@echo off rem rem 4cade Makefile for Windows rem assembles source code, optionally builds a disk image rem note: non-Windows users should probably use Makefile instead rem rem a qkumba monstrosity from 2018-10-29 rem setlocal enabledelayedexpansion set DISK=4cade.hdv set VOLUME=TOTAL.REPLAY rem third-party tools required to build (must be in path) rem https://sourceforge.net/projects/acme-crossass/ rem version 0.97 or later set ACME=acme rem https://github.com/mach-kernel/cadius rem version 1.4.6 or later set CADIUS=cadius rem https://github.com/ set GIT=git rem https://bitbucket.org/magli143/exomizer/wiki/Home rem version 3.1.0 or later set EXOMIZER=exomizer mem -q -P23 -lnone if "%1" equ "dsk" ( call :clean call :index if "%2". equ "". ( call :asmproboot call :asmlauncher 1>nul copy /y res\blank.hdv "build\%DISK%" >>build\log 1>nul copy /y res\_FileInformation.txt build\ >>build\log %CADIUS% ADDFILE "build\%DISK%" "/%VOLUME%/" "build\LAUNCHER.SYSTEM" -C >>build\log 1>nul copy /y "res\PREFS.CONF" "build" >>build\log cscript /nologo bin\padto.js 512 build\PREFS.CONF rem rem create _FileInformation.txt files for subdirectories rem cscript /nologo bin\buildfileinfo.js res\ICONS "CA" "0000" >>build/log 1>nul copy /y src\prelaunch\_FileInformation.txt build\PRELAUNCH >>build/log rem rem add everything to the disk rem ) echo|set/p="adding files..." %CADIUS% ADDFILE "build\%DISK%" "/%VOLUME%/" "build\TOTAL.DATA" -C >>build\log if "%2". equ "". ( for %%q in (build\PREFS.CONF res\Finder.Data res\Finder.Root) do %CADIUS% ADDFILE "build\%DISK%" "/%VOLUME%/" "%%q" -C >>build\log for %%q in (res\TITLE.ANIMATED res\ICONS build\PRELAUNCH build\X) do ( 1>nul 2>nul del /s "%%q\.DS_Store" %CADIUS% ADDFOLDER "build\%DISK%" "/%VOLUME%/%%~nxq" %%q -C >>build\log ) cscript /nologo bin\changebootloader.js "build\%DISK%" build\proboothd ) echo done goto :EOF ) if "%1" equ "index" ( call :index goto :EOF ) if "%1" equ "clean" ( if "%2". neq "". ( 1>nul move build\%DISK% ) :clean echo y|1>nul 2>nul rd build /s if "%2". neq "". ( md build 1>nul move %DISK% build\%DISK% %CADIUS% DELETEFILE "build\%DISK%" "/%VOLUME%/TOTAL.DATA" >>build\log ) goto :EOF ) if "%1" equ "compress" ( call :compress goto :EOF ) echo usage: %0 clean / dsk goto :EOF :index call :md call :asmfx call :asmprelaunch call :asmdemo rem rem precompute binary data structure for mega-attract mode configuration file rem cscript /nologo bin\buildokvs.js res\ATTRACT.CONF build\ATTRACT.IDX >>build\log rem rem precompute binary data structure and substitute special characters rem in game help and other all-text pages rem cscript /nologo bin\converthelp.js res\HELPTEXT build\HELPTEXT >>build\log cscript /nologo bin\converthelp.js res\CREDITS build\CREDITS >>build\log echo|set/p="converting gamehelp..." for %%q in (res\GAMEHELP\*) do cscript /nologo bin\converthelp.js %%q build\GAMEHELP\%%~nxq >>build\log echo done rem rem create a list of all game filenames, without metadata or display names, sorted by game filename rem cscript /nologo bin\makesorted.js cscript /nologo bin\builddisplaynames.js rem rem precompute indexed files for prelaunch rem note: prelaunch must be first in TOTAL.DATA due to a hack in LoadStandardPrelaunch rem note 2: these can not be padded because they are loaded at $0106 and padding would clobber the stack rem echo|set/p="indexing prelaunch..." 