mirror of
				https://github.com/coop-deluxe/sm64coopdx.git
				synced 2025-10-30 08:01:01 +00:00 
			
		
		
		
	* Proof of concept for loading rom assets at runtime * Added skybox textures * Adjusted format * Load all texture assets from rom * Adjusted rom asset loading * Load all Vtx lists from rom * clean up toad, wario and his cap conflicts * Load sound samples from rom * fix toad sounds * Loaded sequences from rom * Load collisions from rom * Object animations are now loaded from the rom * Load player animations from rom * Load goddard anims from rom * whoops * fix some compile errors * drag and drop rom checker, everything works now. * fix errors due to merge conflicts * fix compile errors on windows, switch to md5 * fix vertex colors during load Co-Authored-By: Agent X <44549182+agent-11@users.noreply.github.com> * Load dialogs from rom * Loaded course/act names from rom * Loaded ingame text from rom * rerun autogen & blacklist smlua_text_utils_init * fix ttc_seg7_vertex_0700B238 colors --------- Co-authored-by: MysterD <myster@d> Co-authored-by: Agent X <44549182+agent-11@users.noreply.github.com>
		
			
				
	
	
		
			307 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
			
		
		
	
	
			307 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
# --------------------------------------
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# General Rules
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# --------------------------------------
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# obtain a list of segments from the *.c files in bin directory
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SEGMENTS := \
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    $(notdir $(basename $(wildcard bin/*.c))) \
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    $(addprefix $(VERSION)/,$(notdir $(basename $(wildcard bin/$(VERSION)/*.c)))) \
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    $(addsuffix _skybox,$(notdir $(basename $(wildcard textures/skyboxes/*.png))))
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# Directories containing PNG files
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TEXTURE_DIRS := \
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    $(wildcard textures/*/) \
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    $(filter %/,$(wildcard actors/*/))
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# NOTE: textures assume naming convention "texture.<encoding>.png" generates "texture.<encoding>"
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ACTOR_GROUPS := \
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    group0  \
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    group1  \
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    group2  \
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    group3  \
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    group4  \
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    group5  \
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    group6  \
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    group7  \
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    group8  \
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    group9  \
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    group10 \
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    group11 \
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    group12 \
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    group13 \
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    group14 \
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    group15 \
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    group16 \
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    group17 \
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    common0 \
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    common1 \
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    custom0 \
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    zcustom0
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LEVEL_FILES := $(addsuffix leveldata,$(LEVEL_DIRS))
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SEG_FILES := \
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    $(SEGMENTS:%=$(BUILD_DIR)/bin/%.elf) \
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    $(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.elf) \
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    $(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.elf)
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MIO0_FILES := \
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    $(SEGMENTS:%=$(BUILD_DIR)/bin/%.mio0) \
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    $(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.mio0) \
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    $(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.mio0)
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MIO0_OBJ_FILES := $(MIO0_FILES:.mio0=.mio0.o)
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# --------------------------------------
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# Actor Rules
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# --------------------------------------
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# Actor Directories
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KOOPA_DIRS       := koopa_flag poundable_pole koopa piranha_plant whomp chain_ball chain_chomp
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CAPSWITCH_DIRS   := capswitch springboard
