sa2: migrate data into sa2 sub directory

This commit is contained in:
Oliver Bell committed 2026-04-03 09:47:08 +01:00
1 parent 1c46b662ea
commit c1de9a3a13
10840 files changed
+16094 -16062

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+3 -2
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@@ -67,7 +67,8 @@ Temporary Items
*.dump *.dump
build build
tools/agbcc tools/agbcc
**/sound/songs/midi/*.s # **/sound/*/songs/midi/*.s
**/songs/midi/*.s
**/ctx.c **/ctx.c
**/ctx.h **/ctx.h
reports reports
@@ -81,7 +82,7 @@ reports
*.8bpp *.8bpp
libagbsyscall/*.s libagbsyscall/*.s
!data/maps/*/*/tilemaps/*/*.bin !data/*/maps/*/*/tilemaps/*/*.bin
*.exe *.exe
*.dll *.dll
*.sdl *.sdl
+2 -2
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@@ -33,7 +33,7 @@
"player.h": "c", "player.h": "c",
"input.h": "c", "input.h": "c",
"input_recorder.h": "c", "input_recorder.h": "c",
"data/recordings.h": "c", "data/sa2/recordings.h": "c",
"trig.h": "c", "trig.h": "c",
"game/sa2/options_screen.h": "c", "game/sa2/options_screen.h": "c",
"songs.h": "c", "songs.h": "c",
@@ -49,7 +49,7 @@
"multi_boot.h": "c", "multi_boot.h": "c",
"game/sa2/ui/character_select.h": "c", "game/sa2/ui/character_select.h": "c",
"game/screen_transition.h": "c", "game/screen_transition.h": "c",
"data/palettes.h": "c", "data/sa2/palettes.h": "c",
"game/sa2/multiplayer/mode_select.h": "c", "game/sa2/multiplayer/mode_select.h": "c",
"game/sa2/ui/time_attack_lobby.h": "c", "game/sa2/ui/time_attack_lobby.h": "c",
"game/sa2/ui/course_select.h": "c", "game/sa2/ui/course_select.h": "c",
+8 -8
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@@ -153,22 +153,22 @@ ASM_BUILDDIR = $(OBJ_DIR)/$(ASM_SUBDIR)
C_SUBDIR = src C_SUBDIR = src
C_BUILDDIR = $(OBJ_DIR)/$(C_SUBDIR) C_BUILDDIR = $(OBJ_DIR)/$(C_SUBDIR)
DATA_ASM_SUBDIR = data DATA_ASM_SUBDIR = data/sa2
DATA_ASM_BUILDDIR = $(OBJ_DIR)/$(DATA_ASM_SUBDIR) DATA_ASM_BUILDDIR = $(OBJ_DIR)/$(DATA_ASM_SUBDIR)
SONG_SUBDIR = sound/songs SONG_SUBDIR = sound/sa2/songs
SONG_BUILDDIR = $(OBJ_DIR)/$(SONG_SUBDIR) SONG_BUILDDIR = $(OBJ_DIR)/$(SONG_SUBDIR)
SOUND_ASM_SUBDIR = sound SOUND_ASM_SUBDIR = sound
SOUND_ASM_BUILDDIR = $(OBJ_DIR)/$(SOUND_ASM_SUBDIR) SOUND_ASM_BUILDDIR = $(OBJ_DIR)/$(SOUND_ASM_SUBDIR)
MID_SUBDIR = sound/songs/midi MID_SUBDIR = sound/sa2/songs/midi
MID_BUILDDIR = $(OBJ_DIR)/$(MID_SUBDIR) MID_BUILDDIR = $(OBJ_DIR)/$(MID_SUBDIR)
SAMPLE_SUBDIR = sound/direct_sound_samples SAMPLE_SUBDIR = sound/sa2/direct_sound_samples
OBJ_TILES_4BPP_SUBDIR = graphics/obj_tiles/4bpp OBJ_TILES_4BPP_SUBDIR = graphics/sa2/obj_tiles/4bpp
TILESETS_SUBDIR = graphics/tilesets/ TILESETS_SUBDIR = graphics/sa2/tilesets/
ifeq ($(PLATFORM),gba) ifeq ($(PLATFORM),gba)
C_SRCS := $(shell find $(C_SUBDIR) -name "*.c" -not -path "*/platform/*") C_SRCS := $(shell find $(C_SUBDIR) -name "*.c" -not -path "*/platform/*")
@@ -443,7 +443,7 @@ clean: tidy clean-tools
@$(MAKE) clean -C libagbsyscall PLATFORM=$(PLATFORM) CPU_ARCH=$(CPU_ARCH) @$(MAKE) clean -C libagbsyscall PLATFORM=$(PLATFORM) CPU_ARCH=$(CPU_ARCH)
$(RM) $(SAMPLE_SUBDIR)/*.bin $(MID_SUBDIR)/*.s $(RM) $(SAMPLE_SUBDIR)/*.bin $(MID_SUBDIR)/*.s
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) {} + 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 $(RM) {} +
clean-tools: clean-tools:
@$(foreach tooldir,$(TOOLDIRS),$(MAKE) clean -C $(tooldir);) @$(foreach tooldir,$(TOOLDIRS),$(MAKE) clean -C $(tooldir);)
@@ -493,7 +493,7 @@ include graphics.mk
chao_garden/mb_chao_garden.gba.lz: chao_garden/mb_chao_garden.gba chao_garden/mb_chao_garden.gba.lz: chao_garden/mb_chao_garden.gba
$(GFX) $< $@ -search 1 $(GFX) $< $@ -search 1
data/mb_chao_garden_japan.gba.lz: data/mb_chao_garden_japan.gba data/sa2/mb_chao_garden_japan.gba.lz: data/sa2/mb_chao_garden_japan.gba
$(GFX) $< $@ -search 1 $(GFX) $< $@ -search 1
%interactables.bin: %interactables.csv %interactables.bin: %interactables.csv
+3 -3
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@@ -32,9 +32,9 @@ It can also build:
- :tada: The build is 100% from C files with [~60 functions which currently don't match](./asm/non_matching) - :tada: The build is 100% from C files with [~60 functions which currently don't match](./asm/non_matching)
- All assembly code extracted, disassembled, and decompiled by hand to their C equivilent - All assembly code extracted, disassembled, and decompiled by hand to their C equivilent
- All songs have been extracted, and documented as [matching MIDI files](./sound/songs/midi) - All songs have been extracted, and documented as [matching MIDI files](./sound/sa2/songs/midi)
- All sprite animation frames have been [extracted to PNGs and are used to build the matching rom](./graphics/obj_tiles) - All sprite animation frames have been [extracted to PNGs and are used to build the matching rom](./graphics/sa2/obj_tiles)
- All tilemaps (backgrounds) have been documented and [had their tiles extracted](./data/tilemaps) - All tilemaps (backgrounds) have been documented and [had their tiles extracted](./data/sa2/tilemaps)
- Most aspects of core game play have been documented, but >600 functions are still unnamed - Most aspects of core game play have been documented, but >600 functions are still unnamed
- The game compiles to a widescreen port (*426x240*) for multiple platforms - The game compiles to a widescreen port (*426x240*) for multiple platforms
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