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GeezerVison is showing github.com — Sega-Nuclear-Rush/OLDMAKE3 at master · OldSkoolCode/Sega-Nuclear-Rush Expand file tree/ Copy pathOLDMAKE3More file actions executable file ·245 lines (209 loc) · 7.18 KB / Copy pathOLDMAKE3File metadata and controlsexecutable file ·245 lines (209 loc) · 7.18 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 #**************************************************************************** # NUCLEAR RUSH # MAKEFILE # # We use Borland Make version 3.1. # # History: # 05/11/93: KLM, Modified heavly for fast development # cycle including RAM Disk support. #**************************************************************************** .SILENT .path.o = OBJS # Tell make where the RAM drive is .path.or = D:\ # STLs are 32x28 character maps (SCE Map files) (M40s are 40x28) .path.stl = ART\STILLS .path.m40 = ART\STILLS # GMPs are SCE Map files, converted to 64x64 character maps .path.gmp = ART\BCKGRNDS # SPRs are DPaint Animate files converted to Sega Sprite Animation files .path.spr = ART\SPRITES # ANMs are DPaint Animate files converted to Bitmap Animation files .path.anm = ART\BITMAPS # RLEs are DPaint Animate files converted to RLE Bitmap Animation files .path.rle = ART\BITMAPS # GEMS music files are in this directory: .path.a = MUSIC # THESE FILES >MUST< BE PLACED FIRST IN THE LINKED EXECUTABLE INITFILES=startup.o # THESE ARE THE C FILES COFILES=main.o 3d.o ai.o sprites.o excptn.o math.o ui.o scale.o \ horizon.o world.o bullets.o mattai.o upd_cpit.o globals.o # MAKEFILE GIVES ERROR IF TOO MANY FILES TO LINK CLNK1=main.o 3d.o ai.o sprites.o excptn.o math.o ui.o scale.o CLNK2=horizon.o world.o bullets.o mattai.o upd_cpit.o globals.o # THESE ARE THE 68000 MACRO ASSEMBLER FILES AFILES=segalogo.o logo.o segalib.o variable.o vrdrv.o worlds.o \ xpndlzss.o # THESE ARE THE BACKGROUNDS FOR EACH LEVEL BGFILES=desert.o midwest.o ice.o forest.o froznlab.o ocean.o vegas.o \ flatcity.o # THESE ARE 32X28 STATIC SCREENS AND OVERLAYS MAPFILES=hud.o gridscrn.o enhance.o cockpit.o nukescrn.o nukeruin.o \ droncrsh.o punk1.o punk2.o gooderth.o uglyerth.o map.o MAPLNK1=hud.o gridscrn.o enhance.o cockpit.o nukescrn.o nukeruin.o MAPLNK2=droncrsh.o punk1.o punk2.o gooderth.o uglyerth.o map.o M40FILES=nukelogo.o backgrnd.o # THESE ARE SCALABLE ANIMATION FILES FPBFILES=cactus.o joshua.o pear.o sagebush.o grass.o \ maple.o oak.o rock.o sealbone.o tombston.o wellruin.o \ igloo32.o jeep.o explode.o pool.o can32.o \ rcr32.o drift1.o drift2.o drift3.o \ drift4.o house32.o tank32.o piece1.o nukebomb.o \ piece2.o piece3.o piece4.o piece5.o piece6.o zzap.o \ buoy1.o buoy2.o marker1.o marker2.o oilpump.o \ silo.o sphrtank.o grndtank.o # MAKEFILE GIVES ERROR IF TOO MANY FILES TO LINK FPBLNK1=cactus.o joshua.o pear.o sagebush.o grass.o maple.o oak.o FPBLNK2=rock.o sealbone.o tombston.o wellruin.o igloo32.o FPBLNK3=jeep.o explode.o pool.o can32.o rcr32.o nukebomb.o FPBLNK4=drift1.o drift2.o drift3.o drift4.o house32.o tank32.o FPBLNK5=piece1.o piece2.o piece3.o piece4.o piece5.o piece6.o zzap.o FPBLNK6=buoy1.o buoy2.o marker1.o marker2.o oilpump.o FPBLNK7=silo.o sphrtank.o grndtank.o # THESE ARE 32 ANGLE DRONE SHIPS, TOO LARGE TO LINK WITH OTHERS SHIPFILES=fed32.o mod32.o zoomer32.o missle32.o mine32.o gramps32.o # THESE ARE SPRITE ANIMATION FILES, NON-SCALABLE FPAFILES=hud_art.o disolve.o infrared.o lasergun.o oozemap.o shield.o \ engine.o player.o cloak.o compass.o forcefld.o cracks.o \ llazer.o rlazer.o missles.o # MAKEFILE GIVES ERROR IF TOO MANY FILES TO LINK FPALNK1=hud_art.o disolve.o infrared.o lasergun.o oozemap.o shield.o FPALNK2=engine.o player.o cloak.o compass.o forcefld.o cracks.o