# # 4cade Makefile # assembles source code, optionally builds a disk image and mounts it # note: Windows users should probably use winmake.bat instead # # original by Quinn Dunki on 2014-08-15 # One Girl, One Laptop Productions # http://www.quinndunki.com/blondihacks # # adapted by 4am on 2018-08-19 # DISK=4cade.hdv VOLUME=TOTAL.REPLAY # third-party tools required to build # https://sourceforge.net/projects/acme-crossass/ # version 0.96.3 or later ACME=acme # https://github.com/mach-kernel/cadius # version 1.4.0 or later CADIUS=cadius # https://www.gnu.org/software/parallel/ PARALLEL=parallel # https://python.org/ PYTHON=python3 # https://bitbucket.org/magli143/exomizer/wiki/Home # version 3.1.0 or later EXOMIZER=exomizer mem -q -P23 -lnone BUILDDIR=build MD=$(BUILDDIR)/make.touch CADIUS.LOG=$(BUILDDIR)/log DEMO.SOURCES=$(wildcard src/demo/*.a) FX.SOURCES=$(wildcard src/fx/*.a) PRELAUNCH.SOURCES=$(wildcard src/prelaunch/*.a) PROBOOT.SOURCES=$(wildcard src/proboot/*.a) LAUNCHER.SOURCES=$(wildcard src/*.a) HDV=$(BUILDDIR)/$(DISK) PROBOOTHD=$(BUILDDIR)/proboothd DEMO=$(BUILDDIR)/DEMO DEMO.LIST=$(BUILDDIR)/demo.list FX=$(BUILDDIR)/FX FXCODE.LIST=$(BUILDDIR)/fxcode.list FXDATA.LIST=$(BUILDDIR)/fxdata.list PRELAUNCH=$(BUILDDIR)/PRELAUNCH LAUNCHER.SYSTEM=$(BUILDDIR)/LAUNCHER.SYSTEM ATTRACT=$(BUILDDIR)/ATTRACT MINI.ATTRACT0.LIST=$(BUILDDIR)/mini.attract0.list MINI.ATTRACT1.LIST=$(BUILDDIR)/mini.attract1.list ATTRACT.IDX=$(BUILDDIR)/ATTRACT.IDX HELPTEXT=$(BUILDDIR)/HELPTEXT CREDITS=$(BUILDDIR)/CREDITS GAMEHELP=$(BUILDDIR)/GAMEHELP GAMES.CONF=$(BUILDDIR)/GAMES.CONF GAMES.SORTED=$(BUILDDIR)/GAMES.SORTED PREFS.CONF=$(BUILDDIR)/PREFS.CONF SS=$(BUILDDIR)/SS SS.LIST=$(BUILDDIR)/ss.list ACTION.DGR.LIST=$(BUILDDIR)/action.dgr.list ACTION.DHGR.LIST=$(BUILDDIR)/action.dhgr.list ACTION.GR.LIST=$(BUILDDIR)/action.gr.list ACTION.HGR0.LIST=$(BUILDDIR)/action.hgr0.list ACTION.HGR1.LIST=$(BUILDDIR)/action.hgr1.list ACTION.HGR2.LIST=$(BUILDDIR)/action.hgr2.list ACTION.HGR3.LIST=$(BUILDDIR)/action.hgr3.list ACTION.HGR4.LIST=$(BUILDDIR)/action.hgr4.list ACTION.HGR5.LIST=$(BUILDDIR)/action.hgr5.list ACTION.HGR6.LIST=$(BUILDDIR)/action.hgr6.list ARTWORK.SHR.LIST=$(BUILDDIR)/artwork.shr.list TITLE.HGR.LIST=$(BUILDDIR)/title.hgr.list TITLE.DHGR.LIST=$(BUILDDIR)/title.dhgr.list TOTAL.DATA=$(BUILDDIR)/TOTAL.DATA X=$(BUILDDIR)/X XSINGLE.LIST=$(BUILDDIR)/xsingle.list ACTION.DGR.SOURCES=$(wildcard res/ACTION.DGR/*) ACTION.DHGR.SOURCES=$(wildcard