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sa2: migrate data into sa2 sub directory
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@@ -67,7 +67,8 @@ Temporary Items
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*.dump
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build
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tools/agbcc
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**/sound/songs/midi/*.s
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# **/sound/*/songs/midi/*.s
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**/songs/midi/*.s
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**/ctx.c
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**/ctx.h
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reports
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@@ -81,7 +82,7 @@ reports
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*.8bpp
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libagbsyscall/*.s
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!data/maps/*/*/tilemaps/*/*.bin
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!data/*/maps/*/*/tilemaps/*/*.bin
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*.exe
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*.dll
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*.sdl
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Vendored
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@@ -33,7 +33,7 @@
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"player.h": "c",
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"input.h": "c",
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"input_recorder.h": "c",
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"data/recordings.h": "c",
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"data/sa2/recordings.h": "c",
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"trig.h": "c",
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"game/sa2/options_screen.h": "c",
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"songs.h": "c",
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@@ -49,7 +49,7 @@
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"multi_boot.h": "c",
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"game/sa2/ui/character_select.h": "c",
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"game/screen_transition.h": "c",
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"data/palettes.h": "c",
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"data/sa2/palettes.h": "c",
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"game/sa2/multiplayer/mode_select.h": "c",
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"game/sa2/ui/time_attack_lobby.h": "c",
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"game/sa2/ui/course_select.h": "c",
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@@ -153,22 +153,22 @@ ASM_BUILDDIR = $(OBJ_DIR)/$(ASM_SUBDIR)
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C_SUBDIR = src
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C_BUILDDIR = $(OBJ_DIR)/$(C_SUBDIR)
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DATA_ASM_SUBDIR = data
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DATA_ASM_SUBDIR = data/sa2
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DATA_ASM_BUILDDIR = $(OBJ_DIR)/$(DATA_ASM_SUBDIR)
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SONG_SUBDIR = sound/songs
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SONG_SUBDIR = sound/sa2/songs
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SONG_BUILDDIR = $(OBJ_DIR)/$(SONG_SUBDIR)
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SOUND_ASM_SUBDIR = sound
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SOUND_ASM_BUILDDIR = $(OBJ_DIR)/$(SOUND_ASM_SUBDIR)
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MID_SUBDIR = sound/songs/midi
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MID_SUBDIR = sound/sa2/songs/midi
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MID_BUILDDIR = $(OBJ_DIR)/$(MID_SUBDIR)
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SAMPLE_SUBDIR = sound/direct_sound_samples
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SAMPLE_SUBDIR = sound/sa2/direct_sound_samples
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OBJ_TILES_4BPP_SUBDIR = graphics/obj_tiles/4bpp
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TILESETS_SUBDIR = graphics/tilesets/
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OBJ_TILES_4BPP_SUBDIR = graphics/sa2/obj_tiles/4bpp
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TILESETS_SUBDIR = graphics/sa2/tilesets/
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ifeq ($(PLATFORM),gba)
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C_SRCS := $(shell find $(C_SUBDIR) -name "*.c" -not -path "*/platform/*")
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@@ -443,7 +443,7 @@ clean: tidy clean-tools
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@$(MAKE) clean -C libagbsyscall PLATFORM=$(PLATFORM) CPU_ARCH=$(CPU_ARCH)
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$(RM) $(SAMPLE_SUBDIR)/*.bin $(MID_SUBDIR)/*.s
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find . \( -iwholename './data/maps/*/*/entities/*.bin' -o -iname '*.1bpp' -o -iname '*.4bpp' -o -iname '*.8bpp' -o -iname '*.gbapal' -o -iname '*.lz' -o -iname '*.rl' -o -iname '*.latfont' -o -iname '*.hwjpnfont' -o -iname '*.fwjpnfont' \) -exec $(RM) {} +
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find . \( -iwholename './data/*/maps/*/*/entities/*.bin' -o -iname '*.1bpp' -o -iname '*.4bpp' -o -iname '*.8bpp' -o -iname '*.gbapal' -o -iname '*.lz' -o -iname '*.rl' -o -iname '*.latfont' -o -iname '*.hwjpnfont' -o -iname '*.fwjpnfont' \) -exec $(RM) {} +
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clean-tools:
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@$(foreach tooldir,$(TOOLDIRS),$(MAKE) clean -C $(tooldir);)
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@@ -493,7 +493,7 @@ include graphics.mk
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chao_garden/mb_chao_garden.gba.lz: chao_garden/mb_chao_garden.gba
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$(GFX) $< $@ -search 1
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data/mb_chao_garden_japan.gba.lz: data/mb_chao_garden_japan.gba
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data/sa2/mb_chao_garden_japan.gba.lz: data/sa2/mb_chao_garden_japan.gba
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$(GFX) $< $@ -search 1
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%interactables.bin: %interactables.csv
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@@ -32,9 +32,9 @@ It can also build:
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- :tada: The build is 100% from C files with [~60 functions which currently don't match](./asm/non_matching)
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- All assembly code extracted, disassembled, and decompiled by hand to their C equivilent
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- All songs have been extracted, and documented as [matching MIDI files](./sound/songs/midi)
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- All sprite animation frames have been [extracted to PNGs and are used to build the matching rom](./graphics/obj_tiles)
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- All tilemaps (backgrounds) have been documented and [had their tiles extracted](./data/tilemaps)
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- All songs have been extracted, and documented as [matching MIDI files](./sound/sa2/songs/midi)
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- All sprite animation frames have been [extracted to PNGs and are used to build the matching rom](./graphics/sa2/obj_tiles)
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- All tilemaps (backgrounds) have been documented and [had their tiles extracted](./data/sa2/tilemaps)
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- Most aspects of core game play have been documented, but >600 functions are still unnamed
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- The game compiles to a widescreen port (*426x240*) for multiple platforms
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