mirror of
https://github.com/a2-4am/4cade.git
synced 2024-11-04 11:09:27 +00:00
447 lines
20 KiB
Makefile
447 lines
20 KiB
Makefile
#
|
|
# 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 $(HDV) mount
|
|
|
|
al: all
|
|
|
|
.NOTPARALLEL:
|