ini
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cp -f $(OUTDIR)/$(PDB) ../game/$(PDB)
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#
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# Crunch .amx's
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#
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trg/fixed_amxs_$(DT).trg: $(FIXED_AMXS) $(FIXED_PAL) $(patsubst %.amx,%/*.png,$(FIXED_AMXS)) $(TOOLDIR)/acrunch.exe
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for i in $(FIXED_AMXS); do echo $(TOOLDIR)/acrunch $$i && $(MONO) $(TOOLDIR)/acrunch.exe $(AMX_SCALEARG) $(FIXED_PAL) $$i $(OUTDIR); done
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@echo x >trg/fixed_amxs_$(DT).trg
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#
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# Crunch .ini's
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#
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$(OUTDIR)/%.ini: %.ini.pp ../game/res.h
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@echo Preprocessing $(@F).pp...
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@$(CPP) -DTILESIZE=$(TILESIZE) $(DEFDEMO) $(DEFDEV) $(DEFINI) $(CPP_INCS) $(@F).pp ini.tmp
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@if [ -d "prepre" ]; then cp ini.tmp prepre/$(@F); fi
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@$(TOOLDIR)/$(INICRUNCH) ini.tmp $@
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# @if EXIST prepre. @cp ini.tmp prepre/$(@F)
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#
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# Help
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#
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trg/help_$(DT).trg: $(HELPFILE)
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@cp $(HELPFILE) $(OUTDIR)/help.txt
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@echo x > trg/help_$(DT).trg
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#
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# StringTable
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#
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trg/strings_$(DT).trg: ../game/strings.h
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$(MONO) $(TOOLDIR)/stringtable.exe ../game/strings.h $(OUTDIR)/strings.bin
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@echo x > trg/strings_$(DT).trg
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#
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# Crunch .bmps
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#
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trg/desert_bmps_$(DT).trg : $(DESERT_PAL) $(DESERT_BMPS)
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$(MONO) $(TOOLDIR)/bcr2.exe $(BMP_SCALEARG) $(DESERT_PAL) $(OUTDIR) $(DESERT_BMPS)
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@echo x > trg/desert_bmps_$(DT).trg
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trg/grassy_bmps_$(DT).trg : $(GRASSY_PAL) $(GRASSY_BMPS)
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$(MONO) $(TOOLDIR)/bcr2.exe $(BMP_SCALEARG) $(GRASSY_PAL) $(OUTDIR) $(GRASSY_BMPS)
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@echo x > trg/grassy_bmps_$(DT).trg
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trg/fixed_form_bmps_$(DT).trg : $(FIXED_PAL) $(FIXED_FORM_BMPS)
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$(MONO) $(TOOLDIR)/bcr2.exe $(FORMBMP_SCALEARG) $(FIXED_PAL) $(OUTDIR) $(FIXED_FORM_BMPS)
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@echo x > trg/fixed_form_bmps_$(DT).trg
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trg/fixed_map_bmps_$(DT).trg : $(FIXED_PAL) $(FIXED_MAP_BMPS)
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$(MONO) $(TOOLDIR)/bcr2.exe $(MAPBMP_SCALEARG) $(FIXED_PAL) $(OUTDIR) $(FIXED_MAP_BMPS)
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@echo x > trg/fixed_map_bmps_$(DT).trg
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trg/fixed_raw_bmps_$(DT).trg : $(FIXED_PAL) $(FIXED_RAW_BMPS)
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$(MONO) $(TOOLDIR)/bcr2.exe -raw $(RAWBMP_SCALEARG) $(FIXED_PAL) $(OUTDIR) $(FIXED_RAW_BMPS)
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@echo x > trg/fixed_raw_bmps_$(DT).trg
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trg/shell_raw_bmps_$(DT).trg : $(SHELL_PAL) $(SHELL_RAW_BMPS)
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$(MONO) $(TOOLDIR)/bcr2.exe -raw $(RAWBMP_SCALEARG) $(SHELL_PAL) $(OUTDIR) $(SHELL_RAW_BMPS)
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@echo x > trg/shell_raw_bmps_$(DT).trg
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trg/font_bmps_$(DT).trg : $(FIXED_PAL) $(FONT_BMPS)
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$(MONO) $(TOOLDIR)/bcr2.exe -font $(FIXED_PAL) $(OUTDIR) $(FONT_BMPS)
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@echo x > trg/font_bmps_$(DT).trg
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#
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# Cutscene bitmaps are special because each bitmap has its own palette
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# which also must be crunched to the output dir
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#
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trg/cutscene_raw_bmps_$(DT).trg : $(patsubst %.bmp,%.act,$(CUTSCENE_RAW_BMPS)) $(CUTSCENE_RAW_BMPS) $(TOOLDIR)/palbin.exe $(TOOLDIR)/paltool.exe
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for i in $(CUTSCENE_RAW_BMPS); do echo Crunching cutscene $$i && $(MONO) ../bin/paltool.exe -6 -c $(PAL_SIZE) -p $(PAL_SIZE) -s -t -o _tmp.pal $(COMMON_PAL) $$i && $(MONO) ../bin/bcr2.exe -raw $(RAWBMP_SCALEARG) _tmp.pal $(OUTDIR) $$i && $(MONO) ../bin/palbin.exe _tmp.pal $(OUTDIR)/`basename $$i .bmp`.palbin && rm _tmp.pal; done
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@echo x > trg/cutscene_raw_bmps_$(DT).trg
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#
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# Crunch levels
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#
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# Parameter order:
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# tile size (16 / 24)
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# depth (4 / 8)
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# nThresholdBackground (% of tile consumed by background before being considered background - for minimap)
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# nLuminanceBackgroundMult (luminance multiplier for background minimap tiles)
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# nSaturationBackgroundMult (saturation multiplier for background minimap tiles)
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# nLuminanceForegroundMult (luminance multiplier for foreground minimap tiles)
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# nSaturationForegroundMult (saturation multiplier for foreground minimap tiles)
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# palette directory
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# out directory
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# levels (*.ld's)
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trg/desert_levels_$(DT).trg : $(DESERT_LEVELS) $(DESERT_PAL) $(TOOLDIR)/mcl.exe
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$(MONO) $(TOOLDIR)/mcl.exe -levels $(TILESIZE) $(DEPTH) -1.0 1.0 1.0 1.0 1.0 $(PALDIR) $(OUTDIR) $(DESERT_LEVELS)
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@if [ -d "prepre" ]; then for i in $(subst .ld,.lvl,$(DESERT_LEVELS)); do cp $(OUTDIR)/$$i prepre; done; fi
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@for i in $(subst .ld,.lvl,$(DESERT_LEVELS)); do echo $$i; $(CPP) -imacros ../game/res.h $(OUTDIR)/$$i > ini.tmp; ../bin/$(INICRUNCH) ini.tmp $(OUTDIR)/$$i; done
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@echo x > trg/desert_levels_$(DT).trg
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trg/grassy_levels_$(DT).trg : $(GRASSY_LEVELS) $(GRASSY_PAL) $(TOOLDIR)/mcl.exe
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$(MONO) $(TOOLDIR)/mcl.exe -levels $(TILESIZE) $(DEPTH) 0.8 0.9 0.9 1.1 1.3 $(PALDIR) $(OUTDIR) $(GRASSY_LEVELS)
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@if [ -d "prepre" ]; then for i in $(subst .ld,.lvl,$(GRASSY_LEVELS)); do cp $(OUTDIR)/$$i prepre; done; fi
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@for i in $(subst .ld,.lvl,$(GRASSY_LEVELS)); do echo $$i; $(CPP) -imacros ../game/res.h $(OUTDIR)/$$i > ini.tmp; ../bin/$(INICRUNCH) ini.tmp $(OUTDIR)/$$i; done
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@echo x > trg/grassy_levels_$(DT).trg
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#
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# Crunch palettes
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# Don't apply dependencies that will make these rebuild all the time, because it is
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# not a fast process. They will get made if they don't exist, otherwise they can
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# be forced to rebuild with "make clean".
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#
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$(FIXED_PAL) : $(COMMON_PAL) $(TOOLDIR)/paltool.exe
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@echo $(patsubst %.amx,%/*.png,$(FIXED_AMXS)) > files.tmp
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$(MONO) $(TOOLDIR)/paltool.exe -6 -c $(FIXED_PAL_SIZE) -p $(PAL_SIZE) -s -t -o $(FIXED_PAL) -f files.tmp $(COMMON_PAL)
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# Shell palette contains the special colors needed for the title (main) screen
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$(SHELL_PAL) : $(FIXED_PAL) $(TOOLDIR)/paltool.exe $(TOOLDIR)/palbin.exe $(SHELL_RAW_BMPS)
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$(MONO) $(TOOLDIR)/paltool.exe -6 -c $(PAL_SIZE) -p $(PAL_SIZE) -s -t -o $(SHELL_PAL) $(FIXED_PAL) $(SHELL_RAW_BMPS)
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$(MONO) $(TOOLDIR)/palbin.exe $(SHELL_PAL) $(OUTDIR)/shell.palbin
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$(MONO) $(TOOLDIR)/shadowmap.exe $(SHELL_PAL) $(OUTDIR)/shell.palbin.shadowmap 0.6
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$(DESERT_PAL) : $(FIXED_PAL) $(TOOLDIR)/palbin.exe
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$(MONO) $(TOOLDIR)/mcl.exe -makepal $(TILESIZE) desert.tc $(PAL_SIZE) $(FIXED_PAL_SIZE) $(DESERT_BACKGROUND_PAL_SIZE) $(FIXED_PAL) $(DESERT_PAL)
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$(MONO) $(TOOLDIR)/palbin.exe $(DESERT_PAL) $(OUTDIR)/desert.palbin
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$(MONO) $(TOOLDIR)/shadowmap.exe $(DESERT_PAL) $(OUTDIR)/desert.palbin.shadowmap 0.6
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$(GRASSY_PAL) : $(FIXED_PAL) $(TOOLDIR)/palbin.exe
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$(MONO) $(TOOLDIR)/mcl.exe -makepal $(TILESIZE) grassy.tc $(PAL_SIZE) $(FIXED_PAL_SIZE) $(GRASSY_BACKGROUND_PAL_SIZE) $(FIXED_PAL) $(GRASSY_PAL)
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$(MONO) $(TOOLDIR)/palbin.exe $(GRASSY_PAL) $(OUTDIR)/grassy.palbin
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$(MONO) $(TOOLDIR)/shadowmap.exe $(GRASSY_PAL) $(OUTDIR)/grassy.palbin.shadowmap 0.6
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