.PHONY: pilot pilot: duke.obx $(RUNOBX) $< .PHONY: game game: game.xex $(RUNXEX) game.xex # Mapster (Duke Nukem 3D level editor) directory # (relative to a level's directory) MAPSTERDIR = ..\..\.util\mapster MAPSTER = mapster.exe # This directory (relative to Mapster directory) RELMAPSTERDIR = ..\..\duke .PHONY: edit edit: tiles000.art palette.dat cp palette.dat tiles000.art $(MAPSTERDIR) cd $(MAPSTERDIR) $(MAPSTER) -map $(RELMAPSTERDIR)\$(DIRNAME)\map.map .PHONY: play play: tiles000.art palette.dat ..\playduke.bat duke.obx game.xex duke.nex: ../world.equ map.asx tiles.asx duke.obx duke.nex: duke.asx ../pilot.asx ../../numendef.asx track.asx duke.obx game.xex: ../engine.asx ../lookup.asx ../upsector.asx game.xex: ../animate.asx ifeq ($(LEVEL),1) duke.nex: ../engine.asx ../lookup.asx ../upsector.asx endif duke.obx: $(XASM) /d:numen=0 /d:level=$(LEVEL) duke.asx game.xex: ../game.asx $(XASM) /o:game.xex /d:level=$(LEVEL) ..\game.asx duke.nex: $(XASM) /o:duke.nex /d:numen=1 /d:level=$(LEVEL) duke.asx map.asx: ../ConvMap.class map.map gfx.txt $(JAVA) ConvMap map.map gfx.txt $(COLORS) >map.asx tiles.asx: ../ConvArt.exe tiles000.art gfx.txt ..\ConvArt.exe tiles000.art gfx.txt >tiles.asx track.asx: ../ConvTrack.class track.txt $(JAVA) ConvTrack track.asx tiles000.art: ../PCXToArt.class 100.pcx $(wildcard *.pcx) $(JAVA) PCXToArt . tiles000.art palette.dat 100.pcx: ../MakePatternPCX.class ../real.act $(JAVA) MakePatternPCX ../real.act $(COLORS) .PHONY: setcolors setcolors: ../SetAtariColors.class ../real.act ls *.pcx | $(JAVA) SetAtariColors ../real.act $(COLORS) - .PHONY: clean clean: $(RM) duke.obx game.xex duke.nex map.asx track.asx $(RM) tiles.asx tiles000.art 000.pcx [1-2][0-5][0-9].pcx ifeq ($(LEVEL),7) $(RM) text.raw ConvText.class endif