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floppybuilderscript_master.txt
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579 lines (470 loc) · 20.5 KB
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;
; Here is the current documentation for the description script.
; - This file describes what goes on the floppy itself, list of files, boot sectors, locations, ...
; - The result is stored in a description file which along with the loader code allows the user to load data.
;
; Syntax:
; - Anything at the right of a ; is ignored (commented out)
; - {FileIndex} is replaced at generation time by the current internal file index, practical for defines generation
;
; Things to do:
; - Be able to define the format of the floppy we want in this file (number of tracks, sectors, sizes)
; - Suppress the need for a source floppy to clone from
; - Have a 0/1 parameter for the multiple calls to the tool, with only the last one needing the files
; - Support for tap files (auto-detect loading area)
; - Support for file compression in the tool
; - Possibility to do partial loads, saves, depacking in realtime
;
FormatVersion 0.20
DefineDisk DISK_SIDES DISK_TRACKS DISK_SECTORS DISK_INTERLEAVE ; Defined in osdk_config.bat, defaults to 2 sides, 42 tracks, 17 sectors, interleave 6 (best i test!)
OutputLayoutFile ..\build\floppy_description.h
OutputFloppyFile ..\build\OSDKDISK
;AddDefine LOADER_SHOW_DEBUGINFO 1
;AddDefine ENABLE_TIMING_DEBUGGING 1
AddDefine LOADER_SECTOR_BUFFER $200
AddDefine LOADER_BASE_ZERO_PAGE $F2
;
; This defines the bootsectors to use for the various operating systems
; - Jasmin loads the sector 1 of track zero in $400 and then runs it.
; - Microdisc loads the sector 2 of track zero, the address is different on Atmos and Telestrat
; - The system requires a third sector containing valid data
;
; Since we do not yet have a valid Jasmin reading code, all this bootsector will do is to
; write a message saying that this floppy needs to be booted on a Microdisc compatible system.
;
SetPosition 0 1
WriteSector ..\build\files\sector_1-jasmin.o ; Sector 1
WriteSector ..\build\files\sector_2-microdisc.o ; Sector 2
WriteSector ..\build\files\sector_3.o ; Sector 3
;
; Now here is the loader code, that one is Microdisc only
;
SetPosition 0 4
WriteLoader ..\build\files\loader.o $fa00 ; Sector 4 - This is the address where the loader actually loads (including init code that can be overwritten later)
AddDefine FLOPPY_LOADER_RESIDENT_ADDRESS $FB40 ; This is the address of where the resident part of the loader starts: This one should not be overwritten
;
; From now on we compress data (The loader should not be compressed)
;
SetCompressionMode FilePack ; So far only two modes: 'None' and 'FilePack'
;SetCompressionMode None ; So far only two modes: 'None' and 'FilePack'
;
; Then the files used in the demo
;
AddFile ..\build\files\SplashProgram.o ; The splash screen
AddDefine LOADER_SPLASH_PROGRAM {FileIndex}
AddDefine LOADER_SPLASH_PROGRAM_ADDRESS 1024 ; $400 - In decimal so both C and ASM programs can load it
AddDefine LOADER_SPLASH_PROGRAM_TRACK {FileTrack}
AddDefine LOADER_SPLASH_PROGRAM_SECTOR {FileSector}
AddDefine LOADER_SPLASH_PROGRAM_SIZE {FileSize}
AddDefine LOADER_SPLASH_PROGRAM_SIZE_COMPRESSED {FileSizeCompressed}
AddFile ..\build\files\IntroProgram.o ; The game intro
AddDefine LOADER_INTRO_PROGRAM {FileIndex}
AddDefine LOADER_INTRO_PROGRAM_ADDRESS 1024 ; $400 - In decimal so both C and ASM programs can load it
AddDefine LOADER_INTRO_PROGRAM_TRACK {FileTrack}
AddDefine LOADER_INTRO_PROGRAM_SECTOR {FileSector}
AddDefine LOADER_INTRO_PROGRAM_SIZE {FileSize}
AddDefine LOADER_INTRO_PROGRAM_SIZE_COMPRESSED {FileSizeCompressed}
AddFile ..\build\files\GameProgram.o ; The actual game
AddDefine LOADER_GAME_PROGRAM {FileIndex}
AddDefine LOADER_GAME_PROGRAM_ADDRESS 1024 ; $400 - In decimal so both C and ASM programs can load it
AddDefine LOADER_GAME_PROGRAM_TRACK {FileTrack}
AddDefine LOADER_GAME_PROGRAM_SECTOR {FileSector}
AddDefine LOADER_GAME_PROGRAM_SIZE {FileSize}
AddDefine LOADER_GAME_PROGRAM_SIZE_COMPRESSED {FileSizeCompressed}
AddFile ..\build\files\OutroProgram.o ; The game outro
AddDefine LOADER_OUTRO_PROGRAM {FileIndex}
AddDefine LOADER_OUTRO_PROGRAM_ADDRESS $400
AddDefine LOADER_OUTRO_PROGRAM_TRACK {FileTrack}
AddDefine LOADER_OUTRO_PROGRAM_SECTOR {FileSector}
AddDefine LOADER_OUTRO_PROGRAM_SIZE {FileSize}
AddDefine LOADER_OUTRO_PROGRAM_SIZE_COMPRESSED {FileSizeCompressed}
;
; The fonts
;
#ifdef LANGUAGE_FR
AddFile ..\build\files\font_6x8_mystery_fr.fnt ; 9900=STD, 9D00=ALT
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\font_6x8_mystery_no.fnt ; 9900=STD, 9D00=ALT
#else // LANGUAGE_EN
AddFile ..\build\files\font_6x8_mystery.fnt ; 9900=STD, 9D00=ALT
#endif
AddDefine LOADER_FONT_6x8 {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\font_6x8_typewriter_fr.fnt ; 9900=STD, 9D00=ALT
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\font_6x8_typewriter_no.fnt ; 9900=STD, 9D00=ALT
#else // LANGUAGE_EN
AddFile ..\build\files\font_6x8_typewriter.fnt ; 9900=STD, 9D00=ALT
#endif
AddDefine LOADER_FONT_TYPEWRITER_6x8 {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\font_palatino_linotype_italics_size_10_fr.fnt ; The font used to draw the speech bubble (variant with French special characters)
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\font_palatino_linotype_italics_size_10_no.fnt ; The font used to draw the speech bubble (variant with Norwegian special characters)
#else // LANGUAGE_EN
AddFile ..\build\files\font_palatino_linotype_italics_size_10.fnt ; The font used to draw the speech bubble (without any special characters)
#endif
AddDefine LOADER_FONT_PALATINO_12x14 {FileIndex}
;
; Some reserved sectors
;
;ReserveSectors 6 ; 5 sectors
;
; Special assets for the system information
;
#ifdef PRODUCT_TYPE_TEST_MODE
AddFile ..\build\files\view_oric_motherboard.hir
AddDefine LOADER_PICTURE_MOTHERBOARD {FileIndex}
#endif
;
; The pictures
;
AddFile ..\build\files\intro_title_picture.hir
AddDefine LOADER_PICTURE_TITLE {FileIndex}
AddDefine LOADER_PICTURE_TITLE_SIZE_COMPRESSED {FileSizeCompressed}
#ifdef PRODUCT_TYPE_GAME_DEMO
AddFile ..\build\files\intro_game_title_demo.hir
#else
AddFile ..\build\files\intro_game_title.hir
#endif ; PRODUCT_TYPE_GAME_DEMO
AddDefine LOADER_PICTURE_GAME_TITLE {FileIndex}
AddDefine LOADER_PICTURE_GAME_TITLE_SIZE_UNCOMPRESSED {FileSize}
AddDefine LOADER_PICTURE_GAME_TITLE_SIZE_COMPRESSED {FileSizeCompressed}
AddFile ..\build\files\intro_private_investigator.hir
AddDefine INTRO_PICTURE_PRIVATE_INVESTIGATOR {FileIndex}
AddDefine INTRO_PICTURE_PRIVATE_INVESTIGATOR_SIZE_COMPRESSED {FileSizeCompressed}
AddFile ..\build\files\intro_typewriter.hir
AddDefine INTRO_PICTURE_TYPEWRITER {FileIndex}
AddDefine INTRO_PICTURE_TYPEWRITER_COMPRESSED {FileSizeCompressed}
AddFile ..\build\files\intro_defence-force_logo.hir
AddDefine INTRO_PICTURE_LOGOS {FileIndex}
; Outro graphics
AddFile ..\build\files\outro_desk.hir
AddDefine OUTRO_PICTURE_DESK {FileIndex}
AddFile ..\build\files\masked_element_outro.msk
AddDefine OUTRO_SPRITE_DESK {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\masked_element_outro_photos_fr.msk
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\masked_element_outro_photos_no.msk
#else
AddFile ..\build\files\masked_element_outro_photos.msk
#endif
AddDefine OUTRO_SPRITE_PHOTOS {FileIndex}
; All the locations
AddFile ..\build\files\loc_market_place.hir
AddDefine LOADER_PICTURE_LOCATIONS_START {FileIndex} ; The define is for the file entry above.
AddFile ..\build\files\loc_seedy_alley.hir
AddFile ..\build\files\loc_road_stretch.hir
AddFile ..\build\files\loc_tunel.hir
AddFile ..\build\files\loc_main_street.hir
AddDefine LOADER_PICTURE_LOCATIONS_MAINSTREET {FileIndex} ; The define is for the file entry above.
AddFile ..\build\files\loc_east_road.hir
AddFile ..\build\files\loc_inside_pit.hir
AddFile ..\build\files\loc_well.hir
AddDefine LOADER_PICTURE_LOCATIONS_WELL {FileIndex} ; The define is for the file entry above.
AddFile ..\build\files\loc_wooded_avenue.hir
AddFile ..\build\files\loc_gravel_drive.hir
AddFile ..\build\files\loc_parking.hir
AddDefine LOADER_PICTURE_LOCATIONS_PARKINGPLACE {FileIndex} ; The define is for the file entry above.
AddFile ..\build\files\loc_zen_garden.hir
AddFile ..\build\files\loc_lawn.hir
AddFile ..\build\files\loc_greenhouse.hir
AddFile ..\build\files\loc_tennis_court.hir
AddFile ..\build\files\loc_vegetable_plot.hir
AddFile ..\build\files\loc_fish_pond.hir
AddFile ..\build\files\loc_rear_entrance.hir
AddFile ..\build\files\loc_orchard.hir
AddFile ..\build\files\loc_dark_room.hir
AddFile ..\build\files\loc_cellar.hir
AddFile ..\build\files\loc_narrow_steps.hir
AddDefine LOADER_PICTURE_LOCATIONS_STEPS {FileIndex} ; The define is for the file entry above.
AddFile ..\build\files\loc_lounge.hir
AddFile ..\build\files\loc_entrance_hall.hir
AddFile ..\build\files\loc_library.hir
AddFile ..\build\files\loc_dinning_room.hir
#ifdef PRODUCT_TYPE_GAME_DEMO
AddFile ..\build\files\loc_staircase_demo.hir
#else
AddFile ..\build\files\loc_staircase.hir
#endif
AddFile ..\build\files\loc_games_room.hir
AddFile ..\build\files\loc_sun_lounge.hir
AddFile ..\build\files\loc_kitchen.hir
AddFile ..\build\files\loc_narrow_passage.hir
AddFile ..\build\files\loc_guest_bedroom.hir
AddFile ..\build\files\loc_child_bedroom.hir
AddFile ..\build\files\loc_master_bedroom.hir
AddFile ..\build\files\loc_shower_room.hir
AddFile ..\build\files\loc_toilet.hir
AddDefine LOADER_PICTURE_LOCATIONS_TOILET {FileIndex} ; The define is for the file entry above.
AddFile ..\build\files\loc_east_gallery.hir
AddFile ..\build\files\loc_box_room.hir
AddFile ..\build\files\loc_steel_door.hir
AddFile ..\build\files\loc_bathroom.hir
AddFile ..\build\files\loc_west_gallery.hir
AddFile ..\build\files\loc_landing.hir
AddFile ..\build\files\loc_outside_pit.hir
AddFile ..\build\files\loc_study_room.hir
AddFile ..\build\files\loc_cellar_window_inside_darkened.hir
AddDefine LOADER_PICTURE_LOCATIONS_CELLAR_WINDOW_INSIDE_DARKENED {FileIndex}
AddFile ..\build\files\loc_front_entrance.hir
AddFile ..\build\files\loc_abandoned_car.hir
AddDefine LOADER_PICTURE_LOCATIONS_END {FileIndex}
AddFile ..\build\files\loc_dark_room_sunlight.hir
AddDefine LOADER_PICTURE_LOCATIONS_CELLAR_BRIGHT {FileIndex}
AddFile ..\build\files\loc_cellar_window_inside_cleared.hir
AddDefine LOADER_PICTURE_LOCATIONS_CELLAR_WINDOW_INSIDE_CLEARED {FileIndex}
AddFile ..\build\files\loc_steel_door_with_goggles.hir
AddDefine LOADER_PICTURE_LOCATIONS_STEEL_DOOR_WITH_GOGGLES {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\view_newspaper_fr.hir
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\view_newspaper_no.hir
#else // LANGUAGE_EN
AddFile ..\build\files\view_newspaper.hir
#endif
AddDefine LOADER_PICTURE_NEWSPAPER {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\view_handwritten_note_fr.hir
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\view_handwritten_note_no.hir
#else // LANGUAGE_EN
AddFile ..\build\files\view_handwritten_note.hir
#endif
AddDefine LOADER_PICTURE_HANDWRITTEN_NOTE {FileIndex}
AddFile ..\build\files\view_science_book.hir
AddDefine LOADER_PICTURE_SCIENCE_BOOK {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\view_chemistry_recipes_fr.hir
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\view_chemistry_recipes_no.hir
#else
AddFile ..\build\files\view_chemistry_recipes.hir
#endif
AddDefine LOADER_PICTURE_CHEMISTRY_RECIPES {FileIndex}
#if defined(PRODUCT_TYPE_GAME_DEMO) || defined(PRODUCT_TYPE_TEST_MODE)
// Just defining the images so the compiler is happy, the files are not on disk because the player cannot go there
AddDefine LOADER_PICTURE_DONKEY_KONG_TOP {FileIndex}
AddDefine LOADER_PICTURE_DONKEY_KONG_PLAYING {FileIndex}
#else
AddFile ..\build\files\view_donkey_kong_top.hir
AddDefine LOADER_PICTURE_DONKEY_KONG_TOP {FileIndex}
AddFile ..\build\files\view_donkey_kong_playing.hir
AddDefine LOADER_PICTURE_DONKEY_KONG_PLAYING {FileIndex}
#endif
AddFile ..\build\files\view_united_kingdom_map.hir
AddDefine LOADER_PICTURE_UK_MAP {FileIndex}
AddFile ..\build\files\view_fridge_door.hir
AddDefine LOADER_PICTURE_FRIDGE_DOOR {FileIndex}
AddFile ..\build\files\view_medicine_cabinet.hir
AddDefine LOADER_PICTURE_MEDICINE_CABINET {FileIndex}
AddFile ..\build\files\view_medicine_cabinet_open.hir
AddDefine LOADER_PICTURE_MEDICINE_CABINET_OPEN {FileIndex}
AddFile ..\build\files\view_alarm_panel.hir
AddDefine LOADER_PICTURE_ALARM_PANEL {FileIndex}
AddFile ..\build\files\view_dog_eating_meat.hir
AddDefine LOADER_PICTURE_DOG_EATING_MEAT {FileIndex}
AddFile ..\build\files\view_dove_eating_breadcrumbs.hir
AddDefine LOADER_PICTURE_DOVE_EATING_BREADCRUMBS {FileIndex}
AddFile ..\build\files\view_dog_chasing_dove.hir
AddDefine LOADER_PICTURE_DOG_CHASING_DOVE {FileIndex}
AddFile ..\build\files\view_drawer_gun_cabinet.hir
AddDefine LOADER_PICTURE_DRAWER_GUN_CABINET {FileIndex}
AddFile ..\build\files\view_shooting_dart.hir
AddDefine LOADER_PICTURE_SHOOTING_DART {FileIndex}
AddFile ..\build\files\view_cellar_window_outside_cleared.hir
AddDefine LOADER_PICTURE_CELLAR_WINDOW_OUTSIDE_CLEARED {FileIndex}
AddFile ..\build\files\view_cellar_window_outside_darkened.hir
AddDefine LOADER_PICTURE_CELLAR_WINDOW_OUTSIDE_DARKENED {FileIndex}
AddFile ..\build\files\view_alarm_triggered.hir
AddDefine LOADER_PICTURE_ALARM_TRIGGERED {FileIndex}
AddFile ..\build\files\view_mixtape.hir
AddDefine LOADER_PICTURE_MIXTAPE {FileIndex}
AddFile ..\build\files\view_rough_powder.hir
AddDefine LOADER_PICTURE_ROUGH_POWDER_MIX {FileIndex}
AddFile ..\build\files\view_mortar_and_pestle.hir
AddDefine LOADER_PICTURE_MORTAR_AND_PESTLE {FileIndex}
AddFile ..\build\files\view_safe_door.hir
AddDefine LOADER_PICTURE_SAFE_DOOR {FileIndex}
AddFile ..\build\files\view_safe_door_with_bomb.hir
AddDefine LOADER_PICTURE_SAFE_DOOR_WITH_BOMB {FileIndex}
AddFile ..\build\files\view_safe_door_open.hir
AddDefine LOADER_PICTURE_SAFE_DOOR_OPEN {FileIndex}
AddFile ..\build\files\view_explosion.hir
AddDefine LOADER_PICTURE_EXPLOSION {FileIndex}
AddFile ..\build\files\view_ready_to_blow.hir
AddDefine LOADER_PICTURE_READY_TO_BLOW {FileIndex}
AddFile ..\build\files\view_sticky_bomb.hir
AddDefine LOADER_PICTURE_STICKY_BOMB {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\view_corrosive_liquid_fr.hir
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\view_corrosive_liquid_no.hir
#else
AddFile ..\build\files\view_corrosive_liquid.hir
#endif
AddDefine LOADER_PICTURE_CORROSIVE_LIQUID {FileIndex}
AddFile ..\build\files\view_watch.hir
AddDefine LOADER_PICTURE_WATCH_ALARM {FileIndex}
AddFile ..\build\files\view_protection_suit.hir
AddDefine LOADER_PICTURE_PROTECTION_SUIT {FileIndex}
AddFile ..\build\files\view_safety_gloves.hir
AddDefine LOADER_PICTURE_SHOWING_GLOVES {FileIndex}
AddFile ..\build\files\view_cue_with_rope.hir
AddDefine LOADER_PICTURE_CUE_WITH_ROPE {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\view_panic_room_digicode_fr.hir
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\view_panic_room_digicode_no.hir
#else
AddFile ..\build\files\view_panic_room_digicode.hir
#endif
AddDefine LOADER_PICTURE_DOOR_DIGICODE {FileIndex}
AddFile ..\build\files\view_panic_room_clay.hir