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CHILLYCHIEF_DIRS := chillychief moneybag
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BULLY_DIRS       := bully blargg
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SPINDRIFT_DIRS   := spindrift penguin snowman
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KING_BOBOMB_DIRS := king_bobomb water_bubble
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BOO_DIRS         := bookend book chair small_key mad_piano boo haunted_cage
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MR_I_DIRS        := mr_i_eyeball mr_i_iris swoop snufit dorrie scuttlebug
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HOOT_DIRS        := yellow_sphere_small hoot yoshi_egg thwomp bullet_bill heave_ho
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COINS_DIRS       := mist explosion butterfly coin warp_pipe door bowser_key flame blue_fish pebble leaves warp_collision mario_cap power_meter mushroom_1up star sand dirt transparent_star white_particle wooden_signpost tree
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BUBBA_DIRS       := bubba wiggler wiggler_body_part lakitu_enemy spiny_egg spiny
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SKEETER_DIRS     := skeeter seaweed water_mine cyan_fish bub water_ring treasure_chest
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KLEPTO_DIRS      := klepto eyerok pokey tornado
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SEA_DIRS         := clam_shell manta sushi unagi whirlpool
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AMP_DIRS         := blue_coin_switch amp cannon_lid cannon_base cannon_barrel chuckya purple_switch checkerboard_platform heart flyguy breakable_box exclamation_box goomba bobomb metal_box exclamation_box_outline test_platform koopa_shell
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MOLE_DIRS        := monty_mole_hole monty_mole smoke ukiki fwoosh
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LAKITU_DIRS      := lakitu_cameraman toad mips boo_castle
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PEACH_DIRS       := bird peach yoshi
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BOWSER_DIRS      := bowser_flame impact_ring yellow_sphere bowser bomb impact_smoke
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MARIO_DIRS       := mario bubble walk_smoke burn_smoke stomp_smoke water_wave sparkle water_splash white_particle_small sparkle_animation
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# Add Luigi
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CUSTOM_DIRS := luigi_cap
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ZCUSTOM_DIRS := luigi
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# Add Toad
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CUSTOM_DIRS += toad_cap
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ZCUSTOM_DIRS += toad_player
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# Add Waluigi
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CUSTOM_DIRS += waluigi_cap
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ZCUSTOM_DIRS += waluigi
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# Add Wario
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CUSTOM_DIRS += wario_cap
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ZCUSTOM_DIRS += wario
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# Add coop-specific
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CUSTOM_DIRS += error_model
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# Actor Textures
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CUSTOM_TEXTURES                 := $(foreach dir,$(CUSTOM_DIRS),     $(wildcard actors/$(dir)/*.png))
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AMP_CHUCKYA_TEXTURES            := $(foreach dir,$(AMP_DIRS),        $(wildcard actors/$(dir)/*.png))
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BOBOMBS_BUBBLE_TEXTURES         := $(foreach dir,$(KING_BOBOMB_DIRS),$(wildcard actors/$(dir)/*.png))
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BOO_BOOKEND_TEXTURES            := $(foreach dir,$(BOO_DIRS),        $(wildcard actors/$(dir)/*.png))
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CAPSWITCH_SPRINGBOARD_TEXTURES  := $(foreach dir,$(CAPSWITCH_DIRS),  $(wildcard actors/$(dir)/*.png))
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COINS_PIPE_TEXTURES             := $(foreach dir,$(COINS_DIRS),      $(wildcard actors/$(dir)/*.png))
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BOWSER_FLAMES_TEXTURES          := $(foreach dir,$(BOWSER_DIRS),     $(wildcard actors/$(dir)/*.png))
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BUBBA_WIGGLER_TEXTURES          := $(foreach dir,$(BUBBA_DIRS),      $(wildcard actors/$(dir)/*.png))
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BULLY_BLARGG_TEXTURES           := $(foreach dir,$(BULLY_DIRS),      $(wildcard actors/$(dir)/*.png))
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CHILLYCHIEF_TEXTURES            := $(foreach dir,$(CHILLYCHIEF_DIRS),$(wildcard actors/$(dir)/*.png))
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HOOT_THWOMP_TEXTURES            := $(foreach dir,$(HOOT_DIRS),       $(wildcard actors/$(dir)/*.png))
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KOOPA_LOG_TEXTURES              := $(foreach dir,$(KOOPA_DIRS),      $(wildcard actors/$(dir)/*.png))
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KLEPTO_EYEROK_TEXTURES          := $(foreach dir,$(KLEPTO_DIRS),     $(wildcard actors/$(dir)/*.png))
