mirror of https://github.com/nmlgc/ReC98.git
132 lines
5.3 KiB
Plaintext
132 lines
5.3 KiB
Plaintext
AS = tasm32 /m /mx /kh32768 /t
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CXX32 = bcc32
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# Silence incorrect warnings for Borland C++ 5.5
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# ----------------------------------------------
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# 'identifier' is assigned a value that is never used
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CXX32FLAGS += -w-8004
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# Comparing signed and unsigned values
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CXX32FLAGS += -w-8012
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# ----------------------------------------------
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CXX32FLAGS += -O2 -v- -x-
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# Backslashes necessary for the .bat file generated by `tup generate`!
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BMP2ARR = bin\\Pipeline\\bmp2arr.exe
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: Pipeline\\bmp2arr.c Pipeline\\bmp2arrl.c \
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|> $(CXX32) $(CXX32FLAGS) -nbin/Pipeline/ %f \
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|> bin/Pipeline/bmp2arrl.obj \
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bin/Pipeline/bmp2arr.obj \
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bin/Pipeline/bmp2arr.tds \
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$(BMP2ARR)
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!bmp2arr = | $(BMP2ARR) |> $(BMP2ARR) -q -i %f -o %o |> %o
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: th01/sprites/ileave_m.bmp |> !bmp2arr -sym _sINTERLEAVE_MASKS -of asm -sw 8 -sh 8 |> th01/sprites/ileave_m.asp
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# ZUN bug: Supposed to be 8 preshifted sprites, with a height of 1 and a width
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# of SHOOTOUT_LASER_MAX_W pixels each, but ZUN messed up a single pixel in the
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# first pre-shifted sprite. So, we're forced to manually unroll them…
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: th01/sprites/laser_s.bmp |> !bmp2arr -sym _sSHOOTOUT_LASER -of asm -sw 16 -sh 8 |> th01/sprites/laser_s.asp
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: th01/sprites/pellet.bmp |> !bmp2arr -sym sPELLET -of c -sw 8 -sh 8 -pshf inner |> th01/sprites/pellet.csp
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: th01/sprites/pellet_c.bmp |> !bmp2arr -sym _sPELLET_CLOUD -of asm -sw 16 -sh 16 |> th01/sprites/pellet_c.asp
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: th01/sprites/shape8x8.bmp |> !bmp2arr -sym _sSHAPE8X8 -of asm -sw 8 -sh 8 |> th01/sprites/shape8x8.asp
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: th01/sprites/shape_in.bmp |> !bmp2arr -sym _sSHAPE_INVINCIBILITY -of asm -sw 8 -sh 8 |> th01/sprites/shape_in.asp
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: th02/sprites/pellet.bmp |> !bmp2arr -sym _sPELLET -of asm -sw 8 -sh 8 -pshf outer |> th02/sprites/pellet.asp
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: th02/sprites/sparks.bmp |> !bmp2arr -sym _sSPARKS -of asm -sw 8 -sh 8 -pshf outer |> th02/sprites/sparks.asp
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: th02/sprites/pointnum.bmp |> !bmp2arr -sym _sPOINTNUMS -of asm -sw 8 -sh 8 |> th02/sprites/pointnum.asp
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: th03/sprites/score.bmp |> !bmp2arr -sym _sSCORE_FONT -of asm -sw 8 -sh 8 -u |> th03/sprites/score.asp
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: th04/sprites/pelletbt.bmp |> !bmp2arr -sym _sPELLET_BOTTOM -of asm -sw 8 -sh 4 -pshf outer |> th04/sprites/pelletbt.asp
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: th04/sprites/pointnum.bmp |> !bmp2arr -sym _sPOINTNUMS -of asm -sw 8 -sh 8 -pshf inner |> th04/sprites/pointnum.asp
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: th05/sprites/gaiji.bmp |> !bmp2arr -sym _sGAIJI -of asm -sw 16 -sh 16 |> th05/sprites/gaiji.asp
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: th05/sprites/piano_l.bmp |> !bmp2arr -sym _sPIANO_LABEL_FONT -of asm -sw 8 -sh 8 |> th05/sprites/piano_l.asp
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!as = |> $(AS) %f %o |> bin\\%B.obj
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!as2 = |> $(AS) /dGAME=2 th02\%b %o |> bin\\th02\\%B.obj
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!as3 = |> $(AS) /dGAME=3 th03\%b %o |> bin\\th03\\%B.obj
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!as4 = |> $(AS) /dGAME=4 th04\%b %o |> bin\\th04\\%B.obj
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!as5 = |> $(AS) /dGAME=5 th05\%b %o |> bin\\th05\\%B.obj
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# Third-party libraries
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: libs\\piloadc\\piloadc.asm |> $(AS) /ml libs\piloadc\%b %o |> bin\\%B.obj
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# ZUN.COM
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: zuncom\\zun_stub.asm |> $(AS) zuncom\%b %o |> bin\\zuncom\\%B.obj
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: zuncom\\cstmstub.asm |> $(AS) zuncom\%b %o |> bin\\zuncom\\%B.obj
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: th01_op.asm |> !as |> bin\\th01\\op.obj
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: th01_reiiden.asm | \
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th01/sprites/ileave_m.asp \
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th01/sprites/laser_s.asp \