FPALNK3=llazer.o rlazer.o missles.o # For easy linking ALLFILES=$(INITFILES) $(AFILES) $(COFILES) $(MAPFILES) $(M40FILES) \ $(BGFILES) $(FPAFILES) $(FPBFILES) $(SHIPFILES) gems.o .c68.o : echo Compiling $*.c68 com68 -Zw -Of0l3p1r2x1 -g1 -Q $*.c68 $(.path.or)\tmpxxx.s asm68 -AQkl -o $(.path.o)\$*.o $(.path.or)\tmpxxx.s .s.o : echo Assembling $*.s asm68 -AQkl -o $(.path.o)\$*.o $*.s .asm.o : echo Macro Assembling $*.asm asm68k -L -AQkl -o $(.path.o)\$*.o $*.asm .a.o : echo Assembling the GEMS driver and files asm68k -AQkl -Imusic\ -o $(.path.o)\$&.o music\gems.a .stl.o : echo Converting $*.stl Still Screen file cvtsce /w32 $*.stl $*.tmp lzssc $*.tmp $*.map echoit $*.asm $& map dump /d $*.map >>$*.asm asm68k -AQkl -o $(.path.o)\$&.o $*.asm del $*.asm del $*.map del $*.tmp .m40.o : echo Converting $*.m40 Still Screen file cvtsce /w40 $*.m40 $*.tmp lzssc $*.tmp $*.map echoit $*.asm $& map dump /d $*.map >>$*.asm asm68k -AQkl -o $(.path.o)\$&.o $*.asm del $*.asm del $*.map del $*.tmp .gmp.o : echo Converting $*.gmp 64x64 Background file cvtsce /p0 /w64 $*.gmp $*.tmp lzssc $*.tmp $*.map echoit $*.asm $& map dump /d $*.map >>$*.asm asm68k -AQkl -o $(.path.o)\$&.o $*.asm del $*.asm del $*.map del $*.tmp .anm.o : echo Converting $*.anm to an Bitmapped Animation file anm2fpa /x /b /r $*.ANM $*.FPB echoit $*.asm $& fpb dump /d $*.fpb >>$*.asm asm68k -AQkl -o $(.path.o)\$&.o $*.asm del $*.asm del $*.fpb .rle.o : echo Converting $*.rle to an RLE Bitmapped Animation file anm2fpa /x /b /r $*.RLE $*.FPB echoit $*.asm $& fpb dump /d $*.fpb >>$*.asm asm68k -AQkl -o $(.path.o)\$&.o $*.asm del $*.asm del $*.fpb .spr.o : echo Converting $*.SPR to a Sega Sprite Animation File anm2fpa $*.SPR $*.FPA echoit $*.asm $& anm dump /d $*.fpa >>$*.asm asm68k -AQkl -o $(.path.o)\$&.o $*.asm del $*.asm del $*.fpa .o.or : echo Moving $. to RAM Drive for linking copy OBJS\$. $(.path.or)\$&.or X.OUT : $(ALLFILES:.o=.or) #X.OUT : $(ALLFILES) echo Linking... copy makefile.lnk temp.lnk # echo $(INITFILES) >>temp.lnk # echo $(AFILES) >>temp.lnk # echo $(CLNK1) >>temp.lnk # echo $(CLNK2) >>temp.lnk # echo $(MAPFILES) >>temp.lnk # echo $(M40FILES) >>temp.lnk # echo $(BGFILES) >>temp.lnk # echo $(FPALNK1) >>temp.lnk # echo $(FPALNK2) >>temp.lnk # echo $(FPALNK3) >>temp.lnk # echo $(FPBLNK1) >>temp.lnk # echo $(FPBLNK2) >>temp.lnk # echo $(FPBLNK3) >>temp.lnk # echo $(FPBLNK4) >>temp.lnk # echo $(FPBLNK5) >>temp.lnk # echo $(FPBLNK6) >>temp.lnk # echo $(FPBLNK7) >>temp.lnk # echo $(SHIPFILES) >>temp.lnk # echo gems.o >>temp.lnk # echo -l c >>temp.lnk # cd OBJS # link68 -i ..\temp.lnk -o ..\x.out # cd .. echo $(INITFILES:.o=.or) >>temp.lnk echo $(AFILES:.o=.or) >>temp.lnk echo $(MAPLNK1:.o=.or) >>temp.lnk echo $(MAPLNK2:.o=.or) >>temp.lnk echo $(M40FILES:.o=.or) >>temp.lnk echo $(BGFILES:.o=.or) >>temp.lnk echo $(FPALNK1:.o=.or) >>temp.lnk echo $(FPALNK2:.o=.or) >>temp.lnk echo $(FPALNK3:.o=.or) >>temp.lnk echo $(FPBLNK1:.o=.or) >>temp.lnk echo $(FPBLNK2:.o=.or) >>temp.lnk echo $(FPBLNK3:.o=.or) >>temp.lnk echo $(FPBLNK4:.o=.or) >>temp.lnk echo $(FPBLNK5:.o=.or) >>temp.lnk echo $(FPBLNK6:.o=.or) >>temp.lnk echo $(FPBLNK7:.o=.or) >>temp.lnk echo $(SHIPFILES:.o=.or) >>temp.lnk echo $(CLNK1:.o=.or) >>temp.lnk echo $(CLNK2:.o=.or) >>temp.lnk echo gems.or >>temp.lnk echo -l c >>temp.lnk D: link68 -i C:temp.lnk -o C:x.out C: # pldr C:x.out /G # nm68 -esv >C:x.sym pc2sega /v /d /c x.out $(COFILES:.o=.c68) : game.h echo Updating $*.c68 because of changed headers touch $&.c68 $(AFILES:.o=.asm) : equates.inc segalib.inc variable.inc sega.i echo Updating $&.asm because of changed include files touch $&.asm gems.or : gems.o gems.o : gems.a |
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