res/ACTION.DHGR/*) ACTION.GR.SOURCES=$(wildcard res/ACTION.GR/*) ACTION.HGR.SOURCES=$(wildcard res/ACTION.HGR/*) ARTWORK.SHR.SOURCES=$(wildcard res/ARTWORK.SHR/*) ATTRACT.SOURCES=$(wildcard res/ATTRACT/*) GAMEHELP.SOURCES=$(wildcard res/GAMEHELP/*) SS.SOURCES=$(wildcard res/SS/*) TITLE.ANIMATED.SOURCES=$(wildcard res/TITLE.ANIMATED/*) TITLE.DHGR.SOURCES=$(wildcard res/TITLE.DHGR/*) TITLE.HGR.SOURCES=$(wildcard res/TITLE.HGR/*) CACHE.SOURCES=$(wildcard res/CACHE*.IDX) ICONS=$(wildcard res/ICONS/*) ATTRACT.CONF=res/ATTRACT.CONF DFX.CONF=res/DFX.CONF FX.CONF=res/FX.CONF SFX.CONF=res/SFX.CONF PREFS.CONF.SOURCE=res/PREFS.CONF COVER=res/COVER DECRUNCH=res/DECRUNCH FINDER.DATA=res/Finder.Data FINDER.ROOT=res/Finder.Root HELP=res/HELP JOYSTICK=res/JOYSTICK TITLE=res/TITLE .PHONY: compress attract cache clean mount all al # build final disk image $(HDV): $(PROBOOTHD) $(LAUNCHER.SYSTEM) $(PRELAUNCH) $(X) $(TOTAL.DATA) $(TITLE.ANIMATED.SOURCES) $(ICONS) $(FINDER.DATA) $(FINDER.ROOT) $(PREFS.CONF) cp res/blank.hdv "$@" cp res/_FileInformation.txt "$(BUILDDIR)"/ $(CADIUS) ADDFILE "$@" "/$(VOLUME)/" "$(LAUNCHER.SYSTEM)" -C >> "$(CADIUS.LOG)" for f in "$(TOTAL.DATA)" "$(PREFS.CONF)" "$(FINDER.DATA)" "$(FINDER.ROOT)"; do \ $(CADIUS) ADDFILE "$@" "/$(VOLUME)/" "$$f" -C >> "$(CADIUS.LOG)"; \ done cp src/prelaunch/_FileInformation.txt "$(PRELAUNCH)"/ for f in res/TITLE.ANIMATED res/ICONS "$(PRELAUNCH)" "$(X)"; do \ rm -f "$$f"/.DS_Store; \ $(CADIUS) ADDFOLDER "$@" "/$(VOLUME)/$$(basename $$f)" "$$f" -C >> "$(CADIUS.LOG)"; \ done bin/changebootloader.sh "$@" $(PROBOOTHD) @touch "$@" # build padded prefs file (padding is required for writing by ProRWTS) $(PREFS.CONF): $(PREFS.CONF.SOURCE) | $(MD) cp "$(PREFS.CONF.SOURCE)" "$@" bin/padto.sh "$@" # create a version of GAMES.CONF without comments or blank lines or anything after display titles $(GAMES.CONF): $(MD) awk '!/^$$|^#/' < res/GAMES.CONF | awk -F'/' '{ print $$1 }' > "$@" # create a list of all game filenames, without metadata or display names, sorted by game filename $(GAMES.SORTED): | $(MD) $(GAMES.CONF) awk -F, '/,/ { print $$2 }' < "$(GAMES.CONF)" | awk -F= '{ print $$1 }' | sort > "$@" # extract files from original disk images and move them to their final directories $(X): | $(MD) $(GAMES.CONF) mkdir -p "$@" "$(BUILDDIR)"/X.INDEXED $(PARALLEL) '$(CADIUS) EXTRACTVOLUME {} "$@"/ >> "$(CADIUS.LOG)"' ::: res/dsk/*.po rm -f "$@"/**/.DS_Store "$@"/**/PRODOS* "$@"/**/LOADER.SYSTEM* "$@"/**/_FileInformation.txt for f in $$(grep '^....1' "$(GAMES.CONF)" | awk '!/^$$|^#/' | awk -F, '/,/ { print $$2 }' | awk -F= '{ print $$1 }'); do mv "$@"/"$$f"/"$$f"* "$(BUILDDIR)"/X.INDEXED/; rm -rf "$@"/"$$f"; done (cd "$(BUILDDIR)"/X.INDEXED/ && for f in *; do echo "$$f"; done) > "$(XSINGLE.LIST)" for d in "$@"/*; do mv "$$d"/* "$@"/; rmdir "$$d"; done @touch "$@" # precompute binary data structure for mega-attract mode configuration file $(ATTRACT.IDX): $(MD) bin/buildokvs.py < res/ATTRACT.CONF > "$@" # precompute binary data structure and substitute special characters in global help $(HELPTEXT): $(MD) bin/converthelp.sh res/HELPTEXT "$@" # precompute binary data structure and substitute special characters in credits $(CREDITS): $(MD) bin/converthelp.sh res/CREDITS "$@" # precompute binary data structures and substitute special characters for each game's help $(GAMEHELP): $(GAMEHELP.SOURCES) | $(MD) mkdir -p "$@" $(PARALLEL) 'bin/converthelp.sh "{}" "$@/{/}"' ::: res/GAMEHELP/* @touch "$@" # precompute binary data structures for slideshow configuration files $(SS): $(SS.SOURCES) | $(MD) $(GAMES.CONF) mkdir -p "$@" $(PARALLEL) 'bin/buildslideshow.py "{}" "$(GAMES.CONF)" < "{}" > "$@/{/}"' ::: res/SS/* (cd "$(SS)"/ && for f in *; do echo "$$f"; done) > "$(SS.LIST)" @touch "$@" # precompute binary data structures for each game's mini-attract configuration file $(ATTRACT): $(ATTRACT.SOURCES) | $(MD) mkdir -p "$@" $(PARALLEL) 'bin/buildokvs.py < "{}" > "$@/{/}"' ::: res/ATTRACT/* (cd "$(ATTRACT)"/ && for f in [ABCDEFGHIJKLMNOP]*; do echo "$$f"; done) > "$(MINI.ATTRACT0.LIST)" (cd "$(ATTRACT)"/ && for f in [QRSTUVWXYZ]*; do echo "$$f"; done) > "$(MINI.ATTRACT1.LIST)" @touch "$@" # create lists of specific files used to build data structures later $(ACTION.HGR0.LIST): $(ACTION.HGR.SOURCES) | $(MD) (cd res/ACTION.HGR/ && for f in [ABCD]*; do echo "$$f"; done) > "$@" $(ACTION.HGR1.LIST): $(ACTION.HGR.SOURCES) | $(MD) (cd res/ACTION.HGR/ && for f in [EFGH]*; do echo "$$f"; done) > "$@" $(ACTION.HGR2.LIST): $(ACTION.HGR.SOURCES) | $(MD) (cd res/ACTION.HGR/ && for f in [IJKL]*; do echo "$$f"; done) > "$@" $(ACTION.HGR3.LIST): $(ACTION.HGR.SOURCES) | $(MD) (cd res/ACTION.HGR/ && for f in [MNOP]*; do echo "$$f"; done) > "$@" $(ACTION.HGR4.LIST): $(ACTION.HGR.SOURCES) | $(MD) (cd res/ACTION.HGR/ && for f in [QRST]*; do echo "$$f"; done) > "$@" $(ACTION.HGR5.LIST): $(ACTION.HGR.SOURCES) | $(MD) (cd res/ACTION.HGR/ && for f in [UVWX]*; do echo "$$f"; done) > "$@" $(ACTION.HGR6.LIST): $(ACTION.HGR.SOURCES) | $(MD) (cd res/ACTION.HGR/ && for f in [YZ]*; do echo "$$f"; done) > "$@" $(ACTION.DHGR.LIST): $(ACTION.DHGR.SOURCES) | $(MD) (cd res/ACTION.DHGR/ && for f in *; do echo "$$f"; done) > "$@" $(ACTION.GR.LIST): $(ACTION.GR.SOURCES) | $(MD) (cd res/ACTION.GR/ && for f in *; do echo "$$f"; done) > "$@" $(ACTION.DGR.LIST): $(ACTION.DGR.SOURCES) | $(MD) (cd res/ACTION.DGR/ && for f in *; do echo "$$f"; done) > "$@" $(ARTWORK.SHR.LIST): $(ARTWORK.SHR.SOURCES) | $(MD) (cd res/ARTWORK.SHR/ && for f in *; do echo "$$f"; done) > "$@" $(TITLE.HGR.LIST): $(TITLE.HGR.SOURCES) | $(MD) (cd res/TITLE.HGR/ && for f in *; do echo "$$f"; done) > "$@" $(TITLE.DHGR.LIST): $(TITLE.DHGR.SOURCES) | $(MD) (cd res/TITLE.DHGR/ && for f in *; do echo "$$f"; done) > "$@" $(TOTAL.DATA): $(FX) $(PRELAUNCH) $(DEMO) $(SS) $(X) $(ATTRACT) $(ATTRACT.IDX) $(HELPTEXT) $(CREDITS) $(GAMEHELP) $(GAMES.CONF) $(GAMES.SORTED) $(ACTION.HGR0.LIST) $(ACTION.HGR1.LIST) $(ACTION.HGR2.LIST) $(ACTION.HGR3.LIST) $(ACTION.HGR4.LIST) $(ACTION.HGR5.LIST) $(ACTION.HGR6.LIST) $(ACTION.DGR.LIST) $(ACTION.DHGR.LIST) $(ACTION.GR.LIST) $(ARTWORK.SHR.LIST) $(TITLE.DHGR.LIST) $(TITLE.HGR.LIST) $(CACHE.SOURCES) $(ATTRACT.CONF) $(DFX.CONF) $(FX.CONF) $(SFX.CONF) $(COVER) $(DECRUNCH) $(HELP) $(JOYSTICK) $(TITLE) # # precompute indexed files for prelaunch # note: prelaunch must be first in TOTAL.DATA due to a hack in LoadStandardPrelaunch # note 2: these can not be padded because they are loaded at $0106 and padding would clobber the stack # rm -f "$@" touch "$@" bin/buildindexedfile.py "$@" "$(BUILDDIR)"/PRELAUNCH.INDEXED < "$(GAMES.SORTED)" > "$(BUILDDIR)"/PRELAUNCH.IDX # # precompute indexed files for HGR & DHGR titles # note: these are not padded because they are all an exact block-multiple anyway # bin/padto.sh "$@" bin/buildindexedfile.py "$@" res/TITLE.HGR "$(BUILDDIR)"/HGR.TITLES.LOG < "$(TITLE.HGR.LIST)" > "$(BUILDDIR)"/TITLE.IDX bin/buildindexedfile.py "$@" res/TITLE.DHGR "$(BUILDDIR)"/DHGR.TITLES.LOG < "$(TITLE.DHGR.LIST)" > "$(BUILDDIR)"/DTITLE.IDX bin/addfiles.py "$@" \ "$(COVER)" src/index/res.cover.idx.a \ "$(TITLE)" src/index/res.title.idx.a \ "$(HELP)" src/index/res.help.idx.a # # precompute indexed files for game help # note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able # bin/buildindexedfile.py -p "$@" "$(GAMEHELP)" < "$(GAMES.SORTED)" > "$(BUILDDIR)"/GAMEHELP.IDX # # precompute indexed files for slideshows # note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able # bin/buildindexedfile.py -p "$@" "$(SS)" < "$(SS.LIST)" > "$(BUILDDIR)"/SLIDESHOW.IDX bin/buildindexedfile.py -p "$@" "$(ATTRACT)" < "$(MINI.ATTRACT0.LIST)" > "$(BUILDDIR)"/MINIATTRACT0.IDX bin/buildindexedfile.py -p "$@" "$(ATTRACT)" < "$(MINI.ATTRACT1.LIST)" > "$(BUILDDIR)"/MINIATTRACT1.IDX # # precompute indexed files for graphic effects # note: these can be padded because they're loaded into $6000 at a time when $6000..$BEFF is clobber-able # bin/buildindexedfile.py -p "$@" "$(BUILDDIR)"/FX.INDEXED < "$(FX.CONF)" > "$(BUILDDIR)"/FX.IDX bin/buildindexedfile.py -p "$@" "$(BUILDDIR)"/FX.INDEXED < "$(DFX.CONF)" > "$(BUILDDIR)"/DFX.IDX bin/buildindexedfile.py -p "$@" "$(BUILDDIR)"/FX.INDEXED < "$(SFX.CONF)" > "$(BUILDDIR)"/SFX.IDX bin/buildindexedfile.py -p "$@" "$(BUILDDIR)"/FXCODE < "$(FXCODE.LIST)" > "$(BUILDDIR)"/FXCODE.IDX # # precompute indexed files for coordinates files loaded by graphic effects # note: these can not be padded because some of them are loaded into tight spaces near the unclobberable top of main memory # bin/buildindexedfile.py "$@" "$(BUILDDIR)"/FXDATA < "$(FXDATA.LIST)" > "$(BUILDDIR)"/FXDATA.IDX # # precompute indexed files for HGR & DHGR action screenshots # note: these can not be padded because they are compressed and the decompressor needs the exact size # bin/buildindexedfile.py "$@" res/ACTION.HGR < "$(ACTION.HGR0.LIST)" > "$(BUILDDIR)"/HGR0.IDX bin/buildindexedfile.py "$@" res/ACTION.HGR < "$(ACTION.HGR1.LIST)" > "$(BUILDDIR)"/HGR1.IDX bin/buildindexedfile.py "$@" res/ACTION.HGR < "$(ACTION.HGR2.LIST)" > "$(BUILDDIR)"/HGR2.IDX bin/buildindexedfile.py "$@" res/ACTION.HGR < "$(ACTION.HGR3.LIST)" > "$(BUILDDIR)"/HGR3.IDX bin/buildindexedfile.py "$@" res/ACTION.HGR < "$(ACTION.HGR4.LIST)" > "$(BUILDDIR)"/HGR4.IDX bin/buildindexedfile.py "$@" res/ACTION.HGR < "$(ACTION.HGR5.LIST)" > "$(BUILDDIR)"/HGR5.IDX bin/buildindexedfile.py "$@" res/ACTION.HGR < "$(ACTION.HGR6.LIST)" > "$(BUILDDIR)"/HGR6.IDX bin/buildindexedfile.py "$@" res/ACTION.DHGR < "$(ACTION.DHGR.LIST)" > "$(BUILDDIR)"/DHGR.IDX # # precompute indexed files for GR and DGR action screenshots # note: these can be padded because they are not compressed # bin/buildindexedfile.py -p "$@" res/ACTION.GR < "$(ACTION.GR.LIST)" > "$(BUILDDIR)"/GR.IDX bin/buildindexedfile.py -p "$@" res/ACTION.DGR < "$(ACTION.DGR.LIST)" > "$(BUILDDIR)"/DGR.IDX # # precompute indexed files for SHR artwork # note: these can not be padded because they are compressed and the decompressor needs the exact size # bin/buildindexedfile.py "$@" res/ARTWORK.SHR < "$(ARTWORK.SHR.LIST)" > "$(BUILDDIR)"/ARTWORK.IDX # # precompute indexed files for demo launchers # note: these can not be padded because some of them are loaded too close to $C000 # bin/buildindexedfile.py "$@" "$(DEMO)" < "$(DEMO.LIST)" > "$(BUILDDIR)"/DEMO.IDX # # precompute indexed files for single-load game binaries # note: these can be padded because they are loaded at a time when all of main memory is clobber-able # bin/buildindexedfile.py -p "$@" "$(BUILDDIR)"/X.INDEXED < "$(XSINGLE.LIST)" > "$(BUILDDIR)"/XSINGLE.IDX # # create search indexes for each variation of (game-requires-joystick) X (game-requires-128K) # in the form of OKVS data structures, plus game counts in the form of source files # $(PARALLEL) ::: \ '(grep "^00" < "$(GAMES.CONF)" | bin/buildsearch.py src/index/count00.a "$(BUILDDIR)"/HGR.TITLES.LOG "" > "$(BUILDDIR)"/SEARCH00.IDX)' \ '(grep "^0" < "$(GAMES.CONF)" | bin/buildsearch.py src/index/count01.a "$(BUILDDIR)"/HGR.TITLES.LOG "$(BUILDDIR)"/DHGR.TITLES.LOG > "$(BUILDDIR)"/SEARCH01.IDX)' \ '(grep "^.0" < "$(GAMES.CONF)" | bin/buildsearch.py src/index/count10.a "$(BUILDDIR)"/HGR.TITLES.LOG "" > "$(BUILDDIR)"/SEARCH10.IDX)' \ '(bin/buildsearch.py src/index/count11.a "$(BUILDDIR)"/HGR.TITLES.LOG "$(BUILDDIR)"/DHGR.TITLES.LOG < "$(GAMES.CONF)" > "$(BUILDDIR)"/SEARCH11.IDX)' # # add IDX files to the combined index file and generate # the index records that callers use to reference them, # plus additional miscellaneous files # bin/addfiles.py "$@" \ "$(BUILDDIR)"/SEARCH00.IDX src/index/search00.idx.a \ res/CACHE00.IDX src/index/cache00.idx.a \ "$(BUILDDIR)"/SEARCH01.IDX src/index/search01.idx.a \ res/CACHE01.IDX src/index/cache01.idx.a \ "$(BUILDDIR)"/SEARCH10.IDX src/index/search10.idx.a \ res/CACHE10.IDX src/index/cache10.idx.a \ "$(BUILDDIR)"/SEARCH11.IDX src/index/search11.idx.a \ res/CACHE11.IDX src/index/cache11.idx.a \ "$(BUILDDIR)"/PRELAUNCH.IDX src/index/prelaunch.idx.a \ "$(ATTRACT.IDX)" src/index/attract.idx.a \ "$(BUILDDIR)"/DEMO.IDX src/index/demo.idx.a \ "$(BUILDDIR)"/XSINGLE.IDX src/index/xsingle.idx.a \ "$(BUILDDIR)"/FX.IDX src/index/fx.idx.a \ "$(BUILDDIR)"/DFX.IDX src/index/dfx.idx.a \ "$(BUILDDIR)"/SFX.IDX src/index/sfx.idx.a \ "$(BUILDDIR)"/FXCODE.IDX src/index/fxcode.idx.a \ "$(BUILDDIR)"/FXDATA.IDX src/index/fxdata.idx.a \ "$(BUILDDIR)"/GAMEHELP.IDX