portal64-still-alive/Makefile

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#!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
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SFZ2N64:=sfz2n64
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$(SKELATOOL64):
skelatool64/setup_dependencies.sh
make -C skelatool64
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OPTIMIZER := -Os
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LCDEFS := -DDEBUG -g -Isrc/ -I/usr/include/n64/nustd -Werror -Wall
N64LIB := -lultra_rom -lnustd
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ifeq ($(PORTAL64_WITH_DEBUGGER),1)
LCDEFS += -DPORTAL64_WITH_DEBUGGER
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endif
BASE_TARGET_NAME = build/portal
LD_SCRIPT = portal.ld
CP_LD_SCRIPT = build/portal
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SCENE_SCALE = 128
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ASMFILES = $(shell find asm/ -type f -name '*.s')
ASMOBJECTS = $(patsubst %.s, build/%.o, $(ASMFILES))
CODEFILES = $(shell find src/ -type f -name '*.c')
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ifeq ($(PORTAL64_WITH_GFX_VALIDATOR),1)
LCDEFS += -DPORTAL64_WITH_GFX_VALIDATOR
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CODEFILES += gfxvalidator/validator.c gfxvalidator/error_printer.c gfxvalidator/command_printer.c
endif
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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 $(DEPS)
LCINCS = -I/usr/include/n64/PR
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LCDEFS += -DF3DEX_GBI_2 -DSCENE_SCALE=${SCENE_SCALE}
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#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
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english_audio: portal_pak_dir
@$(MAKE) buildgame
all_languages: portal_pak_dir german_audio french_audio russian_audio spanish_audio
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@$(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_{}
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buildgame: $(BASE_TARGET_NAME).z64
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include $(COMMONRULES)
.s.o:
$(AS) -Wa,-Iasm -o $@ $<
build/%.o: %.c
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@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
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####################
## 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
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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)
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ALL_VTF_IMAGES = $(shell find portal_pak_dir/ -type f ! -wholename '* *' -name '*.vtf')
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ALL_PNG_IMAGES = $(ALL_VTF_IMAGES:%.vtf=%.png) \
portal_pak_dir/materials/signage/signage_doorstate_on.png \
portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor_on.png \
portal_pak_dir/materials/signage/indicator_lights/indicator_lights_floor_on.png
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$(TEXTURE_VTF_SOURCES): portal_pak_dir
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%.png: %.vtf
-$(VTF2PNG) $< $@
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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 $< $@
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portal_pak_dir/materials/effects/portal_1_particle_orange.png: portal_pak_dir/materials/effects/portal_1_particle.vtf
$(VTF2PNG) -f 2 $< $@
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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
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convert_all_png: $(ALL_PNG_IMAGES)
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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
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@mkdir -p $(@D)
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convert $< $(shell cat $(@:portal_pak_modified/%.png=assets/%.ims)) $@
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build/assets/images/valve.png build/assets/images/valve-no-logo.png:
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@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
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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
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####################
## Materials
####################
build/assets/materials/static.h build/assets/materials/static_mat.c: assets/materials/static.skm.yaml $(TEXTURE_IMAGES) $(SKELATOOL64)
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@mkdir -p $(@D)
$(SKELATOOL64) --name static -m $< --material-output -o build/assets/materials/static.h
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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
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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)
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@mkdir -p $(@D)
$(SKELATOOL64) --name hud -m $< --material-output -o build/assets/materials/hud.h
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src/levels/level_def_gen.h: build/assets/materials/static.h
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build/src/scene/hud.o: build/assets/materials/hud.h
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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
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####################
## Models
####################
#
# Source engine scale is 64x
#
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MODEL_LIST = assets/models/player/chell.blend \
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assets/models/portal_gun/ball_trail.blend \
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assets/models/portal_gun/v_portalgun.blend \
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assets/models/portal_gun/w_portalgun.blend \
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assets/models/props/round_elevator.blend \
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assets/models/props/round_elevator_interior.blend \
assets/models/props/round_elevator_collision.blend \
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assets/models/props/signage.blend \
assets/models/props/signage_off.blend \
assets/models/portal/portal_blue.blend \
assets/models/portal/portal_blue_filled.blend \
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assets/models/portal/portal_blue_face.blend \
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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 \
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assets/models/grav_flare.blend \
assets/models/fleck_ash2.blend
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DYNAMIC_MODEL_LIST = assets/models/cube/cube.blend \
assets/models/props/autoportal_frame/autoportal_frame.blend \
assets/models/props/cylinder_test.blend \
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assets/models/props/lab_chair.blend \
assets/models/props/lab_desk/lab_desk01.blend \
assets/models/props/lab_desk/lab_desk02.blend \
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assets/models/props/lab_desk/lab_desk03.blend \
assets/models/props/lab_desk/lab_desk04.blend \