1>nul copy /y nul build\TOTAL.DATA cscript /nologo bin\buildpre.js build\PRELAUNCH.INDEXED build\PRELAUNCH.IDX build\TOTAL.DATA >>build\log echo done rem rem precompute indexed files for HGR & DHGR titles rem note: these are not padded because they are all an exact block-multiple anyway rem echo|set/p="indexing titles..." cscript /nologo bin\padto.js 512 build\TOTAL.DATA cscript /nologo bin\buildss.js res\TITLE.HGR build\TITLE.IDX build\HGR.TITLES.LOG build\TOTAL.DATA build\TOTAL.DATA >>build\log cscript /nologo bin\buildss.js res\TITLE.DHGR build\DTITLE.IDX build\DHGR.TITLES.LOG build\TOTAL.DATA build\TOTAL.DATA >>build\log cscript /nologo bin\addfile.js res\COVER src\index\res.cover.idx.a cscript /nologo bin\addfile.js res\TITLE src\index\res.title.idx.a cscript /nologo bin\addfile.js res\HELP src\index\res.help.idx.a echo done rem rem precompute indexed files for game help rem note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able rem echo|set/p="indexing gamehelp..." cscript /nologo bin\makesorted.js cscript /nologo bin\buildpre.js build\GAMEHELP build\GAMEHELP.IDX build\TOTAL.DATA pad >>build\log echo done rem rem precompute indexed files for slideshows rem note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able rem echo|set/p="indexing slideshows..." for %%q in (res\SS\*) do ( set _ss=%%~nxq set _ss=!_ss:~0,3! if !_ss!==ACT ( cscript /nologo bin\buildslideshow.js %%q build\SS\%%~nxq -d >>build\log ) else ( cscript /nologo bin\buildslideshow.js %%q build\SS\%%~nxq >>build\log ) ) cscript /nologo bin\buildss.js build\SS build\SLIDESHOW.IDX nul build\TOTAL.DATA nul pad >>build\log for %%q in (A B C D E F G H I J K L M N O P) do for %%k in (res\ATTRACT\%%q*) do cscript /nologo bin\buildokvs.js %%k build\ATTRACT0\%%~nxk >>build\log for %%q in (Q R S T U V W X Y Z) do for %%k in (res\ATTRACT\%%q*) do cscript /nologo bin\buildokvs.js %%k build\ATTRACT1\%%~nxk >>build\log cscript /nologo bin\buildss.js build\ATTRACT0 build\MINIATTRACT0.IDX nul build\TOTAL.DATA nul pad >>build\log cscript /nologo bin\buildss.js build\ATTRACT1 build\MINIATTRACT1.IDX nul build\TOTAL.DATA nul pad >>build\log echo done rem rem precompute indexed files for graphic effects rem note: these can be padded because they're loaded into $6000 at a time when $6000..$BEFF is clobber-able rem echo|set/p="indexing fx..." cscript /nologo bin\buildfx.js res\FX.CONF build\FX.IDX build\TOTAL.DATA build\FX.INDEXED >>build\log cscript /nologo bin\buildfx.js res\DFX.CONF build\DFX.IDX build\TOTAL.DATA build\FX.INDEXED >>build\log cscript /nologo bin\buildfx.js res\SFX.CONF build\SFX.IDX build\TOTAL.DATA build\FX.INDEXED >>build\log dir /b build\FXCODE >build\fxcode.lst cscript /nologo bin\buildfx.js build\fxcode.lst build\FXCODE.IDX build\TOTAL.DATA build\FXCODE >>build\log rem rem precompute indexed files for coordinates files loaded by graphic effects rem note: these can not be padded because some of them are loaded into tight spaces near the unclobberable top of main memory rem dir /b build\FXDATA >build\fxdata.lst cscript /nologo bin\buildfx.js build\fxdata.lst build\FXDATA.IDX build\TOTAL.DATA build\FXDATA >>build\log echo done rem rem precompute indexed files for HGR & DHGR action screenshots rem note: these can not be padded because they are compressed and the decompressor needs the exact size rem echo|set/p="indexing (d)hgr action..." 1>nul copy /y nul build\ACTIONHGR0 1>nul copy /y nul build\ACTIONHGR1 1>nul copy /y nul build\ACTIONHGR2 1>nul copy /y nul build\ACTIONHGR3 1>nul copy /y nul build\ACTIONHGR4 1>nul copy /y nul build\ACTIONHGR5 1>nul copy /y nul build\ACTIONHGR6 1>nul copy /y nul build\ACTIONDHGR for %%q in (A B C D) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR0 echo %%k for %%q in (E F G H) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR1 echo %%k for %%q in (I J K L) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR2 echo %%k for %%q in (M N O P) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR3 echo %%k for %%q in (Q R S T) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR4 echo %%k for %%q in (U V W X) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR5 echo %%k for %%q in (Y Z) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR6 echo %%k for %%q in (res\ACTION.DHGR\*) do 1>nul >>build\ACTIONDHGR echo %%q cscript /nologo bin\buildss.js build\ACTIONHGR0* build\HGR0.IDX nul build\TOTAL.DATA nul >>build\log cscript /nologo bin\buildss.js build\ACTIONHGR1* build\HGR1.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log cscript /nologo bin\buildss.js build\ACTIONHGR2* build\HGR2.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log cscript /nologo bin\buildss.js build\ACTIONHGR3* build\HGR3.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log cscript /nologo bin\buildss.js build\ACTIONHGR4* build\HGR4.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log cscript /nologo bin\buildss.js build\ACTIONHGR5* build\HGR5.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log cscript /nologo bin\buildss.js build\ACTIONHGR6* build\HGR6.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log cscript /nologo bin\buildss.js build\ACTIONDHGR* build\DHGR.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log echo done rem precompute indexed files for GR and DGR action screenshots rem note: these can be padded because they are not compressed rem echo|set/p="indexing (d)gr action..." 1>nul copy /y nul build\ACTIONGR 1>nul copy /y nul build\ACTIONDGR for %%q in (res\ACTION.GR\*) do 1>nul >>build\ACTIONGR echo %%q for %%q in (res\ACTION.DGR\*) do 1>nul >>build\ACTIONDGR echo %%q cscript /nologo bin\buildss.js build\ACTIONGR* build\GR.IDX nul build\TOTAL.DATA build\TOTAL.DATA pad >>build\log cscript /nologo bin\buildss.js build\ACTIONDGR* build\DGR.IDX nul build\TOTAL.DATA build\TOTAL.DATA pad >>build\log echo done rem rem precompute indexed files for SHR artwork rem note: these can not be padded because they are compressed and the decompressor needs the exact size rem echo|set/p="indexing shr..." cscript /nologo bin\buildss.js res\ARTWORK.SHR build\ARTWORK.IDX nul build\TOTAL.DATA nul >>build\log echo done rem rem precompute indexed files for demo launchers rem note: these can not be padded because some of them are loaded too close to $C000 rem echo|set/p="indexing demos..." cscript /nologo bin\buildss.js build\DEMO build\DEMO.IDX nul build\TOTAL.DATA nul >>build\log cscript /nologo bin\addfile.js build\DEMO.IDX src\index\demo.idx.a echo done rem rem precompute indexed files for single-load game binaries rem note: these can be padded because they are loaded at a time when all of main memory is clobber-able rem echo|set/p="indexing single-loaders..." for %%q in (res\dsk\*.po) do %CADIUS% EXTRACTVOLUME "%%q" build\X\ >>build\log 1>nul 2>nul del /s build\X\.DS_Store build\X\PRODOS* build\X\LOADER.SYSTEM* build\X\_FileInformation.txt 1>nul copy /y nul build\XSINGLE.IDX cscript /nologo bin\buildsingle.js build\X.INDEXED build\XSINGLE.IDX build\TOTAL.DATA pad >>build\log cscript /nologo bin\addfile.js build\XSINGLE.IDX src\index\xsingle.idx.a cscript /nologo bin\flatten.js echo done rem rem create search indexes for each variation of (game-requires-joystick) X (game-requires-128K) rem in the form of OKVS data structures, plus game counts in the form of source files rem echo|set/p="indexing search..." cscript /nologo bin\buildsearch.js "00" src\index\count00.a build\SEARCH00.IDX cscript /nologo bin\buildsearch.js "0" src\index\count01.a build\SEARCH01.IDX cscript /nologo bin\buildsearch.js ".0" src\index\count10.a build\SEARCH10.IDX cscript /nologo bin\buildsearch.js "." src\index\count11.a build\SEARCH11.IDX echo done rem rem add IDX files to the combined index file and generate rem the index records that callers use to reference them rem echo|set/p="preparing index file..." cscript /nologo bin\addfile.js build\SEARCH00.IDX src\index\search00.idx.a cscript /nologo bin\addfile.js res\CACHE00.IDX src\index\cache00.idx.a cscript /nologo bin\addfile.js build\SEARCH01.IDX src\index\search01.idx.a cscript /nologo bin\addfile.js res\CACHE01.IDX src\index\cache01.idx.a cscript /nologo bin\addfile.js build\SEARCH10.IDX src\index\search10.idx.a cscript /nologo bin\addfile.js res\CACHE10.IDX src\index\cache10.idx.a cscript /nologo bin\addfile.js build\SEARCH11.IDX src\index\search11.idx.a cscript /nologo bin\addfile.js res\CACHE11.IDX src\index\cache11.idx.a cscript /nologo bin\addfile.js build\PRELAUNCH.IDX src\index\prelaunch.idx.a cscript /nologo bin\addfile.js build\ATTRACT.IDX src\index\attract.idx.a cscript /nologo bin\addfile.js build\FX.IDX src\index\fx.idx.a cscript /nologo bin\addfile.js build\DFX.IDX src\index\dfx.idx.a cscript /nologo bin\addfile.js build\SFX.IDX src\index\sfx.idx.a cscript /nologo bin\addfile.js build\FXCODE.IDX src\index\fxcode.idx.a cscript /nologo bin\addfile.js build\FXDATA.IDX src\index\fxdata.idx.a cscript /nologo bin\addfile.js build\GAMEHELP.IDX src\index\gamehelp.idx.a cscript /nologo bin\addfile.js build\SLIDESHOW.IDX src\index\slideshow.idx.a cscript /nologo bin\addfile.js build\MINIATTRACT0.IDX src\index\miniattract0.idx.a cscript /nologo bin\addfile.js build\MINIATTRACT1.IDX src\index\miniattract1.idx.a cscript /nologo bin\addfile.js build\TITLE.IDX src\index\title.idx.a cscript /nologo bin\addfile.js build\DTITLE.IDX src\index\dtitle.idx.a cscript /nologo bin\addfile.js build\HGR0.IDX src\index\hgr0.idx.a cscript /nologo bin\addfile.js build\HGR1.IDX src\index\hgr1.idx.a cscript /nologo bin\addfile.js build\HGR2.IDX src\index\hgr2.idx.a cscript /nologo bin\addfile.js build\HGR3.IDX src\index\hgr3.idx.a cscript /nologo bin\addfile.js build\HGR4.IDX src\index\hgr4.idx.a cscript /nologo bin\addfile.js build\HGR5.IDX src\index\hgr5.idx.a cscript /nologo bin\addfile.js build\HGR6.IDX src\index\hgr6.idx.a cscript /nologo bin\addfile.js build\DHGR.IDX src\index\dhgr.idx.a cscript /nologo bin\addfile.js build\GR.IDX src\index\gr.idx.a cscript /nologo bin\addfile.js build\DGR.IDX src\index\dgr.idx.a cscript /nologo bin\addfile.js build\ARTWORK.IDX src\index\artwork.idx.a rem rem add additional miscellaneous files rem cscript /nologo bin\addfile.js build\COVERFADE src\index\coverfade.idx.a cscript /nologo bin\addfile.js build\GR.FIZZLE src\index\gr.fizzle.idx.a cscript /nologo bin\addfile.js build\DGR.FIZZLE src\index\dgr.fizzle.idx.a cscript /nologo bin\addfile.js build\HELPTEXT src\index\helptext.idx.a cscript /nologo bin\addfile.js build\CREDITS src\index\credits.idx.a cscript /nologo bin\addfile.js res\DECRUNCH src\index\decrunch.idx.a cscript /nologo bin\addfile.js res\JOYSTICK src\index\joystick.idx.a echo done goto :EOF :md 2>nul md build 2>nul md build\X 2>nul md build\X.INDEXED 2>nul md build\FX.INDEXED 2>nul md build\FXDATA 2>nul md build\FXCODE 2>nul md build\PRELAUNCH 2>nul md build\PRELAUNCH.INDEXED 2>nul md build\ATTRACT0 2>nul md build\ATTRACT1 2>nul md build\SS 2>nul md build\GAMEHELP 2>nul md build\DEMO 1>nul copy nul build\log goto :EOF :asmlauncher 2>nul 1>build\buildnum.log %GIT% rev-list --count HEAD if errorlevel 1 (set _build=0) else for /f "tokens=*" %%q in (build\buildnum.log) do set _build=%%q 2>build\relbase.log %ACME% -DBUILDNUMBER=%_build% src/4cade.a for /f "tokens=*" %%q in (build\relbase.log) do set _make=%%q %ACME% -DBUILDNUMBER=%_build% -DRELBASE=$!_make:~-5,4! -r build/4cade.lst src/4cade.a goto :EOF :asmdemo echo|set/p="building demos..." for %%q in (src\demo\*.a) do ( for /f "tokens=* usebackq" %%k in (`find "^!to" %%q`) do set _to=%%k set _to=!_to:~0,1! if !_to!==t %ACME% %%q ) echo done goto :EOF :asmfx echo|set/p="building fx..." for %%q in (src\fx\*.a) do ( for /f "tokens=* usebackq" %%k in (`find "^!to" %%q`) do set _to=%%k set _to=!_to:~0,1! if !_to!==t %ACME% %%q ) echo done goto :EOF :asmprelaunch echo|set/p="building prelaunch..." for %%q in (src\prelaunch\*.a) do ( for /f "tokens=* usebackq" %%k in (`find "^!to" %%q`) do set _to=%%k set _to=!_to:~0,1! if !_to!==t %ACME% %%q ) echo done goto :EOF :asmproboot %ACME% -r build/proboothd.lst src/proboothd/proboothd.a >> build\log goto :EOF :compress for %%q in (res\action.dhgr.uncompressed\*) do if not exist res\action.dhgr\%%~nxq %EXOMIZER% res\action.dhgr.uncompressed\%%~nxq@0x4000 -o res\action.hgr\%%~nxq for %%q in (res\action.hgr.uncompressed\*) do if not exist res\action.hgr\%%~nxq %EXOMIZER% res\action.hgr.uncompressed\%%~nxq@0x4000 -o res\action.hgr\%%~nxq for %%q in (res\artwork.shr.uncompressed\*) do if not exist res\artwork.shr\%%~nxq %EXOMIZER% res\artwork.shr.uncompressed\%%~nxq@0x2000 -o res\artwork.shr\%%~nxq for %%q in (res\title.hgr.uncompressed\*) do if not exist res\title.hgr\%%~nxq %EXOMIZER% res\title.hgr.uncompressed\%%~nxq@0x2000 -o res\title.hgr\%%~nxq