src/index/gamehelp.idx.a \ "$(BUILDDIR)"/SLIDESHOW.IDX src/index/slideshow.idx.a \ "$(BUILDDIR)"/MINIATTRACT0.IDX src/index/miniattract0.idx.a \ "$(BUILDDIR)"/MINIATTRACT1.IDX src/index/miniattract1.idx.a \ "$(BUILDDIR)"/TITLE.IDX src/index/title.idx.a \ "$(BUILDDIR)"/DTITLE.IDX src/index/dtitle.idx.a \ "$(BUILDDIR)"/HGR0.IDX src/index/hgr0.idx.a \ "$(BUILDDIR)"/HGR1.IDX src/index/hgr1.idx.a \ "$(BUILDDIR)"/HGR2.IDX src/index/hgr2.idx.a \ "$(BUILDDIR)"/HGR3.IDX src/index/hgr3.idx.a \ "$(BUILDDIR)"/HGR4.IDX src/index/hgr4.idx.a \ "$(BUILDDIR)"/HGR5.IDX src/index/hgr5.idx.a \ "$(BUILDDIR)"/HGR6.IDX src/index/hgr6.idx.a \ "$(BUILDDIR)"/DHGR.IDX src/index/dhgr.idx.a \ "$(BUILDDIR)"/GR.IDX src/index/gr.idx.a \ "$(BUILDDIR)"/DGR.IDX src/index/dgr.idx.a \ "$(BUILDDIR)"/ARTWORK.IDX src/index/artwork.idx.a \ "$(BUILDDIR)"/COVERFADE src/index/coverfade.idx.a \ "$(BUILDDIR)"/GR.FIZZLE src/index/gr.fizzle.idx.a \ "$(BUILDDIR)"/DGR.FIZZLE src/index/dgr.fizzle.idx.a \ "$(HELPTEXT)" src/index/helptext.idx.a \ "$(CREDITS)" src/index/credits.idx.a \ "$(DECRUNCH)" src/index/decrunch.idx.a \ "$(JOYSTICK)" src/index/joystick.idx.a @touch "$@" # assemble main program $(LAUNCHER.SYSTEM): $(LAUNCHER.SOURCES) | $(MD) $(TOTAL.DATA) $(ACME) -DBUILDNUMBER=`git rev-list --count HEAD` src/4cade.a 2>"$(BUILDDIR)"/relbase.log $(ACME) -r "$(BUILDDIR)"/4cade.lst -DBUILDNUMBER=`git rev-list --count HEAD` -DRELBASE=`cat "$(BUILDDIR)"/relbase.log | grep "RELBASE =" | cut -d"=" -f2 | cut -d"(" -f2 | cut -d")" -f1` src/4cade.a @touch "$@" # assemble launchers for self-running demos $(DEMO): $(DEMO.SOURCES) | $(MD) mkdir -p "$@" $(PARALLEL) 'if grep -q "^!to" "{}"; then $(ACME) "{}"; fi' ::: src/demo/*.a (cd "$(DEMO)"/ && for f in *; do echo "$$f"; done) > "$(DEMO.LIST)" @touch "$@" # assemble graphic effects $(FX): $(FX.SOURCES) | $(MD) mkdir -p "$@" "$(BUILDDIR)"/FX.INDEXED "$(BUILDDIR)"/FXDATA "$(BUILDDIR)"/FXCODE $(PARALLEL) 'if grep -q "^!to" "{}"; then $(ACME) "{}"; fi' ::: src/fx/*.a (cd "$(BUILDDIR)"/FXCODE/ && for f in *; do echo "$$f"; done) > "$(FXCODE.LIST)" (cd "$(BUILDDIR)"/FXDATA/ && for f in *; do echo "$$f"; done) > "$(FXDATA.LIST)" @touch "$@" # assemble launchers for games $(PRELAUNCH): $(PRELAUNCH.SOURCES) | $(MD) mkdir -p "$@" "$(BUILDDIR)"/PRELAUNCH.INDEXED $(PARALLEL) 'if grep -q "^!to" "{}"; then $(ACME) "{}"; fi' ::: src/prelaunch/*.a @touch "$@" # assemble bootloader $(PROBOOTHD): $(PROBOOT.SOURCES) | $(MD) $(ACME) -r "$(BUILDDIR)"/proboothd.lst