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assets/models/props/lab_monitor.blend \
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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
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ANIM_LIST = build/assets/models/pedestal_anim.o \
build/assets/models/player/chell_anim.o \
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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 \
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build/assets/models/props/switch001_anim.o
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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) $(SKELATOOL64)
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$(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) $<
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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
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build/src/audio/soundplayer.o: build/src/audio/subtitles.h
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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
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build/src/effects/portal_trail.o: build/assets/materials/static.h build/assets/models/portal_gun/ball_trail.h
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build/src/levels/level_definition.o: build/src/audio/subtitles.h
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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/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
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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/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/assets/test_chambers/test_chamber_00/test_chamber_00.h
build/src/menu/options_menu.o: build/assets/materials/ui.h
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build/src/menu/save_game_menu.o: build/src/audio/clips.h
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build/src/scene/scene_animator.o: build/src/audio/clips.h
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build/src/menu/cheat_codes.o: build/src/audio/clips.h
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build/src/levels/intro.o: build/src/audio/clips.h build/assets/materials/images.h
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build/src/menu/savefile_list.o: build/assets/materials/ui.h build/src/audio/clips.h
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build/src/font/dejavusans_images.o: build/assets/materials/ui.h
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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
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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
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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/scene/scene.o: build/src/audio/subtitles.h
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build/src/menu/main_menu.o: build/src/audio/subtitles.h
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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 \
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build/assets/test_chambers/test_chamber_04/test_chamber_04_anim.o \
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build/assets/test_chambers/test_chamber_06/test_chamber_06_anim.o \
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build/assets/test_chambers/test_chamber_07/test_chamber_07_anim.o
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build/anims.ld: $(ANIM_LIST) $(ANIM_TEST_CHAMBERS) tools/generate_animation_ld.js
@mkdir -p $(@D)
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node tools/generate_animation_ld.js $@ $(ANIM_LIST) $(ANIM_TEST_CHAMBERS)
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####################
## Test Chambers
####################
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TEST_CHAMBERS = assets/test_chambers/test_chamber_00/test_chamber_00.blend \
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assets/test_chambers/test_chamber_01/test_chamber_01.blend \
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assets/test_chambers/test_chamber_02/test_chamber_02.blend \
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assets/test_chambers/test_chamber_03/test_chamber_03.blend \
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assets/test_chambers/test_chamber_04/test_chamber_04.blend \
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assets/test_chambers/test_chamber_05/test_chamber_05.blend \
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assets/test_chambers/test_chamber_06/test_chamber_06.blend \
assets/test_chambers/test_chamber_07/test_chamber_07.blend
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TEST_CHAMBER_HEADERS = $(TEST_CHAMBERS:%.blend=build/%.h)
TEST_CHAMBER_OBJECTS = $(TEST_CHAMBERS:%.blend=build/%_geo.o)
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LUA_FILES = $(shell find tools/ -type f -name '*.lua')
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build/%.fbx: %.blend
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@mkdir -p $(@D)
$(BLENDER_3_6) $< --background --python tools/export_fbx.py -- $@
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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) $(LUA_FILES)
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$(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) $<
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build/assets/test_chambers/%.o: build/assets/test_chambers/%.c build/assets/materials/static.h
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@mkdir -p $(@D)
$(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@"
$(CC) $(CFLAGS) -c -o $@ $<
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build/assets/materials/%_mat.o: build/assets/materials/%_mat.c
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@mkdir -p $(@D)
$(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@"
$(CC) $(CFLAGS) -c -o $@ $<
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levels: $(TEST_CHAMBER_HEADERS)
echo $(TEST_CHAMBER_HEADERS)
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build/assets/test_chambers/level_list.h: $(TEST_CHAMBER_HEADERS) tools/generate_level_list.js
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@mkdir -p $(@D)
node tools/generate_level_list.js $@ $(TEST_CHAMBER_HEADERS)
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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)
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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)
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build/src/levels/levels.o: build/assets/test_chambers/level_list.h build/assets/materials/static.h
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.PHONY: levels
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####################
## Sounds
####################
SOUND_ATTRIBUTES = $(shell find assets/ -type f -name '*.sox')
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SOUND_JATTRIBUTES = $(shell find assets/ -type f -name '*.jsox')
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MUSIC_ATTRIBUTES = $(shell find assets/sound/music/ -type f -name '*.msox')
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INS_SOUNDS = $(shell find assets/ -type f -name '*.ins')
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SOUND_CLIPS = $(SOUND_ATTRIBUTES:%.sox=build/%.aifc) $(SOUND_JATTRIBUTES:%.jsox=build/%.aifc) $(INS_SOUNDS) $(MUSIC_ATTRIBUTES:%.msox=build/%.aifc) build/assets/sound/music/valve.aifc
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$(INS_SOUNDS): portal_pak_dir
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portal_pak_dir/sound/music/%.wav: portal_pak_dir/sound/music/%.mp3
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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
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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 $@
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build/%.aifc: %.sox portal_pak_dir
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@mkdir -p $(@D)
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sox $(<:assets/%.sox=portal_pak_dir/%.wav) $(shell cat $<) $(@:%.aifc=%.wav)
$(SFZ2N64) -o $@ $(@:%.aifc=%.wav)
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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)
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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
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@mkdir -p $(@D)
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$(SFZ2N64) -o $@ $^
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build/asm/sound_data.o: build/assets/sound/sounds.sounds build/assets/sound/sounds.sounds.tbl
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build/src/audio/clips.h build/src/audio/languages.h build/src/audio/languages.c: tools/generate_sound_ids.js $(SOUND_CLIPS)
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@mkdir -p $(@D)
node tools/generate_sound_ids.js -o $(@D) -p SOUNDS_ $(SOUND_CLIPS)
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build/src/audio/clips.o: build/src/audio/clips.h
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build/src/decor/decor_object_list.o: build/src/audio/clips.h
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####################
## Subtitles
####################
SUBTITLE_LANGUAGES = brazilian \
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bulgarian \
czech \
danish \
german \
english \
spanish \
greek \
french \
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italian \
polish \
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latam \
hungarian \
dutch \
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norwegian \
portuguese \
russian \
romanian \
finnish \
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swedish \
turkish \
ukrainian
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SUBTITLE_SOURCES = $(SUBTITLE_LANGUAGES:%=build/src/audio/subtitles_%.c)
SUBTITLE_OBJECTS = $(SUBTITLE_LANGUAGES:%=build/src/audio/subtitles_%.o)
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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 tools/level_scripts/subtitle_generate.py
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python3 tools/level_scripts/subtitle_generate.py $(SUBTITLE_LANGUAGES)
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####################
## 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
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CODEOBJECTS_NO_DEBUG = $(CODEOBJECTS)
DATA_OBJECTS = build/assets/materials/images_mat.o
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ifeq ($(PORTAL64_WITH_DEBUGGER),1)
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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) $(LDFLAGS)
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$(CP_LD_SCRIPT)_no_debug.ld: $(LD_SCRIPT) build/levels.ld build/dynamic_models.ld build/anims.ld build/subtitles.ld
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cpp -P -Wno-trigraphs $(LCDEFS) -DCODE_SEGMENT=$(CODESEGMENT)_no_debug.o -o $@ $<
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$(BASE_TARGET_NAME).z64: $(CODESEGMENT)_no_debug.o $(OBJECTS) $(DATA_OBJECTS) $(SUBTITLE_OBJECTS) $(CP_LD_SCRIPT)_no_debug.ld
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$(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 = $(CODEOBJECTS)
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ifeq ($(PORTAL64_WITH_DEBUGGER),1)
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CODEOBJECTS_DEBUG += build/debugger/debugger.o build/debugger/serial.o
endif
$(CODESEGMENT)_debug.o: $(CODEOBJECTS_DEBUG)
$(LD) -o $(CODESEGMENT)_debug.o -r $(CODEOBJECTS_DEBUG) $(LDFLAGS)
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$(CP_LD_SCRIPT)_debug.ld: $(LD_SCRIPT) build/levels.ld build/dynamic_models.ld build/anims.ld build/subtitles.ld
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cpp -P -Wno-trigraphs $(LCDEFS) -DCODE_SEGMENT=$(CODESEGMENT)_debug.o -o $@ $<
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$(BASE_TARGET_NAME)_debug.z64: $(CODESEGMENT)_debug.o $(OBJECTS) $(DATA_OBJECTS) $(SUBTITLE_OBJECTS) $(CP_LD_SCRIPT)_debug.ld
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$(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:
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rm -rf build
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rm -rf portal_pak_dir
rm -rf portal_pak_modified
rm -rf assets/locales/
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clean-src:
rm -rf build/src
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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/
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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
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fix:
wine tools/romfix64.exe build/portal.z64
Dynamic Captions Building and Enhancements - python file added and invoked at make that produces a subtitles.c and subtitles.h synamically based on the closed captions files present inside of the resource/ folder - added an in-game slider to choose from the languages which were dynamically loaded at time of building. - if no closecaption files are present at the time of building, the script will still make the subtitles.c/.h but it just wont have any data. This will also result in the two menu items relating to closed captions being removed. - the names of subtitles in the .yaml files are the upercase versions of the names of subtitles in each subtitle file, so that they are easy to find. - fixed margins on sides of subtitles - fixed color of subtitles to be more visible - sped up the fade in and out animations. - automated new-line breaks. Issues I have seen: - if you load more than like 6 closed caption languages into the resource/ folder the game doesnt seem to want to start up once built. I think this is due to the sheer size of the subtitles.c file that is generated. I would love some feedback on how to make this work a little better/be more memory efficient, as it would be nice to have every closed caption language available on every build. - languages with very unique characters (chinese, japanese, korean, greek, etc.) do not work because the python codec that is used to decode/encode the files doesnt support them. for now that logic is in a try/except so it wont fail, it will simply skip a language that is not supported.
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.SECONDARY: