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Changes the default target of `make` and `tools/builds/gen.py` to build all decomped versions of the game together in one bulid graph. There are two parts to this change: making assets writes atomic to allowing assets to be shared across versions, and updating the build graph to not duplicate shared targets. Different versions of the game are currently configured to write to the same asset paths. I think this is a good thing™ since it makes differing assets obvious. The work to separate these assets was done in cdda8fc but running multiple versions of `sotn-assets` in parallel resulted in race conditions that prevented multiple versions of the game from building together (whether in the same graph or not). This change updates `sotn-assets` to write files atomically which avoid partial reads while allowing multiple instances of `sotn-assets` to run concurrently. An alternative to this approach would be to put `sotn-assets` rules in the same ninja pool, but that would force them to be serialized, which seems unnecessary, but possibly simpler. The second area is merging all three build graphs into a single monolithic graph. This is primarily meant eliminating duplicate asset steps for shared assets. `make` will now build `us`, `hd`, and `pspeu`. using the `VERSION` env var still works and will only build that version. `make clean` cleans all versions. picci builds are out of scope for this change.
Import BO6 and dedup most of the shared code. There are a lot of implementation similiarities between boss Richter and player Richter, but also both Dopplegangers.
Import BO6 and dedup most of the shared code. Had some trouble importing `e_collect` and have not determined the cause yet. Currently this is using the old `e_collect`/`blit_char`/`e_collect2` boundaries. There are a lot of implementation similiarities between boss Richter and player Richter, but also both Dopplegangers.
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BO6 functions. Not up today with master.