src/proboothd/proboothd.a @touch "$@" # # |compress| must be called separately because it is slow and # only needs to be run when a new graphic file is added. # It create files in the repository which can then be checked in. # compress: $(MD) $(PARALLEL) '[ -f "res/ACTION.HGR/{/}" ] || ${EXOMIZER} "{}"@0x4000 -o "res/ACTION.HGR/{/}"' ::: res/ACTION.HGR.UNCOMPRESSED/* $(PARALLEL) '[ -f "res/ACTION.DHGR/{/}" ] || ${EXOMIZER} "{}"@0x4000 -o "res/ACTION.DHGR/{/}"' ::: res/ACTION.DHGR.UNCOMPRESSED/* $(PARALLEL) '[ -f "res/ARTWORK.SHR/{/}" ] || ${EXOMIZER} "{}"@0x2000 -o "res/ARTWORK.SHR/{/}"' ::: res/ARTWORK.SHR.UNCOMPRESSED/* $(PARALLEL) '[ -f "res/TITLE.HGR/{/}" ] || bin/packhgrfile.py "{}" "res/TITLE.HGR/{/}"' ::: res/TITLE.HGR.UNPACKED/* # # |attract| must be called separately because it is slow and # only needs to be run when a new game or demo is added. # It create files in the repository which can then be checked in. # attract: compress bin/check-attract-mode.sh bin/generate-mini-attract-mode.sh # # |cache| must be called separately because it is slow and # only needs to be run when a new game is added. # It create files in the repository which can then be checked in. # cache: $(GAMES.CONF) $(PARALLEL) ::: \ 'awk -F= '"'"'/^00/ { print $$2 }'"'"' < "$(GAMES.CONF)" | bin/buildcache.py > "$(BUILDDIR)"/cache00.a' \ 'awk -F= '"'"'/^0/ { print $$2 }'"'"' < "$(GAMES.CONF)" | bin/buildcache.py > "$(BUILDDIR)"/cache01.a' \ 'awk -F= '"'"'/^.0/ { print $$2 }'"'"' < "$(GAMES.CONF)" | bin/buildcache.py > "$(BUILDDIR)"/cache10.a' \ 'awk -F= '"'"'!/^$$|^#/ { print $$2 }'"'"' < "$(GAMES.CONF)" | bin/buildcache.py > "$(BUILDDIR)"/cache11.a' $(PARALLEL) ::: \ '$(ACME) -o res/CACHE00.IDX "$(BUILDDIR)"/cache00.a' \ '$(ACME) -o res/CACHE01.IDX "$(BUILDDIR)"/cache01.a' \ '$(ACME) -o res/CACHE10.IDX "$(BUILDDIR)"/cache10.a' \ '$(ACME) -o res/CACHE11.IDX "$(BUILDDIR)"/cache11.a' mount: $(HDV) osascript bin/V2Make.scpt "`pwd`" bin/4cade.vii "$(HDV)" $(MD): @$(ACME) --version | grep -q "ACME, release" || (echo "ACME is not installed" && exit 1) @$(CADIUS) | grep -q "cadius v" || (echo "Cadius is not installed" && exit 1) @$(PARALLEL) --version | grep -q "GNU" || (echo "GNU Parallel is not installed" && exit 1) @$(PYTHON) --version | grep -q "Python 3" || (echo "Python 3 is not installed" && exit 1) mkdir -p "$(BUILDDIR)" touch "$(CADIUS.LOG)" @touch "$@" clean: rm -rf "$(BUILDDIR)"/ || rm -rf "$(BUILDDIR)" all: clean dsk mount al: all .NOTPARALLEL: