mirror of
https://github.com/a2-4am/4cade.git
synced 2025-04-07 16:39:56 +00:00
prep for upcoming changes to gGamesStore
This commit is contained in:
parent
093c04cab7
commit
192a4de195
155
Makefile
155
Makefile
@ -27,85 +27,13 @@ CADIUS=cadius
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# version 3.1.0 or later
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EXOMIZER=exomizer mem -q -P23 -lnone
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dsk: asm
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dsk: asm index
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cp res/blank.hdv build/"$(DISK)"
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cp res/_FileInformation.txt build/
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$(CADIUS) ADDFILE build/"$(DISK)" "/$(VOLUME)/" build/LAUNCHER.SYSTEM >>build/log
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cp res/PREFS.CONF build/PREFS.CONF
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bin/padto.sh 512 build/PREFS.CONF >>build/log
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#
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# precompute binary data structure for mega-attract mode configuration file
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#
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bin/buildokvs.sh < res/ATTRACT.CONF > build/ATTRACT.IDX
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#
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# precompute binary data structure and substitute special characters
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# in game help and other all-text pages
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#
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bin/converthelp.sh res/HELPTEXT build/HELPTEXT
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bin/converthelp.sh res/CREDITS build/CREDITS
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for f in res/GAMEHELP/*; do \
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bin/converthelp.sh "$$f" build/GAMEHELP/"$$(basename $$f)"; \
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done
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#
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# create distribution version of GAMES.CONF without comments or blank lines
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#
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awk '!/^$$|^#/' < res/GAMES.CONF > build/GAMES.CONF
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#
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# create search indexes
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#
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bin/builddisplaynames.py < build/GAMES.CONF > build/DISPLAY.CONF
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grep "^00" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH00.IDX
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grep "^0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH01.IDX
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grep "^.0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH10.IDX
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cat build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH11.IDX
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#
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# create a sorted list of game filenames, without metadata or display names
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#
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awk -F, '/,/ { print $$2 }' < build/GAMES.CONF | awk -F= '{ print $$1 }' | sort > build/GAMES.SORTED
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#
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# precompute indexed files for prelaunch
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# note: prelaunch must be first in TOTAL.DATA due to a hack in LoadStandardPrelaunch
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# note 2: these can not be padded because they are loaded at $0106 and padding would clobber the stack
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#
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bin/buildindexedfile.sh build/TOTAL.DATA build/PRELAUNCH.INDEXED < build/GAMES.SORTED > build/PRELAUNCH.IDX
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#
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# precompute indexed files for game help
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#
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bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/GAMEHELP < build/GAMES.SORTED > build/GAMEHELP.IDX
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#
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# precompute indexed files for slideshows
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#
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(for f in res/SS/*; do \
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bin/buildokvs.sh < "$$f" > "build/SS/$$(basename $$f)"; \
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echo "$$(basename $$f)"; \
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done) | bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/SS > build/SLIDESHOW.IDX
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(for f in res/ATTRACT/*; do \
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bin/buildokvs.sh < "$$f" > "build/ATTRACT/$$(basename $$f)"; \
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echo "$$(basename $$f)"; \
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done) | bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/ATTRACT > build/MINIATTRACT.IDX
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#
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# precompute indexed files for graphic effects
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#
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bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/FX.INDEXED < res/FX.CONF > build/FX.IDX
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bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/FX.INDEXED < res/DFX.CONF > build/DFX.IDX
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#
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# precompute indexed files for HGR action screenshots
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# note: these can not be padded because they are compressed and the decompressor needs the exact size
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#
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(for f in res/ACTION.HGR/[ABCD]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR0.IDX
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(for f in res/ACTION.HGR/[EFGH]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR1.IDX
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(for f in res/ACTION.HGR/[IJKL]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR2.IDX
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(for f in res/ACTION.HGR/[MNOP]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR3.IDX
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(for f in res/ACTION.HGR/[QRST]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR4.IDX
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(for f in res/ACTION.HGR/[UVWX]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR5.IDX
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(for f in res/ACTION.HGR/[YZ]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR6.IDX
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# precompute indexed files for SHR artwork
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# note: these can not be padded because they are compressed and the decompressor needs the exact size
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#
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(for f in res/ARTWORK.SHR/*; do \
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echo "$$(basename $$f)"; \
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done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ARTWORK.SHR > build/ARTWORK.IDX
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#
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# create _FileInformation.txt files for subdirectories
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#
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bin/buildfileinfo.sh res/TITLE.HGR "06" "4000"
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@ -178,6 +106,87 @@ dsk: asm
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done
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bin/changebootloader.sh build/"$(DISK)" build/proboothd
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index: md
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#
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# precompute binary data structure for mega-attract mode configuration file
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#
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bin/buildokvs.sh < res/ATTRACT.CONF > build/ATTRACT.IDX
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#
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# precompute binary data structure and substitute special characters
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# in game help and other all-text pages
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#
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bin/converthelp.sh res/HELPTEXT build/HELPTEXT
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bin/converthelp.sh res/CREDITS build/CREDITS
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for f in res/GAMEHELP/*; do \
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bin/converthelp.sh "$$f" build/GAMEHELP/"$$(basename $$f)"; \
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done
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#
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# create distribution version of GAMES.CONF without comments or blank lines
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#
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awk '!/^$$|^#/' < res/GAMES.CONF > build/GAMES.CONF
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#
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# create gGamesListStore indexes
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#
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# grep "^00" < build/GAMES.CONF | bin/buildgamesstore.sh > build/GAMES00.IDX
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# grep "^0" < build/GAMES.CONF | bin/buildgamesstore.sh > build/GAMES01.IDX
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# grep "^.0" < build/GAMES.CONF | bin/buildgamesstore.sh > build/GAMES10.IDX
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# cat build/GAMES.CONF | bin/buildgamesstore.sh > build/GAMES11.IDX
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#
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# create gSearchStore indexes
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#
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bin/builddisplaynames.py < build/GAMES.CONF > build/DISPLAY.CONF
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grep "^00" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH00.IDX
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grep "^0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH01.IDX
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grep "^.0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH10.IDX
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cat build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH11.IDX
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#
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# create a sorted list of game filenames, without metadata or display names
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#
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awk -F, '/,/ { print $$2 }' < build/GAMES.CONF | awk -F= '{ print $$1 }' | sort > build/GAMES.SORTED
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#
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# precompute indexed files for prelaunch
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# note: prelaunch must be first in TOTAL.DATA due to a hack in LoadStandardPrelaunch
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# note 2: these can not be padded because they are loaded at $0106 and padding would clobber the stack
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#
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bin/buildindexedfile.sh build/TOTAL.DATA build/PRELAUNCH.INDEXED < build/GAMES.SORTED > build/PRELAUNCH.IDX
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#
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# precompute indexed files for game help
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#
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bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/GAMEHELP < build/GAMES.SORTED > build/GAMEHELP.IDX
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#
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# precompute indexed files for slideshows
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#
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(for f in res/SS/*; do \
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bin/buildokvs.sh < "$$f" > "build/SS/$$(basename $$f)"; \
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echo "$$(basename $$f)"; \
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done) | bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/SS > build/SLIDESHOW.IDX
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(for f in res/ATTRACT/*; do \
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bin/buildokvs.sh < "$$f" > "build/ATTRACT/$$(basename $$f)"; \
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echo "$$(basename $$f)"; \
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done) | bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/ATTRACT > build/MINIATTRACT.IDX
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#
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# precompute indexed files for graphic effects
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#
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bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/FX.INDEXED < res/FX.CONF > build/FX.IDX
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bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/FX.INDEXED < res/DFX.CONF > build/DFX.IDX
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#
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# precompute indexed files for HGR action screenshots
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# note: these can not be padded because they are compressed and the decompressor needs the exact size
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#
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(for f in res/ACTION.HGR/[ABCD]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR0.IDX
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(for f in res/ACTION.HGR/[EFGH]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR1.IDX
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(for f in res/ACTION.HGR/[IJKL]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR2.IDX
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(for f in res/ACTION.HGR/[MNOP]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR3.IDX
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(for f in res/ACTION.HGR/[QRST]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR4.IDX
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(for f in res/ACTION.HGR/[UVWX]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR5.IDX
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(for f in res/ACTION.HGR/[YZ]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.HGR > build/HGR6.IDX
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# precompute indexed files for SHR artwork
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# note: these can not be padded because they are compressed and the decompressor needs the exact size
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#
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(for f in res/ARTWORK.SHR/*; do \
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echo "$$(basename $$f)"; \
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done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ARTWORK.SHR > build/ARTWORK.IDX
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asm: asmlauncher asmfx asmprelaunch asmproboot
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asmlauncher: md
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31
bin/buildgamesstore.sh
Executable file
31
bin/buildgamesstore.sh
Executable file
@ -0,0 +1,31 @@
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#!/bin/bash
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# make temp file with just the key/value pairs (strip blank lines, comments, eof marker)
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records=$(mktemp)
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awk '!/^$|^#|^\[/' > "$records"
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# make temp assembly source file that represents the binary OKVS data structure
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source=$(mktemp)
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(echo "*=0" # dummy program counter for assembler
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echo "!le16 $(wc -l <"$records"), 0" # OKVS header
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while IFS="=" read -r key value; do
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dhgr=$(echo "$key" | cut -c3) # 'has DHGR title screen' flag (0 or 1)
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cheat=$(echo "$key" | cut -c4) # 'cheat category' (0..5)
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key=$(echo "$key" | cut -d"," -f2)
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echo "!byte ${#key}+${#value}+4" # OKVS record length
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echo "!byte ${#key}" # OKVS key length
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echo "!text \"$key\"" # OKVS key
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echo "!byte ${#value}+1" # OKVS value length
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echo "!text \"$value\"" # OKVS value
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echo "!byte $((dhgr*128))+$cheat"
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done < "$records") > "$source"
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# assemble temp source file into binary OKVS data structure, then output that
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out=$(mktemp)
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acme -o "$out" "$source"
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cat "$out"
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# clean up
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rm "$out"
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rm "$source"
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rm "$records"
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