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LAKITU_TOAD_TEXTURES            := $(foreach dir,$(LAKITU_DIRS),     $(wildcard actors/$(dir)/*.png))
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MARIO_WATER_TEXTURES            := $(foreach dir,$(MARIO_DIRS),      $(wildcard actors/$(dir)/*.png))
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MOLE_UKIKI_TEXTURES             := $(foreach dir,$(MOLE_DIRS),       $(wildcard actors/$(dir)/*.png))
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MR_I_SWOOP_TEXTURES             := $(foreach dir,$(MR_I_DIRS),       $(wildcard actors/$(dir)/*.png))
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PEACH_TOADSTOOL_TEXTURES        := $(foreach dir,$(PEACH_DIRS),      $(wildcard actors/$(dir)/*.png))
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SEA_CREATURES_TEXTURES          := $(foreach dir,$(SEA_DIRS),        $(wildcard actors/$(dir)/*.png))
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SKEETER_FISH_TEXTURES           := $(foreach dir,$(SKEETER_DIRS),    $(wildcard actors/$(dir)/*.png))
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SPINDRIFT_PENGUIN_TEXTURES      := $(foreach dir,$(SPINDRIFT_DIRS),  $(wildcard actors/$(dir)/*.png))
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ZCUSTOM_TEXTURES                := $(foreach dir,$(ZCUSTOM_DIRS),    $(wildcard actors/$(dir)/*.png))
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# Actor dependencies
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$(BUILD_DIR)/actors/group0.o:   $(MARIO_WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group1.o:   $(HOOT_THWOMP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group2.o:   $(BULLY_BLARGG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group3.o:   $(BOBOMBS_BUBBLE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group4.o:   $(SEA_CREATURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group5.o:   $(KLEPTO_EYEROK_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group6.o:   $(MOLE_UKIKI_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group7.o:   $(SPINDRIFT_PENGUIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group8.o:   $(CAPSWITCH_SPRINGBOARD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group9.o:   $(BOO_BOOKEND_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group10.o:  $(PEACH_TOADSTOOL_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group11.o:  $(BUBBA_WIGGLER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group12.o:  $(BOWSER_FLAMES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group13.o:  $(SKEETER_FISH_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group14.o:  $(KOOPA_LOG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group15.o:  $(LAKITU_TOAD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group16.o:  $(CHILLYCHIEF_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/group17.o:  $(MR_I_SWOOP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/common0.o:  $(AMP_CHUCKYA_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/common1.o:  $(COINS_PIPE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/custom0.o:  $(CUSTOM_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/actors/zcustom0.o: $(ZCUSTOM_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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# Actor Elf Files
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$(BUILD_DIR)/actors/group0.elf:  SEGMENT_ADDRESS := 0x04000000
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$(BUILD_DIR)/actors/group1.elf:  SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group2.elf:  SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group3.elf:  SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group4.elf:  SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group5.elf:  SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group6.elf:  SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group7.elf:  SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group8.elf:  SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group9.elf:  SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group10.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group11.elf: SEGMENT_ADDRESS := 0x05000000
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$(BUILD_DIR)/actors/group12.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/group13.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/group14.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/group15.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/group16.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/group17.elf: SEGMENT_ADDRESS := 0x06000000
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$(BUILD_DIR)/actors/common0.elf: SEGMENT_ADDRESS := 0x08000000
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$(BUILD_DIR)/actors/common1.elf: SEGMENT_ADDRESS := 0x03000000
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$(BUILD_DIR)/actors/custom0.elf: SEGMENT_ADDRESS := 0x04000000
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$(BUILD_DIR)/actors/zcustom0.elf: SEGMENT_ADDRESS := 0x04000000
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# --------------------------------------
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# Level Rules
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# --------------------------------------
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$(BUILD_DIR)/levels/%/leveldata.elf: SEGMENT_ADDRESS := 0x07000000
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# TODO: Generate these rules from the level configs?
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define level_rules = 
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    $(1)_SEG7_FILES     := $$(patsubst %.png,%.inc.c,$$(wildcard levels/$(1)/*.png))
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    $$(BUILD_DIR)/levels/$(1)/leveldata.o: $$(addprefix $$(BUILD_DIR)/,$$($(1)_SEG7_FILES))
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    $$(BUILD_DIR)/levels/$(1)/leveldata.elf: TEXTURE_BIN := $(2)
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endef
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ifneq ($(MAKECMDGOALS),clean)
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ifneq ($(MAKECMDGOALS),distclean)
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ifeq ($(WINDOWS_AUTO_BUILDER),1)
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include $(BUILD_DIR)/level_rules.mk
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else
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$(BUILD_DIR)/level_rules.mk: levels/level_rules.mk levels/level_defines.h
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	@$(PRINT) "$(GREEN)Preprocessing level make rules: $(BLUE)$@ $(NO_COL)\n"
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	$(V)$(CPP) $(VERSION_CFLAGS) -I . $(EXTRA_INCLUDES) -o $@ $<
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include $(BUILD_DIR)/level_rules.mk
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endif
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endif
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endif
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# --------------------------------------
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# Extra Level Rules
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# --------------------------------------
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$(eval $(call level_rules,intro,generic)) # Intro (Super Mario 64 Logo)
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$(eval $(call level_rules,menu,generic)) # Menu (File Select)
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# --------------------------------------
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# Cake Texture Rules
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# --------------------------------------
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# Ending cake textures are generated in a special way
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$(BUILD_DIR)/levels/ending/cake_eu.inc.c: levels/ending/cake_eu.png
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	@$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to:  $(BLUE)$@ $(NO_COL)\n"
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	$(V)$(SKYCONV) $(SKYCONV_ARGS) --type cake-eu --split $^ $(BUILD_DIR)/levels/ending
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#$(BUILD_DIR)/levels/ending/cake.inc.c: levels/ending/cake.png
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#	@$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to:  $(BLUE)$@ $(NO_COL)\n"
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#	$(V)$(SKYCONV) $(SKYCONV_ARGS) --type cake --split $^ $(BUILD_DIR)/levels/ending
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# --------------------------------------
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# Texture Bin Rules
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# --------------------------------------
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# Others
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SEGMENT2_TEXTURES               := $(wildcard $(TEXTURE_DIR)/segment2/*.png)
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TITLE_SCREEN_BG_TEXTURES        := $(wildcard $(TEXTURE_DIR)/title_screen_bg/*.png)
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SPOOKY_TEXTURES                 := $(wildcard $(TEXTURE_DIR)/spooky/*.png)
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GENERIC_TEXTURES                := $(wildcard $(TEXTURE_DIR)/generic/*.png)
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OUTSIDE_TEXTURES                := $(wildcard $(TEXTURE_DIR)/outside/*.png)
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SNOW_TEXTURES                   := $(wildcard $(TEXTURE_DIR)/snow/*.png)
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EFFECT_TEXTURES                 := $(wildcard $(TEXTURE_DIR)/effect/*.png)
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CAVE_TEXTURES                   := $(wildcard $(TEXTURE_DIR)/cave/*.png)
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INSIDE_TEXTURES                 := $(wildcard $(TEXTURE_DIR)/inside/*.png)
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WATER_TEXTURES                  := $(wildcard $(TEXTURE_DIR)/water/*.png)
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FIRE_TEXTURES_TEXTURES          := $(wildcard $(TEXTURE_DIR)/fire/*.png)
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SKY_TEXTURES                    := $(wildcard $(TEXTURE_DIR)/sky/*.png)
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MACHINE_TEXTURES                := $(wildcard $(TEXTURE_DIR)/machine/*.png)
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MOUNTAIN_TEXTURES               := $(wildcard $(TEXTURE_DIR)/mountain/*.png)
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GRASS_TEXTURES                  := $(wildcard $(TEXTURE_DIR)/grass/*.png)
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CUSTOM_FONT_TEXTURES            := $(wildcard $(TEXTURE_DIR)/custom_font/*.png)
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# Texture Files
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$(BUILD_DIR)/bin/segment2.o:          $(SEGMENT2_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/title_screen_bg.o:   $(TITLE_SCREEN_BG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/spooky.o:            $(SPOOKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/generic.o:           $(GENERIC_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/outside.o:           $(OUTSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/snow.o:              $(SNOW_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/effect.o:            $(EFFECT_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/cave.o:              $(CAVE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/inside.o:            $(INSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/water.o:             $(WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/fire.o:              $(FIRE_TEXTURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/sky.o:               $(SKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/machine.o:           $(MACHINE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/mountain.o:          $(MOUNTAIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/grass.o:             $(GRASS_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/custom_font.o:       $(CUSTOM_FONT_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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$(BUILD_DIR)/bin/custom_textures.o:   $(SEGMENT2_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
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# Others
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$(BUILD_DIR)/bin/segment2.elf:           SEGMENT_ADDRESS := 0x02000000
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$(BUILD_DIR)/bin/title_screen_bg.elf:    SEGMENT_ADDRESS := 0x0A000000
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$(BUILD_DIR)/bin/debug_level_select.elf: SEGMENT_ADDRESS := 0x07000000
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$(BUILD_DIR)/bin/effect.elf:             SEGMENT_ADDRESS := 0x0B000000
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$(BUILD_DIR)/bin/spooky.elf:             SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/generic.elf:            SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/outside.elf:            SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/snow.elf:               SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/cave.elf:               SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/inside.elf:             SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/water.elf:              SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/fire.elf:               SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/sky.elf:                SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/machine.elf:            SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/mountain.elf:           SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/grass.elf:              SEGMENT_ADDRESS := 0x09000000
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$(BUILD_DIR)/bin/custom_font.elf:  SEGMENT_ADDRESS := 0x09000000
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# EU segment 19 translations
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$(BUILD_DIR)/bin/eu/translation_de.elf:  SEGMENT_ADDRESS := 0x19000000
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$(BUILD_DIR)/bin/eu/translation_en.elf:  SEGMENT_ADDRESS := 0x19000000
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$(BUILD_DIR)/bin/eu/translation_fr.elf:  SEGMENT_ADDRESS := 0x19000000
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# --------------------------------------
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# Skybox Rules
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# --------------------------------------
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$(BUILD_DIR)/bin/%_skybox.c: textures/skyboxes/%.png
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	@$(PRINT) "$(GREEN)Splitting $(YELLOW)$< $(GREEN)to:  $(BLUE)$@ $(NO_COL)\n"
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	$(V)$(SKYCONV) $(SKYCONV_ARGS) --type sky --split $^ $(BUILD_DIR)/bin
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$(BUILD_DIR)/bin/%_skybox.elf: SEGMENT_ADDRESS := 0x0A000000
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# --------------------------------------
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# Misc Rules
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# --------------------------------------
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# intro and ipl3 textures are not compressed
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INTRO_RAW_FILES              := $(wildcard $(TEXTURE_DIR)/intro_raw/*.png)
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$(BUILD_DIR)/src/goddard/renderer.o: $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(INTRO_RAW_FILES)))
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IPL3_TEXTURE_FILES          := $(wildcard $(TEXTURE_DIR)/ipl3_raw/*.png)
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IPL3_RAW_FILES              := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%,$(IPL3_TEXTURE_FILES)))
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CRASH_TEXTURE_FILES         := $(wildcard $(TEXTURE_DIR)/crash_screen/*.png)
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CRASH_TEXTURE_C_FILES       := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(CRASH_TEXTURE_FILES)))
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