mirror of
https://github.com/a2-4am/4cade.git
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241 lines
9.8 KiB
Makefile
241 lines
9.8 KiB
Makefile
#
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# 4cade Makefile
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# assembles source code, optionally builds a disk image and mounts it
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# note: Windows users should probably use winmake.bat instead
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#
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# original by Quinn Dunki on 2014-08-15
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# One Girl, One Laptop Productions
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# http://www.quinndunki.com/blondihacks
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#
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# adapted by 4am on 2018-08-19
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#
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DISK=4cade.hdv
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VOLUME=TOTAL.REPLAY
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# third-party tools required to build
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# https://sourceforge.net/projects/acme-crossass/
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# version 0.96.3 or later
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ACME=acme
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# https://github.com/mach-kernel/cadius
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# version 1.4.0 or later
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CADIUS=cadius
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# https://bitbucket.org/magli143/exomizer/wiki/Home
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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 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 build/PREFS.CONF
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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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bin/buildfileinfo.sh res/TITLE.DHGR "06" "4000"
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bin/buildfileinfo.sh res/ACTION.GR "06" "6000"
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bin/buildfileinfo.sh res/ICONS "CA" "0000"
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bin/buildfileinfo.sh build/FX "06" "6000"
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bin/buildfileinfo.sh build/PRELAUNCH "06" "0106"
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#
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# add everything to the disk
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#
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for f in \
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build/TOTAL.DATA \
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res/TITLE \
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res/COVER \
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res/HELP \
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build/GAMES.CONF \
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build/PREFS.CONF \
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build/CREDITS \
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build/HELPTEXT \
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build/ATTRACT.IDX \
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build/SEARCH00.IDX \
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build/SEARCH01.IDX \
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build/SEARCH10.IDX \
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build/SEARCH11.IDX \
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build/FX.IDX \
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build/DFX.IDX \
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build/GAMEHELP.IDX \
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build/SLIDESHOW.IDX \
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build/MINIATTRACT.IDX \
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build/PRELAUNCH.IDX \
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build/ARTWORK.IDX \
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build/HGR0.IDX \
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build/HGR1.IDX \
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build/HGR2.IDX \
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build/HGR3.IDX \
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build/HGR4.IDX \
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build/HGR5.IDX \
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build/HGR6.IDX \
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build/DHGR.IDX \
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res/DECRUNCH \
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res/JOYSTICK \
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res/Finder.Data \
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res/Finder.Root; do \
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$(CADIUS) ADDFILE build/"$(DISK)" "/$(VOLUME)/" "$$f" >>build/log; \
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done
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for f in \
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res/TITLE.HGR \
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res/TITLE.DHGR \
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res/ACTION.GR \
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res/DEMO \
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res/TITLE.ANIMATED \
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res/ICONS \
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build/FX \
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build/PRELAUNCH; do \
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rm -f "$$f"/.DS_Store; \
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$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/$$(basename $$f)" "$$f" >>build/log; \
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done
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for i in 1 2 3 4 5 6; do \
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$(CADIUS) RENAMEFILE build/"$(DISK)" "/$(VOLUME)/DEMO/SPCARTOON.$${i}$${i}" "SPCARTOON.$${i}." >>build/log; \
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done
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for f in res/dsk/*.po; do \
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$(CADIUS) EXTRACTVOLUME "$${f}" build/X/ >>build/log; \
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done
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rm -f build/X/**/.DS_Store build/X/**/PRODOS* build/X/**/LOADER.SYSTEM*
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$(CADIUS) CREATEFOLDER build/"$(DISK)" "/$(VOLUME)/X/" >>build/log
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for f in build/X/*; do \
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$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/X/$$(basename $$f)" "$$f" >>build/log; \
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done
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bin/changebootloader.sh build/"$(DISK)" build/proboothd
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index: md asmfx asmprelaunch
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# note: even though individual lines check individual files, you really want
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# to re-run this with a clean build/ directory if anything changes, because
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# everything is interconnected within TOTAL.DATA
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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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[ -f build/ATTRACT.IDX ] || (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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[ -f build/HELPTEXT ] || (bin/converthelp.sh res/HELPTEXT build/HELPTEXT)
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[ -f build/CREDITS ] || (bin/converthelp.sh res/CREDITS build/CREDITS)
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for f in res/GAMEHELP/*; do \
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[ -f build/GAMEHELP/"$$(basename $$f)" ] || (bin/converthelp.sh "$$f" build/GAMEHELP/"$$(basename $$f)"); \
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done
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#
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# create distribution version of GAMES.CONF without comments or blank lines
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#
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[ -f build/GAMES.CONF ] || (awk '!/^$$|^#/' < 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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[ -f build/DISPLAY.CONF ] || (bin/builddisplaynames.py < build/GAMES.CONF > build/DISPLAY.CONF)
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[ -f build/SEARCH00.IDX ] || (grep "^00" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH00.IDX)
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[ -f build/SEARCH01.IDX ] || (grep "^0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH01.IDX)
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[ -f build/SEARCH10.IDX ] || (grep "^.0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH10.IDX)
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[ -f build/SEARCH11.IDX ] || (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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[ -f build/GAMES.SORTED ] || (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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[ -f build/PRELAUNCH.IDX ] || (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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[ -f build/GAMEHELP.IDX ] || (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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[ -f build/SLIDESHOW.IDX ] || ((for f in res/SS/*; do \
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[ $$(echo "$$(basename $$f)" | cut -c-3) = "ACT" ] && \
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bin/buildaction.sh build/DISPLAY.CONF < "$$f" > "build/SS/$$(basename $$f)" || \
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bin/buildokvs.sh < "$$f" > "build/SS/$$(basename $$f)"; \
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echo "$$(basename $$f)"; \
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done) | bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/SS > build/SLIDESHOW.IDX)
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[ -f build/MINIATTRACT.IDX ] || ((for f in res/ATTRACT/*; do \
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bin/buildokvs.sh < "$$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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[ -f build/FX.IDX ] || (bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/FX.INDEXED < res/FX.CONF > build/FX.IDX)
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[ -f build/DFX.IDX ] || (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 & DHGR 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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[ -f build/HGR0.IDX ] || ((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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[ -f build/HGR1.IDX ] || ((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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[ -f build/HGR2.IDX ] || ((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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[ -f build/HGR3.IDX ] || ((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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[ -f build/HGR4.IDX ] || ((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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[ -f build/HGR5.IDX ] || ((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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[ -f build/HGR6.IDX ] || ((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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[ -f build/DHGR.IDX ] || ((for f in res/ACTION.DHGR/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ACTION.DHGR > build/DHGR.IDX)
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#
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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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[ -f build/ARTWORK.IDX ] || ((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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$(ACME) -DBUILDNUMBER=`git rev-list --count HEAD` src/4cade.a 2>build/relbase.log
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$(ACME) -r build/4cade.lst -DBUILDNUMBER=`git rev-list --count HEAD` -DRELBASE=`cat build/relbase.log | grep "RELBASE =" | cut -d"=" -f2 | cut -d"(" -f2 | cut -d")" -f1` src/4cade.a
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asmfx: md
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for f in src/fx/*.a; do \
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grep "^\!to" $${f} >/dev/null && $(ACME) $${f} || true; \
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done
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asmprelaunch: md
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for f in src/prelaunch/*.a; do \
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grep "^\!to" $${f} >/dev/null && $(ACME) $${f}; \
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done
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asmproboot: md
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$(ACME) -r build/proboothd.lst src/proboothd/proboothd.a
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#
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# |compress| and |attract| must be called separately because they are slow.
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# They create files in the repository which can then be checked in.
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#
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compress: md
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for f in res/ACTION.HGR.UNCOMPRESSED/*; do o=res/ACTION.HGR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x4000 -o "$$o" >>build/log; done
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for f in res/ACTION.DHGR.UNCOMPRESSED/*; do o=res/ACTION.DHGR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x4000 -o "$$o" >>build/log; done
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for f in res/ARTWORK.SHR.UNCOMPRESSED/*; do o=res/ARTWORK.SHR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x2000 -o "$$o" >>build/log; done
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attract: compress
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bin/check-attract-mode.sh
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bin/generate-mini-attract-mode.sh
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mount: dsk
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osascript bin/V2Make.scpt "`pwd`" bin/4cade.vii build/"$(DISK)"
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md:
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mkdir -p build/X build/FX.INDEXED build/FX build/PRELAUNCH.INDEXED build/PRELAUNCH build/ATTRACT build/SS build/GAMEHELP
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touch build/log
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clean:
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rm -rf build/ || rm -rf build
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all: clean dsk mount
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al: all
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