AddDefine LOADER_PICTURE_DOOR_WITH_CLAY {FileIndex}
AddFile ..\build\files\view_panic_room_pouring_acid.hir
AddDefine LOADER_PICTURE_DOOR_POURING_ACID {FileIndex}
AddFile ..\build\files\view_panic_room_acid_burning.hir
AddDefine LOADER_PICTURE_DOOR_ACID_BURNING {FileIndex}
AddFile ..\build\files\view_panic_room_hole.hir
AddDefine LOADER_PICTURE_HOLE {FileIndex}
AddFile ..\build\files\view_panic_room_window.hir
AddDefine LOADER_PICTURE_PANIC_ROOM_WINDOW {FileIndex}
AddFile ..\build\files\view_top_window_closed.hir
AddDefine LOADER_PICTURE_TOP_WINDOW_CLOSED {FileIndex}
AddFile ..\build\files\view_austin_mini.hir
AddDefine LOADER_PICTURE_AUSTIN_MINI {FileIndex}
AddFile ..\build\files\view_oric_computer.hir
AddDefine LOADER_PICTURE_ORIC_COMPUTER {FileIndex}
AddFile ..\build\files\view_battery.hir
AddDefine LOADER_PICTURE_BATTERIES {FileIndex}
AddFile ..\build\files\view_inside_well.hir
AddDefine LOADER_PICTURE_INSIDE_WELL {FileIndex}
AddFile ..\build\files\view_trash_can.hir
AddDefine LOADER_PICTURE_TRASH_CAN {FileIndex}
AddFile ..\build\files\view_book_dune.hir
AddDefine LOADER_PICTURE_BOOK_DUNE {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\view_news_saved_fr.hir
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\view_news_saved_no.hir
#else
AddFile ..\build\files\view_news_saved.hir
#endif
AddDefine LOADER_PICTURE_NEWS_SAVED {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\view_tombstone_fr.hir
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\view_tombstone_no.hir
#else
AddFile ..\build\files\view_tombstone.hir
#endif
AddDefine LOADER_PICTURE_TOMBSTONE {FileIndex}
AddFile ..\build\files\view_colecovision_boot.hir
AddDefine LOADER_PICTURE_COLECOVISION {FileIndex}
#ifdef PRODUCT_TYPE_GAME_DEMO
#ifdef LANGUAGE_FR
AddFile ..\build\files\view_demo_message_fr.hir
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\view_demo_message_no.hir
#else
AddFile ..\build\files\view_demo_message.hir
#endif ; PRODUCT_TYPE_GAME_DEMO
AddDefine LOADER_PICTURE_TO_BE_CONTINUED {FileIndex}
#endif
; All the sprites
#ifdef LANGUAGE_FR
AddFile ..\build\files\masked_the_end_fr.msk
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\masked_the_end_no.msk
#else
AddFile ..\build\files\masked_the_end.msk
#endif
AddDefine LOADER_SPRITE_THE_END {FileIndex}
AddFile ..\build\files\masked_dog.msk
AddDefine LOADER_SPRITE_DOG {FileIndex}
AddFile ..\build\files\masked_items.msk
AddDefine LOADER_SPRITE_ITEMS {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\masked_thug_fr.msk
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\masked_thug_no.msk
#else
AddFile ..\build\files\masked_thug.msk
#endif
AddDefine LOADER_SPRITE_THUG {FileIndex}
AddFile ..\build\files\masked_safe_room.msk
AddDefine LOADER_SPRITE_SAFE_ROOM {FileIndex}
AddFile ..\build\files\masked_car_parts.msk
AddDefine LOADER_SPRITE_CAR_PARTS {FileIndex}
AddFile ..\build\files\masked_beep.msk
AddDefine LOADER_SPRITE_BEEP {FileIndex}
AddFile ..\build\files\masked_panic_room_window.msk
AddDefine LOADER_SPRITE_PANIC_ROOM_WINDOW {FileIndex}
AddFile ..\build\files\masked_hole_with_girl_attached.msk
AddDefine LOADER_SPRITE_HOLE_WITH_GIRL_ATTACHED {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\masked_hole_with_girl_free_fr.msk
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\masked_hole_with_girl_free_no.msk
#else
AddFile ..\build\files\masked_hole_with_girl_free.msk
#endif
AddDefine LOADER_SPRITE_HOLE_WITH_GIRL_FREE {FileIndex}
AddFile ..\build\files\masked_hole_with_knife.msk
AddDefine LOADER_SPRITE_HOLE_WITH_KNIFE {FileIndex}
AddFile ..\build\files\masked_hole_with_rope.msk
AddDefine LOADER_SPRITE_HOLE_WITH_ROPE {FileIndex}
AddFile ..\build\files\masked_hole_with_cue.msk
AddDefine LOADER_SPRITE_HOLE_WITH_CUE {FileIndex}
AddFile ..\build\files\masked_top_window.msk
AddDefine LOADER_SPRITE_TOP_WINDOW {FileIndex}
AddFile ..\build\files\masked_austin_parts.msk
AddDefine LOADER_SPRITE_AUSTIN_PARTS {FileIndex}
#ifdef LANGUAGE_FR
AddFile ..\build\files\masked_rough_map_fr.msk
#elif defined(LANGUAGE_NO)
AddFile ..\build\files\masked_rough_map_no.msk
#else
AddFile ..\build\files\masked_rough_map.msk
#endif
AddDefine LOADER_SPRITE_ROUGH_PLAN {FileIndex}
AddFile ..\build\files\masked_alarm_panel.msk
AddDefine LOADER_SPRITE_ALARM_PANEL {FileIndex}
;
; Music
;
AddDefine MUSIC_OVERLAY_BUFFER_SIZE 1587 ; Should be at least the size of the largest music
AddFile ..\build\files\success_music.mus ; About 647 bytes
AddDefine LOADER_MUSIC_SUCCESS {FileIndex}
AddDefine LOADER_MUSIC_SUCCESS_SIZE {FileSize}
AddFile ..\build\files\you_won_music.mus ; About 1587 bytes
AddDefine LOADER_MUSIC_VICTORY {FileIndex}
AddDefine LOADER_MUSIC_VICTORY_SIZE {FileSize}
AddFile ..\build\files\game_over_music.mus ; About 1214 bytes
AddDefine LOADER_MUSIC_GAME_OVER {FileIndex}
AddDefine LOADER_MUSIC_GAME_OVER_SIZE {FileSize}
AddFile ..\build\files\intro_music_typewriter.mus ; About 921 bytes
AddDefine LOADER_MUSIC_TYPEWRITER {FileIndex}
AddDefine LOADER_MUSIC_TYPEWRITER_SIZE {FileSize}
;
; Mini games
;
AddFile ..\build\files\hires_monkey_king.hir
AddDefine LOADER_MONKEY_KING_HIRES {FileIndex}
AddFile ..\build\files\monkey_king.o
AddDefine LOADER_MONKEY_KING {FileIndex}
;
; The scores: They should be uncompressed because they are going to be overwritten
;
SetCompressionMode None ; So far only two modes: 'None' and 'FilePack'
AddFile ..\build\files\scores.bin
AddDefine LOADER_HIGH_SCORES {FileIndex}
AddDefine LOADER_HIGH_SCORES_SIZE {FileSize}
AddDefine LOADER_HIGH_SCORES_DISK_OFFSET {FileDiskOffset}
#if DISK_WITH_BITMAP==1
; Overwrite the bitmap (TEST)
SetPosition 20 2
WriteSector ..\build\files\sector_bitmap.o ; Sector with the bitmap data
#endif