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th01/sprites/pellet_c.asp \
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th01/sprites/shape8x8.asp \
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th01/sprites/shape_in.asp \
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|> !as |> bin\\th01\\reiiden.obj
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: th01_fuuin.asm |> !as |> bin\\th01\\fuuin.obj
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: th02_zuninit.asm |> !as |> bin\\th02\\zuninit.obj
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: th02\\snd_se.asm |> !as2 |>
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: th02\\snd_mmdr.asm |> !as2 |>
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: th02_op.asm |> !as |> bin\\th02\\op.obj
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: th02_main.asm | \
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th02/sprites/pellet.asp \
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th02/sprites/sparks.asp \
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th02/sprites/pointnum.asp \
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|> !as |> bin\\th02\\main.obj
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: th02_maine.asm |> !as |> bin\\th02\\maine.obj
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: libs/sprite16/sprite16.asm |> $(AS) /DTHIEF libs\sprite16\sprite16.asm %o |> bin\\th03\\zunsp.obj
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: th03\\cdg_p_na.asm |> !as3 |>
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: th03\\hfliplut.asm |> $(AS) th03\\hfliplut.asm %o |> bin\\%B.obj
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: th03\\snd_se.asm |> !as3 |>
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: th03_op.asm |> !as |> bin\\th03\\op.obj
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: th03_main.asm | \
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th03/sprites/score.asp \
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|> !as |> bin\\th03\\main.obj
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: th03_mainl.asm |> !as |> bin\\th03\\mainl.obj
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: th04_zuninit.asm |> !as |> bin\\th04\\zuninit.obj
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: th04_memchk.asm |> !as |> bin\\th04\\memchk.obj
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: th04\\scoreupd.asm |> !as4 |>
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: th04\\cdg_p_pr.asm |> !as4 |>
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: th04\\input_s.asm |> !as4 |>
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: th04\\cdg_load.asm |> !as4 |>
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: th04\\bgimager.asm |> !as4 |>
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: th04_op.asm |> !as |> bin\\th04\\op.obj
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: th04_main.asm | \
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th02/sprites/pellet.asp \
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th04/sprites/pelletbt.asp \
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th02/sprites/sparks.asp \
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th04/sprites/pointnum.asp \
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|> !as |> bin\\th04\\main.obj
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: th04_maine.asm |> !as |> bin\\th04\\maine.obj
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: th05_zuninit.asm |> !as |> bin\\th05\\zuninit.obj
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: th05_gjinit.asm | \
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th05/sprites/gaiji.asp \
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|> !as |> bin\\th05\\gjinit.obj
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: th05_memchk.asm |> !as |> bin\\th05\\memchk.obj
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: th04\\scoreupd.asm |> $(AS) /dGAME=5 th04\%b, %o |> bin\\th05\\%B.obj
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: th05\\player.asm |> !as5 |>
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: th05\\hud_bar.asm |> !as5 |>
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: th05\\bullet.asm |> !as5 |>
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: th05\\input_s.asm |> !as5 |>
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: th05\\cdg_put.asm |> !as5 |>
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: th05\\musicp_a.asm |> !as5 |>
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: th05\\bgimager.asm |> !as5 |>
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: th05\\pi_asm_1.asm |> !as5 |>
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: th05\\pi_asm_2.asm |> !as5 |>
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: th05\\snd_kaja.asm |> !as5 |>
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: th05_op.asm | \
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th05/sprites/piano_l.asp \
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|> !as |> bin\\th05\\op.obj
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: th05_main.asm | \
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th02/sprites/pellet.asp \
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th04/sprites/pelletbt.asp \
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th02/sprites/sparks.asp \
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th04/sprites/pointnum.asp \
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|> !as |> bin\\th05\\main.obj
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: th05_maine.asm |> !as |> bin\\th05\\maine.obj
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