#!smake # -------------------------------------------------------------------- # Copyright (C) 1998 Nintendo. (Originated by SGI) # # $RCSfile: Makefile,v $ # $Revision: 1.1.1.1 $ # $Date: 2002/05/02 03:27:21 $ # -------------------------------------------------------------------- include /usr/include/n64/make/PRdefs SKELATOOL64:=skelatool64/skeletool64 VTF2PNG:=vtf2png SFZ2N64:=sfz2n64 $(SKELATOOL64): skelatool64/setup_dependencies.sh make -C skelatool64 OPTIMIZER := -Os LCDEFS := -DDEBUG -g -Isrc/ -I/usr/include/n64/nustd -Werror -Wall N64LIB := -lultra_rom -lnustd ifeq ($(PORTAL64_WITH_DEBUGGER),1) LCDEFS += -DPORTAL64_WITH_DEBUGGER endif BASE_TARGET_NAME = build/portal LD_SCRIPT = portal.ld CP_LD_SCRIPT = build/portal SCENE_SCALE = 128 ASMFILES = $(shell find asm/ -type f -name '*.s') ASMOBJECTS = $(patsubst %.s, build/%.o, $(ASMFILES)) CODEFILES = $(shell find src/ -type f -name '*.c') ifeq ($(PORTAL64_WITH_GFX_VALIDATOR),1) LCDEFS += -DPORTAL64_WITH_GFX_VALIDATOR CODEFILES += gfxvalidator/validator.c gfxvalidator/error_printer.c gfxvalidator/command_printer.c endif CODESEGMENT = build/codesegment BOOT = /usr/lib/n64/PR/bootcode/boot.6102 BOOT_OBJ = build/boot.6102.o OBJECTS = $(ASMOBJECTS) $(BOOT_OBJ) DEPS = $(patsubst %.c, build/%.d, $(CODEFILES)) $(patsubst %.c, build/%.d, $(DATAFILES)) -include $(DEPS) LCINCS = -I/usr/include/n64/PR LCDEFS += -DF3DEX_GBI_2 -DSCENE_SCALE=${SCENE_SCALE} #LCDEFS += -DF3DEX_GBI_2 -DFOG #LCDEFS += -DF3DEX_GBI_2 -DFOG -DXBUS #LCDEFS += -DF3DEX_GBI_2 -DFOG -DXBUS -DSTOP_AUDIO LDIRT = $(BASE_TARGET_NAME).elf $(CP_LD_SCRIPT) $(BASE_TARGET_NAME).z64 $(BASE_TARGET_NAME)_no_debug.map $(ASMOBJECTS) LDFLAGS = -L/usr/lib/n64 $(N64LIB) -L$(N64_LIBGCCDIR) -lgcc default: english_audio english_audio: portal_pak_dir @$(MAKE) buildgame all_languages: portal_pak_dir german_audio french_audio russian_audio spanish_audio @$(MAKE) buildgame german_audio: vpk/portal_sound_vo_german_dir.vpk vpk/portal_sound_vo_german_000.vpk portal_pak_dir rm -rf portal_pak_dir/locales/de/ vpk -x portal_pak_dir/locales/de/ vpk/portal_sound_vo_german_dir.vpk cd portal_pak_dir/locales/de/sound/vo/aperture_ai/; ls | xargs -I {} mv {} de_{} rm -rf assets/locales/de/sound/vo/aperture_ai/ @mkdir -p assets/locales/de/sound/vo/aperture_ai/ cp assets/sound/vo/aperture_ai/*.sox assets/locales/de/sound/vo/aperture_ai/ cd assets/locales/de/sound/vo/aperture_ai/; rm -f ding_off.sox ding_on.sox cd assets/locales/de/sound/vo/aperture_ai/; ls | xargs -I {} mv {} de_{} french_audio: vpk/portal_sound_vo_french_dir.vpk vpk/portal_sound_vo_french_000.vpk portal_pak_dir rm -rf portal_pak_dir/locales/fr/ vpk -x portal_pak_dir/locales/fr/ vpk/portal_sound_vo_french_dir.vpk cd portal_pak_dir/locales/fr/sound/vo/aperture_ai/; ls | xargs -I {} mv {} fr_{} rm -rf assets/locales/fr/sound/vo/aperture_ai/ @mkdir -p assets/locales/fr/sound/vo/aperture_ai/ cp assets/sound/vo/aperture_ai/*.sox assets/locales/fr/sound/vo/aperture_ai/ cd assets/locales/fr/sound/vo/aperture_ai/; rm -f ding_off.sox ding_on.sox cd assets/locales/fr/sound/vo/aperture_ai/; ls | xargs -I {} mv {} fr_{} russian_audio: vpk/portal_sound_vo_russian_dir.vpk vpk/portal_sound_vo_russian_000.vpk portal_pak_dir rm -rf portal_pak_dir/locales/ru/ vpk -x portal_pak_dir/locales/ru/ vpk/portal_sound_vo_russian_dir.vpk cd portal_pak_dir/locales/ru/sound/vo/aperture_ai/; ls | xargs -I {} mv {} ru_{} rm -rf assets/locales/ru/sound/vo/aperture_ai/ @mkdir -p assets/locales/ru/sound/vo/aperture_ai/ cp assets/sound/vo/aperture_ai/*.sox assets/locales/ru/sound/vo/aperture_ai/ cd assets/locales/ru/sound/vo/aperture_ai/; rm -f ding_off.sox ding_on.sox cd assets/locales/ru/sound/vo/aperture_ai/; ls | xargs -I {} mv {} ru_{} spanish_audio: vpk/portal_sound_vo_spanish_dir.vpk vpk/portal_sound_vo_spanish_000.vpk portal_pak_dir rm -rf portal_pak_dir/locales/es/ vpk -x portal_pak_dir/locales/es/ vpk/portal_sound_vo_spanish_dir.vpk cd portal_pak_dir/locales/es/sound/vo/aperture_ai/; ls | xargs -I {} mv {} es_{} rm -rf assets/locales/es/sound/vo/aperture_ai/ @mkdir -p assets/locales/es/sound/vo/aperture_ai/ cp assets/sound/vo/aperture_ai/*.sox assets/locales/es/sound/vo/aperture_ai/ cd assets/locales/es/sound/vo/aperture_ai/; rm -f ding_off.sox ding_on.sox cd assets/locales/es/sound/vo/aperture_ai/; ls | xargs -I {} mv {} es_{} buildgame: $(BASE_TARGET_NAME).z64 include $(COMMONRULES) .s.o: $(AS) -Wa,-Iasm -o $@ $< build/%.o: %.c @mkdir -p $(@D) $(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@" $(CC) $(CFLAGS) -c -o $@ $< build/%.o: %.s @mkdir -p $(@D) $(AS) -Wa,-Iasm -o $@ $< #################### ## Assets #################### src/models/shadow_caster.h src/models/shadow_caster_geo.inc.h: assets/fbx/ShadowCaster.fbx skeletool64 -s 100 -r 0,0,0 -n shadow_caster -o src/models/shadow_caster.h assets/fbx/ShadowCaster.fbx src/models/ground.h src/models/ground_geo.inc.h: assets/fbx/Ground.fbx skeletool64 -s 100 -r 0,0,0 -n ground -o src/models/ground.h assets/fbx/Ground.fbx src/models/subject.h src/models/subject_geo.inc.h: assets/fbx/Subject.fbx skeletool64 -s 100 -r 0,0,0 -n subject -o src/models/subject.h assets/fbx/Subject.fbx src/models/sphere.h src/models/sphere_geo.inc.h: assets/fbx/Sphere.fbx skeletool64 -s 100 -r 0,0,0 -n sphere -o src/models/sphere.h assets/fbx/Sphere.fbx #################### ## vpk extraction #################### portal_pak_dir: vpk/Portal/portal/portal_pak_dir.vpk vpk -x portal_pak_dir vpk/Portal/portal/portal_pak_dir.vpk vpk -x portal_pak_dir vpk/Portal/hl2/hl2_sound_misc_dir.vpk vpk -x portal_pak_dir vpk/Portal/hl2/hl2_misc_dir.vpk TEXTURE_SCRIPTS = $(shell find assets/ -type f -name '*.ims') TEXTURE_IMAGES = $(TEXTURE_SCRIPTS:assets/%.ims=portal_pak_modified/%.png) \ portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor.png TEXTURE_VTF_SOURCES = $(TEXTURE_SCRIPTS:assets/%.ims=portal_pak_dir/%.vtf) ALL_VTF_IMAGES = $(shell find portal_pak_dir/ -type f ! -wholename '* *' -name '*.vtf') ALL_PNG_IMAGES = $(ALL_VTF_IMAGES:%.vtf=%.png) \ portal_pak_dir/materials/signage/signage_doorstate_on.png \ portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor_on.png \ portal_pak_dir/materials/signage/indicator_lights/indicator_lights_floor_on.png $(TEXTURE_VTF_SOURCES): portal_pak_dir %.png: %.vtf -$(VTF2PNG) $< $@ portal_pak_dir/materials/signage/signage_doorstate_on.png: portal_pak_dir/materials/signage/signage_doorstate.vtf $(VTF2PNG) -f 2 $< $@ portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor_on.png: portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor.vtf $(VTF2PNG) -f 2 $< $@ portal_pak_dir/materials/signage/indicator_lights/indicator_lights_floor_on.png: portal_pak_dir/materials/signage/indicator_lights/indicator_lights_floor.vtf $(VTF2PNG) -f 2 $< $@ portal_pak_dir/materials/effects/portal_1_particle_orange.png: portal_pak_dir/materials/effects/portal_1_particle.vtf $(VTF2PNG) -f 2 $< $@ portal_pak_dir/materials/signage/signage_overlay_fling1.png: portal_pak_dir/materials/signage/signage_overlay_fling2.png portal_pak_dir/materials/signage/signage_overlay_dots1.png portal_pak_dir/materials/signage/signage_overlay_dots2.png portal_pak_dir/materials/signage/signage_overlay_dots3.png portal_pak_dir/materials/signage/signage_overlay_dots4.png portal_pak_dir/materials/signage/signage_overlay_toxic.png portal_pak_dir/materials/signage/signage_overlay_fountain.png portal_pak_dir/materials/signage/signage_exit.png: portal_pak_dir/materials/signage/signage_overlay_arrow.png portal_pak_dir/materials/signage/signage_overlay_boxdispenser.png portal_pak_dir/materials/signage/signage_overlay_boxhurt.png portal_pak_dir/materials/signage/signage_overlay_energyball.png portal_pak_dir/materials/signage/signage_overlay_catcher.png portal_pak_dir/materials/signage/signage_overlay_toxic.png portal_pak_dir/materials/signage/signage_overlay_fountain.png portal_pak_dir/materials/signage/indicator_lights/indicator_lights_floor.png: portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor.png portal_pak_dir/materials/signage/indicator_lights/indicator_lights_floor_on.png: portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor_on.png portal_pak_dir/materials/models/props/round_elevator_sheet_1.png: portal_pak_dir/materials/models/props/round_elevator_sheet_3.png convert_all_png: $(ALL_PNG_IMAGES) portal_pak_dir/%_copy_0.png: portal_pak_dir/%.png cp $< $@ portal_pak_dir/%_copy_1.png: portal_pak_dir/%.png cp $< $@ portal_pak_dir/%_copy_2.png: portal_pak_dir/%.png cp $< $@ portal_pak_modified/%.png: portal_pak_dir/%.png assets/%.ims @mkdir -p $(@D) convert $< $(shell cat $(@:portal_pak_modified/%.png=assets/%.ims)) $@ build/assets/images/valve.png build/assets/images/valve-no-logo.png: @mkdir -p $(@D) ffmpeg -ss 00:00:04 -i vpk/Portal/hl2/media/valve.bik -frames:v 1 -q:v 2 -y build/assets/images/valve-full.png ffmpeg -ss 00:00:01 -i vpk/Portal/hl2/media/valve.bik -frames:v 1 -q:v 2 -y build/assets/images/valve-full-no-logo.png convert build/assets/images/valve-full.png -crop 491x369+265+202 -resize 160x120 build/assets/images/valve.png convert build/assets/images/valve-full-no-logo.png -crop 492x370+266+202 -resize 160x120 build/assets/images/valve-no-logo.png #################### ## Materials #################### build/assets/materials/static.h build/assets/materials/static_mat.c: assets/materials/static.skm.yaml $(TEXTURE_IMAGES) $(SKELATOOL64) @mkdir -p $(@D) $(SKELATOOL64) --name static -m $< --material-output -o build/assets/materials/static.h build/assets/materials/ui.h build/assets/materials/ui_mat.c: assets/materials/ui.skm.yaml $(TEXTURE_IMAGES) $(SKELATOOL64) @mkdir -p $(@D) $(SKELATOOL64) --name ui --default-material default_ui -m $< --material-output -o build/assets/materials/ui.h build/assets/materials/images.h build/assets/materials/images_mat.c: assets/materials/images.skm.yaml $(TEXTURE_IMAGES) $(SKELATOOL64) build/assets/images/valve.png @mkdir -p $(@D) $(SKELATOOL64) --name images --default-material default_ui -m $< --material-output -o build/assets/materials/images.h build/assets/materials/hud.h build/assets/materials/hud_mat.c: assets/materials/hud.skm.yaml $(TEXTURE_IMAGES) $(SKELATOOL64) @mkdir -p $(@D) $(SKELATOOL64) --name hud -m $< --material-output -o build/assets/materials/hud.h src/levels/level_def_gen.h: build/assets/materials/static.h build/src/scene/hud.o: build/assets/materials/hud.h build/src/audio/subtitles.h build/src/scene/elevator.o: build/assets/models/props/round_elevator_collision.h \ build/assets/models/props/round_elevator.h \ build/assets/models/props/round_elevator_interior.h \ build/assets/materials/static.h #################### ## Models #################### # # Source engine scale is 64x # MODEL_LIST = assets/models/player/chell.blend \ assets/models/portal_gun/ball_trail.blend \ assets/models/portal_gun/v_portalgun.blend \ assets/models/portal_gun/w_portalgun.blend \ assets/models/props/round_elevator.blend \ assets/models/props/round_elevator_interior.blend \ assets/models/props/round_elevator_collision.blend \ assets/models/props/signage.blend \ assets/models/props/signage_off.blend \ assets/models/portal/portal_blue.blend \ assets/models/portal/portal_blue_filled.blend \ assets/models/portal/portal_blue_face.blend \ assets/models/portal/portal_collider.blend \ assets/models/portal/portal_orange.blend \ assets/models/portal/portal_orange_filled.blend \ assets/models/portal/portal_orange_face.blend \ assets/models/grav_flare.blend \ assets/models/fleck_ash2.blend DYNAMIC_MODEL_LIST = assets/models/cube/cube.blend \ assets/models/props/autoportal_frame/autoportal_frame.blend \ assets/models/props/cylinder_test.blend \ assets/models/props/lab_chair.blend \ assets/models/props/lab_desk/lab_desk01.blend \ assets/models/props/lab_desk/lab_desk02.blend \ assets/models/props/lab_desk/lab_desk03.blend \ assets/models/props/lab_desk/lab_desk04.blend \ assets/models/props/lab_monitor.blend \ assets/models/props/radio.blend \ assets/models/signage/clock_digits.blend \ assets/models/signage/clock.blend \ assets/models/props/box_dropper_glass.blend \ assets/models/props/portal_cleanser.blend \ assets/models/props/light_rail_endcap.blend DYNAMIC_ANIMATED_MODEL_LIST = assets/models/pedestal.blend \ assets/models/props/box_dropper.blend \ assets/models/props/button.blend \ assets/models/props/combine_ball_catcher.blend \ assets/models/props/combine_ball_launcher.blend \ assets/models/props/door_01.blend \ assets/models/props/door_02.blend \ assets/models/props/security_camera.blend \ assets/models/props/switch001.blend ANIM_LIST = build/assets/models/pedestal_anim.o \ build/assets/models/player/chell_anim.o \ build/assets/models/portal_gun/v_portalgun_anim.o \ build/assets/models/props/box_dropper_anim.o \ build/assets/models/props/combine_ball_catcher_anim.o \ build/assets/models/props/combine_ball_launcher_anim.o \ build/assets/models/props/door_01_anim.o \ build/assets/models/props/door_02_anim.o \ build/assets/models/props/switch001_anim.o MODEL_HEADERS = $(MODEL_LIST:%.blend=build/%.h) MODEL_OBJECTS = $(MODEL_LIST:%.blend=build/%_geo.o) DYNAMIC_MODEL_HEADERS = $(DYNAMIC_MODEL_LIST:%.blend=build/%.h) DYNAMIC_MODEL_OBJECTS = $(DYNAMIC_MODEL_LIST:%.blend=build/%_geo.o) DYNAMIC_ANIMATED_MODEL_HEADERS = $(DYNAMIC_ANIMATED_MODEL_LIST:%.blend=build/%.h) DYNAMIC_ANIMATED_MODEL_OBJECTS = $(DYNAMIC_ANIMATED_MODEL_LIST:%.blend=build/%_geo.o) build/assets/models/%.h build/assets/models/%_geo.c build/assets/models/%_anim.c: build/assets/models/%.fbx assets/models/%.flags assets/materials/elevator.skm.yaml assets/materials/objects.skm.yaml assets/materials/static.skm.yaml $(TEXTURE_IMAGES) $(SKELATOOL64) $(SKELATOOL64) --fixed-point-scale ${SCENE_SCALE} --model-scale 0.01 --name $(<:build/assets/models/%.fbx=%) $(shell cat $(<:build/assets/models/%.fbx=assets/models/%.flags)) -o $(<:%.fbx=%.h) $< build/assets/models/player/chell.h: assets/materials/chell.skm.yaml build/assets/models/props/combine_ball_catcher.h: assets/materials/ball_catcher.skm.yaml build/assets/models/props/combine_ball_launcher.h: assets/materials/ball_catcher.skm.yaml build/src/audio/soundplayer.o: build/src/audio/subtitles.h build/src/decor/decor_object_list.o: build/assets/models/dynamic_model_list.h build/assets/materials/static.h build/src/effects/effect_definitions.o: build/assets/materials/static.h build/src/effects/portal_trail.o: build/assets/materials/static.h build/assets/models/portal_gun/ball_trail.h build/src/levels/level_definition.o: build/src/audio/subtitles.h build/src/levels/level_definition.h: build/src/audio/subtitles.h build/src/locales/locales.o: build/src/audio/clips.h build/src/audio/languages.h build/src/menu/controls.o: build/assets/materials/ui.h build/src/audio/clips.h build/src/audio/subtitles.h build/src/menu/game_menu.o: build/src/audio/clips.h build/assets/materials/ui.h build/assets/materials/images.h build/assets/test_chambers/test_chamber_00/test_chamber_00.h build/src/menu/gameplay_options.o: build/assets/materials/ui.h build/src/audio/clips.h build/src/menu/joystick_options.o: build/assets/materials/ui.h build/src/audio/clips.h build/src/menu/landing_menu.o: build/assets/materials/ui.h build/src/audio/clips.h build/src/menu/load_game.o: build/assets/materials/ui.h build/src/audio/clips.h build/src/audio/subtitles.h build/src/menu/main_menu.o: build/src/audio/clips.h build/assets/materials/ui.h build/assets/materials/images.h build/assets/test_chambers/test_chamber_00/test_chamber_00.h build/src/menu/new_game_menu.o: build/src/audio/clips.h build/assets/materials/ui.h build/assets/materials/images.h build/src/audio/subtitles.h build/assets/test_chambers/test_chamber_00/test_chamber_00.h build/src/menu/options_menu.o: build/assets/materials/ui.h build/src/audio/clips.h build/src/audio/subtitles.h build/src/menu/save_game_menu.o: build/src/audio/clips.h build/src/audio/subtitles.h build/src/menu/text_manipulation.o: build/src/audio/subtitles.h build/src/scene/scene_animator.o: build/src/audio/clips.h build/src/menu/cheat_codes.o: build/src/audio/clips.h build/src/levels/intro.o: build/src/audio/clips.h build/assets/materials/images.h build/src/levels/credits.o: build/src/audio/clips.h build/assets/materials/ui.h build/src/menu/savefile_list.o: build/assets/materials/ui.h build/src/audio/clips.h build/src/font/dejavusans_images.o: build/assets/materials/ui.h build/src/font/liberation_mono_images.o: build/assets/materials/ui.h build/src/player/player.o: build/assets/models/player/chell.h build/assets/materials/static.h build/src/audio/subtitles.h build/src/scene/ball_catcher.o: build/assets/models/props/combine_ball_catcher.h build/assets/materials/static.h build/assets/models/dynamic_animated_model_list.h build/src/scene/ball_launcher.o: build/assets/models/props/combine_ball_launcher.h build/assets/materials/static.h build/assets/models/dynamic_animated_model_list.h build/src/scene/ball.o: build/assets/models/grav_flare.h build/assets/models/fleck_ash2.h build/assets/materials/static.h build/src/scene/box_dropper.o: build/assets/materials/static.h build/assets/models/props/box_dropper.h build/assets/models/dynamic_model_list.h build/assets/models/dynamic_animated_model_list.h build/src/scene/button.o: build/assets/materials/static.h build/assets/models/props/button.h build/assets/models/dynamic_animated_model_list.h build/src/scene/clock.o: build/assets/models/dynamic_model_list.h build/src/scene/door.o: build/assets/materials/static.h build/assets/models/props/door_01.h build/assets/models/props/door_02.h build/assets/models/dynamic_animated_model_list.h build/src/scene/fizzler.o: build/assets/models/dynamic_model_list.h build/src/scene/pedestal.o: build/assets/materials/static.h build/assets/models/pedestal.h build/assets/models/dynamic_animated_model_list.h build/assets/models/portal_gun/w_portalgun.h build/src/scene/portal_gun.o: build/assets/materials/static.h $(MODEL_HEADERS) build/src/scene/portal_render.o: $(MODEL_HEADERS) build/src/scene/portal.o: $(MODEL_HEADERS) build/src/scene/render_plan.o: $(MODEL_HEADERS) build/src/scene/security_camera.o: build/src/audio/clips.h build/assets/models/props/security_camera.h build/assets/models/dynamic_animated_model_list.h build/src/scene/signage.o: $(MODEL_HEADERS) build/src/scene/switch.o: build/assets/models/props/switch001.h build/assets/materials/static.h build/assets/models/dynamic_animated_model_list.h build/src/util/dynamic_asset_data.o: build/assets/models/dynamic_model_list_data.h build/src/util/dynamic_asset_loader.o: build/assets/models/dynamic_model_list.h build/assets/models/dynamic_animated_model_list.h build/src/menu/audio_options.o: build/src/audio/subtitles.h build/src/menu/video_options.o: build/src/audio/subtitles.h build/src/scene/scene.o: build/src/audio/subtitles.h build/src/menu/main_menu.o: build/src/audio/subtitles.h ANIM_TEST_CHAMBERS = build/assets/test_chambers/test_chamber_00/test_chamber_00_anim.o \ build/assets/test_chambers/test_chamber_03/test_chamber_03_anim.o \ build/assets/test_chambers/test_chamber_04/test_chamber_04_anim.o \ build/assets/test_chambers/test_chamber_06/test_chamber_06_anim.o \ build/assets/test_chambers/test_chamber_07/test_chamber_07_anim.o build/anims.ld: $(ANIM_LIST) $(ANIM_TEST_CHAMBERS) tools/generate_animation_ld.js @mkdir -p $(@D) node tools/generate_animation_ld.js $@ $(ANIM_LIST) $(ANIM_TEST_CHAMBERS) #################### ## Test Chambers #################### TEST_CHAMBERS = assets/test_chambers/test_chamber_00/test_chamber_00.blend \ assets/test_chambers/test_chamber_01/test_chamber_01.blend \ assets/test_chambers/test_chamber_02/test_chamber_02.blend \ assets/test_chambers/test_chamber_03/test_chamber_03.blend \ assets/test_chambers/test_chamber_04/test_chamber_04.blend \ assets/test_chambers/test_chamber_05/test_chamber_05.blend \ assets/test_chambers/test_chamber_06/test_chamber_06.blend \ assets/test_chambers/test_chamber_07/test_chamber_07.blend TEST_CHAMBER_HEADERS = $(TEST_CHAMBERS:%.blend=build/%.h) TEST_CHAMBER_OBJECTS = $(TEST_CHAMBERS:%.blend=build/%_geo.o) LUA_FILES = $(shell find tools/ -type f -name '*.lua') build/%.fbx: %.blend @mkdir -p $(@D) $(BLENDER_3_6) $< --background --python tools/export_fbx.py -- $@ build/assets/test_chambers/%.h build/assets/test_chambers/%_geo.c build/assets/test_chambers/%_anim.c: build/assets/test_chambers/%.fbx assets/test_chambers/%.yaml build/assets/materials/static.h build/src/audio/subtitles.h $(SKELATOOL64) $(TEXTURE_IMAGES) $(LUA_FILES) $(SKELATOOL64) --script tools/export_level.lua --fixed-point-scale ${SCENE_SCALE} --model-scale 0.01 --name $(<:build/assets/test_chambers/%.fbx=%) -m assets/materials/static.skm.yaml -o $(<:%.fbx=%.h) $< build/assets/test_chambers/%.o: build/assets/test_chambers/%.c build/assets/materials/static.h @mkdir -p $(@D) $(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@" $(CC) $(CFLAGS) -c -o $@ $< build/assets/materials/%_mat.o: build/assets/materials/%_mat.c @mkdir -p $(@D) $(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@" $(CC) $(CFLAGS) -c -o $@ $< levels: $(TEST_CHAMBER_HEADERS) echo $(TEST_CHAMBER_HEADERS) build/assets/test_chambers/level_list.h: $(TEST_CHAMBER_HEADERS) tools/generate_level_list.js @mkdir -p $(@D) node tools/generate_level_list.js $@ $(TEST_CHAMBER_HEADERS) build/assets/models/dynamic_model_list.h build/assets/models/dynamic_model_list_data.h: $(DYNAMIC_MODEL_HEADERS) tools/generate_dynamic_model_list.js build/assets/models/cube/cube.h @mkdir -p $(@D) node tools/generate_dynamic_model_list.js build/assets/models/dynamic_model_list.h build/assets/models/dynamic_model_list_data.h $(DYNAMIC_MODEL_HEADERS) build/assets/models/dynamic_animated_model_list.h build/assets/models/dynamic_animated_model_list_data.h: $(DYNAMIC_ANIMATED_MODEL_HEADERS) tools/generate_dynamic_animated_model_list.js @mkdir -p $(@D) node tools/generate_dynamic_animated_model_list.js build/assets/models/dynamic_animated_model_list.h build/assets/models/dynamic_animated_model_list_data.h $(DYNAMIC_ANIMATED_MODEL_HEADERS) build/levels.ld: $(TEST_CHAMBER_OBJECTS) tools/generate_level_ld.js @mkdir -p $(@D) node tools/generate_level_ld.js $@ 0x02000000 $(TEST_CHAMBER_OBJECTS) build/dynamic_models.ld: $(DYNAMIC_MODEL_OBJECTS) $(DYNAMIC_ANIMATED_MODEL_OBJECTS) tools/generate_level_ld.js @mkdir -p $(@D) node tools/generate_level_ld.js $@ 0x03000000 $(DYNAMIC_MODEL_OBJECTS) $(DYNAMIC_ANIMATED_MODEL_OBJECTS) build/src/levels/levels.o: build/assets/test_chambers/level_list.h build/assets/materials/static.h .PHONY: levels #################### ## Sounds #################### SOUND_ATTRIBUTES = $(shell find assets/ -type f -name '*.sox') SOUND_JATTRIBUTES = $(shell find assets/ -type f -name '*.jsox') MUSIC_ATTRIBUTES = $(shell find assets/sound/music/ -type f -name '*.msox') INS_SOUNDS = $(shell find assets/ -type f -name '*.ins') SOUND_CLIPS = $(SOUND_ATTRIBUTES:%.sox=build/%.aifc) $(SOUND_JATTRIBUTES:%.jsox=build/%.aifc) $(INS_SOUNDS) $(MUSIC_ATTRIBUTES:%.msox=build/%.aifc) build/assets/sound/music/valve.aifc $(INS_SOUNDS): portal_pak_dir portal_pak_dir/sound/music/%.wav: portal_pak_dir/sound/music/%.mp3 build/assets/sound/music/valve.aifc: @mkdir -p $(@D) ffmpeg -i vpk/Portal/hl2/media/valve.bik -vn -ac 1 -ar 22050 -y build/assets/sound/music/valve.wav $(SFZ2N64) -o $@ build/assets/sound/music/valve.wav build/assets/sound/vehicles/tank_turret_loop1.wav: portal_pak_dir @mkdir -p $(@D) sox portal_pak_dir/sound/vehicles/tank_turret_loop1.wav -b 16 $@ build/assets/sound/ambient/atmosphere/ambience_base.wav: portal_pak_dir @mkdir -p $(@D) sox portal_pak_dir/sound/ambient/atmosphere/ambience_base.wav -c 1 -r 22050 $@ build/%.aifc: %.sox portal_pak_dir @mkdir -p $(@D) sox $(<:assets/%.sox=portal_pak_dir/%.wav) $(shell cat $<) $(@:%.aifc=%.wav) $(SFZ2N64) -o $@ $(@:%.aifc=%.wav) build/%.aifc: %.jsox tools/jsox.js portal_pak_dir @mkdir -p $(@D) node tools/jsox.js $< $(<:assets/%.jsox=portal_pak_dir/%.wav) $(@:%.aifc=%.wav) $(SFZ2N64) -o $@ $(@:%.aifc=%.wav) build/%.aifc: %.msox portal_pak_dir @mkdir -p $(@D) mpg123 -w $(<:assets/%.msox=portal_pak_dir/%.wav) $(<:assets/%.msox=portal_pak_dir/%.mp3) sox $(<:assets/%.msox=portal_pak_dir/%.wav) $(shell cat $<) $(@:%.aifc=%.wav) $(SFZ2N64) -o $@ $(@:%.aifc=%.wav) build/assets/sound/sounds.sounds build/assets/sound/sounds.sounds.tbl: $(SOUND_CLIPS) build/assets/sound/vehicles/tank_turret_loop1.wav build/assets/sound/ambient/atmosphere/ambience_base.wav @mkdir -p $(@D) $(SFZ2N64) -o $@ $^ build/asm/sound_data.o: build/assets/sound/sounds.sounds build/assets/sound/sounds.sounds.tbl build/src/audio/clips.h build/src/audio/languages.h build/src/audio/languages.c: tools/generate_sound_ids.js $(SOUND_CLIPS) @mkdir -p $(@D) node tools/generate_sound_ids.js -o $(@D) -p SOUNDS_ $(SOUND_CLIPS) build/src/audio/clips.o: build/src/audio/clips.h build/src/decor/decor_object_list.o: build/src/audio/clips.h #################### ## Subtitles #################### SUBTITLE_LANGUAGES = english \ brazilian \ bulgarian \ czech \ danish \ german \ spanish \ latam \ greek \ french \ italian \ polish \ hungarian \ dutch \ norwegian \ portuguese \ russian \ romanian \ finnish \ swedish \ turkish \ ukrainian SUBTITLE_SOURCES = $(SUBTITLE_LANGUAGES:%=build/src/audio/subtitles_%.c) SUBTITLE_OBJECTS = $(SUBTITLE_LANGUAGES:%=build/src/audio/subtitles_%.o) build/src/audio/subtitles.h build/src/audio/subtitles.c build/subtitles.ld $(SUBTITLE_SOURCES): vpk/Portal/portal/resource/closecaption_english.txt vpk/Portal/hl2/resource/gameui_english.txt vpk/Portal/hl2/resource/valve_english.txt assets/translations/extra_english.txt tools/level_scripts/subtitle_generate.py python3 tools/level_scripts/subtitle_generate.py $(SUBTITLE_LANGUAGES) #################### ## Linking #################### $(BOOT_OBJ): $(BOOT) $(OBJCOPY) -I binary -B mips -O elf32-bigmips $< $@ # without debugger CODEOBJECTS = $(patsubst %.c, build/%.o, $(CODEFILES)) \ $(MODEL_OBJECTS) \ build/assets/materials/static_mat.o \ build/assets/materials/ui_mat.o \ build/assets/materials/hud_mat.o \ build/src/audio/subtitles.o \ build/src/audio/languages.o CODEOBJECTS_NO_DEBUG = $(CODEOBJECTS) DATA_OBJECTS = build/assets/materials/images_mat.o ifeq ($(PORTAL64_WITH_DEBUGGER),1) CODEOBJECTS_NO_DEBUG += build/debugger/debugger_stub.o build/debugger/serial.o endif $(CODESEGMENT)_no_debug.o: $(CODEOBJECTS_NO_DEBUG) $(LD) -o $(CODESEGMENT)_no_debug.o -r $(CODEOBJECTS_NO_DEBUG) $(LDFLAGS) $(CP_LD_SCRIPT)_no_debug.ld: $(LD_SCRIPT) build/levels.ld build/dynamic_models.ld build/anims.ld build/subtitles.ld cpp -P -Wno-trigraphs $(LCDEFS) -DCODE_SEGMENT=$(CODESEGMENT)_no_debug.o -o $@ $< $(BASE_TARGET_NAME).z64: $(CODESEGMENT)_no_debug.o $(OBJECTS) $(DATA_OBJECTS) $(SUBTITLE_OBJECTS) $(CP_LD_SCRIPT)_no_debug.ld $(LD) -L. -T $(CP_LD_SCRIPT)_no_debug.ld -Map $(BASE_TARGET_NAME)_no_debug.map -o $(BASE_TARGET_NAME).elf $(OBJCOPY) --pad-to=0x100000 --gap-fill=0xFF $(BASE_TARGET_NAME).elf $(BASE_TARGET_NAME).z64 -O binary makemask $(BASE_TARGET_NAME).z64 # with debugger CODEOBJECTS_DEBUG = $(CODEOBJECTS) ifeq ($(PORTAL64_WITH_DEBUGGER),1) CODEOBJECTS_DEBUG += build/debugger/debugger.o build/debugger/serial.o endif $(CODESEGMENT)_debug.o: $(CODEOBJECTS_DEBUG) $(LD) -o $(CODESEGMENT)_debug.o -r $(CODEOBJECTS_DEBUG) $(LDFLAGS) $(CP_LD_SCRIPT)_debug.ld: $(LD_SCRIPT) build/levels.ld build/dynamic_models.ld build/anims.ld build/subtitles.ld cpp -P -Wno-trigraphs $(LCDEFS) -DCODE_SEGMENT=$(CODESEGMENT)_debug.o -o $@ $< $(BASE_TARGET_NAME)_debug.z64: $(CODESEGMENT)_debug.o $(OBJECTS) $(DATA_OBJECTS) $(SUBTITLE_OBJECTS) $(CP_LD_SCRIPT)_debug.ld $(LD) -L. -T $(CP_LD_SCRIPT)_debug.ld -Map $(BASE_TARGET_NAME)_debug.map -o $(BASE_TARGET_NAME)_debug.elf $(OBJCOPY) --pad-to=0x100000 --gap-fill=0xFF $(BASE_TARGET_NAME)_debug.elf $(BASE_TARGET_NAME)_debug.z64 -O binary makemask $(BASE_TARGET_NAME)_debug.z64 clean: rm -rf build rm -rf portal_pak_dir rm -rf portal_pak_modified rm -rf assets/locales/ clean-src: rm -rf build/src rm -f $(CODESEGMENT)_debug.o rm -f $(CODESEGMENT)_no_debug.o rm -f $(BASE_TARGET_NAME)_debug.elf rm -f $(BASE_TARGET_NAME).elf rm -f $(BASE_TARGET_NAME).z64 rm -f $(BASE_TARGET_NAME)_debug.z64 clean-assets: rm -rf build/assets rm -rf assets/locales/ rm -f $(CODESEGMENT)_debug.o rm -f $(CODESEGMENT)_no_debug.o rm -f $(BASE_TARGET_NAME)_debug.elf rm -f $(BASE_TARGET_NAME).elf rm -f $(BASE_TARGET_NAME).z64 rm -f $(BASE_TARGET_NAME)_debug.z64 fix: wine tools/romfix64.exe build/portal.z64 .SECONDARY: